We are not going to get a long period of peace because we are currently slow boiling Voxx. At some point in the near future we will topple the Hive World and that will mean war with the rest of the polity.
We are not going to get a long period of peace because we are currently slow boiling Voxx. At some point in the near future we will topple the Hive World and that will mean war with the rest of the polity.
I guess this is answering the question I was asking. "What is our plan if nothing lights on fire?" And the answer is "Annex Voxx, get in a war with the van Zandts. So the priority now is diplomacy with other places, military research & enough military to fight the upcoming war.
I guess this is answering the question I was asking. "What is our plan if nothing lights on fire?" And the answer is "Annex Voxx, get in a war with the van Zandts. So the priority now is diplomacy with other places, military research & enough military to fight the upcoming war.
Well in that case I'd say we also want as much colonisation and diplo-annexing as possible to dilute how much Voxx absolutely wrecks our everything once it steals our development.
So we kinda missed it but there is a new system with a planet called the Abyssal Eye? In the same system as the one where we had False Hydras. Just...a observation
Edit: Also maybe we should specify the use of the song? Though I am not sure we need to? Better safe than sorry
So I'm spitballing here - but what happens if we do get a period of uninterrupted peace. If there is no terrible thing coming immediately, and we should be planning for the terrible things coming in the longer term? Then what's the most effective capabilities to go after? Could we dedicate ten turns or so to getting to all-X?
I suppose the second question is how to determine what the next threat is? Popping out a few dozen scouts is probably a good way to do it.
If we actually get uninterrupted peace, that's time for working on stretch goals like our Psyker stuff, our Research, and chipping away at our Infra or prepping to diplo-annex other powers.
Ideally we get the SBG all filled out before another war breaks, but yah after that ideally we get some Research done, do more Psykana, and doing more diplomacy/subversion.
I think we should be using write in's to look for ways to increase developments, either as one time actions like a donation drives we did or the creation of an organization or something like the WOOBIE or whatever it was. Basically think of a way we can set up the boost to development and apply it.
So we kinda missed it but there is a new system with a planet called the Abyssal Eye? In the same system as the one where we had False Hydras. Just...a observation
Edit: Also maybe we should specify the use of the song? Though I am not sure we need to? Better safe than sorry
that was due to our ISC New Dawn and its a rogue planet in orbit around a Black Hole. good for research and something might be there but other then that no idea.
I am hoping the peace last long enough that we can standardize the autoloaders next turn and design the new Leo version the turn after so we can fill out our fleets with the upgraded model.
"Good" thing is the slow boiling of Voxx will take more than 10 turns, most likely.
Especially if we use our write-ins to emphasize a more slow and insidious development of our people. Stuff like spreading out more, prioritizing non-military industries, replacing lower clerks so that we can fabricate reports, stuff like that. If we become "just" a very productive part of the Hive, then some nobles overseeing our parts of the hive may be tempted to not try and wring the neck of a goose laying golden eggs.
Would mean more AP needed till we can take over, but will hopefully mean more people on our side during this conflict, and give us more time to peacefully build ourselves up.
If we were redesigning our entire fleet now, this is what I would propose.
-Length 1.200m (+3)
-Width - 200m (+3)
-Acceleration - 8 Gravities
-Armor - Single Hull
-Shields - One Array (-1)
-Weapons - 1x Medium Bomber Hangar/1x Medium Fighter Hangar (-2)
-Equipment - Ship Shrines/Superior Gravimetric Engine Calculations/Enhanced Supply Generation/Refractive Hull Coating/Luxurious Crew Amenities/Tuned Shields/Strict Pilot Training/Veteran Pilot Gene-Lines (-11)
Dumps Hull/HP, maxes Shields, Enhanced Supply Generation/Refractive Hull Coating/Luxurious Crew Amenities for scouting (6 before discount DPs worth of endurance and 2 DP worth of stealth), drops Armored Lifepods because who would be recovering those, and takes two Medium Hangars for weapons with their customary Strict Pilot Training and Veteran Pilot Gene-Lines.
