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


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Scheduled vote count started by HeroCooky on Jan 7, 2025 at 1:01 PM, finished with 29 posts and 19 votes.

  • [X] Plan: Prepare For Ground Warfare
    -[X] [General] Integrate The New Territories (6/17)
    -[X] [Free] Consecrate In Sacred Sand (Alatre's Home)
    -[X] [Free] Leave the choirs as they are.
    -[X] [Faith] An Invitation To Preach
    -[X] [General] Research: (1 action + 1 glint of Genius action)
    --[X] New Generation Ground Vehicles (0/1)
    --[X] Experimental Infantry-Grade Weapons and Armor Development II (0/1)
    -[X][General] Research: (1 action + 1 glint of Genius action) (Cry for the Future action)
    --[X] Novel Infantry-Grade Weapons and Armor Development III (0/2)
    [X] Plan: Assume the Missionary Position
    -[X] [General] Integrate The New Territories (6/17)
    -[X] [Free] Consecrate In Sacred Sand (Alatre's Home)
    -[X] [Free] Leave the choirs as they are.
    -[X] [Faith] An Invitation To Preach
    -[X] [Faith] Monuments For The Fallen
    -[X] [General] Integrate The New Territories (7/17) (Cry for the Future action)
    [X] Plan: Monuments and Preparation
    -[X] [General] Integrate The New Territories (6/17)
    -[X] [Free] Consecrate In Sacred Sand (Alatre's Home)
    -[X] [Free] Leave the choirs as they are.
    -[X] [Faith] An Invitation To Preach
    -[X] [Faith] Monuments For The Fallen
    -[X][General] Research: (1 action + 1 glint of Genius action) (Cry for the Future action)
    --[X] New Generation Ground Vehicles (0/1)
    --[X] Experimental Infantry-Grade Weapons and Armor Development II (0/1)
    [X] Plan: Always Keep Your Opps Guessing
    -[X] [General] Integrate The New Territories (6/17)
    -[X] [Free] Consecrate In Sacred Sand (Alatre's Home)
    -[X] [Free] Leave the choirs as they are, except to pull 55 off of the No Evil into the Write-In.
    -[X] [Faith] An Invitation To Preach
    -[X] [General] Research: (1 action + 1 glint of Genius action)
    --[X] New Generation Ground Vehicles (0/1)
    --[X] Experimental Infantry-Grade Weapons and Armor Development II (0/1)
    -[X] [Other] Write-In (Cry to the Future Action)
    --[X] Send in Subversion/Infiltration/Intelligence Gathering/Sabotage teams into the Holy Diaconate for a long-term espionage mission, with whatever support needed to make it a self-sustaining mission (i.e. Logistics Ships, Chamleons, Scout Sloops, the Choirs, etc). Their mission is to prepare ground for the inevitable conflict with the Holy Diaconate, buy time for the Coalition and to support their war effort, and if possible, save as many souls as possible. Their primary mission is to remain undetected and gather intelligence as much as possible to gain a full dossier on the Holy Diaconate (and as much actionable intelligence that can be shared with the Coalition) -- everything else comes after this, and if the following actions are impossible or unwise in light of this, do not do them. Afterwards, prepare to sabotage the Diaconate's war effort, assassinate non-turnable leaders (and turn those who we can), and even steal research if at all possible [Extreme Stretch Goal]. Finally, try to find native recruits, foil the plans of Chaos, and seed Star Child Cults if at all possible -- it has been many centuries since the conflict with Neon, but after fracturing, nearly all of their systems turned to Chaos within the decade -- with a power of the Diaconate's size, this cannot be afforded.
 
Integration doesn't qualify for generating Cry actions.

Faith generates a 0.25, and then the Research action generates 0.5. Rounded up, that's the Cry action used for the second Research AP. I don't believe that actions generated by Cry for the Future generate Cry AP, even if they have their own boosters in hand?

If they do, uh, the plan is to prepare for a Ground War, so QM choice to do whatever helps with that? There's Logistical research, the DEldar research with the Monofilaments and stuff, Sigils, idk, even my own Write-In.
 
Integration doesn't qualify for generating Cry actions.

Faith generates a 0.25, and then the Research action generates 0.5. Rounded up, that's the Cry action used for the second Research AP. I don't believe that actions generated by Cry for the Future generate Cry AP, even if they have their own boosters in hand?

