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


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Not even the T'au Navy. The Old School T'au Navy that were just armed merchant ships and absolutely unprepared for naval combat.

Modern T'au Navy is actually not bad, just small.
 
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340.M42 - Protectorate of Neon
While the wider Celestial Choir was busy sending out requisition orders for industrial quantities of incense and anti-headache medications alongside a multitude of bulk purchases of parchment, vellum, wax, and more, two Choirs set out onboard two Circinus Scout Sloops instead, sent away for critical information gathering purposes.

One went anti-Terraward to see what was happening in Lone Wave and what the Imperium was planning or doing within Voxx Primus. At the same time, the other left Terraward to look at the systems of Barbarun and Ikatun within the Amratur Sub-Sector.

The one going to Voxx Primus left the Warp several light months away from the system, drifting into range for stellar observation via telescopes before leaving the same way it had arrived. Luckily, no large fleet could be observed, or if there was one anchored there, it had been hidden. What could be observed and caught via errant vox-emissions were the six stations being built over Voxx Primus. From the limited intelligence we have access to, it seems that the Planetary Governor has been pulling strings wherever he can to build his system up as a nice little bastion with ship-building capabilities, especially to ensure that the orders of menials for a distant Forge World could be supplied without taking up more critical assets. Our strategic planners think it is unlikely that there will be any threat from that direction anytime soon.

What was slightly more terrifying was the visit to Lone Wave, where the Scout found itself in the sights of four Eldar Battleships the moment it left the Warp. Tense minutes followed in which the Captain of the Circinus readily agreed to never again enter the system on pain of death and spread that message to the Federation, before they red-lined the engines to turn around and run.

In contrast, the Scout entering the Amratur Sub-Sector had a...interesting time. Entering Ikatun, the ship began to initially burn toward the planet before a trio of Light Monitors began painting the ship with vox communications, proclaiming the system under the protection of "Lord High Protector Ivan Svastios Numarata van Hijila van Rikatin von Von Grabsteinhauerhausen" and part of the "Protectorate of Neon," an "Imperium of Man Enclave under the ever-burning protection of the God-Emperor of Man, never to be subject to the predations of the Heretic, the Xenos, and the Witch!" Communications by the Scout were ignored by the vessel, which eventually retreated after gathering what planetary information could be gained without appearing too hostile. The same dance and spiel repeated itself within the Barbarun system.

Yet, what is vital to know is that all three planets with human presence within the two systems had all the signs of being recently colonized and are only lightly defended. Concerningly, Karkona V of Ikatun is used as a military-industrial and recruitment world, with a small population of greenskins used to bloody recruits. Our information department theorizes that these are the remnants of the Ork polity we destroyed within our Sub-Sector. Brabu and Xandulia within Barbarun, in stark contrast, seem more focused on material extraction, the first used to mine for minerals with the latter being used as a proto-agricultural world overseen by a "House Imakulatius van Gerstenberg."

Whatever else the future may bring, it seems that this "Protectorate of Neon" will be our future adversary, as the crimes already passively noticed and written down by these two systems are enough to spell their end. A fortunate thing then that the Federation is now able to create its armored spearhead thanks to the manufactories for the Karnivores finishing in time.



You Have 3 [Three] Actions.
(6-Hour Moratorium)
[] [General] Construct Something
-[] Food Production VI
-[] Civilian Infrastructure VII
-[] Heavy Industry III
-[] Void Industry VIII
-[] Medical Services II
-[] Military Industry II

(Gain: A boost in production focusing on the chosen option.)

[] [General] Colonize (Planet)
It is time to bring another world into the fold. Thanks to the Kil'drabi becoming our Kin, we can now categorize Frozen, Ash, and Volcanic Worlds as Habitable instead.
(Gain: A colonized World.
Habitable Worlds: Ultima Sigritta - Sira (Mesa and Savannah), Silista - Silista X (Temperate Continent), Itani - Grubbub (Ash and Frozen), Gnatiila - Smug (Volcanic and Ash)
Hostile Worlds (-1 Void Industry): Bortar - Brotar Prime (Barren and Lifeless)
Deathworlds (-1 to All): N/A)

[] [Military] Fill Out The System Army Groups - (0/2)
With the military reorganized, it is time to begin a standardization across all our systems to fill out at least one SAG.
(Gain: All Systems currently fully controlled have their SAGs filled to 100% strength. 4 SAGs in Total.)

