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


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@HeroCooky, has Void Infrastructure stopped giving us extra DP? By my count, Destroyers should be at 7 and Frigates should be at 10 with 7 points in the field.
It hasn't, but the majority of DP will now be gained via Designing ships, losing ships, and studying better desings of ships that aren't fueled by Gretchin-tape, paint, and Warp Bullshit.
 
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Scheduled vote count started by HeroCooky on Mar 10, 2024 at 11:25 AM, finished with 20 posts and 14 votes.
 
Presumably getting access to research might help with improving the bang for our buck that we get out of each Design Point?
 
251.M42 - Creating The Navy
With the pause in offensive hostilities against the Orks, the minds of the various Councils and military leaders turn toward the only sensible path forward: creating the navy might that will see the next offensive the last one, if possible, against the local Orks.

Though the Candle Keepers do not lack any soldiers now, their ranks swelling with volunteers beyond what could reasonably be transported, the void is a wholly different nature, as Task Fleet Alpha has taken a rather harsh trashing and will, momentarily, rely on the native SDFs of the three systems to bear the brunt of any probing attacks.

With the rest of the governmental bodies of the Candle Keepers agreeing to invest in the creation of new designs to be fielded against the Orks, and the need to then produce them in sufficient quantities to carry the offensive, those immersed in the mysteries and secrets of the Omnissiah and the Motive Force begin to draft and create the various ships which will become the mainstay of the fleets for possibly a millenia to come.

The military would like to remind those designers to consider that scout ships will be used to fly in advance of the fleet and gather information in the systems surrounding the Candle Keepers and do not take active military resources to do so. They should be quick and able to survive surprise attacks, but they should not be expensive to build. If possible, the absolute lowest possible expenditure should be considered here.



Design Competition.
(6-Hour Moratorium)
[] [Write-In 1 Scout, 1 Destroyer, 1 Frigate]

Current Available DP: 6
[] [Destroyer] Class Name
-[] Sketch (Purely Optional)
-[] Length
- 1.200/1.300/1.400/1.500/1.600 Meters
-[] Width - 200/250/300/350/400 Meters
-[] Acceleration - 6/6.5/7/7.5/8 Gravities
-[] Armor - Outer Coating/Thin Single Hull/Single Hull/Thick Single Hull/Thin Double Hull
-[] Shields - None/Singular Emitter/Two Emitters/Three Emitters/One Array
-[] Weapons - (Write-In, Example: Type/Mounting.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)

Current Available DP: 8
[] [Frigate] Class Name
-[] Sketch (Purely Optional)
-[] Length
- 1.600/1.700/1.800/1.900/2.000 Meters
-[] Width - 350/400/450/500/550 Meters
-[] Acceleration - 5/5.5/6/6.5/7 Gravities
-[] Armor - Thin Single Hull/Single Hull/Thick Single Hull/Thin Double Hull/Medium Double Hull
-[] Shields - Singular Emitter/Two Emitters/Three Emitters/One Array/Two Arrays
-[] Weapons - (Write-In, Example: Type/Mounting.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)
 
I've got a plan coming together for an updated Navy, just let me get my question addressed first.
 
Hang on, did our baseline improve?
[] (SHIP)
-[] Destroyer Class Name
-[] Sketch (Purely Optional)
-[] Length
- 1.200/1.300/1.400/1.500/1.600 Meters
-[] Width - 200/250/300/350/400 Meters
-[] Acceleration - 6/6.5/7/7.5/8 Gravities
-[] Armor - Outer Coating/Thin Single Hull/Single Hull/Thick Single Hull/Thin Double Hull
-[] Shields - None/Singular Emitter/Two Emitters/Three Emitters/One Array
This is from M111.
[] [Destroyer] Class Name
-[] Sketch (Purely Optional)
-[] Length
- 1.200/1.300/1.400/1.500/1.600 Meters
-[] Width - 200/250/300/350/400 Meters
-[] Acceleration - 6/6.5/7/7.5/8 Gravities
-[] Armor - Outer Coating/Thin Single Hull/Single Hull/Thick Single Hull/Thin Double Hull
-[] Shields - None/Singular Emitter/Two Emitters/Three Emitters/One Array
-[] Weapons - (Write-In, Example: Type/Mounting.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)
And this is the how it looks now. Our destroyers start with their base acceleration and shields at a step higher. That's cool.
 
Gravimetric Engine Calculations - Speed is life. You go slow, you die. Improves the maneuverability of your ships.
On-Board Supply Generation - Be it Hydroponics, mining equipment, enlarged machine shops, or more, the ability to generate some supplies will extend the reach of a ship drastically.
Superior Gravimetric Engine Calculations - Like a leaf through the wind, a tear within the rain. [DOCTRINE DISCOUNT - 1 DP Reduced]
Enhanced Supply Generation - Internal factories and mining shuttles capable of gathering and manufacturing limited maintenance supplies for a ship on extended patrols. [DOCTRINE DISCOUNT - 1 DP Reduced]
so wait the GEC and SGEC are 1 dp, and OBSG and ESG are 1 DP, can we assume the GEC and OBSG are free due to the doctrine or do they still cost 1 DP?
 