I am not entirely sure about the Hangars, but they are our strongest long ranged weapon by far as well as most versatile so the seem like a perfect fit? Also surely a scout/explorer could find some use for that much hangar space.
The idea here is an all rounder fleet workhorse like Aries Secundus was, and crew training ship on the side. Newbies get posted here, train a lot, and have a hard time fucking up too much. Also crew skill seems to affect macrocannon accuracy which I wanted to max as much as possible.
3 DP left for new missile equips, or durability/Harsh Crew Training
Crux is not supposed to hold the line anymore, they are too fragile for that and Scorpio has that job now. So I turned it into a decently durable macros missile massacre frigate that provides cover for our strike craft and ungodly firepower against anyone even thinking of closing in with our Libras. Even if their ridiculous missiles volleys could not penetrate point defense nets from long range they should be well able to close in and punch someone in the face with them.
I stand by the lack of torpedoes, they shouldnt be worth much in this new role, would cost a lot of firepower, and if you want a torp escort build a (updated) Lupus instead.
And now Im out of time. One note before I leave though:
Durability aside we could have an exact copy of Libra Tetrius on a Destroyer hull now (16 DP), and I am really not sure what to spend the extra 9 DP a light cruiser has meaningfully on Experimental Fighter Deployments (3 DP) aside unless it can carry even more Hangars without issue (Heavy Hangars are HC only and less efficient besides). Does our carrier, our longest ranged ship, need to be so durable? Might be time to downsize to say a Frigate, but dunno.
Although... do Veteran Crews and other crew skill boosters do anything offense wise for it? No guns to aim. If they do though that would be a good thing to spend DPs on.
The idea here is an all rounder fleet workhorse like Aries Secundus was, and crew training ship on the side. Newbies get posted here, train a lot, and have a hard time fucking up too much. Also crew skill seems to affect macrocannon accuracy which I wanted to max as much as possible.
But with what you got here, it's actually a downgrade in firepower. Sure it's got longer range now, but the big thing with the Aries-S was that it was able to output twice the firepower of a Sword-class Frigate in a smaller, faster and cheaper package. In order to reach the same firepower as the Aries-S, the Aries-T will need a Light Rotary Marcocannon with an Autoloader and two Light Lances. And if you want accuracy, instead of Harsh Crew Training, go for Snapshot Targeting Matrix.
Also, this doesn't address the big weakness with the Aries-class which is how comparatively weak it is so we're gonna need to put some points into upgrading the shields, size and armor to be more durable, and if anything this is weaker than the Aries-S since it doesn't have Advanced Alloying.
Crux is not supposed to hold the line anymore, they are too fragile for that and Scorpio has that job now. So I turned it into a decently durable macros missile massacre frigate that provides cover for our strike craft and ungodly firepower against anyone even thinking of closing in with our Libras. Even if their ridiculous missiles volleys could not penetrate point defense nets from long range they should be well able to close in and punch someone in the face with them.
True, the Crux can't hold the line by itself anymore, but it's not supposed to, it's supposed to be our Sword-class equivalent and it still has its uses on the frontline. It is supposed to be in the thick of things alongside our Scorpios and Leos, so it also needs the durability to be out there and take a beating.
I stand by the lack of torpedoes, they shouldnt be worth much in this new role, would cost a lot of firepower, and if you want a torp escort build a (updated) Lupus instead.
Don't discount Torpedoes, there's a reason that the Imperial Navy loves to use them and that's b/c they can REALLY pack a punch. I think they're great for the Crux since it's armaments will already saturate Point Defense so the Torpedoes will give it one helluva right-hook so it can put the hurt on ships bigger than it.
Circinus should not have hangers much less two. It detracts from its role as a scout and wastes design points when we have to make the hangers better than baseline plus having more than one hanger by our doctrine means that we lose a design point on top of this because any carriers (designs that have 2 or more hangers) treat armor as being one step worse.
Scheduled vote count started by HeroCooky on Jun 16, 2024 at 10:13 AM, finished with 35 posts and 18 votes.
[X] Plan: The Next Generation is in sight!
