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


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Taurus II-Class Troopship
-Length - 1.600m
-Width - 350m
-Acceleration - 7 Gravities
-Armor - Thick Single Hull
-Shields - Three Emitters
-Weapons - Small Hangars
-Equipment - Medium Troop Compartment/Dedicated Ortillery/Strict Pilot Training/Enhanced Supply Generation/Armored Lifepods


Alright, since it looks like my plan isn't gonna win, I'm just gonna move on and post my draft for the Taurus-II. Basically, more troop capacity for 2.5 SAGs, better armor and shields, the ability to produce supplies, and some armored lifepods. Just an FYI, with my plan we'd have an extra 2 DP which would allow me to upgrade the Ortillery and slap a turret on top, but oh well. If we want to take turf, we gotta make it easier to ferry troops.
 
This might be wishful thinking, but do you guys think, we might get certain space marines and maybe Guillman to our cause? This is more for curiosity sake than anything.


On the topic of recruiting Guiliman, that's going to be a big no there. As it stands Bobby G is currently leading the Imperium as a Regeant in place of the Emperor and is one of the few things that's helping to keep the Imperium from totally collapsing today, and while Lion is awake to he's busy going around killing shit and playing hero and might not want to take Bobby's place. Even if he wasn't occupied with trying to keep the Imperium standing, Guiliman wouldn't want to follow us given that we're just as religiously fanatic as regular Imperials, more so since we're worshipping Big E and his God-sona, which could be taken out of context as "Holy shit these guys want to raise Big E as the next Chaos god".

However.....what I can see us getting with Papa Smurf at the very least is a non-aggression pact. Guiliman is a pretty logical guy, and has none of the Imperial Creed zeal, so if we open up to him about what we are and what we do and add in the caveat of asking Big E to confirm this shit himself (what reason does Emps have to lie about his Star Child back up to Guiliman?) we could at least have a truce with the official Imperium. As of today Chaos is one of the biggest threats to the galaxy besides the bug boys and seeing as we're somewhat resistant to Chaos and actively fighting it Guiliman would probably see some merit and reason to spare us and see us as some what of a useful asset, better to have the borderline Heretics dying in the masses to fend off the threat of Chaos than proper Imperial forces who could be used to try putting out some of the other fires in the galaxy.
 
Do keep in mind, the Primarchs were one of the greatest influences on the Imperium's modern day structure, with the Traitors being exceptionally influential (The Imperial Creed was derived from Lorgar's book, The xenophobia by the fact most of the Traitors were insanely xenophobic to the point of everyone else having to go along with them or trigger a blood feud--Fulgrim being one of the grand champions of this). Any that didn't agree that "The Galaxy needs to be unified under our banner" presumably weren't allowed to continue existing, since that was something they all agreed on. Where they differed was generally in how they did it, but there isn't a single one of the Primarchs who weren't either insanely racist or at least utterly indifferent to the existence of non-human life in the universe and thus not willing to push back on the ones who were insanely racist, which is functionally the same as agreeing with them, but quietly.

The only other thing that's pretty much universal is their hatred for Psychic stuff, which has since been retroactively "Proven" by fact that one of its major champions was a Traitor. The others are at best treating it like a poisoned chalice that will probably fuck you up but will be useful up to that point.

So, they're required to want to unify the human race, they're either actively xenophobic or just utterly do not give a shit and are unwilling to spend any political capital on their behalf, and they hate Psychic and Spiritual stuff in general. Guilliman is no exception, he's just actually halfway competent.

So no, I can guarantee you that at best we'd be treated as a low priority threat to be contained until we can be crushed, and at worst recognized as an actual competitor and thus must be crushed immediately, even at the cost of ceding ground on other fronts.

EDIT: Hah, beaten.

But yeah, don't expect a Primarch or someone to parachute in and save us. They are part of the problem. Arguably one of the worst parts because they justify all of the other bullshit involved in the Imperium by making ordinary humans look like children at best who should listen to their All Knowing, hypercompetent demigods forged by their Actual God who is just Objectively Superior to anything they can do to the point where there's just no point investing in them to be better.

Salvation can only be forged by a community united together, not by God descending and doing all the work for them.
 
