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


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Hey so I was wondering what happened to the Navigators in the Croaf Hegemony? Did we absorb them? Kill em? I'm mainly asking cause they aren't under the Abhuman section.
 
Between shield overload, improved ram standardized, all the discounts on brawling, this fleet is shaping up to be quite orky. Lots of heavy metal that specializes in beating the enemies face in at close range, combined with tricks to force or keep them in close.

Torpedo destroyers would go quite hard actually, between Torpedoes ability to restrict movement and the fact that a torpedo could gut bigger ships who get overwhelmed in a drag down knife fight and don't predict it in time.
 
My thanks for your patience everyone, I'll be posting my progression through things as this unfolds.

Here are the considerations involved before I begin

A) All designs have 65% of their standard DP budget, this really sucks! It's not a death knell, but it does, indeed, suck.
B) Basic Technology is cheaper than advanced technology, which means no Plasma or Lance based weapons unless we commit really hard to it.
C) We don't pay the Doctrine Tax on Equipment, this recoups some of our DP hit from the lighter ships, but we lose it in the added expense from also having more expensive guns. It's rough.
D) The standard issue equipment are Prow Spurs and Shield Overload, we lose Shrines and Enhanced, but Shield Overload is actually really good!

So, with all that said, we have a few considerations regarding their enemy.

A) The Diaconate primarily uses a pre-Rift Imperial Armada. This means they're relatively slow moving all rounders who are strong to the fore, favoring cheap, expendable torpedo destroyers that screen for more important torpedo cruisers with a mix of big gun weapons. Some ships use Strike Craft, but for the most part, the Navy prefers the Big Gun Lobby, to the point of being willing to wage civil wars to achieve it. They'll have relatively weak strike craft wings as a result.
B) The strategic situation is that the Coalition only has limited space to trade for time, but is likely outnumbered and facing an opponent with arbitrarily high will to fight. Victory will be found in exploiting the holes in the enemy's doctrine and making this as frustrating to them as we possibly can.

Designs pending soon.
 
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Destroyers(Available DP: 6.3 Round Up? Down?)
-[] Length [/B]- 1.300/1.400/1.500/1.600 Meters
-[] Width - 250/300/350/400 Meters
-[] Acceleration - 7.5/8/8.5/9/9.5/10 Gravities
-[] Armor - Single Hull/Thick Single Hull/Thin Double Hull/Medium Double Hull
-[] Shields - Singular Emitter/Two Emitters/Three Emitters/One Array
-[] Weapons - (Write-In, Example: Type/Mounting.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)

Frigates (Available DP: 8.4)
-[] Length - 1.700/1.800/1.900/2.000 Meters
-[] Width - 400/450/500/550 Meters
-[] Acceleration - 6.5/7/7.5/8/8.5/9 Gravities
-[] Armor - Thick Single Hull/Thin Double Hull/Medium Double Hull/Thick Medium Double Hull
-[] Shields - Two Emitters/Three Emitters/One Array/Two Arrays
-[] Weapons - (Write-In, Example: Type/Mounting.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)

Light Cruisers (Available DP: 8.75)
-[] Length - 3.800/4.000/4.200/4.400 Meters
-[] Width - 450/500/550/600 Meters
-[] Acceleration - 4.5/5/5.5/6 Gravities
-[] Armor - Medium Double Hull/Thick Medium Double Hull/Thin Triple Hul/Medium Triple Hull
-[] Shields - One Array/Two Arrays/Three Arrays/One Matrix
-[] Weapons - (Write-In, Example: Type/Mounting.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)

Heavy Cruisers (Available DP: 9.8)
-[] Length - 4.800/5.000/5.200/5.400 Meters
-[] Width - 700/800/900/1.000 Meters
-[] Acceleration - 2.5/3/3.5/4 Gravities
-[] Armor - Thin Bulwark Hull/Medium Bulwark Hull/Thick Bulwark Hulll/Light Fortress Armor
-[] Shields - Three Matrixes/One Lattice/Two Lattices/Three Lattices
-[] Weapons - (Write-In, Example: Type/Mounting.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)

Grand Cruisers (Available DP: 22.05)
-[] Length - 7.000/7.200/7.400/7.600/7.800 Meters
-[] Width - 1.200/1.400/1.600/1.800/2.000 Meters
-[] Acceleration - 1.8/2.0/2.2/2.4 Gravities
-[] Armor - Light Fortress Armor/Medium Fortress Armor/Heavy Fortress Armor/Thick Fortress Armor/Ultra-Light Starclad-Pattern
-[] Shields - Two Grids/Three Grids/One Aegis/Two Aegides
-[] Weapons - (Write-In, Example: Type/Mounting.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)

These are the foundations of our budget for this project. I'm not sure it's worth building Battleships, but I'll consider those as well.