-[x] [General] Research
--[x] Unstable Ore Deposits Exploitation, Chemical After-Burner Bottling, and Ancient Imperial Missile Studies
-[x] [Shipwright's Alliance Trade Deal] The Glimmering Federation had a rocky initial diplomatic contact with the Shipwright's Alliance, but past years has seen that relationship smooth out significantly with regular trading between the two powers, especially through the verdant Irrita. But these trades have highlighted the ways in which each polity surpasses the other. The Glimmering Federation has a higher overall level of technology, especially as it relates to civilian, medical and heavy industry. Both are experienced shipbuilders, but the Shipwright's alliance has knowledge of many Imperial-derived techniques that surpass the capabilities of the Federation. More violent civilizations might seek to seize such advances, but both countries are war-weary and mislike the idea of fighting a potential friend in such a hostile galaxy. To that end, a proposal has been raised by the Federation Council to carry out an exchange of knowledge, where the Federation offers many fundamental technologies and manufacturing techniques in return for the shipbuilding expertise of the Alliance. However, such an exchange would empower both polities, and make any following war ever more destructive. Therefore, a parallel proposal has been made for a defensive alliance, to come to each others' aid if claimed systems are attacked. The proposal is flexible, able to be tailored to the desires of the Alliance, and contains cut-outs for if the attack was provoked by the nation under attack.
-[x] [Other] The problem of Voxx Primus looms large, and the next step has to be expanding the capacity of the gang without drawing too much attention. Therefore, send more experts in agriculture as well as in getting factories and workplaces set up will be very helpful. They'll focus on weapons and armor that might pass for "The Imperial Guard has leaks" for the majority of the forces, but by better equipping them... and by having fewer limitations when it comes to the burgeoning Civilian Industry, the ever-increasing forces on Voxx Primus will be able to feed, clothe, and arm ever-greater numbers of people... and through industrial efficiency be able to do so without shortchanging the possibility of religious or otherwise education or a diversified economy.
The proposal by the Glimmering Federation to the Shipwright's Alliance to exchange building techniques and research information was, thanks to the thawed relations since the 621 Conference, received with agreeable eyes rather than intimidated and guarded ones.
The latter readily agreed to exchange the data they had on shipbuilding for dozens of technologies, with the yards of both sides eager to get their hands on constructing the better designs already brewing within their nations' think tanks and design offices once the news broke to them and the information began to spread.
And yet, the proposal for a Defensive Alliance was... received with a kind, yet firm, step back. In their opinion, such a massive commitment at a time when the Alliance was still recovering from their generational war, alongside a time when only one side of the equation had hostile neighbors to worry about, was ill-advised. Instead, an offer of officially signing a Declaration of Frienship was returned, and, unwilling to leave with a bad after-taste, the diplomats of the Federation agreed.
"In recent news," the Yeeni on the screen said, her green-dyed head mane popping from the color-screen like a wave of fresh grass, "the Spirit of Discovery has returned with news that they have found a ship graveyard filled with the multitude of defunct and inert ships found and towed to Study Site 44/c in decades prior. Retrieval of the ships is slated to begin in four years with purpose-built ships after a quick vote by the High Council. Alongside that, New Dawn R&D has announced that it managed a breakthrough in missile-weapon-related research, citing a breached data-chip reconstruction effort as the main source of the re-discovered Kopesh-Pattern Missile Pods now able to be used by ships of the Federation. The SDFs of Perfinda, Kriegar, Gathin, and Grace of the Faith have announced plans to incorporate them into new classes of monitors. Onto the sport. The Winged Arbalests have-"
The factory's grub hall was, like always when the feeding bell was rung, filled to bursting with people, yet it was also filled with a trio of particular people.
People who stared at the last portion of their allocated meal.
Frinnis stared. Luska stared. Änü stared.
"...what the fuck is this?" Änü asked, poking the...yellow...thing on their plate.
"Food?" Luska answered hesitantly, stabbing into the tough exterior with her fork, bringing it to her face to sniff.
"It doesn't look like the food we usually get," Frinnis said, still staring. Sure, working for the new gang in one of their factories had huge perks, like getting free food. He was always willing to work a shift for free food, but then there were days like this. "Do we...eat all of it?"