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Vote closed
Scheduled vote count started by HeroCooky on Apr 9, 2024 at 1:57 PM, finished with 45 posts and 27 votes.

  • [X] Plan: This is the "THOOM" that comes right after a perfect parry...
    -[X] [General] Develop the Federation's...
    --[X] Military Industry V
    -[X] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
    --[X] Task Fleet Alpha (20/20 Ship Capacity)
    ---[X] 2x Andromeda-Class Command Ship, 2x Proof of Our New Path Battlecolony, 2x Libra-Secundus Light Carrier, 1x Libra Light Carrier, 3x Crux Missile Frigates, 2x Taurus-Class Troopship, 6x Aries-Secundus Class Corvette, 4x Lupus-Class Torpedo Destroyers.
    ---[X] 1st Neumidian SAG, Order of the Blazing Sun
    --[X] OPERATION: FLASHING SABRE
    ---[X] We have a rare and rapidly closing opportunity to force the Protectorate of Neon into a headlock favorable to the Glimmering Federation's strategic interests. Based on intelligence gathered from interrogation and data capture, our strategists have determined a vulnerability in the Protectorate's current force disposition. FLASHING SABRE is intended to be a high speed, high tempo operation with the intent on exploiting our strategic mobility to the utmost
    ----[X] STAGE ONE: The deployment of Task Fleet Alpha to the Brotar System. It is of the utmost priority that we seize the facilities there in the highest state of repair that we can. As Brotar will serve as the gateway to Federation Space in the immediate future. As this has little to no civilian population due to the hostility of the environment, and its mobile forces should be depleted heavily by the failed attack, we anticipate few issues with this stage, and should be considered our minimal accepted goals.
    ----[X] STAGE TWO: We must attempt to liberate the systems of Barbarun and Ikatun from Protectorate control and bring them to the banner of the Star-Child. Barbarun is of particular strategic concern, as it is the seizure of this system which will permit us an advantageous position, as we will be able to threaten Gathin with assault. This will effectively neutralize their defenses between the hammer that is the Enemy's presence in Valhidem and our own deployment here. Ikatun's mineral reserves will also be a great benefit to the Federation. The two in tandem will allow for the establishment of a stable, permanent foothold in Sub-Sector Amratur. If surprise can be maintained, do so, but securing these systems will be important in the future.
    ----[X] STAGE THREE: Should all other steps go well, and FLASHING SABRE has completed STAGE ONE and STAGE TWO in good order, they may--at the discretion of the Commanding Officer--move to STAGE THREE--a raid on Quintura Diablo. As one of the only Civilized Worlds within the Sub-Sector, it is likely a major industrial hub--one protected even now by a formidable Void force. Your objective in STAGE THREE is to do all that is possible to disrupt the system's void industry, and eliminate any SDF forces and other void infrastructure possible before reinforcements can arrive, then withdraw to STAGE TWO territory. Be advised that we do not currently have the star-lift capacity to seize the system in the long term at present, but forcing Neon to need to replace their industrial losses and the remaining mobile force reserves will buy us the better part of a century to build our strength before they are in a position to retaliate.
    ---[X] TL;DR: Liberate Brotar, Barbarun, Ikatun. Punch Quintura Diablo in the throat a few times as a stretch goal. If we can only take two systems, make it Brotar and Barbarun to get the headlock. For all the fancy words here, that's really all this comes down to, I just had fun writing this.
    -[X] [Chapter] Ships For The Fleet (1.5/3)
    [X] Mind Over Matter
    [X] Plan R&D and Shock & Awe
    -[X] [General] Develop the Federation's...
    —[X] Military Industry V
    -[X] [General] Research:
    —[X] Imperial Ship Study
    -[X] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
    --[X] Task Fleet Alpha (20/20 Ship Capacity)
    ---[X] 2x Andromeda-Class Command Ship, 2x Proof of Our New Path Battlecolony, 2x Libra-Secundus Light Carrier, 1x Libra Light Carrier, 3x Crux Missile Frigates, 2x Taurus-Class Troopship, 6x Aries-Secundus Class Corvette, 4x Lupus-Class Torpedo Destroyers.
    ---[X] 1st Neumidian SAG, 1st Perfidian SAG
    --[X] OPERATION: FLASHING SABRE
    ---[X] We have a rare and rapidly closing opportunity to force the Protectorate of Neon into a headlock favorable to the Glimmering Federation's strategic interests. Based on intelligence gathered from interrogation and data capture, our strategists have determined a vulnerability in the Protectorate's current force disposition. FLASHING SABRE is intended to be a high speed, high tempo operation with the intent on exploiting our strategic mobility to the utmost
    ----[X] STAGE ONE: The deployment of Task Fleet Alpha to the Brotar System. It is of the utmost priority that we seize the facilities there in the highest state of repair that we can. As Brotar will serve as the gateway to Federation Space in the immediate future. As this has little to no civilian population due to the hostility of the environment, and its mobile forces should be depleted heavily by the failed attack, we anticipate few issues with this stage, and should be considered our minimal accepted goals.