[] [Military] Create A [Blazing Sun - War-Pack] or SAG - [System] - [Weight: Light/Medium/Heavy] - [Type: Infantry/Mechanized] - [Classification: Sabotage/Assault/Engineering/Demolition/Ogryn/Kil'drabi]
Sabotage Units will focus on raiding and disrupting the enemy with lighting raids and plundering logistics; Assault Units will punch through the enemy in weak points and sow confusion with overwhelming firepower; Engineering Units will focus on creating fortifications and using turrets, mines, and barricades; Demolition Units will be comprised out of heavy weaponry squads with plenty of explosives, from mines to rockets; and Ogryn Units will be Ogryns armored in heavy metals and armed with shields and Beatin' Sticks led by men and women with spiffy hats that will not be disobeyed. Kil'drabi Units can go into temperature enviroments Humans would require special equipment with ease. Infantry Units consist mainly of boots on the ground, while Mechanized Units are equipped with vehicles that increase mobility and durability at the cost of logistics and all-terrain capability. Light Units are better for Low-Logistic scenarios, while Medium Units rely more on regular shipments yet strike a good balance between supply consumption and effectiveness, with Heavy Units reliant on solid logistics to continue working while also offering an equal force-concentration in return. A War-Pack consists out of 15 Karnivores grouped in Packs of 3 Knights each, alongside the infrastructure/logistics to support and rebuild their Knights.
(Gain: A SAG. These contain [Four Units] chosen from the above choices.)

[] [Military] Construct/Refit A Warp Ship - [Choose a Design]
Ships are produced at these rates: Six Scouts, Four Destroyers, two Frigates, and One Light Cruiser per decade. Refit Rates: 6 Aries to 6 Aries-Secundus per Decade.
(Gain: Chosen Ships.)

[][Military] Design A New Voidship Class - [Available: Destroyer, Frigate, Light Cruiser]
From what we can tell, thanks to our history, what information we have available, and what the Kil'drabi and the Governor of Droma III tell us, the difference between a prosperous interstellar polity and one naught but ash is the strength of their navy. At the moment, we have the beginning of a nascent Void Fleet, yet purely defending against our enemies is a great way to get ground down into dust over time; we need to be able to bring the fight to them.
(Gain: A newly designed and built Ship Class.)

[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] 1x Free Celestial Choir
-[] Task Fleet Alpha
(6x Aries-Class Corvettes, 1x Aries-Secundus Class Corvette, 1x Lupus-Class Torpedo Destroyer, 1x Crux-Class Missile Frigate, 1x Libra-class Light Carrier, 2x Taurus-Class Troopship (0/2 SAG Capacity))
-[] Task Fleet Beta
(2x Pact of Our New Path Battlecolonies)
-[] Scout Fleet Alpha
(4x Circinus-Class Scout Sloop)
-[-] Lamenters Chapter Fleet
(3x Risen Dirge-Class Boarding Ships (Space Marine Troopship))

There is war to be had and battle to be made. Send troops to resolve issues and squash opposition to the Star Child and Humanity and all Their Protectorates. Or send ships to scout neighboring systems to understand what is happening there.
(Gain: Military dispatched to put down opposition violently. Scouts are dispatched to look at other systems.
Scouting Range: 2 Systems from Claimed Systems. Scouting Efficiency: 50%
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] Conduct a Melody (Choose one below.) (0.4/1 - Auto Complete)
The Celestial Choir has been given the means; with time, they shall conduct their songs. They will listen to the Warp and filter out the false whispers from the slumbering guidance of the Star Child. In halting prayer and stumbling humming, the truth will be stripped until nothing but it remains in the hands of those who shall make it anew into power to be wielded by the Choirs to come.
(Uncovered: Technology.
Secret: Slumber, Silence, Perception, and Grounding.
Star Child: Hope, Compassion, Humanity II, Song III, Mercy, Creativity II, Health, Unity II, Innovation, Machinery, Logic II, Progress, Protection II, Justice, Wisdom, The Sun II, The Home II, Death, Ruthlessness, Brutality, and Fire II.
Kil'drabi: Paths, The Void, Struggle, Community, and Family.
Gain: A Melody newly Conducted.)