"Mpfh?" Luska asked, looking at him from where she had bitten into the thing before swallowing. "I mean, tastes good. The exterior is hardy, but the inner thing is creamy and pairs well."
All three paused for a second, internalizing that she had just uttered an opinion on how the food tasted on a level more complex than 'shit/not shit.'
Then, the other two shrugged and went to munching.
And several rows away from them, an overseer looked on with mounting horror as the trio continued eating the bananas without peeling them.
"VICTORY ON ALL FRONTS!" The vox screamed into the dingy office, rousing the two occupants inside from their bored attempt at another round of cards. The patriotic voice of the young man in the vox could easily be heard over, yet not diminish, the military march sounding in the background. "Our valiant void crews have successfully broken through the last pitiful attempts at a blockade against our righteous reclamation of Imperial Worlds, the Xenos Menace unable to coordinate with their stunted brains hungering for the souls of the innocents denied for so long by our protectors and the sacrifices of our soldiers!" One of the men stood up tiredly, stretching with both arms, and let out a satisfied moan at the 'pops and 'cracks that resounded in the small room. "As we speak, the last of their misbegotten planets are being cleansed of the last of their malevolent touch by our valiant troops, and the fruits of our fight shall soon flow from high to low!" The man made to turn off the vox but paused at that, some forgotten glimmer of interest rearing its long-dead head at the words. "In that vein, the Lady Protector has granted four hours of leave to all people of the Van Zandt Free Duchy to attend the parades and sermons in honor of the generals and soldiers who made this possible and all who have fallen in our decades-long war against the Xeno Menace! We shall-"*click*
"Fucking propaganda groxshit," the man snorted, spitting off to the side unto the ground...where it hit a cooling arm lying in drying blood. "Fucking nobs probably won't stop fucking dead orphans for long enough to attend the parades in person," he grumbled, returning to the other man.
"Eh, better if they don't. Never know if one decides to go on a hunt, and then you gotta scramble before returning to work again." While he spoke, he idly grabbed a nearby framed picture showing a man and two women, both probably healthy enough to go for three ration weeks, the girl for five if they haggled with the Leather-Coats.
"Like you ever had to worry about a hunt," the first man snorted, picking up his cards again. "..." A measure of suspicion grew on his face as he looked at the hand in his hand, the pictures on them not in the places they should have been. "Di-"*click-clack*
The front door opened.
"Gaana, we're back!" a feminine voice said, swiftly followed by another voice that didn't belong to a child, much to the duo's annoyance.
"And we brought...dad?"
Both men stood, cudgels drawn.
You Have 3 [Three] Actions. Currently Active ISC: [New Dawn R&D] (6-Hour Moratorium)
[Green Horizons Colonization LTD] - Resettlement Initiatives - Increases colonized worlds by 50% if the Action {Colonize Planet/s} is used. [New Dawn R&D] - Anomaly Identified - Uncover Points of Interest (PoI) within and without your territory every Turn this ISC is sponsored. PoI include (but are not limited to) new colonizable systems, Economic Boons, Military Relevant Resources or Locations, and more. [Federation Post] - Messenger Fleet - Reduce the cost of improving Civilian Infrastructure by 50% (rounded down).
[] [General] Develop The Federations'...
-[] Food Production VII (0/2)
-[] Civilian Infrastructure XIII (0/2)
-[] Heavy Industry VI (0/2)
-[] Void Industry X (0/2)
-[] Medical Services VI (0/2)
-[] Military Industry VI (0/2)
(Gain: A boost in production focusing on the chosen option.)
[] [General] Colonize (Planet/s)
It is time to bring two more worlds into the fold. Thanks to the Kil'drabi becoming our Kin, we can now categorize Frozen, Ash, and Volcanic Worlds as Habitable instead.
(Gain: Two colonized Worlds.
