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


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You can use Dirge For The Innocents to send Souls dying here beyond the reach of Chaos, fyi.
True, but I still find it too risky to use with songs of voxxian choirs, but without trainers of enforcers. Use of untrained civilians is amoral, at least to me, maybe as last resort but giving cynical and Big E fanatical civilians of hives weapons can very much bite us.

I admit that the idea of people rising against their oppressors is great, but I very much doubt that Dogmatic 5/5 civ doesn't have perks to deal with peasant rebellions. I just find using the civilians as simple distractions not very Christ-like Starchild-like, and I think that we should either switch enforcers to trainers so they stand at least a chance or, what I prefer, just keep them out of fighting when we have soldiers to do it.

As for Voxxian choirs using Songs... I am admittedly more on the fence. Dirge for the Innocent and Turn Their Eyes Away could be a very powerful combo for guerilla warfare, and when combined with Melodies like health, hope, protection, home, perception, etc., they could make for a great base/rally points support our forces.
But the potential of chaos and demons attacking/possesing them could undermine a lot of plans to quickly and bloodlessly (as we can) win the war...
 
[] Beacon of Liberty, Sword of Valor (The Trigger Plan)
-[] [Mechanical] Army of the Damned - Scout Hive Defenses
-[] [Narrative] Paths through the Wastes
-[] [Mechanical] The Armored Fifth Column -
--[] They are to open routes for those civilians who wish to flee, and focus on hitting key hardpoints that the enemy controls to keep them from regaining any balance.
-[] [Narrative] Arm the Enslaved - Yes, with a twist. When armed they are to focus as much as fleeing to the safety of our liberty's beacons/etc as they are to start shooting... because of course shooting their way out will EXPOSE the enemy defenses and DESTROY the enemy from an angle they might not have been expecting. Once there, we can easily feed them better than they were being fed before, and put them to work as farmers, industrial workers, or military recruits on the expanding industrial might of the revolution.
-[] [Narrative] Stoke the Workers to Action - Yes, similar to the above those in bad situations can and should carry out sabotage, steal key components, and if death is all they face... flee with these to boost the INDUSTRY of the REVOLUTION.
-[] [Narrative] Enforcers Turned - Law Enforcement

-[] [Mechanical] Attempt Shield Generator Subversion
-[][Mechanical] Attempt To Break The Walls -When? UNDECIDED
-[] [Mechanical] Middle Hive: Moles in their Midsts - Morale
-[] [Narrative] Break The Morale - Civilians primarily, but focus on the 'there's a better life, or at least one not in the path of immediate violence, waiting for you' thing. Also make it clear you will accept PDF surrenders and give pardons to all soldiers and at least some officers, etc.
-[] [Mechanical] Mechanicus Deviancy - Subvert Shield Generators in Hives.

-[] [Mechanical] Templar Rampages - Officers OR Nobles
-[] [Narrative] Mass-Poisonings - Nobles or Officers
-[] [Narrative] Targeted Assassinations- Governor
-[] [Mechanical] Attempt To Blow The Shield Generators
-[] [Narrative] Revolution In The Stars - When the Lamenters start arriving is the key trigger to start helping them out!
-[] [Mechanical] Attempt To Blow The Plasma Generators
-[] [Mechanical] PDF Hidden Moles - Morale
-[] [Narrative] PDF Turned Officers - Turn Mid to Late game... but within each movement. That is to say, if a sub-sector is starting to fall to our side, that's when to start advertising the fact that mercy and food (or at least more food than they'll likely have) is available.
-[] [Mechanical] SDF Hidden Moles - Communications
-[] [Narrative] Turned Officers - Rely on middle-ranked officers, and when? Try to push them more towards encouraging surrender when things are bad rather than fighting to the last or self-destructing out of spite, etc, etc.
-[] [Mechanical] Use Songs - Yes, but only in moments of great strategic doubt, under the advisement of the Federation trained Choirs. And ONLY if none of them are immediately available/able to do the job. In almost all circumstances using the Federation Choirs is a better bet if it can be done, but there may come a time where they have to Sing a Song. If that is the case, be on the lookout for Chaos.
-[] [Mechanical] Use Melodies - Yes
-[]
[Mechanical] (Designate Numbers, Songs, And Behaviour For The Ground War)--20 total, 5 (Federation trained) local, 2 from the oudated Scout Sloops, and 13 from the Free Choirs. "Break Their Chains" is to be used for strategic moments of destroying enemy cohesion or creating a fire in the rear, the Hide Song to obscure movements... or break off enemy communication, and the Bubble of Power to break any enemy Psyker attempts... or Chaos outbreaks. They're to be their brothers' keepers for the Voxxian Choirs, with full charge over them/etc, and discretion to do as they will.