If they do, uh, the plan is to prepare for a Ground War, so QM choice to do whatever helps with that? There's Logistical research, the DEldar research with the Monofilaments and stuff, Sigils, idk, even my own Write-In.
If you do "Integration, Research, Research", that generates two bonus actions, one of which goes to Faith and one of which (apparently) goes to Black Cat.
 
If you do "Integration, Research, Research", that generates two bonus actions, one of which goes to Faith and one of which (apparently) goes to Black Cat.
Integration doesn't generate any Cry, that's just a placemark from it being locked. From the vote on conquering the new territories, it's totally dead -- it doesn't generate any bonuses or anything. We have 2 "real" actions. One was used for Faith, and the second was used for the Research AP, which effectively acts as 2 AP.

Altogether, that generates 0.75 AP, which is rounded up, which is then used on another Research Action. This one is a Cry to the Future Action, which I do not believe generates Cry AP.

If I'm wrong though, cheers and celebration -- I'd be quite happy about it.
 
433.M43 - Faithful And Loyal New
With over a millennium of faithful and loyal service, upgraded and improved throughout the long history of the Glimmering Federation and its predecessor state, the vehicle pools of the military have, finally, been graced with the attention and budget of the highest orders, its highest ranks of Generals and Magos of the Star-Mechanicum seeking to improve and create new, better, vehicles to cover all of the needs of the soldiers of the Glimmering Federation.

A thousand different designs already swirl around the heads of the various design teams of the military-industrial complex, and a thousand unique tools are at their disposal to ensure their vehicles are the ones that will end up becoming the new mainstay of the Federation military. Technologies as old and true as missile launchers to servo-skull drone nests, plasma cannons to railguns, biological weaponry to archeotech shenanigans are all at the hands of these designers.



One can only dread what they will create.
(6-Hour Moratorium)
[] Write-In Plan.

You Require:
At least 1x of each: Light/Medium/Heavy/Super-Heavy Tank. (Tracked or War-Walker.)
At least 1x of each: Light/Medium/Heavy Troop Transports.
At least 1x of each: Light/Medium Infantry Fighting Vehicle.
At least 1x: Scout Vehicle.
Beyond this, aditional vehicles as thought useful or neat to have. You have a budget of YES, so create a Land Cruiser if you so desire.


AN: Tried to come up with something spicy, but couldn't. :sad:
 
[] Scout vehicle: Ghost Runner
- [] Designed to be light, quick, easily concealable and relatively easy to build, the ghost runner is a light, one person craft, supported by a pair of wheels. In optimal situations this would merely be a backup for a set of hover pads but can be used on its own. Carrying a modified deflector field to provide "fuzzy" cover, stripped down to be as simple as possible, it can cruise right by enemy formations, albeit at cost to defensive abilities. It's hyper-clean burning engine and dust plume mitigation systems help a lot with that. Lightly armed, with only a pair of repeating hotshot lasguns, and minimal armor, this craft is not meant to fight. Rather, if discovered, it is intended to flee at best speed, the highly nimble craft being able to outrun just about anything on the ground. The 10 servo skulls and accompanying cogitogator core are designed to see as much as possible, with the enemy knowing as little as possible, or to preform sabotage on vital components. Intended for 'elite' scouts to the Gremlin's "literally anyone can use it", the Ghost is the perfect conveyance for trained spy's, saboteurs and others who need to be fast and unseen. It's use by these groups has garnered it a somewhat regrettable reputation but it remains a blessed and effective tool in our arsenal.
 
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I reccomend a shared chasis for light armored vehicles (like the M113 body) and a variety of configurations

That way we can have ambulances,command vehicles,logistical (read in bulldozer,tractors,demining etc) vehicles etc

That least we fit most support and logistical vehicles in one go
 
So we take one of these, since our whole thing is airpower. We add in a hint of this, because nothing says firepower like naval-grade cannons, and we call it our standard armored vehicle unit. Aircraft, Cruise missiles, cannon turrets, it's just layer upon layer of support asset and firepower. Add in that they can mutually support each other?

It's gonna be hard for any kind of conventional enemies to operate when they're getting hit by three to four different fires at once.
I reccomend a shared chasis for light armored vehicles (like the M113 body) and a variety of configurations

That way we can have ambulances,command vehicles,logistical (read in bulldozer,tractors,demining etc) vehicles etc

That least we fit most support and logistical vehicles in one go
We can already produce the R1N0. At least, I think we can.
 