@HeroCooky, do we round up, down, or to the nearest whole number when it comes to partial DP values?
 
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I stuck 555 choirs into it because 555 is a holy number of the star child, and we've got so many choirs that even a small chance at improved benefit is worth 55 extra choirs.


It doesn't cost AP to stop, and we don't have the research symphony on. We only have the extra action sympony and the one that reduces warp tremors.
1. I asked HeroCooky way back about it and no, overloading a Song with more Choirs (even if it makes a lot of 5's) doesn't increase what we get from the Song. So those 55 Choirs are essentially doing nothing.

2. Warp Tremors are increasing and I am unsure of how much grace period/usage is left of Lament Me Not before we eat the natural increase + the Cry for the Future brings us up to Warp Storm level.
 
God. If these guys had even a few more points better then basically doing the old Duchy doctrine would have worked.

Well, that might still work if we basically have the ships be the smallest sizes
 
[X] Plan: The Coalition Lend-Lease Fleet
or: the one where Alectai finally goes Stark Raving Mad!

While the need for providing vessels that can be maintained given the... Limited capabilities of the Emergency Coalition was initially thought to be an intriguing challenge--to achieve the greatest result for the least investment. As time went on and the sheer scale of limitations became increasingly clear, no small number of shipbuilders found themselves in fistfights, brawls, and other struggles. Were we ever this bad?

Objectively, the answer is "Absolutely, we very much were this bad at one point", as well worn and elegantly preserved schematics of the so-called "Zeroth Generation" had proven to be a useful guideline. Nonetheless, the foe in this case was not Orks, with obvious vulnerabilities--but inheritors of a well tested, well hardened war doctrine, with superior numbers, materiel, and likely also expertise (Though by a smaller margin than you might think, Late-Stage Imperial Brainrot can only decline in expertise over time, even if heroic efforts are spent to delay this inevitable decline).

As such, the key here was to be willing to make "Calculated Sacrifices". One could not expect to be well rounded on a budget like this, so each vessel must be a tightly forged blade, capable of meeting all challenges, using the least amount of expertise and material imaginable.

This--as you might expect--has finished us. We have crossed the line on our hands and knees, and then we have died. But we had the plans in our hands when we did so, avenge us, may these lessons remind us of how far we have come, and how desperately we need to avoid ever declining so far again.

CURRENTLY SPENT POINTS: 100/100, I'M FINALLY FREE FROM THIS TRIBULATION

-[] Length: 1.200 Meters (+1 DP)
-[] Width - 200 Meters (+1 DP)
-[] Acceleration - 8 Gravities (-1 DP)
-[] Armor - Single Hull
-[] Shields - Two Emitters (-1 DP)
-[] Weapons - 3x Light Khopesh-pattern Missile Batteries (-3 DP)
-[] Equipment - Missile Swarms/Armor Penetrating Missile Stores/Improved Armored Prow/(Standard) Improved Prow Spur/(Standard) Shield Overload (-3 DP)

Nothing Short of a cheap, easily used, easily disposed of raider, aimed to disgorge a tremendous amount of firepower and then flee in time to reload. While well protected on the forward arc, the ship is otherwise small, cheap, and ill suited for the battle line. And yet at 8 gravities of acceleration, it can outrun any known Imperial-era warship, allowing for powerful hit-and-run attacks even against heavier line cruisers, if given the cover they need to advance. In an emergency, one must always remember that The Final Torpedo is your Body

-[] Length: 1.300 Meters
-[] Width - 200 Meters (+1 DP)
-[] Acceleration - 8 Gravities (-1 DP)
-[] Armor - Single Hull
-[] Shields - Two Emitters (-1 DP)
-[] Weapons - 3x Medium Burner-Seeker Mine Layers (-3 DP)
-[] Equipment -(Standard) Improved Prow Spur//Stealth Engine Dampeners/(Standard) Shield Overload (-4 DP)

The Caltrop's role, meanwhile, is to be more circumspect in use--to fly around in low emissions mode, and dropping minefields everywhere, to force enemy warships into taking further attrition still or to move slowly forward to pick through the smart, seeking space mines. It is at this moment the designers realized the true gravity of the role they had been assigned, and started taking up substance abuse.