Habitable Worlds: Ultima Sigritta - Sira (Mesa and Savannah), Itani - Grubbub (Low Shrubs and Fog), Gnatiila - Smug (Outback and Canyons)
Hostile Worlds (-1 Void Industry): Qulach's Forge - Node 17c (Acidic Atmosphere), Abyssal Eye - Howling Gaze (No Atmosphere)
Deathworlds (-1 to All): Qulach's Forge - Qulach's Forge (Fallout, Glass, Industrial Ruins, and Chemicals))
-[] Poke The Weird Ships
(Gain: Information?) -[] Burner Seeker Mines
(Gain: An upgrade to your Mines. These weapons automatically seek out non-friendly ships within a medium radius around themselves.) -[] Snapshot Cogitation Improvements
(Gain: Missiles have increased Breakthrough against Hostile AM-Systems) -[] Tetratek ARc Cannonade
(Gain: Tetratek Advanced-Reach (Grade c) Cannonade Ship Weapon (4 Dp).) -[] Servitor Cognition Auxiliary Enhancement Procedures
(Gain: Improved Servitors.) -[] Novel Infantry-Grade Weapons and Armor Development
(Gain: Infantry Weapons and Armor Upgrades.) -[] Experimental Infantry-Grade Weapons and Armor Development
(Gain: New Infantry Weapons and Armors.) -[] Logistical Infantry-Grade Weapons Development (0/3)
(Gain: Cheaper Infantry Weapons.) -[] Logicstical Infantry-Grade Armor Development (0/3)
(Gain: Cheaper Infantry Armor.) -[] New Boarders for a New Age
(Gain: New Boarding Craft.) -[] Ship Equipment Standardization - [1 DP Equipment] (0/2)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.) -[] Shipyard Automatization
(Gain: 1 Destroyer every Turn.) -[] Mind-Machine Interface Re-Examined (0/2)
(Greater Insight into already existing MMI methods and links.) -[] Psytech Foundings (2/4)
(Gain: Rudimentary Understanding of Psytech. Not the ability to create it.) -[] Reconstruct The Shattered STC-Fragment (0/12)
(Gain: An STC Fragment.)
Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.2 Research per Action Spent. Academic Initiatives - +0.1 Research per Action Spent. [Song - 10x Choirs] - A Spark of Genius - +0.05 Research per Action Spent.
(0.75 Research Banked)
[] [General] Propaganda For The Foreign Masses (0/4)
With the Glimmering Federation struggling to digest its recent mass acquisition of systems and populations, some have raised the possibility of using the Federation's more diplomatic abilities and capabilities to subvert, convert, and then integrate new systems without causing mass casualties or widespread destruction. A Propaganda office outfitted with ships, Choirs, materials, factories, and a mandate to do just that should bring foreign systems into our sphere of influence and then the Federation as a whole. It will be pricy, though.
(Gain: Allows you to slowly convert one [1] random system at a time to the Glimmering Federation without Action cost.)
[] [General] Free Movement and Friendship Declaration
Due to the Glimmering Federations patronage of the Ashan Families, inconsistent as it was overwhelming, industrial and economic sectors, a proposal was proposed by them to start an opening of border between the citizen of both nations to seek employment and opportunity (with some limiting factors and clauses, security concerns still apply after all), alongside a Friendship Declaration between the two nations.
(Gain: Ashan Families like you more.)
[] [Military] Militarize The Schools Of Paladins
Though the schools created to equip and train our missionaries for all possible environments and situations have quickly grown to smooth out all failures and bumps in their curriculum, some military think tanks have poked at the possibility of creating a home-grown version of the Imperial Sisters of Battle mentioned in both records and the descendants of a squad on Saget VII. This would include streamlining the usage of the Militaristic Faith Orders to use them in battles on the front line and training those dedicated to spreading and defending the Faith of the Star Child as parts of the military directly in the use of bullet and sword in heavy power armor.
(Gain: Unlock Templars, boosting your military.)
