Flank Speed and Damn the Torpedoes! (An Azur Lane PlanQuest)

Flank Speed and Damn the Torpedoes! (A Commander of Azur Lane PlanQuest)
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Take control of a base somewhere in the Northern Atlantic and aid our allies to create a safe lane for our merchant fleets! For the sake of our civilians!
Opening Post
Location
Somewhere in Indonesia
We mankind have created great strides in power generation technology in the form of Energy Cubes. It had been announced first in the Northern Parliament before a large-scale scientific conference happened with the purpose of dissecting this new discovery thoroughly. The result itself is astonishing to say, as the prototype cubes, no bigger than the size of our palm, itself could produce up to 10 kilowatts without any of the disadvantages, even with an additional benefit of being rechargeable once it runs out.

Such discovery practically turned the world overnight as every country wished to implement the energy cubes, to the point that we established a global organization known as Azur Lane to sort out who would get these cubes first.

The relatively recent discovery itself also created a frenzy to discover more about the new wonder energy. As it turns out, these cubes could be resized to everyone's needs, from as small as cell phone batteries into as large as a car. The power behind each cube itself was proportional to its size, with the largest one capable of rivaling an entire last generation's nuclear plant. It didn't take long for a societal revolution to happen with a multitude of products integrating some sort of energy cubes one way or another, leaving the energy producers screaming and screeching against the proliferation of cubes.

While we were transitioning from conventional energy into energy cubes though, another type of cube suddenly appeared from nowhere. At first we didn't know what to do with it, mostly because it is non-reactive to all methods the scientists used. Until one particular Eagle Union scientist made a dare of bringing the cube into Missouri Memorial, whether out of drunkenness or desperation only he knew. To the surprise of the scientists, the cube reacted dramatically and practically removed the memorial itself before replacing it with a girl who claimed herself as said memorial coming to life. This discovery wasn't taken well by the researchers, as they could never expect the mysterious cubes to do something as dramatic as turning an entire ship into a woman! Not to mention how to frame the incident into public and the rest of the world.

The incident itself quickly made headline news and other nations were similarly eager to bring warships back to life. Unfortunately, the efforts to change their modern fleet armada ended for nothing as the cubes didn't react when exposed to the modern warships. The original scientist who brought the cube into Missouri was accused of being lying until one other researcher thought these cubes might only work on previous war's warships instead of modern ones, a thesis quickly put into test to full degree of success. Although this left us a bunch of confused shipgirls with outdated armaments looking for a purpose in their second life. Such purpose would be granted though, and in not a good way.

During the frenzy of research though, suddenly enigmatic figures that we colloquially called Sirens came from nowhere and attacked various areas, plunging the world into a war on a scale never seen before. At first we tried to fight them with our conventional navy, unfortunately that ended disastrously with massive loss of life and material for comparably little damage done to our new enemy. Realizing that the situation was hopeless, the shipgirls volunteered themselves to fight against them, after all they couldn't do worse than the conventional navy.

Surprisingly, the shipgirls performed really well against the new intruders, even regaining a little bit of the ocean whenever they sortied. Alas, their numbers were too little to make a difference, but the sight of ship personifications of old winning against what seemingly impossible odds rekindled mankind's hope. The small victories itself also drove a new wave of research on these new enemies, particularly researching more effective weapon systems to reduce the burdens of our shipgirls.

At the same time of developing new arsenals, we also tried to understand more about our invaluable allies, especially on how to summon more of them and the exact limitations of their capabilities. It's not long before we understood a bit more and bestowing our shipgirls an official classification: Kinetic Artifactual Navy, Self-regulating En-lore Node, commonly abbreviated as KANSEN, or Dynamic Artificial Naval Units-Autonomous Type-Historical Link, with the former term used more often.

In the early years every country tried to stand on their own, alas it wasn't a successful endeavor simply because of the discrepancy in numbers of KANSENs each nation possessed. It didn't take long for the nations to agree on expanding Azur Lane's mandate from a mere global energy distributor into a full-blown paramilitary organization consisting of all nations' KANSENs pooled under a banner. Organizing all the KANSENs under a banner helped in defending the coasts, but when it was time to attack it didn't work too well simply because there were too many areas to cover and stretched our forces thin.

To complicate matters further, a group of KANSEN look-alikes showed up from nowhere and started attacking everywhere indiscriminately without any rhyme or reason. Even though the enigmatic group was a thorn for mankind's efforts, this particular group was less hostile and even could be seen attacking the Sirens more often.