-[ ] Length: 1.600 Meters (+1 DP)
-[ ] Width: 350 Meters (+1 DP)
-[ ] Acceleration: 7 Gravities (-1 DP)
-[ ] Armor: Thin Double Hull (-1 DP)
-[ ] Shields: Two Emitters
-[ ] Weapons: 2x Light Rotary Macro-Cannon Turrets/Anti-Voidcraft Defenses (-4 DP)
-[ ] Equipment: Autoloaders/Rapid Snapshot Targetting Solutions/(Standard) Improved Prow Spur/(Standard) Shield Overload (-4 DP)

The Javelin-class is intended to be a screening element, a highly accurate, mobile gunship capable of intercepting enemy torpedo destroyers and other skirmish elements and bringing them down through accurate gunnery and an overwhelming rate of fire. As with all ships of this line, in a pinch, they can also do impressive damage in a ramming attack.

-[ ] Length: 1.600 Meters (+1 DP)
-[ ] Width: 350 Meters (+1 DP)
-[ ] Acceleration: 7.5 Gravities (-2 DP)
-[ ] Armor: Thin Double Hull (-1 DP)
-[ ] Shields: Two Emitters
-[ ] Weapons: 8x 80m Torpedoes/Anti-Voidcraft Defenses (-4 DP)
-[ ] Equipment: Autoloaders/Improved Hardened Prow/(Standard) Improved Prow Spur/(Standard) Shield Overload (-3 DP)

The Catapult-class, meanwhile, is designed to fly smoothly, and deliver devastating torpedo salvos to enemy flanks after battle is properly joined. To that end, much of the fore section has been replaced with a solid slab of Adamantium, with eight-damned torpedo tubes carved in. Because if eight torpedoes to a flank can't give an enemy vessel a hard time, not much else will

-[] Length - 3.600 Meters (+1 DP)
-[] Width - 400 Meters (+1 DP)
-[] Acceleration - 5.5 Gravities (-2 DP)
-[] Armor - Thin Double Hull (+1 DP)
-[] Shields - One Array
-[] Weapons - 1x Light Contagion Bomb/1x Large Burner-Seeker Mine Layer (-4 DP)
-[] Equipment - (Standard) Improved Prow Spur/Zero-Emissions Protocol/(Standard) Shield Overload (-6 DP)

The Light Cruiser of the commission was considered particularly challenging, as the limitations of Coalition shipbuilding meant that the vessel had barely more combat effectiveness than a Frigate, aside from it's greater mass. And yet, in that limitation came creativity, with the development of the Venom-class--which rather than attempting to join the battle line, sacrifices direct combat effectiveness and a relatively fragile frame for its mass in exchange for an impressive ability to enter stealth, preparing for ambushes where it can fire its Contagion Bomb weapons to degrade enemy warships, and lay Burner-Seeker mines to cover their retreat or prepare an ambush for pursuers. At 5 gravities of acceleration, it can outrun any of its peers--and comes close enough to the mobility of escorts to potentially bait them into traps sprung by the Javelin-class or other light vessels of the commission. And of course, it can Ram too for some reason, because apparently that is the galaxy we live in.

-[] Length - 4.600 Meters (+1 DP)
-[] Width - 650 Meters (+1 DP)
-[] Acceleration - 4 Gravities (-3 DP)
-[] Armor - Medium Bulwark Hull (-1 DP)
-[] Shields - Three Matrixes
-[] Weapons - Improved Heavy Prow Ram (-2 DP)
-[] Equipment - Improved Hardened Prow/(Standard) Improved Prow Spur/Augmetic Security Department/(Standard) Shield Overload (-5 DP)

The Longship has a simple goal in mind, and feels almost criminal--and yet, sometimes needs must when the Daemon drives. As such, the Longship exists for a simple reason--to take advantage of the almost comically hostile nature of traditional Imperial warships to take their vessels for your own. Beginning with a powerful ram attack delivered by a ship with uncomfortably high acceleration, locking on with boarding harpoons while latched to the vessel, and invading it through the beachhead you just established with the ramming attack. Protected to a remarkable level in the fore, and takes surprisingly little damage in the act of ramming thanks to all of the advancements. Nonetheless, it is a supplementary vessel, and not part of the main battle line, and should be treated as such. Either it can seize high value targets, or disrupt them severely.