    ----[X] STAGE TWO: We must attempt to liberate the systems of Barbarun and Ikatun from Protectorate control and bring them to the banner of the Star-Child. Barbarun is of particular strategic concern, as it is the seizure of this system which will permit us an advantageous position, as we will be able to threaten Gathin with assault. This will effectively neutralize their defenses between the hammer that is the Enemy's presence in Valhidem and our own deployment here. Ikatun's mineral reserves will also be a great benefit to the Federation. The two in tandem will allow for the establishment of a stable, permanent foothold in Sub-Sector Amratur. If surprise can be maintained, do so, but securing these systems will be important in the future.
    ----[X] STAGE THREE: Should all other steps go well, and FLASHING SABRE has completed STAGE ONE and STAGE TWO in good order, they may--at the discretion of the Commanding Officer--move to STAGE THREE--a raid on Quintura Diablo. As one of the only Civilized Worlds within the Sub-Sector, it is likely a major industrial hub--one protected even now by a formidable Void force. Your objective in STAGE THREE is to do all that is possible to disrupt the system's void industry, and eliminate any SDF forces and other void infrastructure possible before reinforcements can arrive, then withdraw to STAGE TWO territory. Be advised that we do not currently have the star-lift capacity to seize the system in the long term at present, but forcing Neon to need to replace their industrial losses and the remaining mobile force reserves will buy us the better part of a century to build our strength before they are in a position to retaliate.
    ---[X] TL;DR: Liberate Brotar, Barbarun, Ikatun. Punch Quintura Diablo in the throat a few times as a stretch goal. If we can only take two systems, make it Brotar and Barbarun to get the headlock. For all the fancy words here, that's really all this comes down to, I just had fun writing this.
    [X] Plan: This is the "THOOM" that comes right
    -[X] [General] Develop the Federation's...
    --[X] Military Industry V
    -[X] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
    --[X] Task Fleet Alpha (20/20 Ship Capacity)
    ---[X] 2x Andromeda-Class Command Ship, 2x Proof of Our New Path Battlecolony, 2x Libra-Secundus Light Carrier, 1x Libra Light Carrier, 3x Crux Missile Frigates, 2x Taurus-Class Troopship, 6x Aries-Secundus Class Corvette, 4x Lupus-Class Torpedo Destroyers.
    ---[X] 1st Neumidian SAG, Order of the Blazing Sun
    --[X] OPERATION: FLASHING SABRE
    ---[X] We have a rare and rapidly closing opportunity to force the Protectorate of Neon into a headlock favorable to the Glimmering Federation's strategic interests. Based on intelligence gathered from interrogation and data capture, our strategists have determined a vulnerability in the Protectorate's current force disposition. FLASHING SABRE is intended to be a high speed, high tempo operation with the intent on exploiting our strategic mobility to the utmost
    ----[X] STAGE ONE: The deployment of Task Fleet Alpha to the Brotar System. It is of the utmost priority that we seize the facilities there in the highest state of repair that we can. As Brotar will serve as the gateway to Federation Space in the immediate future. As this has little to no civilian population due to the hostility of the environment, and its mobile forces should be depleted heavily by the failed attack, we anticipate few issues with this stage, and should be considered our minimal accepted goals.
    ----[X] STAGE TWO: We must attempt to liberate the systems of Barbarun and Ikatun from Protectorate control and bring them to the banner of the Star-Child. Barbarun is of particular strategic concern, as it is the seizure of this system which will permit us an advantageous position, as we will be able to threaten Gathin with assault. This will effectively neutralize their defenses between the hammer that is the Enemy's presence in Valhidem and our own deployment here. Ikatun's mineral reserves will also be a great benefit to the Federation. The two in tandem will allow for the establishment of a stable, permanent foothold in Sub-Sector Amratur. If surprise can be maintained, do so, but securing these systems will be important in the future.
    ----[X] STAGE THREE: Should all other steps go well, and FLASHING SABRE has completed STAGE ONE and STAGE TWO in good order, they may--at the discretion of the Commanding Officer--move to STAGE THREE--a raid on Quintura Diablo. As one of the only Civilized Worlds within the Sub-Sector, it is likely a major industrial hub--one protected even now by a formidable Void force. Your objective in STAGE THREE is to do all that is possible to disrupt the system's void industry, and eliminate any SDF forces and other void infrastructure possible before reinforcements can arrive, then withdraw to STAGE TWO territory. Be advised that we do not currently have the star-lift capacity to seize the system in the long term at present, but forcing Neon to need to replace their industrial losses and the remaining mobile force reserves will buy us the better part of a century to build our strength before they are in a position to retaliate.
    ---[X] TL;DR: Liberate Brotar, Barbarun, Ikatun. Punch Quintura Diablo in the throat a few times as a stretch goal. If we can only take two systems, make it Brotar and Barbarun to get the headlock. For all the fancy words here, that's really all this comes down to, I just had fun writing this.
    -[X] [Chapter] Ships For The Fleet (1.5/3)
 