Reclaiming a mere twenty miles from the coasts bled us hard and the slowly deteriorating standard of living for our citizens forced us to change our strategy if we wanted to avoid the worst. Someone suggested using the newly matured technology of artificial islands to create a chain of bases, but the idea was almost thrown out thanks to high cost in establishing one. Although it didn't have too much traction in the beginning, it turned out to be a sensible suggestion because it let us focus our efforts in a much smaller area and hopefully be able to open a gap for our merchants to slip through under SIren's tyrannical control of the seas, cost of establishing one be damned if we couldn't even do anything to help our civilians.

Take control of one of the newly constructed bases and help our allies to create a safe shipping lane!

[]Commander Selection:

-[]Andrew Turner

One of the best logisticians the Eagle Union has to offer, he is very well known in getting his forces supplied effectively without any misorders. Unfortunately, such specialization leaves him somewhat behind in other important areas, like commanding his forces, even with his spirited attitude towards learning it can leave his base less defended than usual.

Logistician: +5 bonus to Infrastructure and Shipping category
Eager to Learn: +1 bonus to all dice for every two turns (Capped at +6)
Unsharpened Tactician: -5 malus to Defense


-[]Bellatrix Tenant:

A veteran of many countless with the Sirens under the banner of Royal Navy, with decades-long experience she can be counted on to do organizational tasks very well, probably better than most other commanders. Unfortunately, her long service hasn't been kind to her body, needing her to get frequent treatment alongside her advanced age compared to other candidates.

Expert and Experienced: +5 bonus to all dice
Defense Specialist: +10 bonus to defense category
Feeling Her Age: 10% chance to be incapacitated for a turn, losing this character's bonuses (will not proc twice in a row)


-[]Anantas Alexeyev:

A commander hailing from Northern Parliament, he can simply be summed as jack-of-all-trades with slightly more knowledge in several areas, particularly on how to scavenge more effectively and how to maximize damage in a raid. Furthermore, he's often seen as a parental figure to some of the destroyers he had commanded before thanks to his strict but fair demeanor and willingness to spend money to keep his charges happy.

Raiding specialist: Extra 1 dice on Sortie category, +5 bonus and additional resource after a successful raid.
Northern Parliament Technology Supremacist: +5 bonus involving NP technology
Actually Caring Father: +5 bonus on Entertainment



[]KANSEN/Secretary Ship selection:

-[]Duca Degli Abruzzi:

Light Cruiser hailing from Sardegna Empire, a gallant and valiant KANSEN who is always eager for a fight and bring glory for Sardegna. Despite her tendency to charge ahead, she is actually pretty capable of strategizing and knows the importance of having a properly developed base and its facilities.

+2 dice on Sortie category, +6 roll on Sortie category
Learned in the Ways of Sardegna: +5 bonus on Defense,+5 bonus on Entertainment
Decent Administrator: +3 bonus on Infrastructure, Shipping, Defense and Entertainment


-[]Köln

An excellent administrator from Ironblood, unfortunately such skills make her rarely able to sortie and help her fellow KANSENs in fighting the sirens. At least she is more than willing to relearn and reintegrate with her next commander.

+2 dice on Sortie, +4 rolls on Sortie category
Experienced Organizer: +5 rolls on Infrastructure, Shipping, Entertainment and Defense
Willing to relearn: +1 bonus on all dice every 2 turns (capped at +6)
Rustic in battle: -3 malus on sortie


-[]Noshiro

A Sakura Empire Light cruiser, she is a relatively new summon when compared to others, but she has put herself through the wringer for the sake of catching up with her peers and making herself useful in other situations. Despite her willingness to absorb knowledge as much as possible though, Sakura Empire's logistics lesson isn't exactly stellar, thus leaving gaps in her knowledge of supplying her allies.

+2 dice on Sortie, +6 rolls on Sortie category
Experienced Raider: Additional +5 bonus on Sortie
Extremely eager learner: +1 bonus on dice every 1 turn (capped at +6)
Inexperienced in paperwork: -5 malus on Infrastructure and Shipping
 
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Character Sheet
Commander:
-Anantas Alexeyev
Traits:
-Raiding specialist: Extra 1 dice on Sortie category, +5 bonus and additional resource after a successful raid.
-Northern Parliament Technology Supremacist: +5 bonus involving NP technology
-Actually Caring Father: +5 bonus on Entertainment

KANSENs of Note:
-Duca Degli Abruzzi
Traits:
-+2 dice on Sortie category, +6 roll on Sortie category
-Learned in the Ways of Sardegna: +5 bonus on Defense,+5 bonus on Entertainment
-Decent Administrator: +3 bonus on Infrastructure, Shipping, Defense and Entertainment

