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


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Anyway, going to start reposting the ship designs from last turn shortly, so we have them in one place.
 
Also, @HeroCooky , would the background Juvenat roll out (which is not keeping up with pop increases, but has apparently still been happening) be improved by Automation as well, or is the Shipyard Automation primarily about heavy industry stuff?
 
It'd be nice if we could do that, but we can't unless we spend the Action itself.

I'd prefer to design a new Scout ship. Yes we don't have the Orrery yet, but that's going to be a while before we're able to get it.
Hm. Get some fleet build up done next turn and a Voxx action and then the turn after we do the Heresies and build ships so that we can spam out scouts plus give the Lamenters some ships for their chapter fleet (like another Andromeda and maybe their own Libra-Q?)
 
[] Libra-Quartus (Libra-Q) Light Carrier
-[] Length
- 4.200 Meters
-[] Width - 550 Meters
-[] Acceleration - 5 Gravities (-1 DP)
-[] Armor - Medium Double Hull (-1 DP)
-[] Shields - One Matrix
-[] Weapons -2x Medium Bomber Hangars/1x Medium Fighter Hangar/1x Medium Mixed Hangar/Anti-Voidcraft Defenses (-6 DP)
-[] Equipment - Strict Pilot Training/Veteran Pilot Gene-Lines/Handpicked Pilots/Automated Fighter Re-Arming Procedures/Armored Lifepods/Superior Gravimetric Engine Calculations/Ship Shrines/Veteran Crews/Enhanced Strategeum/Tiny On-Board Manufactory (-17 DP)

The Fourth--and debatably complete--generation of the Glimmering Federation's mainstay carrier, the Libra-Q makes use of advanced shipbuilding techniques learned from the Alliance in order to build a larger, more agile spaceframe with vastly greater protection--both against enemy ordnance and against enemy escorts that might try to make a run. This is achieved through the integration of a sophisticated point-defense suite, and improved alloys allowing for a dramatically tougher armor belt and shielding system. The major strides internally come in the form of an integrated manufactory that allows for field repairs and fabrications of munitions and small craft, as well as a dedicated Flight Command Chamber where senior officers can better oversee the battlespace and direct its elite Thule complement to the most critical targets. All in all, the designers of the Fourth Generation Libra are more than satisfied with its performance, and suspect it will be a very long time indeed before any great improvements can be made to this design within the limitations of a Light Cruiser's hull...
 
Also, holy shit the Lamenters' new ship is a chonky one:

Eternal Promise-Class Temple Ship
-Length - 7.200m
-Width - 1.400m
-Acceleration - 2.4 Gravities
-Armor - Thick Fortress Armor
-Shields - One Aegis
-Weapons - 6x Boarding Torpedos/4x Medium Plasma Macro-Cannon Batteries/2x Heavy Plasma Macro-Cannon Turrets/2x Heavy Hangars (Boarding) (Total: 120 Boarders)
-Equipment - Armored Prow/Auto-Loaders/Strict Pilot Training/Dedicated Ortillery/Superior Gravimetric Engine Calculations/Emergency Maneuver Thrusters/Armored Bridges/Harsh Crew Training/Improved Internal Security Systems/Snapshot Pinpoint Targeting Solutions/Chapels to the Five /Large Teleportarium/After-Burner Macro-Shells/Shield Overload
 
[] Libra-Quartus (Libra-Q) Light Carrier
-[] Length
- 4.200 Meters
-[] Width - 550 Meters
-[] Acceleration - 5 Gravities (-1 DP)
-[] Armor - Medium Double Hull (-1 DP)
-[] Shields - One Matrix
-[] Weapons -2x Medium Bomber Hangars/1x Medium Fighter Hangar/1x Medium Mixed Hangar/Anti-Voidcraft Defenses (-6 DP)
-[] Equipment - Strict Pilot Training/Veteran Pilot Gene-Lines/Handpicked Pilots/Automated Fighter Re-Arming Procedures/Armored Lifepods/Superior Gravimetric Engine Calculations/Ship Shrines/Veteran Crews/Enhanced Strategeum/Tiny On-Board Manufactory (-17 DP)

The Fourth--and debatably complete--generation of the Glimmering Federation's mainstay carrier, the Libra-Q makes use of advanced shipbuilding techniques learned from the Alliance in order to build a larger, more agile spaceframe with vastly greater protection--both against enemy ordnance and against enemy escorts that might try to make a run. This is achieved through the integration of a sophisticated point-defense suite, and improved alloys allowing for a dramatically tougher armor belt and shielding system. The major strides internally come in the form of an integrated manufactory that allows for field repairs and fabrications of munitions and small craft, as well as a dedicated Flight Command Chamber where senior officers can better oversee the battlespace and direct its elite Thule complement to the most critical targets. All in all, the designers of the Fourth Generation Libra are more than satisfied with its performance, and suspect it will be a very long time indeed before any great improvements can be made to this design within the limitations of a Light Cruiser's hull...