[] Scout Vehicle: Sharpuktu Mk.2 Reconnaissance Hover Vehicle
-[] With new advances in military technology, it's been deemed appropriate to revamp the Sharpuktu. While making the engine block and turbines more powerful and more compact on top of some slight size increases, this has not only doubled the troop carry space from 6 to 12, but made the Sharpuktu able to reach higher top speeds and greater control in turning and de-accelerating to give it some of the best handling in the Federation's motor pool. The armor has also received a substantial upgrade, now able to take more damage and even able to ram through a squad of Ogryn with only minor hull damage. But one of the flashiest new additions is a small directional Ion Shield generator able to project a shield in a specific direction to protect the vehicle. Other than some slight efficiency boosts, the Battle Cannon remains the same, though the under-mounted Missile Launcher has received upgrades in more ammo capacity and better lock-on targeting.
 
The rhino stands to me as too heavy for support and logistical porpuses

But the general idea you give it still fits

A ligther rhino chasis for logistical and support vehicles?
Lemme contextualize the Rhino a bit: The Chimera, the squishy humie basic transport, has thicker front armor. And under the Toughness ravamp, got more Wounds. The more recent Taurox and its stupid four fixed track units has the exact same armor values, but got one less Toughness than the Rhino in the revamp.
EDIT: Both Guard vehicles are also capable of holding Ogryns. The big loveable brutes bigger than Tactical Dreadnought Armor. Which the Rhino can't fit.

The Rhino is classified as an APC. If the literal, verbatim, M113/FV432 of the Warhammer universe is too 'heavy' for the role of carrying supplies or any number of support weapons, then what do you want that isn't just a conventional truck?
 
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Lemme contextualize the Rhino a bit: The Chimera, the squishy humie basic transport, has thicker front armor. And under the Toughness ravamp, got more Wounds. The more recent Taurox and its stupid four fixed track units has the exact same armor values, but got one less Toughness than the Rhino in the revamp.
EDIT: Both Guard vehicles are also capable of holding Ogryns. The big loveable brutes bigger than Tactical Dreadnought Armor. Which the Rhino can't fit.

The Rhino is classified as an APC. If the literal, verbatim, M113/FV432 of the Warhammer universe is too 'heavy' for the role of carrying supplies or any number of support weapons, then what do you want that isn't just a conventional truck?

Fair enough i acknowledge i was wrong and you right

Updated rhino chasis it is
 
[] Mobile Missile Artillery: Starfall Mk. 1
-[] In past wars, we have made extensive use of artillery forces, but those have been overly-reliant upon ballistic calculations of unguided shells. Thanks to improved cogitator and automata technology, the Glimmering Federation is now able to mass-produce smart missiles which, even when fired from dozens of miles away, can unerringly hit their target. The Starfall mobile missile artillery launcher exists to move rapidly through Federation territory and fire at targets significantly behind enemy lines, eliminating leaders, armor, enemy artillery units, air units - anything deemed valuable enough to lob a missile or two at. The Starfall itself relies on a wheeled drive for speed, and on rocket thrusters for brief vertical relocation when needing to cross inaccessible terrain. It carries a complement of twenty long-range missiles, whose payload can be anything from standard explosives to melta charges to plasma, grav, krak... Most of which exist in MIRV variants.
While the Starfall is meant to take down enemy targets from a long distance away, it is not helpless if enemies get close: It carries a small complement of six micro-missiles (intended to hit targets less than a mile away), as well as a singular railgun.


So, basically tried to do a WH40K HIMARS. XD
 
[X] Scout Vehicle: Sharpuktu Mk.2 Reconnaissance Hover Vehicle
-[X] With new advances in military technology, it's been deemed appropriate to revamp the Sharpuktu. While making the engine block and turbines more powerful and more compact on top of some slight size increases, this has not only doubled the troop carry space from 6 to 12, but made the Sharpuktu able to reach higher top speeds and greater control in turning and de-accelerating to give it some of the best handling in the Federation's motor pool. The armor has also received a substantial upgrade, now able to take more damage and even able to ram through a squad of Ogryn with only minor hull damage. But one of the flashiest new additions is a small directional Ion Shield generator able to project a shield in a specific direction to protect the vehicle. Other than some slight efficiency boosts, the Battle Cannon remains the same, though the under-mounted Missile Launcher has received upgrades in more ammo capacity and better lock-on targeting.
 