Missouri (BB-63)
+2 Sortie Dice (Already added to dice pool)
Traits:
-Expert, Experienced and Tempered (Assistant): Further +5 bonus and +1 dice in Infrastructure, Defense, Entertainment and Shipping categories
-Collection Through the Decades: Unlocks several new Entertainment projects and grants a one-time bonus for each project when attempted. Bonus varies from +15 up to +35
-Unwavering Morale: Morale will never get below ++++
-Chains of Commanding?: +8 on Sortie if assigned with another capital ship or flagship of a base, otherwise -2 on Sortie (Negated by Reorganization)
 
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Status of Base
Base Status at Start of Turn 3 (WIP after updates)

Resources Per Turn: 150 with 280 on storage
Milestones Completed: 0
Battle Favors: 20
Siren Hostility: 23

Basic Resources:
Fuel: +++++ +++ ++
Metal: ++++ +++ ++ +
Power/E-cubes: +++++ +
Morale: ++++ +++ ++ (+++ ++ morale recovered per turn)
Sentient Power/Independency: +++++ ++++ ++


Defense Rating: +8

Shipyard Capacity
Submarine Fleet: 4/16
Escort Fleet: 16/16 (additional +6 from repair yards, but it will only be used if you fill all the slots on normal docks)
Capital Ships: 0/0 (+3 from repair yards)

Repairs ongoing: 2/6 (2 medium damage, will be fully repaired on two turns), 0/3
 
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A (Hopefully) Simple and Understandable Guide
Players will take control of a blank slate base with bare minimum necessities, thus they have to develop it according to their taste and the plan demands. To develop the base itself they will have to watch out for two types of resources: Basic and Special

Basic Resources: Coins/Income/Resource-per-Turn (Which will be referred as RpT from now on), Fuel, Metal, Power/E-cubes, Sentient-Power/Independency and Morale

Special Resources: Battle Favors and Siren Hostility

Basic resources are the one you will gain or spend by doing projects, mostly one-time only unless specified. While special resources can only be gained from doing certain actions, voluntarily or not.

What those basic resources are for;
-RpT: used to buy dice for various projects
-Fuel: some Infrastructure, some Defense can use them and some in Shipping category. Sortie always require oil
-Metal: A lot in Defense, some in infrastructure, fewer in Entertainment. Will be deducted automatically if your KANSENs are taking damage as repair cost, always save these up if players desire to Sortie.
-Power/E-cubes: Used in all categories except Sortie to various degrees.
-Sentient-Power/Independency: Represents the 'soft' cap of maximum dice you can spend in a turn, will steadily be consumed during Siren blockage
-Morale: Used in Sortie, represents your KANSENs' mood to fight. Also for each + stacked together in this category will grant +1. So +++ won't provide +4 bonus, it's +3 or ++++ won't provide +8, it'd be +4 and so forth. Capped at +5

How to gain those basic resources;
All resources (except Morale) can be gained from both Shipping AND Sortie category. Players can gain some additional basic resources from doing these categories alongside resource provided
-Power: Infrastructure category
-Sentient-Power/Independency: Infrastructure
-Morale: Entertainment

For basic resources, it will be tallied with + and -, on 2^(n-1) scale, so +++ is not 3 units of X, it's 4 units.

As players are developing their base, there will be projects that can be done to improve said base. The projects themselves are divided into four categories: Infrastructure, Defense, Shipping and Entertainment.

Infrastructure: Where essential stuff lies, like expanded command center, extra power generations, expanding the amount of dormitories and so forth
Defense: Where the "fun" options of making your base as defensible as possible, including defensive turrets, minelaying operations, radar developments, KANSEN gear developments and so forth.
Shipping: Represents the passive resource generation options and the maximum amount of fleets players can have on their possession.
Entertainment: Keeps morale up and prevents your KANSENs from being bored

The special resources itself can only be gained from Sortie actions, which is sending your available fleet to do certain actions. The Sortie category itself is divided into four actions, Resource Extractions, Scouting, Raiding and Allied Base Defense, with the last three categories having a certain amount DC to pass. To gain battle favors, the players need to raid siren bases or help defend allied bases, which can be traded for more basic resources or getting a new KANSENs that will add caps to Sortie dice and possibly grant some passive bonuses to base itself.