[] [Grand Cruiser] Brick-class Lineholder (22 DP)
-[] Length
- 7.400 Meters (-1 DP)
-[] Width - 1.600 Meters (-1 DP)
-[] Acceleration - 1.8 Gravities
-[] Armor - Ultra-Light Starclad-Pattern (-3 DP)
-[] Shields - Two Grids
-[] Weapons - 6x Medium Macro-Cannons (-6 DP), 2x Heavy Macro-Cannons (-4 DP), 1x Super-Heavy Macro-Cannons (-3 DP)
-[] Equipment - Standardized Prow Spur, Standardized Shield Overload, Auto-Loaders (-1 DP) Lattice Hulls (-2 DP), High-Explosive Macron-Cannon Shells (-1 DP)

The Brick is - a brick. It's large, heavily armored, and does a lot of damage to whatever it's thrown at. It's built to be a lineholder, to take serious damage while dishing it back out, and fight toe-to-toe with enemy grand cruisers and come out damaged but victorious. To that end it has armor that's effectively battleship grade and is further enhanced by defensive lattices to back up the... impressive... shields of the Coalition. The firepower is supplied by a large number number of macrocannons that range in size from "large" to "immense" and are equipped with systems to improve their fire rate and damage potential.

The Brick is a design that none of the federation ship desginers are proud to have associated with their name, and many consider it to be a waste of metal and lives. But at the end of the day it fufills a necessary role for the Emergency Coaliation's order of battle, and therefore it will be included in the military aid package being sent to them.

[] [Grand Cruiser] Arrow-class Carrier
-[] Length
- 7.000 Meters
-[] Width - 1.200 Meters
-[] Acceleration - 2.4 Gravities (-3 DP)
-[] Armor - Light Fortress Armor
-[] Shields - Three Grids (-1 DP)
-[] Weapons - 2x Heavy Mixed Hangars/2x Medium Mixed Hangars (-12 DP)
-[] Equipment - Strict Pilot Training/Automated Fighter Re-Arming Procedures/(Standard) Improved Prow Spur/Handpicked Pilots/(Standard) Shield Overload (-6 DP)

An abomination of an overbuilt, ultra-redundant carrier that our designers refuse to acknowledge, but nonetheless fills a valuable hole in their battle line thanks to their Second(!) Generation Strike Craft. Just don't take it into the front lines, please, we're begging you, it's not built for that!

-[ ] Length - 20,000 Meters (-1 DP)
-[ ] Width - 2,000 Meters (-1 DP)
-[ ] Acceleration - 1 Gravity (-4 DP)
-[ ] Armor - Heavy Starclad-Pattern (-3 DP)
-[ ] Shields - Four Refutation-pattern Void Shields (-3 DP)
-[] Weapons - 1x Ultra Heavy Contagion Bomb/1x Ultra-Heavy Prow Lance/40x Light Lance turrets (-24 DP)
-[] Equipment - Pure Lenses/Improved Hardened Prow/(Standard) Improved Prow Spur/Improved Internal Security Systems/Augmetic Security Department/Lens Cogitation Matrix Lattice/(Standard) Shield Overload/Normalized Automated Ship Systems (-17 DP)

The Maul was produced at the end of the design series, when the designers--maddened by rage and pain--decided to unleash their fury upon the megacorporations who were ruining everything in their mind, taking what should have been an easy design tranche and turning it into an abomination of workarounds, suboptimal workings, and just general shittery. The Maul is not clever, it is not graceful, it is not one of the white ships of the Federation. What it is is an ugly, brutish brick of a warship built around a horrifying pair of weapons--an Ultra-Heavy Contagion Bomb launcher, and an Ultra-Heavy Prow Lance. The combination of the two allows it to degrade the protection of an entire enemy fleet, while allowing it to single out and eliminate targets of opportunity freely, from what is hopefully considered a safe distance, especially when screened appropriately. It is indelicate, ungraceful, but at this point, the designers have no fucks left to give, and only their deepest curses to the Diaconate for making them dilute their craft so.
 
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i need to take a break i can't fucking do this anymore it's too shit.

what we still need

1) lineholder, probably has to be a grand cruiser or a battleship, a strongpoint that the lighter, easier to die ships can hide behind and act as a distraction carnifex
2) more contagion bombs when possible, very handy against high armor but shit logistics enemies by forcing a attitrion. venoms in particular are a great start, but can we do better?
3) some kind of factory ship to re-arm the stilettos in a reasonable time frame.
4) maybe some kind of non-thule carrier, probably has to be a grand cruiser though because the budget is fucking dogshit and it doesn't get a discount because whoooooop dee doo this is shitttttt. why is it that everyone around us was technologically advanced but these guys are so bad but still exist. how, why.
5) how the fuck did they standardize shield overload? it's fucking 5 dp equipment ahhhhhgghghegehugehgehgegeheg

EDIT: Okay, one more in me. I am no longer being nice.
 
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