Updated. Our Federation Choirs will be able to ride herd at a very favorable 3 to 1 ratio, and combined with their sheer numbers it should leave the Voxxians only doing Songs when times are DESPERATE and literally 20 Choirs worth of trained elites are busy. So it'll happen, but not as often as if we said, "Just go and do it whenever."

I still have three areas undecided... on top of all the SBG/SAG stuff.
 
You are describing a particular utilitarian philosophy, tis true. I don't see the Star Child and our Glimmering Federation that way, more deontological. That mass poisoning a group of people that includes children would never be acceptable, even if we get a bunch of evil fuckers in the equation.
We're already accepting moral culpability for the billions who will die by poking this hornet's nest in the first place, it's not like we don't know how the duchy will respond. I don't see why the children of nobles should merit special consideration in this tally, especially if the poisonings shorten the conflict and thus save orders of magnitude more lives further down in the hives.
 
-[] [Mechanical] (Designate Numbers, Songs, And Behaviour For The Ground War)--20 total, 5 (Federation trained) local, 2 from the oudated Scout Sloops, and 13 from the Free Choirs. "Break Their Chains" is to be used for strategic moments of destroying enemy cohesion or creating a fire in the rear, the Hide Song to obscure movements... or break off enemy communication, and the Bubble of Power to break any enemy Psyker attempts... or Chaos outbreaks. They're to be their brothers' keepers for the Voxxian Choirs, with full charge over them/etc, and discretion to do as they will.
I would advise also making liberal use of Dirge For The Innocent.
 
-[] Sector Battle Group Sphinx (30/30 Ship Capacity)
-[] Sector Battle Group Centaur (30/30 Ship Capacity)
-[] Sector Battle Group Werewolf (30/30 Ship Capacity)
-[] Sector Battle Group Minotaur (30/30 Ship Capacity)
-[] Sector Battle Group Leviathan (30/30 Ship Capacity)
-[] Lamenters Chapter Fleet (30/30)
-[] Task Fleet Alpha - [3x Lupus-Secundus Auto Construct]

-[] Independent Operations Task Force

(13x Chamleon-Class Infiltration Carrier (0/13 SAG Capacity))



SAGs (/58) to include (evolving total):