401.M42 - Do And Die
With the advent of a military campaign that will likely see the Federation embroiled in war for a century at the very least and with millions likely to be called upon to fight and kill for the Star Child and secure a brighter future for the galaxy, the military minds of the Glimmering Federation meet once again in their masses, though not to discuss strategical objectives in the coming conquering of Barbarun, Ikatun, and Brotar, but to tweak what tactics they can for their System Army Groups to ensure they have all they need to succeed.

Though lacking in much practical experience themselves, few alive today had been there when the Orks were exterminated within the Archwan Sub-Sector; enough institutional inertia and decades of harsh training have carried the burden to see few lessons lost and less forgotten.

And with a Doctrine already placing emphasis on Quality over Quantity, decided nearly four centuries ago, the gathered tacticians and commanders are sure that passing a critical eye over those elements deemed vital in the future campaigns of the Federation will see it succeed where others failed, even if they have to take a leave of office should they be proven false upon the corpses of soldiers.



Choose a Doctrine Force Emphasis:
(6-Hour Moratorium)
[] March of the Machines
With a step, we deliver vengeance. With a knee, we shield our allies. With a roar, we defeat those daring to go against us. We are the wrath of the Machine Incarnate, for we are blessed to walk these worlds upon our legs forged by those whose hands adorn our amor. We are the doom of our foes reborn, for there are none that can deny our advance upon the hills and the cities, the forests and the swamps, the rivers and the mountains. We are the march of a thousand mechanical feet hitting the earth in unison and the last thing they shall ever see. That we swear.
(Improves the effectiveness of your War Walkers (To Date: Anansi, Angel, Karnivore).)

[] Drumbeat of the King
Though they are not always available within void stations, bunker systems dug deeply underground, Cenote Worlds, and in some other situations, the last argument of the King held sway when it was first made, and it does so now. With thunderous proclamations, grid coordinates are deleted, with rumbling speed, entire houses and bunkers are smashed apart, and with the glint of binoculars, formations are shattered. Artillery remains the King of the Battlefield, and we shall see that we will spend bullets before we spend lives.
(Improves the effectiveness of your Artillery.)

