What should your focus for the rest of the Quest be?


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I'm fine with everything else here, but I really think we should normalize relations with the Duchy before taking Lament's Legion. Being able to cooperate with them properly will be really important for any action we might take against the Nurglites and Khornates, and we have to take the normalization action before we can do any of that.
Yeah, I'm on the fence between the two options. The idea behind Lament's legion is that the Duchy is fighting Nurgle Cultists, they're not going to attack us anytime soon. Also, Lament's Legion is likely to power up the Lamenters right before we send them into combat with Khorne.
 
It's not about attacking them any time soon, it's about coordination, I think we should go for that first, and Lament's Legion next turn.
 
[] [Battleship] Hercules-class Battleship
-[] Length
- 28.000 Meters (-5 DP)
-[] Width - 6.000 Meters (-5 DP)
-[] Acceleration - 1 Gravity (-4 DP)
-[] Armor - Deus-Ultima Pattern Armor (-7 DP)
-[] Shields - Five Refutation-Pattern Void Shields (-4 DP)
-[] Weapons - 3x Ultra-Heavy Rotary Plasma Macrocannon Turrets/2x Ultra-Heavy Rotary Plasma Macrocannon Batteries/60x Light Macrocannon Turrets (-28 DP)
-[] Equipment - Autoloaders/Armored Lifepods/Tuned Shields/(Standard) Ship Shrines/Armored Bridges/(Standard) Superior Gravimetric Engine Calculations)/Improved Internal Security Systems/Hardened Prow/Lattice Hulls/Enhanced Strategium/Augmetic Security Department/Expanded Snapshot Pinpoint Targeting Solutions/Yeeni Auxillary Engineer Division/After-Burner Macro Shells/Shrine of the Charging Revenant/Icons to the Faith/Elite Crews/Micro-Warp Jump Engine/Ears of Hare Bnuy/Infused Armor Plates/Symphonia Arcanum Arma/Twisted Knotted Vinealloy(-97 DP)

So, with Cooky's advice, I've revised the Herc into a teleporting brawler, making use of a set of Five Ultra-Heavy Rotary Plasma Macrocannon weapons (Three as turrets, two as batteries), and then boosted the hell out of them with Autoloaders, Snapshot Targeting Solutions, and After-Burner Macro Shells for the simple reason that "Big Scary Bullet is even scarier if it goes even faster", which makes this as close to an aimbotting murder engine as we can get. It has surprisingly good range, so once it gets into position it doesn't have to go completely into knife-fighting range, but the closer it gets, the more damage each shell likely does thanks to all the +speed and +accuracy boosts it's rocking, and at 1G of acceleration and surprisingly good range for a macrocannon brawler... Well, you get a pretty impressive setup. I've also--sadly--had to strip out the inertialess drive, but in exchange, we've gotten the Ears of Hare Bnuy making it capable of aimbotting even something that's fucking invisible and inertialess itself, and Symphonia Arcanum Arma to double its weapons performance at important times.

Oh, and sixty light macrocannon turrets as secondary batteries that share all of these accuracy and reload boosts, can't forget those.
Any reason it doesn't have this equipment?
[High-Explosive/Armor-Piercing/Cluster Munition] Macro-Cannon Shells - A singular upgrade to all Macro-Cannons weapons on a ship, allowing them to load High-Explosive Shells to pepper a foe's ability to resist future attacks and blanket already existing wounds with ferocious explosions, Armor-Piercing Shells to punch through even the hardiest armor at the cost of raw damage output, or Cluster Munition Shells to split the fired shells into multiple projectiles that are far more likely to absolutely wreck a ships sensors, turrets, and assorted external equipment. (1 DP per Store.)

Seems like a good thing to stick onto the MACROCANNON.jpeg ship.

Edit: You're also planning on putting together the Extermintus ship, yeah?
 
Is there any particular reason why we can't declare an Emergency and then activate Cry to the Future to get on a War Footing proper? I think most of our ships are designed, we can get going with the Virgo and friends this turn and design the Hercules this turn, but the Khornates I think don't have a Battleship and a Daemon World, so """just""" our fleet carriers should be fine.

We don't have to wait for them to just touch our Oathsworn Ally to get moving when the three biggest Chaos polities in the Sector are moving, I think it's frankly Emergency time.

Also, can we shake loose 100 Choirs for Placebo that we can append to the Normalization treaty? I think it's narratively appropriate and would boost relations a ton if we helped the Duchy with anti-Nurgle ops even if just a little while we try to clean up the Khornates, and would gain us valuable intel.
 