1st Labors SAG (1st, 2nd, and 3rd Labors Light Mechanized Engineering, 1st Labors Light Tanks)
1st Defenders of the Innocents (1st Yeeni Light Infantry Assault, 1st and 2nd Yeeni Light Infantry Engineering, 1st Light Tanks)
1st Hymns SAG (1st and 2nd Hymns Light Mechanized Assault, 1st and 2nd Hymns Medium Tanks)
1st Lights SAG (1st and 2nd Lights Light Infantry Assault, 1st Lights Light Infantry Sabotage, 1st Lights Light Infantry Engineering)
1st Terrore SAG (1st and 2nd Terrore Medium Mechanized Ogryn, 1st Terrore Medium Mechanized Kil'drabi, 1st Terrore Medium Augmetic Legion Assault)
1st Lethysan SAG (1st, 2nd, 3rd, and 4th Lethysan Heavy Mechanized Demolition)
1st Gheistheim SAG (1st, 2nd, 3rd, and 4th Gheistheim Medium Mechanized Engineering.)
1st Kanzura SAG (1st, 2nd, 3rd, and 4th Kanzura Medium Mechanized Assault) - (1/5 to Veterancy)
1st Valhidem SAG (1st Valhidem Light Infantry Sabotage, 1st Valhidem Light Mechanized Assault, 1st Valhidem Light Infantry Engineering, 1st Valhidem Light Mechanized Demolition)
1st Gathin SAG (1st, 2nd, 3rd, and 4th Gathin Heavy Infantry Demolition)
1st Semumrum SAG (1st and 2nd Semumrum Light Infantry Sabotage, 1st and 2nd Semumrum Light Infantry Engineering)
1st Malrasian SAG (1st, 2nd, and 3rd Malrasian Heavy Tanks, 1st Malrasian Light Infantry Engineering)
1st Saget SAG (1st, 2nd, 3rd, and 4th Saget Heavy Infantry Engineering)
1st Brigach SAG (1st and 2nd Brigach Light Infantry Sabotage, 1st and 2nd Brigach Light Mechanized Assault)
1st Diablan SAG (1st and 2nd Diablan Light Mechanized Assault, 1st Diablan Light Infantry Engineering, 1st Diablan Light Infantry Demolition) - (1/5 to Veterancy)
2nd Diablan SAG (1st and 2nd Diablan Heavy Mechanized Assault, 2nd Diablan Light Mechanized Engineering, 1st Diablan Heavy Infantry Demolition) - (1/5 to Veterancy)
1st Kriegar SAG - (1st, 2nd, 3rd, and 4th Kriegar Medium Augmetic Legion Assault) - (4/5 to Veterancy)
1st Ikatun SAG - (1st, 2nd, and 3rd Ikatun Light Infantry Sabotage. 1st Ikatun Light Augmetic Legion Demolition)
1st Host of the Unbidden - (1st, 2nd, and 3rd Yeeni Heavy Mechanized Assault, 1st Yeeni Heavy Mechanized Engineering)
2nd Slayers of the Banished Foes - (1st and 2nd Yeeni Medium Infantry Sabotage, 1st and 2nd Yeeni Light Tanks)
1st Barbarun SAG - (1st Barbarun Light Tanks, 1st, 2nd, and 3rd Barbarun Medium Mechanized Sabotage) - (1/5 to Veterancy)
1st Itanian SAG - (1st, 2nd, and 3rd Itani Heavy Tanks, 1st Itani Heavy Mechanized Engineering) - (2/5 to Veterancy)
1st Gnatiilian SAG - (1st Gnatiilan Medium Infantry Assault, 1st Gnatiilan Light Infantry Engineering, 1st and 2nd Gnatiilan Heavy Tanks) - (2/5 to Veterancy)
1st Perfindian SAG - (1st Order of the Final Bastion Heavy Engineering, 1st and 2nd Order of the Final Bastion Medium Mechanized Ogryns, 1st Order of the Final Bastion Medium Tanks) - (3/5 to Veterancy)
1st Neumidian SAG - (1st and 2nd Corcrat Heavy Mechanized Assault, 1st and 2nd Budget Arms Light Tanks) - (4/5 to Veterancy)
1st Droman SAG - (1st Cradle Medium Assault, 1st and 2nd Droman Coral Medium Assault, 1st Droman Tideswarm Heavy Demolition) - (2/5 to Veterancy)
2nd Droman SAG - (3rd, 4th, and 5th Droman Coral Medium Assault, 2nd Droman Tideswarm Heavy Demolition) - (1/5 to Veterancy)
3rd Droman SAG - (1st Cradle Medium Engineering, 6th Coral Medium Assault, 1st and 2nd Kil'drabi Heavy Sabotage) - (2/5 to Veterancy)

28 of these, plus a BUNCH of the Blazing Suns, obviously!

I would advise also making liberal use of Dirge For The Innocent.

Good idea, will add.
 
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-[] [Narrative] Mass-Poisonings - Nobles or Officers
Yeah. It should be noted here that, unless you make a specific write-in to protect children, they will be massacred like most other nobility if the Voxxians get to them before you get to them.
I would request we not mass poison, since Cooky confirmed that includes all their children.

We're already accepting moral culpability for the billions who will die by poking this hornet's nest in the first place, it's not like we don't know how the duchy will respond. I don't see why the children of nobles should merit special consideration in this tally, especially if the poisonings shorten the conflict and thus save orders of magnitude more lives further down in the hives.
I certainly agree many will die, and we did start this. And it's all for the dream of a better future for all, that such wickedness that is a Hive like this shouldn't exist. I do see your point.

To me there is a qualitative difference between knowing many innocents will die because of the overall war, and taking a deliberate calculated one that absolutely will kill children. Like otherwise our peeps will obviously spare kids wherever they see them, but in this case we willingly kill them? It smacks of the many evil tradeoffs the existing Imperium makes to justify its horrors, and to my mind is something we avoid in our Star Child optimism.

It seems a slippery slope. And I know such arguments can be specious, not tryna do that here, but yeah if we consent to poisoning children for the greater good, idk man. Could also just be a fig leaf to make myself / star child feel better.
 