[] Hands of the Queen
"Ours is not to ask why, but to do and die." The slogan of any boot on the ground, be they the recently conscripted knowing not where the end and start of a gun are, or the elite veteran clad in power armor and armed with hotshot lasgun, a dozen campaigns upon their backs and within their minds. The humble infantry are the first in the door, the last to leave, the first to die, and the last to live. They are the linchpin of any plan and the weakest link in the chain. And yet they hold, yet they fight, yet they march upon the orders of their superiors to doom and glory, guts and gods snapping at their heels. Over trench and forest, through houses and swamps, within caverns and void stations, through the worst and the best, the humble infantry shall do and die.
(Improves the effectiveness of your Infantry Units.)

[] The Bastard's Cadence
Speed is everything. Armor is everything. Versatility is everything. If you cannot outrun your enemy, be prepared to run into them. If you cannot outlast your enemy, fight tooth and nail to be the last one standing. If you cannot master everything, being an apprentice is enough to succeed. With the rumble of track and wheel, the whine of anti-gravity, and the march of mechanical limbs spiking deep into the earth, the mechanized shall not be found wanting. It shall be found behind the enemy, thrice its numbers, and seven times its ferocity.
(Improves the effectiveness of your Mechanized Units.)

[] Rumble of the Brothers
Have you heard the good word yet, sibling? There is no need to fear the foe, no need to shy away from its malevolent glint and deadly weaponry, for you are blessed! Clad in several tons of armor, wielding weaponry that none can match upon any battlefield safe the God-Machines Themselves, you shall fear no mortal or immortal, no angel and no daemon, for you are clad in a hundred tons of adamantium and come bearing the mercy of the Star Child upon their foes!
(Improves the effectiveness of your Tank Units (To Date: Venerable Guardian Mk.1, Morrigan).)

[] Thunder of the Sisters
"Well, looks like shit hit the fan again, and the ground-pounders are asking us to bail their sorry asses out once again. Well, no sense in making them wait, is there? Let's fly and go at 'em, sisters! Maybe we can bag a round of drinks as thanks afterward...or a boyfriend for the crew; who'd be up for that?" Thule-2346 seconds before getting another reprimand for her lack of discipline.
(Improves the effectiveness of your planet-focused airstrikes and CAS.)


AN: Keep in mind that practically all these options here can be nullified by circumstances and locations.
 
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I want the Bastards Cadence. We've got a lot of mechanized units and our civics mean they scale well… better than the imperium. And we've got a lot of tanks. Elite infantry is great, but even space Marines get mulched by a baneblades gun. Also everyone uses infantry really heavily except the Tau (who use battle suits) and sorta the Aeldari. I want us to be very good at vehicles.
 
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TBH, I really want to grab march, War walkers are a very wide field, as we can see ranging from the amiger's to the anasi.

... Also I really really like Mechs, Mecha spiders and Giant Titan mecha, All of which get a bonus from this.

The boring but effective options are Drumbeat or Infantry, And CAS is thematic with our Sister-pilots, But I really Love Mecha, So since its a doctrine that will shape our forces now ad in the future, I'm going with March.
 
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"Artillery is a queen of battle"
"What doesn't kill us, make us stronger... Except artillery, artillery will absolutly kill us."
"Shock and Awe gentelmen"
"Artillery shells are cheaper than men"
 
I think while infantry may look very appealing as a choice, it would be better to go with Mechanized or CAS. I don't think infantry features that much in modern warfare, it's a lot of calling in airstrikes and artillery barrages.

The Imperium just throws manpower at every problem because it's cheap and simple, but that's not very effective in comparison to a modern military force of equal size & strength.

Though again, I'm not a military expert, so don't quote me on that.
 
As I look at our army build out...there is a lot of mechanized and tanks in there. We have infantry but our load out is heavily mechanized. The infantry might be better for the Imperium but not for us...but maybe I am reading it wrong
 
I'm in favor of either walkers or air power. We already plan to win in space with small craft, so we'll always have a ton of them. Let that also apply to the ground.
 
[] The Bastard's Cadence

I'll be voting for our mechanized forces. We seem to have more of them than standard infantry, which I'd like to continue moving forward.
 
Could you clarify the main advantages of the Infantry push vs the Mechanized one @HeroCooky ? That seems to be where people are gravitating towards.

IG feels to me to be an Infantry focused faction.
 
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