[] [Psykana] Sing a Song (Choose at least Three below.)
Mere Melodies are not the end of the journey, nor should they be the start. They are the middle, from which all things shall grow and wither.
(Available: Protection I, Fire I, The Sun I, Humanity I, Creativity I, Song II, The Home I, Logic I, and Unity I.
Gain: A Song.
Sung: Dirge for the Innocent, Bound To The Stars.)

[] [Faith] Monuments for Martyrs, Graves for the Forgotten
The Candle Keepers have been fighting the good fight for nearly 250 years, a fourth of a millennium. In this time, thousands have perished to give people hope, security, and a better life and pave the way for those who come after to stride further and with growing security and pride into the great unknown and black abyss shrinking before the light of the Star Child. Within those 250 years, we have fought against a constant barrage of Orks, worshippers of Chaos, and those who tried to turn traitors to their fellow people, with the first of many Xeno Protectorates established, and its people turned into faithful worshippers and adherents to the Droman Creed. Yet, though now temples ring with the sounds of bells and the hymns of choirs signing united, and our systems teem with the faithful eager to build a better future against the coming of the dark, many had to give their lives to reach this point...and many more will follow. Do these people, who are now forever lost to the soil of worlds and the greedy grasp of the void, deserve to be forgotten? Does their memory not deserve to be honored and remembered? They do, and though some bodies shall never be recovered, their names deserve to be carved for eternity. The only question then arises...where should they be carved into? And how grand would these monuments be if we made multiple instead of one?
(Gain: The Candle Keepers discuss how to honor the fallen and the forgotten. Variable Action Cost.)

[] [Faith] Brotherhoods, Sisterhoods, Siblinghoods, And Orders of Faith
It is undeniable that many marching within our military are those most dedicated to spreading the light of the Star Child. Yet, questions have arisen from those seeking to contribute to the liberation of the galaxy, who either failed to enter the military by being too dedicated to the mission and failing to see the objectives that need to be taken or by failing some other criteria. Some of those questions are if it would not be beneficial if some manner of Faith Militant organization or organizations could be created, or allowed to be created, with others asking for a formal creation of Faith Orders to bolster the ranks of the soldiery with those utterly dedicated to the mission, lending strength, surety, and a bulwark against the horrors of the galaxy to all within.
(Gain: Nail down the Faith Militant aspects of the Cult of the Star Child.)

[] [Faith] Psykana Of The Outside And Unknown
Though we use the Celestial Choirs to bind and tame the powers of the Warp to minimize the risks and dangers inherent in the use of the Psykana, it is folly to believe that we are the only ones who have uncovered ways to utilize the Warp amongst the galaxy, or that there is nothing to be learned from Outsiders. Likewise, though there has been currently only one example, we must also consider what to do with the Psykers of Outsiders to the Federation and how we should go about ensuring that those individuals within our Protectorates or Kin are given over or sent to us instead of being utilized in horrific, immoral, or dangerous ways if they aren't outright killed as was the fate of all Kil'drabi Psykers before they began to send them to us to be taught control or executed should they fail and become a risk to themselves and others without sending their souls to the Great Enemy.
(Gain: Nail down the Outsider Psyker and Psykana Use-doctrine aspects of the Cult of the Star Child.)

[] [Chapter] A Suit Worthy Of The Name (3.5/5)
With the business on Drixxus and Ixxus done, Chapter Master Chyron is now convinced that, with the possibility of encountering Chaos Marines as high as ever, the main priority of the Lamenters should be the construction of Space Marine Armor. Luckily, Cradle Station has several blueprints, but Chyron is reluctant to use them due to the connotations the Crusade-era designs carry. Instead, he will use the Chapter and Candle Keepers' technical expertise to build a new pattern of Power Armor untainted by history.
(Gain: The Lamenters gain actual Space Marine-rated Power Armor.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
 
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Alright, nice, no major crises eating our attention yet, we can work on getting some of our infrastructure debt sorted. Still need HI V by the end of next turn if we're going to have some actually good gear for the Lamenters.