Ok. Cataloging what we have and what we need:
You Require:
At least 1x of each: Light/Medium/Heavy/Super-Heavy Tank. (Tracked or War-Walker.)
At least 1x of each: Light/Medium/Heavy Troop Transports.
At least 1x of each: Light/Medium Infantry Fighting Vehicle.
At least 1x: Scout Vehicle.
Beyond this, aditional vehicles as thought useful or neat to have. You have a budget of YES, so create a Land Cruiser if you so desire.

We have two scout vehicles:
[] Scout vehicle: Ghost Runner
[] Scout Vehicle: Sharpuktu Mk.2 Reconnaissance Hover Vehicle

And then artillery is great but also one of the other ones:
[] Mobile Missile Artillery: Starfall Mk. 1

Uh. So we still need 9 more designs, specifically of the Light/Medium/Heavy/Super-heavy tanks, troop transports and infantry fighting vehicle. So... I'm going to start spitting out some ideas. And sticking them in a plan, along with what's already been put down. We could still use other things! I think an amphibious assault craft might be nice, as well as a mobile manufactory, mobile medical facility, and even a choir shrine thing designed to be used by choirs in battle. But I'm out of steam, so @ me and I'll add them to the plan?

[X] Plan: A Focus on Modularity
-[X] Light Tank: Emberfang
--[X] The Emberfang is a fast-attack light tank designed to exploit weaknesses in enemy formations and make lightning advances into weak points to cut enemy supply lines and strike unprotected areas. It is built with speed and maneuverability in mind, featuring a compact, reinforced ceramite hull and easily-repaired tracks fitted with recoil-dampened suspensions for rough terrain. It is armed with a turret-mounted fast-firing autocannon capable of punching through light armor and infantry formations. Secondary weaponry includes twin-linked pintle-mounted heavy stubbers and smoke launchers to retreat from forces too tough for it. It's also armed with advanced auspex arrays for improved reconnaissance and light informational warfare capabilities.
-[X] Anansi Secundus (AKA Anansis) Light Walker
--[X] The successor to the venerable Anasi Light Walker, the Anansi Secundus pays homage to the original yet is a whole different beast altogether, owing to the vastly improved technologies and techniques available to the Federation. Slightly larger and more robust than the original Anansi, Anansi Secundus (also shortened into Anansis by the troops) is a one person light walker meant for combat in urban and rough terrain. While the limited technology when the Anansi was created meant that it required a two person crew, Anansis is instead equipped with a Automata system to assist the pilot in various tasks and make it possible for the walker to be utilized effectively by a single pilot. In essence, the Anansis can do everything the original Anansi can do, but better with a couple of additional features. Stronger, faster, more heavily armored. Keeping to the original design, the Anansis is equipped with an all energy weapon loadout centered around a plasma cannon atop its body and a pair of heavy multilas for anti-infantry and light target duties. The Anansis retains the urban 3D maneuvering capability of the Anansi via improved grappling hooks and climbing capacity. To top it off, the Anansis is also capable of being equipped with high-frequency blades to allow the vehicle melee capability against enemy vehicles and heavy combatants.
-[X] Medium Tank: Ironspite
--[X] The Ironspite is a versatile and tough workhorse of the war machine, designed to handle both enemy armor and entrenched infantry. Durable, easily-repaired and modular, it features two layers of toughened armor designed for field repair and a decently powered ion shield designed to resist large amounts of damage from one direction. The primary armament is a battle cannon capable of firing a variety of shells, including high-explosive, armor-piercing, incendiary and flechette variants. Secondary weaponry includes sponson-mounted lascannons and a hull-mounted twin-linked heavy bolter for smaller armored targets. The weapons are specifically designed to be modular, with each weapon having several variants including plasma, flamer, missile and more options. The base version comes with standard tank treads, but can be swapped for wheels or hover variants as needed. Finally, the hull has many attachment points for additional armor, weapons, shield generators or holy artifacts.
-[X] Heavy Tank: Aegis Strider
--[X] The Aegis strider is a quadrupedal war machine built to spearhead offensive operations, especially in challenging environments. It is designed to assault from unexpected directions, using it's well-articulated legs and feet with multiple settings to gallop across difficult terrain, wade across rivers and even climb up sheer cliffs or over (reinforced) buildings. It is armed with three modular weapons pods that rotate along with the central body, and the default configuration is one multi-barrel rotary cannon, one heavy plasma cannon, and one magma cannon, though it is also armed with several smaller weapons for anti-personnel work, including a short-range downwards-facing flamer to prevent any hostiles from taking shelter underneath the main body. Each leg carries a separate void shield generator, and when one fails the strider can simply rotate to bring a new one into line.