As for the Siren Hostility itself, it is automatically filled by Xd10 depending on what actions the players have been doing, raiding will add 2d10 while assisting in base defense will add 1d10. It will slowly degrade by 1d5 if the players don't do any raiding or allied base defense actions. If the hostility reaches 100 or more however, the Sirens will send a fleet to blockade player's base and they can try contesting the blockade or hope for assistance from other allied bases.

Mechanics
The Quest uses a variation of the Planquest format as popularized by Ithillids GDIQuest and Blackstars MNKhQuest. Each turn readers create plans, allocating Dice and the required Resources to projects in a variety of categories. The number of Dice available in each category specified in the category header.

Sample Plan:

[ ]Plan XYZ
Infrastructure 3/3 Dice used, X+Y Resources
-[ ]Project A 2 Dice, X Resources
-[ ]Project B 1 Die, Y Resources
Military 3/3 Dice used, Z Resources
-[ ]Project C 3 Dice, Z Resources

Total: X+Y+Z Resources

After closing the vote, I will roll the dice assigned to each project and the result, plus the per-dice roll bonus, is added to the projects progress bar. A natural roll of 1 or 100 is either a critical failure or a critical success that will result in a malus or bonus of some kind.

A turn in this quest lasts for a month and a plan cycle lasts for a year, giving players 12 turns to finish the assigned milestones. Another difference from other PlanQuests is not all the milestones are mandatory for the first plan, although completing milestones will grant players hefty battle favors that can be traded.
 
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[X]Commander Selection
-[X]Anantas Alexeyev

[X]KANSEN/Secretary Ship selection
-[X]Noshiro

Who needs logistics when we can steal them all from our enemies! I also quite like the "Actually caring father" trait.
 
[X]Commander Selection:
-[X]Andrew Turner
[X]KANSEN/Secretary Ship selection:
-[X]Köln

Andrew and Koln end up with the best dice bonuses and in a plan quest that means a lot. Also the two young and up and comers appeals to me.

Edit:
Andrew(additional +6 after 12 turns)
Infra- +5 = +11
Defense- -5 = +1
Shipping- +5 = +11
Entertainment- = +6
Sortie- = +6
Total: +5 start +35 after 12 turns

Bellatrix (10% to provide no bonus to dice each turn- cannot happen 2 turns in a row)
Infra- +5
Defense- +5 +10 = +15
Shipping- +5
Entertainment- +5
Sortie- = +5
Total: +31.5 (-3.5 from 10% deactivation)

Anantas
Infra-
Defense-
Shipping-
Entertainment- +5
Sortie- +1 dice, +5
Total: +10, also additional resources on raid and +5 to NP tech

Bellatrix is the aging all arounder, Andrew is the slow start (though with bonuses to the passive resource category has a nice setup) that grows to the best bonuses overall (since Bellatrix starts missing turns), Anantas is the Sortie focused with the extra dice and additional resources plus bonuses on dice for NP techs


Secretary
Duca
Infra- +3
Defense- +5 +3 = +8
Shipping- +3
Entertainment- +5 +3 =+8
Sortie- +2 dice +6
Total: +28

Koln (additional +6 after 12 turns)
Infra- +5 = +11
Defense- +5 = +11
Shipping- +5 = +11
Entertainment- +5 = +11
Sortie- +2 dice +1 = +6
Total: +20 start 50 after 12 turns

Noshiro (additional +6 after 12 turns)
Infra- -5 = +1
Defense- = +6
Shipping- -5 = +1
Entertainment- = +6
Sortie- +2 dice +11 = +17
Total: +1 Start +31 after 12 turns

So Koln and Andrew are the long term choices, Noshiro is the sortie expert at +17, Duca is the starting all arounder but is passed up by Koln over time

This is why I am going Andrew/Koln. They have a slower start but they cap out higher (and Koln is not too far behind Duca). In addition we will get a very well organized base with those two in command

Edit Combos:
Andrew/Bellatrix with Noshiro- Noshiro handles sorties while Andrew or Bellatrix run the actual base
Andrew and Koln- The long term build though Koln has solid starting bonuses overall this is going to be the most powerful duo once they have time to learn
Bellatrix and Duca- for the early build they start off strong but never get betterand long run are passed up by Andrew and Koln
Anantas and Noshiro- Sorties with the drawback that shipping and infra are always going to be poor and at the start could go backwards, Defense is also going to be weak.
 