[] [Military] Create A [Blazing Sun - 4x War-Packs] or 3x SAGs - [System/s] - [Weight: Light/Medium/Heavy] - [Type: Infantry/Mechanized/Tanks/Augmetic Legion] - [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 soldiers 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, with Tanks allowing a myriad of armored spearheads or operations to proceed, and an Augmetic Legion consists of cybernetically enhanced humans, equipped with high-end implants and prosthetics that set them far above the human baseline, allowing for far more dangerous deployments. Light Units are better for low-logistic scenarios, while Medium Units rely more on regular shipments and strike a good balance between supply consumption and effectiveness. Heavy Units rely on solid logistics to continue working while offering an equal force concentration in return. A War-Pack comprises 15 Karnivores grouped in Packs of 3 Knights each, alongside the infrastructure/logistics to support and rebuild their Knights.
(Gain: Three SAGs. These contain [Four Units] chosen from the above choices. Tanks require no Classification.)
[] [Military] [Construct/Refit] A Fleet - [36 Fleet Points] - [8 FP Banked]
Ships are produced at these rates: Scouts at 1 FP, Destroyers at 2 FP, Frigates at 4 FP, Light Cruisers at 8 FP, and Heavy Cruisers at 18 FP.
You can refit for 10 FP: Two Libra-S to Two Libra-T, Three Crux to Three Crux-S, and Four Taurus into Four Taurus-S in one Turn.
(Gain: Chosen Fleet.)
[] [Military] Fill Out Sector Battle Group
-[] Sphinx (0/0.5)
-[] Centaur (0/2)
-[] Werewolf (0/3.5)
A Sector Battle Group consists out of 4 Heavy Cruisers, 8 Carriers, 6 Light Cruisers, 8 Heavy Frigates, and 4 Corvettes. Building them in Bulk is cheaper than in parcel, and once we have them all filled, we can think about constructing new ones!
(Information: All Action Cost must be paid to recieve the ships.
Gain: Filled out SBG.)
[ ] [Military] Design New Voidship Classes - [Available: Destroyer (1 DP), Frigate (2 DP), Light Cruiser (4 DP), Heavy Cruiser (8 DP)] - [8 DP]
From what we can tell, thanks to our history, what information we, the Kil'drabi, Yeeni, and the archives of our planets 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 proud 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.
(Information: Ship Classes requiring more DP than you possess take more than one Action to design.
Gain: Newly designed and built Ship Class/es.)
[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s) -[] 27x Free Celestial Choirs
-[] Sector Battle Group Sphinx (30/30 Ship Capacity) - (Missing: 4 Carriers)
(3x Andromeda-Class Command Ship, 4x Proof of Our New Path Battlecolony, 2x Libra-Tertium Light Carrier, 2x Libra-Secundus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Words of the Writ-Class Frigate, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Centaur (18/30 Ship Capacity) - (Missing: 3 Heavy Cruisers, 8 Carriers, 1 Line Holder)
(3x Andromeda-Class Command Ship, 1x Leo-Primus Heavy Cruiser, 2x Endeavour Light Cruiser, 3x Scorpio-Class Light Cruiser, 3x Crux-Secundus Class Heavy Frigate, 5x Crux-Class Missile Frigates, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Werewolf (7/10 Ship Capacity) - (Missing: 2 Andromeda, 4 Heavy Cruisers, 8 Carriers, 6 Line Holder, 5 Frigates)
(1x Andromeda-Class Command Ship, 1x Words of the Writ-Class Frigate, 2x Falchion-class Frigate, 2x Aries-Secundus Class Corvette, 2x Viper-Class Missile Destroyer)
-[] Task Fleet Alpha
(2x Cobra Destroyers, 5x Taurus-S Troopship (0/25 SAG Capacity), 4x Taurus-Class Troopship (0/2 SAG Capacity))
-[] Independent Operations Task Force
(5x Chamleon-Class Infiltration Carrier)
-[] Lamenters Chapter Fleet (7/10)
(1x Andromeda-Class Command Ship, 2x Risen Dirge-Class Boarding Ship (0/2 Companies), 3x Lantern Bearer-Class Commandeering Ship (0/3 Companies), 1x Resurgence-Class Torpedo Hunter, and 1x Bloody Dawn-Class Light Cruiser (0/2 Companies))
-[] Scout Fleet Alpha
(4x Circinus-Class Scout Sloop, 1x Spirit of Discovery Scout-Class Light Cruiser)
There is war to be had and battle to be made. Send troops to resolve issues, squash opposition to the Star Child and Humanity and all Their Protectorates, and send ships to scout neighboring systems to understand what is happening there.