Any reason it doesn't have this equipment?
[High-Explosive/Armor-Piercing/Cluster Munition] Macro-Cannon Shells - A singular upgrade to all Macro-Cannons weapons on a ship, allowing them to load High-Explosive Shells to pepper a foe's ability to resist future attacks and blanket already existing wounds with ferocious explosions, Armor-Piercing Shells to punch through even the hardiest armor at the cost of raw damage output, or Cluster Munition Shells to split the fired shells into multiple projectiles that are far more likely to absolutely wreck a ships sensors, turrets, and assorted external equipment. (1 DP per Store.)

Seems like a good thing to stick onto the MACROCANNON.jpeg ship.

... I'll see if I can squeeze that in, it's pretty tight.
 
@HeroCooky I just realised something, with our "Fuck Chaos" now being able to effect non-believers, does it include chaos cultists, and more importantly does "Icons to the Faith - Adorning a ship with holy iconography is not a foreign concept among the faithful, but to do so with the backing and given funds is. Let these hulls remain empty of icons to the faith and martyrs no longer, and let the ships bear the handprints of all who serve them with pride." make the effect stronger, like lets us say chaos getting its own poison
 
@HeroCooky , question, the Macro-Cannon Stores, is that 3 DP to install it and then +1 DP for each additional special ammo you have loaded? Or is it 1 DP each with 3 DP meaning you have the full compliment of specialty rounds?
 
-[] Weapons - 3x Ultra-Heavy Rotary Plasma Macrocannon Turrets/2x Ultra-Heavy Rotary Plasma Macrocannon Batteries/60x Light Macrocannon Turrets (-28 DP)
Given that our Necron bonus was to missiles and not macrocannons, should this be all missiles instead of all cannons? Or do cannons still do more damage at closer ranges? (not tryna invalidate the great design work you're doing, just wondering how to make our battleships their best selves)
 
Updated plan - please get me input!

[] Plan: We Build a Fleet to Strike a Blow Against Chaos
-[] [Free] Consecrate In Sacred Sand (Amratur Subsector)
-[] [Free] Choir Assignments:

--[X] Locked choirs: 50 for auto-ticker, 500/500 for No Evil, 100/100 for Luminous Paths
--[X] Changes: Remove 40 choirs from Glint of Genius and 60 choirs from Dutiful Spirits and put them into Placebo, offered to Van Zandt.
--[X] New choirs: In order: New systems, new fleets, Steam Valves until 250, then all spare into Dutiful Spirits.
-[] [General] Ministry of Subversion, Infiltration, and Interstellar Communication
--[] Free Neutrality Agreement
---[] As a gesture of goodwill, lend 100 Choirs aboard Sector Battle Group Sphinx to sing the Placebo Song in a sub-sector of the Duchy's choosing. Tell them exactly what it does first, and don't push if they don't accept. But also don't let them get their grubby paws on our psykers, that's why we're sending an SBG. Their orders are to flee from fighting. They're not supposed to assist the Duchy's war effort, just insulate them against warp-plague shenanigans.
--[] Half an action into Duel of the Fates (Mechadendrite bonus)

-[] [Military] Fleet Construction - (Flag Armada Nova) x2 - 10 choir cost
-[] [Military] Fleet Construction x2 (Agenda Bonus + Heartbeat of Industry, +600 point bonus)
--[] 9x SBGs (Hydralisk, Necrolisk, Kraken, Gorgon, Gryphon, Wyvern, Dragon, Cyclops, Kraken) - 32 Choirs
--[] 1x LRAD (Zeta) - 5 choirs
--[] 3x Logistics Fleets (Mermaid, Cherub, Nymph) - 6 choirs
-[] [Military] Design New Voidship Classes - (second agenda bonus)

--[] [Battleship] Hercules-class Melee Battleship
--[] TBD exterminatus temple ship.

@HeroCooky Questions!
1. Do we get the 20% boost to the 1st action because of spillover from the 3 design actions last turn? That's basically just an extra SBG. Or is it 20% per design action? In that case each design action basically produces an SBG. Which costs just as much as a battleship, which is what we would get from a battleship design action. So that math works out.
2. Is my write-in under the Free Neutrality Agreement acceptable? Hopefully we can stay in touch with them via scouts, but it's kind of to help them out against Nurgle without comitting much other than Choirs. Also testing how much they're willing to stick to their word.
3. Is this Choir organization scheme good? I'm trying to simplify it as much as possible, but we're juggling a lot of choirs here spread over a lot of symphonies.
 