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Without spoiling too much, I'll give a little assessment about current votes

-Noshiro/Anantas Combo: Focuses on high-speed, high-stakes game trying to amass all kinds of resources as possible (including battle favors) and use the momentum behind their actions to either develop their base with shiny loot OR expand their fleet into kingdom come by trading all the favors they have amassed. This can go horribly wrong if the players don't manage their aggression carefully and ended up facing multiple fleets of siren without proper preparations (or accidentally hitting fleet caps)

-Koln/Andrew: This is the playing tall and numbers go up, and only go out once the player has a sufficient (in their eyes) amount of defense and start assisting their allies. This run risk of being unable to expand player's fleet early and probably failing their goals, can be mitigated if players are willing to play a bit more aggressive.

That's how I see both rationales, in the end it's all about how you manage the things with your options
 
I think Andrew/Noshiro combo would also be a more balanced approach. I also think that sorties will be one of the larger categories of actions with how it has four sub-categories, so I'm sticking with my current vote. I like the idea of a tight balancing act of fast expansion without doing so much that we call down the Sirens wrath upon us.
 
Totally not a spooky dice roll at all, yes yes

Ignore the first set, I forgot how to dice
Salty Birb threw 3 10-faced dice. Reason: not a spook, trust me Total: 18
7 7 5 5 6 6
Salty Birb threw 2 6-faced dice. Reason: not a spook, trust me, really Total: 7
6 6 1 1
Salty Birb threw 2 100-faced dice. Reason: not a spook, trust me, really Total: 154
100 100 54 54
 
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[X]Commander Selection:
-[X]Anantas Alexeyev:


[X]KANSEN/Secretary Ship selection
-[X]Köln

Any Commander is fine. But I really want to play Ironblood ship. Their Mechanised Dragon motifs is awesome
 
Commander Selection:
- Andrew Turner

KANSEN/Secretary selection
- Duca Degli Abruzzi

[x] Commander Selection:
- [x] Andrew Turner
[x] KANSEN/Secretary selection
- [x] Duca Degli Abruzzi
 
Vote closed
Scheduled vote count started by Salty Birb on Jul 31, 2021 at 7:00 PM, finished with 12 posts and 9 votes.
 
Since voting's ended and the selection for your secretary is tied, I'll roll a dice to see who will end up as your secretary

Well, there it is, Koln is officially your secretary. Gimme ~6 hours to adjust blurbs a bit more and you'll have fun with your first turn
Salty Birb threw 1 2-faced dice. Reason: 1 is Koln, 2 is Noshiro Total: 1
1 1
 
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Fuck, I miscounted, the votes for all secretary ships are equal at 3 Dice will be re-rolled because I'm an idiot. Please ignore the above dice because I was sleepy and didn't read properly
Salty Birb threw 1 3-faced dice. Reason: 1 Koln, 2 Noshiro, 3 DDA Total: 3
3 3
 
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Turn 1: A Long Voyage Begins (Year 1 January)
You are Anantas Alexeyev from Northern Parliament and you have been assigned to the newly christened Topaz Base on the Northwestern part of the Atlantic. The trip itself is fairly boring and would have bored you if not for the four Schuka-class submarine KANSENs keeping your hands full, from reading bedtime stories, teaching them the value of teamwork and even sharing a few non-alcoholic drinks with them. When you are not coddling the submarines though, your attention lies on the extremely short plan milestones for your first year.

"Plan Milestones:

-Has a 10/15/20 defense rating
-Successfully do 3/6/9 Raids
-Assist in Allied Base Defense 4/8/12 times.

Please note that none of it are mandatory, your first priority is always survival. If you can spare some efforts in assisting your allies or disrupting the Sirens, it is appreciated and will be rewarded appropriately."

Realizing you may have gotten a little too bored during this trip, you quickly shift your attention to your new secretary's files. As much as you like being surprised with whom you'll be paired with, you prefer not being bored to death. During the rest of the trip itself, you can't help but be impressed with your secretary's capabilities. A well-rounded administrator and knows the importance of keeping morale high through various means will definitely be a great asset during your tenure in the newly christened Topaz base.

Inside the office you can see your secretary is decorating her desk with some trinkets from the Sardegna Empire, and it takes you a little cough to get her attention. Your new secretary quickly looks back at you before saluting like nothing happens.

"I am light cruiser Luigi di Savoia Duca degli Abruzzi, Sardegna's splendorous dignitary! I have been waiting for this day to bring glory for the Sardegna Empire and fight for the sake of Azur Lane."

You show your best impassive face as you never expect to work with a nationalist, but then you are quite a bit of a nationalist yourself with your preference to work with your country's technology. You just hope both of your nationalistic tendency won't clash too hard.