(Gain: Military dispatched to put down opposition violently. Scouts are sent to look at other systems.
Scouting Range: ~10 Systems from Claimed Systems. Scouting Efficiency: 20% Adjacent Systems, 5% Three+ Systems, 1% Five+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)
[] [Psykana] Conduct Two Melodies (Choose two below.) (0.8/1 - Auto Complete) - [Choose Melody]
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. As there are 10 Celestial Choirs free to pursue research, the High Council can ask them to pursue a target instead of what comes close. This will, naturally, be lost once they dip below 10 Choirs.
(Total: 30
Uncovered: Technology II.
Secret: Slumber, Silence, Perception, and Grounding.
Star Child: Hope II, Compassion II, Humanity II, Mercy, Creativity III, Health II, Unity II, Innovation, Machinery, Logic II, Progress II, Protection II, Justice, Wisdom, The Sun II, The Home II, Death, Ruthlessness, Brutality, and Fire II.
Kil'drabi: Paths, The Void II, Struggle, Community, and Family.
Gain: Two Melodies 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.
(Uncovered: Technology I.
Star Child: Protection I, Fire I, The Sun I, Humanity I, Creativity II, Song III, The Home I, Logic I, Unity I, Progress I, Compassion I, Hope I, and Health I.
Kil'drabi: Void I.
Gain: A Song.
Sung: Dirge for the Innocent, Bound To The Stars, A Web Of Song.)
[] [Faith] The Great Heresies
Though it is infuriating to many that splits and cracks have already started to appear within the structure of our faith, especially when the Prophet hasn't even been laid to rest in his last resting place, these splits were inevitable. There was no way to prevent those who strayed from established Doctrine, so we must expend effort to bring them back into the fold, even if some start to whisper about altering Doctrine itself to incorporate some parts of their beliefs into ours.
(Gain: Reconcile, Syncretise, Legalise, or Crack Down on a Heresy.) -[] The Particularists
The Droman Creed emphasizes the different qualities and roles of each of the Five, encapsulating the Co-equal Oneness of the Five-One, One-Five, yet some believe this to be a Pantheon. For the Particularists, this is the furthest from the truth, as they believe the Five-One to not be co-equal within their shared Divinity, but One-As-Five, mixing everything into one being by denying the uniqueness of each Five to not deny the Oneness of them all. -[] The Anti-Particularists
The opposite to the Particularists, they have twisted this section of the Creed to its utter limit: I believe that these Five, Omnissiah, Emepror, Motive Force, Body of the Faith, and Star Child, are Indivisible and One, and Two, And Three, Four, and Five. They believe one can pair the Five-One according to their "Co-Equal Hierarchy," represented by a square with four edges and the Star Child in the middle. In this, they claim that the Emperor and Omnissiah are on the Left and Right of the square, with the Community of Faith and Motive Force in the lower left and right, relating to each other in their respective roles and relations as they come together to create the Star Child. -[] The Adherents of the Divine Lines
Those who call themselves the Adherents of the Divine Lines hold to the idea that a Divine Lineage exists at all, claiming that, as the Space Marines and Primarchs are the children of the Emperor-and-Omnissiah as well as the Star Child, a clear line of Divine Heritage exists that allows those who partake in its shared blood to better understand and enact the will of the Five-One unto the face of the galaxy, and that the Glimmering Federation need only right what has so long been silenced.
[] [Chapter] A Ship Worthy Of The Chapter (2.5/4)
Though bound by oaths and ties of blood and industry, the Lamenters were, have, and will never be a Chapter bound by terrestial chains; their fate to sail the endless void in pursuit of the enemy, the wicked, and the daemonic. But to proudly fly once again in full strength, a ship worhty of the Chapter must be built.
(Gain: The Lamenters gain a Grand Cruiser as a Flagship.)
[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
Well shit, Van Zandt is about to get Adventurous with their fleets now about to be freed up, we need to lock down Ultima Sigritta now and start prepping.
Anyway, let me analyze our new GAINZ.