I would request we not mass poison, since Cooky confirmed that includes all their children.


I certainly agree many will die, and we did start this. And it's all for the dream of a better future for all, that such wickedness that is a Hive like this shouldn't exist. I do see your point.

To me there is a qualitative difference between knowing many innocents will die because of the overall war, and taking a deliberate calculated one that absolutely will kill children. Like otherwise our peeps will obviously spare kids wherever they see them, but in this case we willingly kill them? It smacks of the many evil tradeoffs the existing Imperium makes to justify its horrors, and to my mind is something we avoid in our Star Child optimism.

It seems a slippery slope. And I know such arguments can be specious, not tryna do that here, but yeah if we consent to poisoning children for the greater good, idk man. Could also just be a fig leaf to make myself / star child feel better.

That's the reason why I included the "Officers" as an option, because that'd be far less likely to include children. I'm mulling over the advantages/disadvantages here.
 
More like cheese. It goes with everything if you pick the right one, and the best amount is "yes."

Hmm, another question. Roughly how many SAGs do our planners/military people believe should be put on Voxx Secndus, and what sorts of Units would do BEST there? I know that for the Hives, tanks are sub-optimal (though because Tanks are also sometimes attached to Engineering Units, we're gonna be sending at least some of 'em.)
 
Maybe add in a few Taurus? I don't think the Chamleon has any dedicated ortillary.

We could? But I was actually just posting it to get an idea of what ships we have. We can move 58 SAG (or Blazing Suns) in a single cargo carry...

Around 15 War-Packs, 5 per World. The people on there should be enough to act as the boots on the ground to bring down the smashed PDF Regiments too busy running from the Knights to fight.

Ah, for Voxx Secondus their advice is all war packs, no other SAGs?
 
Longer version of what I think we need to accomplish with the war action split up into tasks. I don't know what details need to make it into a war plan, pick and choose if you want to use anything.

Not sure if this usefully mixes with the Triggers but eh I already wrote it.

- Destroy enemy fleet in Primus system
- Hijack Defence Stations and Heavy Freighters - take intact
- Start assault on Hive worlds​
- Destroy enemy fleet in Secundus system
- Start assault on Agriworlds - take intact​
- If sufficient SBG strength left, destroy fleet in Eshich System
- Prepare defensive line in Eshich, repel Voxx Reinforcements
- Else, prepare defensive line at Secundus, repel Voxx Reinforcements​

-Using SAGs to garrison/occupy after winning control may be unnecessary, do we have something like PDF that come to do that stuff?
-The caveats like 'Lamenters can determine what to send and use SAG assistance, use Chamleons for covert insertion if appropriate, etc' might be unnecessary and cluttering up the list, I'm not sure what is below our level of abstraction.

Void Force Tasks
1. Send 5 SBGs and Lamenters to take Voxx Primus, Rustbuckets bring Fleet Alpha. Bring full ground forces in Taurus and Chamleon.
i. Focus getting the Lamenters and any additional boarders to the Defence Stations to hijack them. Taking them functional enough to turn against the enemy fleet is ideal but priority is neutralizing them.
ii. Be wary of mystery ships and take them out ASAP but don't take any extra risks to do so.
iii. Be cautious of Null-Net, prepare to dodge and use a loose formation without leaving neighbouring ships unsupported.​

2. Move Fleet to conquer Secundus. Form defensive line here if Eshich fleet looks too challenging.
i. Priority is Agriworlds must be taken fully functional.
ii. Secundus system must be taken and held, this is the bare minimum of systems we need to control.
iii. Board and hijack Secundus Defense Stations if it seems feasible.​

3. If SBGs maintain sufficient strength, move on to take Eshich system.
i. Leave a patrol if needed for Primus/Secundus if left over enemy ships raiding is a concern. Possibly Alpha Fleet.
ii. Prepare to repel reinforcements from other Voxx Systems.
iii. Taking control of their Civilized World might strain Primus/Secundus ground army or lower Development early.
iv. Jam their communications to prevent them leaking info.​

4. Prepare defensive line in Eshich or Secundus systems to repel Voxx Reinforcements and Van Zandt incursions.
i. Use mines, start building defensive and/or resupply stations if able.
ii. Perhaps send propaganda saying we had to end the torturous conditions of the Hives and won't push further into Breskal, rep Star Child and the sweet life we have.​

Ground Force Tasks
1. Revolutionaries - Start the stuff we've been preparing to do in sync with the Fleet attack. Someone can make this sexier.