[] [Scout] Hermes
-[] Length
- 1.200 (+2DP)
-[] Width - 200 (+2DP)
-[] Acceleration - 8 Gravities (-1DP)
-[] Armor - Single Hull
-[] Shields - Two Emitters (+1DP)
-[] Weapons - Light Lances (-2DP)
-[] Equipment - Superior Gravimetric Engine Calculations, Enhanced Supply Generation and Emergency Maneuver Engines (-3DP)

Leftover DP: 5

If we want to keep the expenses down on the scout ships then I believe this may be a viable option. It doesn't use up all of the DP required and will perform well as a speedy and manoeuvrable scout ship.

Rationale: This is a small ship that is nevertheless capable of moving extremely quickly and is capable of going on missions for extended periods of time. I decided to bite the bullet with the Light Lances because frankly a scout ship shouldn't be in a fight to begin with, thus being able to engage from the longest range possible is a boon.
 
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wait Crafter does that mean we have useless tech? or is that we unlocked the better stuff due to industry and if we fall back down we lose the better options?
 
-[] [Scout] Circinus-class Scout Sloop
--[] Length
- 1.200 Meters (+2 DP)
--[] Width - 250 Meters (+1 DP)
--[] Acceleration - 8 Gravities (-1 DP)
--[] Armor - Single Hull
--[] Shields - Three Emitters
--[] Weapons - 2x Light Missile Batteries (-2 DP)
--[] Equipment - Superior Gravimetric Engine Calculations (-1 DP), Emergency Maneuver Engines (-1 DP), Missile Swarms (-1 DP)

RATIONALE: The 'Compass' that guides us. The Circinus has absolutely no business in a battle line, but makes up for this by having the highest mobility that Candle-Keeper Science can muster. It has the ability to investigate regions, to outrun and outmaneuver anything that can threaten it--and if worse comes to worse, pack one hell of a punch to break through a blockade before its defenses are depleted and its reduced mass begins to tell. Costs only 3 DP, which is half of our maximum for a Destroyer, but I couldn't think of ways to shave off any more mass safely--even a scout craft might need to punch through a cordon to get real data back home, and for that, a terrifying alpha-strike potential is necessary.

There's not much point for the foreseeable future for us to have Enhanced Supply, as we're limited to adjacent territories anyway.
 