EDIT: OH BOY OH BOY OH BOY THESE ARE GOOD
SON OF EDIT: Did we get a free Standardization? Oh boy that's good.
GRANDSON OF EDIT: Oh my goodness that's a powerful weapon. "Yeah I just shit out an alpha strike worth Four Super-Heavy Missile Batteries firing a full salvo once per battle"
But with what you got here, it's actually a downgrade in firepower. Sure it's got longer range now, but the big thing with the Aries-S was that it was able to output twice the firepower of a Sword-class Frigate in a smaller, faster and cheaper package. In order to reach the same firepower as the Aries-S, the Aries-T will need a Light Rotary Marcocannon with an Autoloader and two Light Lances. And if you want accuracy, instead of Harsh Crew Training, go for Snapshot Targeting Matrix.
Also, this doesn't address the big weakness with the Aries-class which is how comparatively weak it is so we're gonna need to put some points into upgrading the shields, size and armor to be more durable, and if anything this is weaker than the Aries-S since it doesn't have Advanced Alloying.
Aries Secundus has 3x1.5=4.5 DP worth of short ranged, and 2 DPs worth of long ranged weapons.
This Tetrius has 4x1.5=6 DP worth of mid ranged weapons, with 4 DP worth of range/accuracy extension, and better trained crew.
People keep overestimating those holy weapons a lot.
Snapshot is more expensive and I dont understand what it does. I mean I know it allows ships to aquire targetting solutions faster, but what does that mean in combat? Could be useful for a ship in the thick of things like a brawler I suppose, but thats not this ship.
And I already boosted the durability by five DP/steps. Aries-S was a glass cannon. And Advanced Alloying doesnt increase durability, it increases the change of leaving a rebuildable hulk if destroyed.
True, the Crux can't hold the line by itself anymore, but it's not supposed to, it's supposed to be our Sword-class equivalent and it still has its uses on the frontline. It is supposed to be in the thick of things alongside our Scorpios and Leos, so it also needs the durability to be out there and take a beating.
Scorpios hold the line and Leos take it. Crux to my knowledge has no bussines being in the line due to frigate hull being too fragile. But if it does find itself there, Crux-T spends exactly as many DPs on durability as -S, just drops the armor focus to be more rounded.
Don't discount Torpedoes, there's a reason that the Imperial Navy loves to use them and that's b/c they can REALLY pack a punch. I think they're great for the Crux since it's armaments will already saturate Point Defense so the Torpedoes will give it one helluva right-hook so it can put the hurt on ships bigger than it.
I acknowledge their usefulness, they have their place on Scorpio, Leo, and Lupus. But not everywhere. In this particular role I dont see much use for them, and thats before every point spend on them is effectively 12+ less DPs worth of missiles.
With the modifications, this is an absurdly fast, absurdly tough brawler that get in close and either spam boarding assaults or just get in your blind spot and beat you to death because this thing is very much capable of outmaneuvering anything short of an Eldar of equal or less weight class and is firing the rough equiviliant of Six Heavy Macrocannon Turrets [/I]at the target. Note that these would be considered primary weapons for a Light Cruiser, and we've lined the Leo with a tough enough arsenal of this to shred.
That being said, @HeroCooky , what's better for this ship's role? An Augmetic Security Department to maximize our boarding/counterboarding strength? Or a Large Boarding Hangar to spam ships at our targets?
But yeah, in summary, this has as much damage resistance as a Battlecolony, less HP but likely superior damage control thanks to the Yeeni detachment, but is vastly faster and more agile with much heavier guns. I can't think of a lot of non-supertech Imperial Heavy Cruisers that could match it.
Well damn. Looks like the Duchy will not let us eat their hive world one AP-sized bite at a time.
Hopefully they'll sit their dogmatic asses down for a victory parade or two, leaving us a couple of decades to get a fleet going, before they become a pain.
Well damn. Looks like the Duchy will not let us eat their hive world one AP-sized bite at a time.
Hopefully they'll sit their dogmatic asses down for a victory parade or two, leaving us a couple of decades to get a fleet going, before they become a pain.