My question is... why do we have Anti-Voidcraft defenses? Wouldn't those defenses itself be the absurd number of Fighters we have, where we're told that we have more in a single battle than an entire Sector Fleet?
 
My question is... why do we have Anti-Voidcraft defenses? Wouldn't those defenses itself be the absurd number of Fighters we have, where we're told that we have more in a single battle than an entire Sector Fleet?

Same reason real world carriers have sophisticated CIWS, because every fighter they don't need to spend on self defense is one more that they can send on achieving objectives. That it also serves as another layer of the defensive onion is just a bonus.

The logical response to an agile carrier is to use your own ordnance against it, so the best defense is to actively intercept, but if that fails, make sure you can protect yourself too, and if that fails, pray you don't get penetrated.
 
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[] Plan: Song of spies and line's end
-[] [Psykana] Sing a Song (Silence II, Perception II, Grounding II, Creativity II, Song III. )
-[] The Adherents of the Divine Lines
-[] [General] Research:
--[] Mind-Machine Interface Re-Examined (0/2) (1 and a Free Research)
 
Same reason real world carriers have sophisticated CIWS, because every fighter they don't need to spend on self defense is one more that they can send on achieving objectives. That it also serves as another layer of the defensive onion is just a bonus.

I guess, but we're basically the only faction we're likely to fight that actually does much with Strikecraft. It feels like it'd be better, if there was one available, to do something with anti-missile or cannon defenses of some kind? Of course, unsure if that's available, would have to check, but, y'know.
 
For instance, for the same 2 DP we could increase our Armor by two stages, or get this:

Lattice Hulls - An improvement of a ship's hull. By combining several armor-shaping techniques from the past with up-scaled proven practices from vehicles, the armor of the ship will be able to withstand even more punishment.

And Lattice Hulls are effective against more than just Strikecraft!
 
I guess, but we're basically the only faction we're likely to fight that actually does much with Strikecraft. It feels like it'd be better, if there was one available, to do something with anti-missile or cannon defenses of some kind? Of course, unsure if that's available, would have to check, but, y'know.

Let's not forget the giant horrible space marine level space centaur-scorpions that spit out rads and constantly try to board you, or Orks that are constantly trying to board you and never run out of boyz, or torpedo waves, or fucking Eldar drawing out half of your strike wing on a decoy and then materializing torpedo bombers on your flank.

We're very good, we're a top tier Ordnance faction even, but that doesn't mean we're invincible, and good play is protecting your most critical ships with multiple layers of defenses. This is precisely why real world carriers also have excellent CIWS even though you'd figure "But they'll intercept anything that gets near". Even the best pilots and the best strike wings don't have a 100% interception rate, this is to catch anything that gets past them.
 
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Let's not forget the giant horrible space marine level space centaur-scorpions that spit out rads and constantly try to board you, or Orks that are constantly trying to board you and never run out of boyz, or torpedo waves, or fucking Eldar drawing out half of your strike wing on a decoy and then materializing torpedo bombers on your flank.

We're very good, we're a top tier Ordnance faction even, but that doesn't mean we're invincible, and good play is protecting your most critical ships with multiple layers of defenses.

...but as I pointed out above when we went looking, we're doing this instead of the Lattice Hulls, and the Lattice Hulls are effective against more than just Strikecraft.
 
I'm going to group up the various irons we have in the fire, and my assessment of their priority.