-[X] Superheavy tank: Dominus
--[X] The Dominus is a battlefield-dominating behemoth built to fight against baneblades and win. Often referred to as a "warship on treads," it's built around a plasma annihilator cannon as its primary weapon, with multiple missile pods and Gatling Blasters as backup weapons. It tends not to worry about terrain, as its size and bulk is capable of grinding most any kind of terrain underneath it's five sets of treads. The armor is closer to starship armor, and it is protected by a full-on void shield and an onboard shrine to the star child.
-[X] Superheavy tank: Kraken
--[X] The Kraken is a heavy treaded vehicle, slightly smaller than the Dominus, and built around magnetic "catch" and "catapult" systems designed to allow it to grab friendly aircraft, bring them into internal hangers for refueling, rearming and light repairwork, then launch them back into the air to continue their fire support missions. It also contains banks of antiaircraft and indirect fire support weapons, including artillery and mortars. It is not designed to be on the front lines, though it is heavily armored and does have weapons to defend itself in case of breakthroughs.
-[X] Light Troop Transport: Sparrowhawk
--[X] Specifically designed to accompany the Emberfang but be even more mobile and stealthy, the sparrowhawk is equipped with anti-grav capabilities that let it fly for short amounts of time and a camo-field that let it carry troops to flanking positions unnoticed. It is armed with a multilas designed for light support and covering fire, and can also be configured to carry supplies to difficult-to-reach places, with a popular add-on that gives it the ability to carry and control a flock of drones to support disembarked infantry.
-[X] Medium Troop Transport: Reclaimer
--[X] The Reclaimer is a is a rugged, versatile transport built to withstand enemy fire while delivering troops to the thick of combat. It is carried on two pairs of tracks and only needs half of that number to remain functional, and is coated with reinforced armor plating and ablative panels, as well as a light void shield. It also contains an emergency medical bay for field triage and stabilization, while being armed with a turret-mounted autocannon, two sponson-mounted multi-lasers and a number of drones.
-[X] Heavy Troop Transport: Bastion
--[X] The Bastion is a mobile fortress designed to carry hundreds of troops into battle in harsh conditions. It has multiple layers of armor, heavy void shields and provides logistical and emplacement support to large groups of infantry. In addition to the armament of two quad-linked heavy bolters, a roof-mounted flak cannon and an array of short-ranged mortars for close fire support it has a large cargo bay designed to transport deployable cover barriers, prefabricated bunkers and crew-served heavy weapons.
-[X] Light Infantry Fighting Vehicle: Warden
--[X] The Warden is an upgraded version of the venerable Ranger fighting vehicle, and is a proper hover vehicle capable of rapidly moving over any terrain for scouting and combat purposes. It carries two multi-lasers, one lascannon and a set of hunter-killer missiles, as well as firing ports for onboard infantry to contribute to the weight of firepower. It is notably faster, tougher and simpler to maintain than the Ranger.
-[X] Medium infantry Fighting Vehicle: Vanguard
--[X] The Vanguard is a six-wheeled IFV optimized for shock-and-awe tactics, with extremely high speed and large firepower output. It is extraordinarily fast over smooth terrain, and can change the suspension height to maneuver over moderately difficult terrain. It is fairly well-armored, and also carries a light ion shield. It is armed with a turret-mounted plasma cannon, two sponson-mounted heavy bolters, a drone deployment system, with a pair of tube-mounted missiles to enhance an opening salvo.
[X] Medium Infantry Fighting Vehicle: Nemean
-[X] With over a millennium of improvements on the technologies used by the Federation in constructing machines. An alternative to the Ranger was desired, made to handle intense battles with more rugged armor and survivability. The Nemean keeps the Ranger's trademark hover technology for its use in traversing terrain, but is a far larger and bulkier machine. It's larger size able to carry at most two squads of infantry or less depending on the size of some species, offering them decent protection due to the thick layer of armor on the sides and newly implemented Sheild Generator covering the front of the Nemean. Of course it still relies on mostly the same weapons as the Ranger, with Multi-Lasers and Hunter-Killer missiles, with a third option granted by it's increased size for a Heavy Bolter gunner position on the back for supporting infantry pushes or protecting Tanks from enemy attack.
-[X] Scout Vehicle: Sharpuktu Mk.2 Reconnaissance Hover Vehicle