@HeroCooky , What was the combination for Astro-Telepathy? I think it was the same as Warp Travel, but replacing The Home with Unity?
 
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Alright, nice, no major crises eating our attention yet, we can work on getting some of our infrastructure debt sorted. Still need HI V by the end of next turn if we're going to have some actually good gear for the Lamenters.

@HeroCooky , What was the combination for Astro-Telepathy? I think it was the same as Warp Travel, but replacing The Home with Unity?

Pretty sure we replace Humanity with Unity
 
If we dedicate an action to making Space Marine armor, does it automatically tick over on the next turn? Or the one after that?

I'm personally in favor of dedicating an action to building up our industry, but a free turn is always nice.
 
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I'm just making certain, I don't want to fuck this up given how much shit we still have to catch up on.
 
Alright, nice, no major crises eating our attention yet, we can work on getting some of our infrastructure debt sorted. Still need HI V by the end of next turn if we're going to have some actually good gear for the Lamenters.

@HeroCooky , What was the combination for Astro-Telepathy? I think it was the same as Warp Travel, but replacing The Home with Unity?

I thought it was replacing Humanity with Unity? Because you're not moving humans, but instead messages?? But I might be misremembering.
 
15 DP Equipment Spoiler:

Hymns of the Machines - These large halls overflow with blessed incense, sanctified parchments bearing hallowed sigils and symbols, and congregations of the Emperor-and-Omnissiah praying and maintaining the ship and machinery required by the Celestial Choir to transmit sermons of priests and engineseer, Melodies and Songs, Faith and Psykery into the Warp. With thunderous bellows and whispering quiet, their powers chart a path for all who follow in their wake, thousands praying for their health and success as thousands more follow heads held high and weaponry armed and alight with fervor. Let the Warp and its denizens tremble before the might of a people united, and let them know that the ships of the Glimmering Federation will never be theirs to take, for with every journey, the Spirits of the ships stir in their endless slumber and endless vigil against corruption within and without. (Allows this ship to guide 10 vessels through the Warp three to four times faster than without any guidance.)
I'M SORRY, DID YOU SAY 15 DP?!

EDIT FOR FUTURE READERS: The cost for this piece of equipment has since been corrected to 10 DP (still as of this update).
 
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[] Plan: Industry Blitz
-[] [General] Construct Something
--[] Heavy Industry x2
-[]
[Psykana] Sing a Song (Choose at least Three below.)
--[] Song, Unity, Protection, The Sun, The Home, Fire


Draft plan one that I have, where we blitz Industry so that we can get it up to V just in time before the Lamenter action finishes (Having it up to V by then means our Lamenters get better armor than the average Space Marines, we REALLY want this given that their our best troops right now).
 
We'd need a larger ship like a Heavy Cruiser, as Alectai suggested, for it to be practical.

Though I'm not sure if even those can fit 15 DP modules.
 
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We spent SIX actions in an incredibly limited action economy on something that's basically only usable in creating a Light Cruiser that can do literally nothing else.

When you also spent the last dozen+ turns telling us that without it everything will fall apart.

We'd need a larger ship, like a Heavy Cruiser, like Alectai suggested.

Though I'm not sure if even those can fit 15 DP modules.

We can do it with a Light Cruiser. It has 14 DP, and then we redline its shields or speed to get 15 DP, and then put all of it in.
 
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I'M SORRY, DID YOU SAY 15 DP?!
yah we need to colonize more worlds asap now to get our scale up, to get more dp, to get those world up to full effeciny pronto ect
[] Plan: Colonization go brrrr
-[] [General] Colonize (Planet)
--[] Ultima Sigritta - Sira (Mesa and Savannah), Silista - Silista X (Temperate Continent), Itani - Grubbub (Ash and Frozen),
 
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