1. Voxx. I think we're all good to chill on Voxx for another turn, but keep in mind we're planning to boost it again next turn. I'd also like to keep in mind designing new aid ships specifically to help integrate/evacuate Voxx. This is just as important as subverting it in the first place. Low priority this turn.
2. Heresy. We've got three heresies left, and none seem particularly evil or important to do immediately? I'm not sure why people are so determined to do the Divine Lines. The Lamenters have already rebuffed them. Low-mid priority this turn.
3. Research. We've got a ton of stuff going on here, with interesting possibilities in mind-machine interfaces, automatization, standardization, STCs, etc. I would really like to get done the write-in Academy action to improve the research even further before we dive into this too hard. Mid priority.
4. Psytech. Finishing the Orrery is painful without reserach bonuses, but we're going to need to bite that bullet sooner or later. Mid priority.
5. Ship design. We're on the cusp of having some really good new designs. I don't know if we're waiting for too much more, though there's an argument we should do the mind-machine interface before making new carriers since it might give us more modules there. High priority, but soft gated by research & psytech.
6. Ship building. We need to fill out our SBGs. High priority, but soft gated by ship design.
7. Infrastructure. In the short term this means getting our Civ infastructure to XV. In the longer term this means getting more ISCs to help boost our other infrastructures to X efficiently. Low priority.
8. Diplomatic expansion in other directions. We can open the borders to the Ashan and do more friendly actions with the Shipwright's alliance with the aim of integrating them eventually.

With all of that in mind, I'm in favor of something like:
[] Plan: Building Up A Fleet And Lining It UP--Strikecraft Version
-[ ] [Military] Design New Voidship Classes - Fill In
-[] [General] Research:
--[] Shipyard Automatization II
-[] [Glimmering Research Academies]
The Academic Initiatives are flourishing, facilitating improvements to the efficiency of research and production. But those involved all agree that there are more opportunities that lie fallow. A collection of proposals have been made to improve the research capabilities of the Glimmering Federation by establishing Research Academies on several of the most populated and industrialized worlds in the Federation. These institutes would be dedicated to pursuing knowledge under the aegis of the Star Child, and would gather the most gifted technologists and scientists of the federation to encourage communication, collaboration and standardize the funding process for scientific advances. However, the efficiency gains from these changes are not the only purpose of the Academy, for they will also serve as the training ground for the next generations of researchers. A new test is to be implemented across the Federation, administered in parallel to the Psyker test that determines if one is fit for admission to the Choirs. This 'genius' test seeks to find those with unparalleled intellect and intuitive understanding for the natural world, then offer them the choice to join the Academies, where they will be provided with the best teachers the federation has to offer.

My main only other thought is to spend two actions on the Orrery this turn and do ship design next turn. Third action maybe open borders with Ashan, making sure their criminal stuff doesn't get hooks into our territory too deeply.

Oh, random other thought. @HeroCooky What did the New Dawn R&D find this turn?
 
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...but as I pointed out above when we went looking, we're doing this instead of the Lattice Hulls, and the Lattice Hulls are effective against more than just Strikecraft.

Libras are unlikely to be threatened by anything that isn't strike craft, torpedoes, or other extreme range attack methods until the battle line has collapsed and we're in the middle of a rout. They're too fast to be caught by anything they can't contemptuously blow out of the sky without Shenanigans. The only time we have ever lost a Libra in battle was when we fucked up our deployment and they were left isolated against a vastly faster enemy force with superior strike craft.
 
I guess, but we're basically the only faction we're likely to fight that actually does much with Strikecraft. It feels like it'd be better, if there was one available, to do something with anti-missile or cannon defenses of some kind? Of course, unsure if that's available, would have to check, but, y'know.
Bolded the relevant part:
Anti-Voidcraft Defenses - A coherent layer of overlapping firing zones for anti-voidcraft weaponry installed all across the hulls of a ship will make boarding actions that much harder and less likely to succeed. Also works against enemy missiles, tiny asteroids, and other small hostile objects.
 
[] [Frigate] Sagitarrius-Secundus (Sagitarrius-S) Lance Frigate
-[] Length
- 2.000 Meters
-[] Width - 550 Meters
-[] Acceleration - 7 Gravities
-[] Armor - Thin Double Hull
-[] Shields - Two Arrays
-[] Weapons - 3x Light Prow Lances (-9 DP)
-[] Equipment - Pure Lenses/Armored Lifepods/Ship Shrines/Emergency Manuever Engines/Superior Gravimetric Engine Calculations/Lens Cogitation Matrix Lattice (-11 DP)

A revisit on one of the Glimmering Federation's oldest ship designs--one long depreciated, but new insights gleaned in laser technology and the insights gathered through the trade with the Shipbuilder's Alliance have led to the development of a functional successor to the old Sagitarrius model. A Heavy Frigate in mass, it nonetheless has its own role as an artillery ship of great excellence, with its entire trimaran hull built around a triad of heavy lance weapons, optimized to the utmost to retain maximum cohesion over extended distances. This gives the Super Sagittarius a terrifyingly long reach--hypothetically being able to strike targets within multiple light seconds with full strength, and its powerful reactors and advanced capacitors allow for the frigate to store energy in each weapon, allowing for either rippled salvos to batter down shields and rend armor, or to be delivered in one almighty Alpha Strike capable of disrupting the shields of vessels much heavier. While not a vessel to be committed in large numbers due to the expense and high level of technical expertise required in its construction, a squadron of Super Sagitarrius frigates can open interesting possibilities to a clever admiral.
 