Resources Per Turn: 150 with 175 on storage
Milestones Completed: 0
Battle Favors: 0
Siren Hostility: 0

Basic Resources:
Fuel: +++
Metal: +++
Power/E-cubes: +++
Morale: ++++
Sentient Power/Independency: +++++

You have 3 Free Dice


Infrastructure: You and Duca degli Abruzzi have finally hashed out a list of 'acceptable' and 'high priority' projects after several days of debate. It's nice to see your secretary is willing to be somewhat critical of your decisions, after all your knowledge in this area isn't exactly stellar either. (3 Dice)


[]Auxiliary Power System (Wind): Even though the world has mostly phased out conventional power plants for energy cubes, it is always prudent to have backup power from other sources should the worst case happen. The somewhat strong wind currents make wind being the first out of many auxiliary power programs a viable choice. (0/250 progress, 10 resources per dice, +++ Power, ++++ Sentient Power/Independency)

[]Barracks Expansion (Phase 1): While the current barracks is sufficient to house the amount of personnel we possess, it wouldn't hurt to pre-emptively expand more. After all, only God knows what could happen in the future. (0/150, 5 resources per dice +++ Sentient Power)

[]Clinic (Stage 1): While the main fighting force will be your KANSENs, that doesn't mean you can neglect the health of other personnel. It won't be sufficient to treat more serious illnesses, but it should ease or alleviate minor ones. Also it is useful to have a specialized place to store medicine instead of lumping them with other goodies. (0/100 progress, 5 resources per dice, ++ Sentient Power)

[]Cube Recycling Facilities (Stage 1): Energy Cubes are basically batteries but with much larger power capacity and none of the disadvantages, this includes being rechargeable. While our current stock is expected to last for a year, you know better than relying on forecasts as those have been proven wrong before. (0/400, 15 resources per dice, ++++ Power)

[]Expand Communication Facilities: While the current communication facilities are sufficient for minimal usage, there is much more room for improvement, especially hardening it against any attempts from SIren interference or just increasing it for the sake of quality of life. Also you can leverage your position here to get a better deal from your homeland too. (0/150, 10 resources per dice.) (Will activate Northern Parliament Technology Supremacist trait)




Defense: If there's anything both you and your secretary agree whole-heartedly, it's about making the base as defensible as possible, especially since there are so many things both of you can improve. Although Duca degli Abruzzi sometimes harps about the superiority of her empire's technology, your expertise with your nation's technology convinces her to trust your judgement. (4 Dice)

[]Defensive Turrets: (Stage 1): People say that the best defense is offense, but in the case of dealing with the Sirens the best defense is to be as unappealing as possible to attack. Putting a lot of turrets everywhere should be able to deter any potential invasion, or at least makes them think twice. (Select a model from the list below)
-[] Line Holder of Eagle Union: Somewhat expensive choice to put in and specialized only to engage ground targets, but once they manage to acquire their targets, nothing will be able to stand in their way. (0/150 progress, 15 resource per dice, provides +3 defensive rating -- Power, - Metal)
-[]BlackWatch of Royal Navy: Cheap design on a reliable package, just like what the Royals often do. This doesn't mean it's not an effective design as it's meant to be placed en masse and provide a hellstorm of projectiles once fully maxed out. (0/125, 10 resources per dice, provides +1 defensive rating, - Power -Metal)
-[]Wagner of Northern Parliament: Even more expensive option, but also an even more effective version of Eagle Union's defensive turrets with the ability of targeting aircraft too. (0/200. 20 resources per dice, provides +4 defensive rating --- Power, -- Metal) (Will activate Northern Parliament Technology Supremacist trait)
-[]Landsknecht of Iron Blood: The most powerful and the most expensive of all, these turrets are more than capable of withstanding incredible amounts of damage while dishing it out. Although it comes with a weakness of being overly complicated and hard to replace if one should get destroyed (0/300 progress, 25 resource per dice, provides +5 defense rating --- Power, -- Metal)

[]SONAR Installation (Stage 1): A wonderful tool to detect any submersibles in your base's vicinity. While it won't be able to cover a large area, any coverage is still better than none at all. After all, being surprised by a hostile submarine isn't exactly a pleasant experience, doubly so if such a submarine is a prelude to a blockade. (Provides +1 defensive rating) (0/100 progress, 15 resources per dice -Power) (Will activate Northern Parliament Technology Supremacist trait)

[]RADAR Installation (Stage 1): If SONAR covers everything beneath the waves, RADAR is for anything above the waves. It is equally important to give us early warning against whatever the Sirens may cook up using their surface fleet or spying on us with their aircraft. Although you won't be able to cover a large area with these radar, it's still better than hoping nothing will happen. (Provides +2 defensive rating) (0/150, 15 resources per dice -Power) (Will activate Northern Parliament Technology Supremacist trait)