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@HeroCooky What's the process for building a temple ship? Does every single one need to be freshly designed?
The same as for every other ship.
in exchange, we've gotten the Ears of Hare
HerCooky: "I dunno, it is nice, but not to my personal taste. Good job designing it though."
Alectai: "What if I put bunny-ears on the ship?"
HeroCooky: "You son of a lovely mother, I'm in."
@HeroCooky I just realised something, with our "Fuck Chaos" now being able to effect non-believers, does it include chaos cultists, and more importantly does "Icons to the Faith - Adorning a ship with holy iconography is not a foreign concept among the faithful, but to do so with the backing and given funds is. Let these hulls remain empty of icons to the faith and martyrs no longer, and let the ships bear the handprints of all who serve them with pride." make the effect stronger, like lets us say chaos getting its own poison
It does make invading ships with that an uncomfortable experience for Cultists, and makes Daemons less tanky.
@HeroCooky , question, the Macro-Cannon Stores, is that 3 DP to install it and then +1 DP for each additional special ammo you have loaded? Or is it 1 DP each with 3 DP meaning you have the full compliment of specialty rounds?
It is 1 DP per store, so 3 DP in total.
1. Do we get the 20% boost to the 1st action because of spillover from the 3 design actions last turn? That's basically just an extra SBG. Or is it 20% per design action? In that case each design action basically produces an SBG. Which costs just as much as a battleship, which is what we would get from a battleship design action. So that math works out.
2. Is my write-in under the Free Neutrality Agreement acceptable? Hopefully we can stay in touch with them via scouts, but it's kind of to help them out against Nurgle without comitting much other than Choirs. Also testing how much they're willing to stick to their word.
3. Is this Choir organization scheme good? I'm trying to simplify it as much as possible, but we're juggling a lot of choirs here spread over a lot of symphonies.
1. Because I don't want to track a dozen ships before you invalidate those 20mins with todays vote. :V And it is a One-Time Bonus for this Turn, meaning 200 Points extra per Action put in.
2. They'd accept, if only to get the Maggots more targets to shoot at.
3. If they are Locked, don't mention them until you touch them.
Can we name the 1st Flag Armada 'Nova'? Or some other grand sounding star name? (I assume we'll have more of them as time goes on)
You have been given a number of pre-selected names by yours truly.
 
Can we name the 1st Flag Armada 'Nova'? Or some other grand sounding star name? (I assume we'll have more of them as time goes on)
Oh nice, I like that. Added.

I think that Lend them would be a better wording
Agree. Edited.

You have been given a number of pre-selected names by yours truly.
Are those names for both SBGs and Flag Armadas? I kind of like the different categories having different names. I'm also giving the Logistics fleets names of less-violent creatures. Happy to change it.

1. Because I don't want to track a dozen ships before you invalidate those 20mins with todays vote. :V And it is a One-Time Bonus for this Turn, meaning 200 Points extra per Action put in.
So is that 600 bonus points from 3 design actions last turn or 800 bonus points from 4 build actions this turn?
 
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1. Because I don't want to track a dozen ships before you invalidate those 20mins with todays vote. :V And it is a One-Time Bonus for this Turn, meaning 200 Points extra per Action put in.
We really should take A Cry For The Future this turn, then! Although I'm not sure how many extra build actions it would get us at this point. I spent like ten minutes before trying to work out the math, the planmaking is too complicated for me at this point.
 
Are those names for both SBGs and Flag Armadas? I kind of like the different categories having different names. I'm also giving the Logistics fleets names of less-violent creatures. Happy to change it.

So is that 600 bonus points from 3 design actions last turn or 800 bonus points from 4 build actions this turn.
Look, you've been refusing to create fleets with the kick-ass names I've been cooking up, just please use them in some capacity? Pretty please?

And I've clarified it in the Action. 600 Points Extra this Turn.

With that; Night!
 
-[] [Military] Fleet Construction - (Flag Armada Nova) x2 - 10 choir cost
-[] [Military] Fleet Construction x2 (Agenda Bonus + Heartbeat of Industry, +20% design bonus)
--[] 8x SBGs (Hydralisk, Necrolisk, Kraken, Gorgon, Gryphon, Wyvern, Dragon, Cyclops) - 32 Choirs
--[] 1x LRAD (Zeta) - 5 choirs
--[] 2x Logistics Fleets (Mermaid, Cherub) - 4 choirs
-[] [Military] Design New Voidship Classes - (second agenda bonus)
I really think we should also start making more Titans. If we're gonna fight against the Slaaneshi Cult, we're gonna need them since that's what they also have.
 