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[X] Plan: Fleet Carrier Doctrine
--[X] Ultimately, we cannot afford to engage in warfare with other significant powers on a ton-to-ton basis, we will never be able to match their capacity to simply pour greater quantities of industry into the forges of war, using whatever means they are--inherited legacies, genetic memory, or sheer industrial mass. As such, our only hope to endure in the long run is to strike in a fashion that our foes cannot easily react to. The success of the Taurus-class despite having only a single vessel has shown that a well-equipped, elite strike wing can punch well above its on-paper weight class, especially with our understanding of the secrets of the machine and the faith of our crews. This is an advantage that should be cultivated whenever possible for the foreseeable future, even if we must make sacrifices in armor strength to achieve this goals. (STRENGTH: Strike Fighter Related Modules and Weapons are discounted. WEAKNESS: Vessels that are equipped for use as Carriers find it difficult to add additional armor, all non-Escort class hulls must have at least one proper Strike Fighter related Weapon)
--[X] The fleet of the Candle Keepers is a force of Liberation, to bring the Star Child's light to those who toil under the weight of wicked forces and bring them low before they can bring harm to the innocent. [EXPLORATION/EXPANSION Doctrine, Power Projection in general rather than getting stuck in on the homefront and hoping for the best]
So the actual effects of this doctrine choice are...
Light Lances - Pumping large amounts of energy into focusing lenses and through capacitors from the ships' reactor, Lances are limited in their firing duration by what their cooling systems can deliver. Thus slow to shoot, they nonetheless make up for that by boasting a nearly 100% accuracy rate as they fire at the speed of light. [DOCTRINE PENALTY - 1 DP Increase]
Medium Lances - Pumping enormous amounts of energy into specialized focusing lenses and through overbuilt capacitors from the ships' reactor, Medium Lances are limited in their firing duration by what their often overstressed cooling systems can deliver. Thus slow to shoot, they nonetheless make up for that by boasting a nearly 100% accuracy rate as they fire at the speed of light. [DOCTRINE PENALTY - 1 DP Increase]
Light Prow Lance - Lances fire coherent beams of energy siphoned directly from the ship's reactor and are only limited in their cooling systems for firing duration and hurt delivered. Prow Lances takes that concept to a concerning level, sacrificing the ability to aim in exchange for more power pumped through their titanic catalysts. [DOCTRINE PENALTY - 1 DP Increase]
Large Lances - Pumping enormous amounts of energy into specialized focusing lenses and through overbuilt capacitors from the ships' reactor, Medium Lances are limited in their firing duration by what their often overstressed cooling systems can deliver. Thus slow to shoot, they nonetheless make up for that by boasting a nearly 100% accuracy rate as they fire at the speed of light.
[DOCTRINE PENALTY - 1 DP Increase]
Medium Prow Lance - Lances fire coherent beams of energy siphoned directly from the ship's reactor and are only limited in their cooling systems for firing duration and hurt delivered. Prow Lances takes that concept to a concerning level, sacrificing the ability to aim in exchange for more power pumped through their titanic catalysts. [DOCTRINE PENALTY - 1 DP Increase]
Auto-Loaders - Machines that automatically reload Macro-Cannons and Missile Systems instead of having the ship rely on gunnery gangs to do so. Increases reload of all physical munitions by 50%. [DOCTRINE PENALTY - 1 DP Increase]
Pure Lenses - Fine-tuned lenses allow beams to stay coherent for longer ranges without any energy loss, allowing ambushes and kiting tactics to be far more effective. All Lance weaponry have a 50% increased range. [DOCTRINE PENALTY - 1 DP Increase]
Superior Gravimetric Engine Calculations - Like a leaf through the wind, a tear within the rain. [DOCTRINE DISCOUNT - 1 DP Reduced]
Enhanced Supply Generation - Internal factories and mining shuttles capable of gathering and manufacturing limited maintenance supplies for a ship on extended patrols. [DOCTRINE DISCOUNT - 1 DP Reduced]
Light Teleportarium - Imperial Teleporters can only send a roughly Ogryn-sized object through the Warp in a straight line every second, often blocked by more than five meters of solid matter. Yet, the versatility of surprise boarding troops outweighs the drawbacks. [DOCTRINE PENALTY - 1 DP Increase]
Emergency Maneuver Engines - Inertia is a force not rapidly brought to heel. Yet, needs must, and a ship that survives damage is a ship that can be repaired instead of salvaged after being struck by enemy fire it couldn't evade. [DOCTRINE DISCOUNT - 1 DP Reduced]
Armored Bridges - The Captain of a ship is, arguably, the most critical component of its machinery, as losing them leads to mass confusion and a drastic loss in efficiency. [DOCTRINE DISCOUNT - 1 DP Reduced]
Handpicked Pilots - The best of the best, straight from the academies back home, each one eager to prove themselves worthy of their station and all trained to standards expected of beings far above them. [DOCTRINE DISCOUNT - 1 DP Reduced]
Medium Teleportarium - These Teleporters can send four roughly Ogryn-sized objects through the Warp in a straight line every second, often blocked by more than five meters of solid matter. Yet, the versatility of surprise boarding troops outweighs the drawbacks. [DOCTRINE PENALTY - 1 DP Increase]
Expansion Fleet Carrier Focus - A Doctrine that follows the reasoning of using your strengths instead of trying to overcome your weaknesses. As such, the Candle Keepers will focus on creating a swarm of fighters and bombers before their fleet as the primary weapon of the Star Child's conquest, each equipped to the best abilities of the Candle Keepers and all fielded by the best of the best. However, this comes at the cost of equipment prioritization, and Lances and other advanced equipment suffer from a lack of attention and materials.
(All Light Cruiser+ Class Ships must carry at least one Hangar-related Weapon.
All Ships classified as Carriers (2+ Hangars) treat [Armor] as one step more costly.
Acceleration and Shields are treated as one step cheaper for all classes.
Discounts do not reduce DP cost below 1.)
 
Maybe change one of the missiles for torpedos to be useful in larger battles?

We have absolutely no business deploying dedicated scout-ships in a battle line. The Circinus-class exists to run away from a fight--or if it absolutely cannot avoid one, to pick the point of least resistance and punch through. Anything else would require greater expense than we can afford.
 
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We have absolutely no business deploying dedicated scout-ships in a battle line. The Circinus-class exists to run away from a fight--or if it absolutely cannot avoid one, to pick the point of least resistance and punch through. Anything else would require greater expense than we can afford.
thats not what i said
 
Hang on, did our baseline improve?

[...]

Our destroyers start with their base acceleration and shields at a step higher. That's cool.
That is due to your Doctrine.
so wait the GEC and SGEC are 1 dp, and OBSG and ESG are 1 DP, can we assume the GEC and OBSG are free due to the doctrine or do they still cost 1 DP?
That is due to your Doctrine. DP cost cannot be lower than 1.
wait Crafter does that mean we have useless tech? or is that we unlocked the better stuff due to industry and if we fall back down we lose the better options?
You have better shipyards, so you can do better, but more expensive, things thanks to them. You won't lose access if you lose levels, unlocked things stay unlocked.
[X] Plan: Space to breathe
- [X] [Faith] Technology Given Or Earned
- [X] [Military] Enacting The Plan (2/2)
Voting closed, we are onto the next turn.
 
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