[]Minelaying Operations: Naval mines, one of the oldest weapon systems used until today. It is certainly effective at reducing the amount of chaff Sirens can bring to the party, but it comes with the caveat of being unable to hit their humanoid models and those mines are hazardous to friendly fleets without knowledge of those mines. (Provides +2 defensive rating) (0/150, 5 resources per dice)




Entertainment: KANSENs and boredom, mix them together and watch your base turns into a giant mess of unrecognizable stuff. (3 Dice)

[]Hobby kitchen: Instead of letting your KANSENs anywhere near the actual kitchen for testing their recipes, it is much safer and prudent to just build a kitchen where you don't mind being ruined. Of course you need to repair it often, but it's better than letting them in the actual kitchens and possibly disrupting day-to-day operations. (0/100 progress, 5 resources per dice, + Morale per turn) (May deduct 5 resources on each turn depending on the results.)

[]Sports field: Destroyers are an energetic bunch, and they need somewhere to channel it, hopefully preventing any funny ideas from them, if ever. Granted, who you are kidding, these kids will always find a way to do havoc incidentally. At least the damage won't be as severe as bored capital ships, and you are glad to not house any of them at the moment. (0/75, 5 resources per dice, + Morale per turn)

[]Swimming Pool: Duca degli Abruzzi pitched this idea after several meetings. She thinks an area where your fellow KANSENs can simply relax without worrying too much about the world is necessary, although you know better as this is just a cover to let her flex her swimsuit in front of everyone as you caught her muttering about it. (0/75, 10 resources per dice, ++ Morale per turn)

[]Performance Stage: Instead of letting your KANSENs loose with physical activities, you can always let them plan a performance of their own choosing. Although different nationalities may make things complicated, this also serves nicely as a team-building exercise without formally telling them. Your other personnel will also appreciate a place to let loose their creativity, probably will need a censor so you don't end up showing erotic drama to younger KANSENs, you aren't paid enough to explain Birds and Bees to them and no amount of salary will convince you to start that at your own volition. (0/75 progress, 5 resources per dice, + Morale per turn)




Shipping: Resources don't just grow on trees, or grow from seaweeds in this case. (3 dice)

[]Expand Shipping Yard (Phase 1): More resources are always beneficial, and bigger shipyards are one way to show that you urgently need those resources to fund your base. Alas, you probably need to burn some favors if the admiralty catches you lying about it. (-15 Favors if attempted before finishing 2 mandates)(0/250, 15 resources per dice +15 RpT)

[]Expand Submarine Pens (Phase 1): You have exactly one submarine fleet at the moment, which is far from being crowding your current submarine pens, but it doesn't hurt to pre-emptively expand in case you decided to try getting more submarines. (1 out of 4 slot filled) (Can use Infrastructure Dice, at least 1 dice must be shipping) (0/125 progress, 10 resources per dice)

[]Expand Escort Fleet Docks (Phase 1) Your docks are half-full, and probably will be full before the end of the plan or even sooner. It is never a bad idea to increase how much escort fleet you can comfortably house before overcrowding can happen (2 out of 4 slots filled) (Can use Infrastructure dice, at least 1 dice must be shipping) (0/150 progress, 10 resources per dice)

[]Escort Ship Repair Yards (Stage 1): Your girls haven't got injured yet, but it is only a matter of time. Pre-empt health difficulties by building a yard where one of your fleet can fit and be put to right (Can use Infrastructure dice, at least 1 dice must be Shipping) (0/150, 15 resources per dice)

[]Create Capital Ship Repair Facility (Phase 1): You don't have a capital ship yet, but it's only a matter of time until someone from the admiralty assigns you one or you end up burning favors for acquiring one. At least you can use this to repair non-capital ships if the need arises, or temporarily house your capital ship until a proper facility can be built (Can use Infrastructure dice, at least 1 dice must be shipping) (0/200, 15 resources per dice)

[]Dignitary Housing: You don't really like it when the government higher ups decide to visit your base because it is a hassle, a distraction and a big bullseye rolled into one neat package, but you understand the significance of morale boost from having a top government official wishing your personnel a good luck or decided to have a celebration in your base. (0/125, 15 resources per dice)

[]Request Additional Resources: While you haven't started to do anything with your base, it won't hurt asking the admiralty for a little bit of leeway for resources, especially if you end up starting some expensive projects with your somewhat shoe-string starting budget (DC 40 for each dice put on this option.)
-[] Insert the name of resources you want (RpT will give one-time 30. While fuel, metal and power will give ++ in selected category)




Sortie: This is what you are assigned here for, to assist other bases in the vicinity and slowly expand Azur Lane's control of the seas (4 dice +2 from Duca degli Abruzzi, +1 from personal trait).