--[X] With new advances in military technology, it's been deemed appropriate to revamp the Sharpuktu. While making the engine block and turbines more powerful and more compact on top of some slight size increases, this has not only doubled the troop carry space from 6 to 12, but made the Sharpuktu able to reach higher top speeds and greater control in turning and de-accelerating to give it some of the best handling in the Federation's motor pool. The armor has also received a substantial upgrade, now able to take more damage and even able to ram through a squad of Ogryn with only minor hull damage. But one of the flashiest new additions is a small directional Ion Shield generator able to project a shield in a specific direction to protect the vehicle. Other than some slight efficiency boosts, the Battle Cannon remains the same, though the under-mounted Missile Launcher has received upgrades in more ammo capacity and better lock-on targeting.
-[X] Mobile Missile Artillery: Starfall Mk. 1
--[X] In past wars, we have made extensive use of artillery forces, but those have been overly-reliant upon ballistic calculations of unguided shells. Thanks to improved cogitator and automata technology, the Glimmering Federation is now able to mass-produce smart missiles which, even when fired from dozens of miles away, can unerringly hit their target. The Starfall mobile missile artillery launcher exists to move rapidly through Federation territory and fire at targets significantly behind enemy lines, eliminating leaders, armor, enemy artillery units, air units - anything deemed valuable enough to lob a missile or two at. The Starfall itself relies on a wheeled drive for speed, and on rocket thrusters for brief vertical relocation when needing to cross inaccessible terrain. It carries a complement of twenty long-range missiles, whose payload can be anything from standard explosives to melta charges to plasma, grav, krak... Most of which exist in MIRV variants. While the Starfall is meant to take down enemy targets from a long distance away, it is not helpless if enemies get close: It carries a small complement of six micro-missiles (intended to hit targets less than a mile away), as well as a singular railgun
-[X] Scout vehicle: Ghost Runner
--[X] Designed to be light, quick, easily concealable and relatively easy to build, the ghost runner is a light, one person craft, supported by a pair of wheels. In optimal situations this would merely be a backup for a set of hover pads but can be used on its own. Carrying a modified deflector field to provide "fuzzy" cover, stripped down to be as simple as possible, it can cruise right by enemy formations, albeit at cost to defensive abilities. It's hyper-clean burning engine and dust plume mitigation systems help a lot with that. Lightly armed, with only a pair of repeating hotshot lasguns, and minimal armor, this craft is not meant to fight. Rather, if discovered, it is intended to flee at best speed, the highly nimble craft being able to outrun just about anything on the ground. The 10 servo skulls and accompanying cogitogator core are designed to see as much as possible, with the enemy knowing as little as possible, or to preform sabotage on vital components. Intended for 'elite' scouts to the Gremlin's "literally anyone can use it", the Ghost is the perfect conveyance for trained spy's, saboteurs and others who need to be fast and unseen. It's use by these groups has garnered it a somewhat regrettable reputation but it remains a blessed and effective tool in our arsenal.
-[X] The Mobile Forge: Hephaestus
--[X] The Hephaestus is a massive vehicle rivaling the largest of armored vehicles and transports. It is not a fighter however instead it serves the purpose of logistics. It rolls behind the main army upon dual heavy treads gathering scrap and other materials to work with. Internal factories make use of advances in automation and manufacturing to assemble all manner of parts, weapons, and even whole small vehicles within its cavernous bays. Tended to by tech priests and servitors at all times to ensure production never falters in quality or expediency. This beast is not defenseless however mounting heavy armor along with an armored plow and its sheer mass allowing it to crush obstacles and foes alike. A system of defensive lasers and slug throwers protect it from all angles alongside a system of servo skulls to monitoring and resource collection.
-[X] The Hygeia Medical Vehicle.
--[X] The Hygeia is a mobile hospital the size of roughly the same size as the Hephaestus designed to travel behind the main army upon its hover systems. Allowing it to bypass terrain issues and quickly retreat to protect its patients. Teams of trained medics are active at all times with the finest medical care the federation can provide on the battlefield. To better shelter its patients the vehicle is equipped with medium grade armor and a void shield. A system of laser weapons protects it from attackers at range buying time for retreat or support to arrive.
 
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