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[] Plan: Building Up A Fleet And Lining It UP--Mx. Automatic Version
-[ ] [Military] Design New Voidship Classes - Fill In (Libra Q, new Scout Ship, new Destroyer, new Frigate)
-[] The Adherents of the Divine Lines
-[] [General] Research:

--[] Shipyard Automatization II (0/2)(1 and a Free Research)


Same plan as before, but for those who prefer Automation.
 
@HeroCooky is the Hive purge done or is it still ongoing and our guys need to stay under cover still?
You have no idea if it will continue, and for how long.
I know our 1-system Scouting efficency is 20%, but we're also regularly sending stealth ships into Voxx Primus, so can you tell us what that fleet building up is, roughly?
The fleet of the Free Dutchy seems to have prioritized a lot of Destroyers and Frigates, with only a few Light Cruiser. A lot, and I mean a lot, of Cobras are in there, alongside some other mainstay staples of an Imperial fleet, but...there are some designs you don't know, but they look nimble. They seem Doctrinally to be focused on chucking a lot of torpedos at their foes though?
Can we use the banked FP to make more scouts? Or do we need to dedicate an action to use them?

Also, why are our Lamenters dying so much? Are there any other reasons besides the outdated boarding craft they use?
No, you need to use an Action. And Lamenters have a 100% Certified Luck Curse on their genes. So them dying in tragedy is just normal.
Also, @HeroCooky , would the background Juvenat roll out (which is not keeping up with pop increases, but has apparently still been happening) be improved by Automation as well, or is the Shipyard Automation primarily about heavy industry stuff?
It would be improved by Automation, but not by much. You are about keeping pace with the percentage of who gets Juvenat as what you started with.
Oh, random other thought. @HeroCooky What did the New Dawn R&D find this turn?
Militarized Servo-Skulls. Anyone up for some T'au Drones in Goth Chic?
 
You have no idea if it will continue, and for how long.
The fleet of the Free Dutchy seems to have prioritized a lot of Destroyers and Frigates, with only a few Light Cruiser. A lot, and I mean a lot, of Cobras are in there, alongside some other mainstay staples of an Imperial fleet, but...there are some designs you don't know, but they look nimble. They seem Doctrinally to be focused on chucking a lot of torpedos at their foes though?
No, you need to use an Action. And Lamenters have a 100% Certified Luck Curse on their genes. So them dying in tragedy is just normal.
It would be improved by Automation, but not by much. You are about keeping pace with the percentage of who gets Juvenat as what you started with.
Militarized Servo-Skulls. Anyone up for some T'au Drones in Goth Chic?

Are there any ships that might be troop ships? As in, are there any indications on whether it might be support for the Hive Purge?

Though I'm beginning to suspect not.

But that's our thing!

In all seriousness...an answer to our strike craft spam?

How would they know about our Strikecraft/etc?

@HeroCooky , have there been any Scouts into Ultima Sigritta? And if so did we destroy them first?
 
It's less "An answer to our strike craft spam" and more "It's what Imperials always did with their fleets, but tripled down on" Imperials love their torpedoes because of how it lets you herd enemies, and punch up against things much heavier in weight than you if you have enough of them. Almost every mainline Imperial ship fits Torpedoes in as a major weapon if they don't have something even scarier to put there instead (Like a Nova Cannon)

Notably, the counters to torpedoes are "Good mobility" and "Lots of interception abilities", we'll be fine unless they're packing Vortex warheads or something. And if they are, we have much bigger concerns.

Speaking of torpedoes @HeroCooky , do any of our missile-based Equipment influence Torpedo warheads?
 
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[] Plan: Building Up A Fleet And Lining It UP--Mx. Automatic Version
-[ ] [Military] Design New Voidship Classes - Fill In (Libra Q, new Scout Ship, new Destroyer, new Frigate)
--[] [Free] Send the new Libra Q and (fill in) straight to Ultima Sigritta as soon as they are completed and shaken down.
-[] The Adherents of the Divine Lines
-[] [General] Research:

--[] Shipyard Automatization II (0/2)(1 and a Free Research)


Slight change, not sure if needed but we absolutely need every advantage we can get, because I have a bad feeling about this.
 
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