Msk'fa: Comfort, Revenge, and Retribution.
Dirut: Peace, Clockwork, Candle, Time, Sunset, and Dawn

Guys here me out

Star + Time in a song together would hopefully get us a Time Stop song, see Failbbadon try to fight back when 55 Choirs hit him with a Time Stop and gank his ass..

[] [Chapter] Lament's Legion (0/1)
...
(Gain: ...
Warning: Does not Auto-Complete.)

We should also do this this turn, could probably help us out a lot for when the Cult wars begin.
 
We really should take A Cry For The Future this turn, then! Although I'm not sure how many extra build actions it would get us at this point. I spent like ten minutes before trying to work out the math, the planmaking is too complicated for me at this point.
Emergency Declaration+ Cry for the Future. Absolutely slam the military building spam. No holding back. We do not accept cowards on this quest.
 
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Guys here me out

Star + Time in a song together would hopefully get us a Time Stop song, see Failbbadon try to fight back when 55 Choirs hit him with a Time Stop and gank his ass..



We should also do this this turn, could probably help us out a lot for when the Cult wars begin.
We are either doing the Lamenter Legion action this turn or the next. The problem is we need the Neutrality action with the Duchy done too so the question is which to do first.
 
Emergency Declaration+ Cry for the Future. Absolutely slam the military building spam. No holding back. We do not accept cowards on this quest.
Well, I'll vote for the Emergency+Symphony+Lament's Legion+Normalization+everything else in military plan as soon as someone writes it up. I am not capable, unfortunately.

Thing is warp tremors are at medium and descreasing while we have 8 more turns of star navy primacy.

I'd rather wait until tremors are low or even still, then slam cry for the future and emergency for the last turns of primacy.
Actions taken now are worth more than actions taken a few turns from now, considering that the Cults won't stop building up to wait for us.
 
Actions taken now are worth more than actions taken a few turns from now, considering that the Cults won't stop building up to wait for us.
That's true, I suppose it's a trade off of what we think the war will be like.

We're not on the front lines and the cults are huge, I think this war will be a many turn slog, so I think having more turns of Cry + Emergency in a few turns is better than one (or two? I forgot how quickly Cry turns medium tremors into high) turns of it now.

I also don't remember how emergencies work, I don't think we can just say 'emergency until cults are dusted' and have extra actions for a dozen turns :V (at least without being punished for it somehow), but warp storm emergency boosted us for quite a while. Not sure how we'd define our emergency right now.
 
Look, you've been refusing to create fleets with the kick-ass names I've been cooking up, just please use them in some capacity? Pretty please?

And I've clarified it in the Action. 600 Points Extra this Turn.

With that; Night!
Oh I'm using 9 of those names this turn. We only have 7 left. We might need more for next turn.

There's two problems with declaring an emergency and turning on Cry for the Future.
1. We need a clear and present danger to do it. We had to wait for the casualty lists to come back from Voxx for the first time, and then the Warp Storm touched everybody for #2.
2. This will probably instantly bring a warp storm down on our heads for Math Shenanigans:

1 Action for Cry to the Future.
4 military actions.
2 Cry actions for 5 actions. (total 6)
2 Heartbeat of Industry actions for 6 military actions. (total 8)
4 Agenda actions for 6 military actions. (total 12)
1 Cry action for 9 actions. (total 13)
2 Heartbeat actions for 12 military actions. (total 15)
1 Cry action for 13 actions. (total 16)
4 Agenda Actions for 16 military actions (total 20)
2 Heartbeat actions for 20 military actions (total 22)
1 Cry action for 17 actions (total 23)
1 Agenda action for 22 actions (total 24).
I think that's it? A 25 action turn.

Regardless, it clearly falls under the category of MATH SHENANIGANS and gets us whacked with the Warp Storm stick.

I think we'll have to settle for the equivalent of building 25 battleships a turn for the near future. That number will increase as we integrate more people.
 
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I think that's it? A 25 action turn.

Regardless, it clearly falls under the category of MATH SHENANIGANS and gets us whacked with the Warp Storm stick.
Your Math-Fu is powerful, that is a glorious and terrifying turn.

Maybe the Stick of Angry Storm can be appeased if we wait until tremors are lower, AND don't go all out as you suggested, throw in colonization and research around a dozen actions stopping there.
 
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