[]Resource Extraction: It's a boring job, one that you dislike putting your KANSENs there, but without resources you can't harden your base against Sirens' attacks. You'll probably need to bake your grandma's cookies for everyone involved in extraction as a reward, let's hope someone remembers that. (Any number of dice can be assigned here, each dice will be rolled individually to determine quantity of resources gotten) (-Fuel and -Morale for every dice spend on this category)

[]Scouting Mission: Several points of interest have popped up and assigned to you thanks to your close proximity to them. Act quickly before they are gone. (Each scouting mission has a DC of 10, with higher rolls granting better reward and/or better information) (Each dice invested will automatically -Fuel, while each option attempted will automatically -Morale)
-[]A7: Formerly a site of a Siren stronghold reduced into rubble after a joint assault from Ruby and Sapphire base. A small force of Siren has been detected prowling in this area, investigate them and find out what they are doing.
-[]B2: A siren patrol fleet has been seen in this area patrolling around with a base near there. Follow them and hopefully find a weakness. (If successful, will reveal actual DC of B2 raiding)
-[]C4: A cache of resources has been detected on those coordinates, who are you to decline a potential treasure trove?
-[]F3: A large fleet of sirens has been sighted heading somewhere North East, investigate this and try to gain their motives.
-[]C7: A small siren fleet escorting what looks like an important Siren technology, it is dubious if we can get anything too valuable from it, but who knows you'll hit a jackpot.
-[]H8: Another small siren fleet is seen extracting resources, hit those quickly enough and their resources is ours.

[]Raiding: This is your specialty, and it'd be a damn shame if it goes unused. Although discretion is always first before attempting to raid, especially with Siren bullshit they can bring to bear (Each dice invested will automatically -Fuel, while each option attempted will automatically -Morale)
-[]B2: An outpost has been detected in that specific area, and according to the reports it doesn't seem to be well-defended. Perfect place for some quick cash, hopefully the Sirens don't have anything too nasty in there (DC 60?)

[]Allied Base Defense: The sirens have been oddly quiet, you can't help but feel something is suspicious is brewing (None available)

Moratorium for TWO HOURS, please don't vote for any plans during that period. Thank you very much. Discussions and Questions are welcome
 
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Asked Questions for Referral Purposes
Q: How does fuel work, we can spend fuel but have no options to gain fuel?

A: Fuel is mostly used to physically fuel your KANSENs to battle. As of now, there are two options you can do to gain fuel

First is requisition them from last option in the shipping, the second way is do sortie options, several options guarantees it: resource extraction for at least break even, or raiding to gain net amount of fuel at the cost of gaining siren attention, some options under scouting mission will also provide at least break-even if player passes the paltry DC of 10

Before I forgot to tell everyone here, resource extraction provides fuel alongside other resources depending on the dice rolls. Raiding provides all resources depending on how large is the difference between your roll and the DC provided
 
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[]Plan BuildUp Pain
Infrastructure 3/3+3 Dice, 30 Rs
-[]Auxiliary Power System (Wind) 6 Dice, 60 Rs
Defense 3/3 Dice, 45 Rs
-[]RADAR Installation (Stage 1) 3 Dice 45 Rs
Entertainment 3/3 Dice, 25 Rs
-[]Swimming Pool 2 Dice, 20 Rs
-[]Performance Stage 1 Die, 5 Rs
Shipping 3/3 Dice, 45Rs
-[]Escort Ship Repair Yards (Stage 1) 3 Dice, 45 Rs

Total: 175 Rs
 
[X]Plan BuildUp Pain
Infrastructure 3/3+3 Dice, 30 Rs
-[X]Auxiliary Power System (Wind) 6 Dice, 60 Rs
Defense 3/3 Dice, 45 Rs
-[X]RADAR Installation (Stage 1) 3 Dice 45 Rs
Entertainment 3/3 Dice, 25 Rs
-[X]Swimming Pool 2 Dice, 20 Rs
-[X]Performance Stage 1 Die, 5 Rs
Shipping 3/3 Dice, 45Rs
-[X]Escort Ship Repair Yards (Stage 1) 3 Dice, 45 Rs

Total: 175 Rs
 
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