2. Lamenters focus on taking the Defence Stations and Heavy Freighters, coordinated with inserted rebels and using any SAG assistance as they require.
i. Heavy Freighters must be taken fully functional, Lamenters can determine necessary force.
ii. Taking Stations functional enough to turn against the enemy fleet is ideal but priority is neutralizing them.
iii. When targets taken, leave occupying SAG force and move Lamenters on to assaulting Hive cities or enemy fleet at their discretion.​

3. SAGs/War-Pack boarders assist Lamenters as best determined by them in this initial phase.

4. When void above Hive worlds is controlled enough, start assault landings on Hive world.
i. Use minimum 20 SAG force, use as many Sag/War-Pack/Lamenter as long as it leaves enough forces to keep reinforcements held in reserve to give relief to any heavily pressed forces and switch out exhausted regiments, and forces for occupying and controlling Defense Stations/Agriworlds/Heavy Freighters (if needed).
ii. Use orbital support from Taurus' or covert insertion by Chamleons as deemed most appropriate by generals/local commanders.​

5. As soon as fleet battles above Primus and Secundus allow, land ground forces on Secundus by Taurus or Chamleon as appropriate.
i. Priority is that Agriworlds are taken fully functional, enemy forces taken out quickly to prevent sabotage.
ii. 5 War-packs per world with SAG support as needed, when ground battle is won switch out with SAGs that can garrison/occupy and maintain full agricultural production. Move War-Packs and any excess SAGs to join assault on Hive world.
iii. Begin relieving conditions for workers, giving them support while maintaining production.​

6. Settle in for long ground war, use Taurus', Chamleons, Fleet ships as needed for orbital support and repositioning, supply/reinforcement line to core systems.
i. Try not to allow any forces to be destroyed, switch them out with reserves and allow to recover.​

32 SAG, 31 War-pack = 63 SAG/WP
Min 20 SAG to Voxx, 40+ tasked there eventually so regiments can alternate
- this may be outdated w War-Pack effectiveness and Templars + Servo-skulls upgrades
- Logisitical Armour gives a 10 SAG buffer of Hivers before we start losing our SAGs
15 War-Pack to Agriworlds, 18 to Voxx; once Agriworlds taken move all WP to Voxx

QM says War-Packs more effective in concentrated heavily defended areas like Agriworlds, Hives too I imagine. 5 War-Pack = effective as 20 SAG

Occupying forces: 1 SAG per Agriworld, 1 SAG per Freighter, 1-2 garrison Stations = 7-11? or more as needed?
- Not sure if these necessary
 
That's the reason why I included the "Officers" as an option, because that'd be far less likely to include children. I'm mulling over the advantages/disadvantages here.

We could try a write-in that hones in on banquets / meetings without kids, which would be way less effective than just poisoning the fancy grox tartar barrel for everybody, but still does some stuff.
 
Ah, for Voxx Secondus their advice is all war packs, no other SAGs?
The people on there are willing to burn their families to get off. You drop the War-Packs and tell them you are here to get them the fuck off the planets and you'll have the planetary population rioting wherever you point them to.
Hmm...so question. We got the Victory Disease problems going for us right? Like how bad is it? Are we at the point where it is starting to taint analysis like this?
:]
Okay, but seriously, no. This is me just OOC declaring this shit.
 
It seems to me as if Eshich means we'd have to defend from enemies coming from two potential directions at once? Why do we wanna do that? Yes, it also means that if we're on the offensive they have to worry about that, but... right now we're trying to save Voxx Primus and Secondus.
 
To me there is a qualitative difference between knowing many innocents will die because of the overall war, and taking a deliberate calculated one that absolutely will kill children. Like otherwise our peeps will obviously spare kids wherever they see them, but in this case we willingly kill them? It smacks of the many evil tradeoffs the existing Imperium makes to justify its horrors, and to my mind is something we avoid in our Star Child optimism.
That's all fine, but by that token we shouldn't be using the slave and worker's uprisings either, because those are going to kill billions of dependents, both through the retaliatory violence of the duchy as well as the knock-on effects of being orphans in a warzone. I don't think there's a significant moral high ground in deciding that the children of our enemy leadership are sacrosanct, but the children of the slaves we're fighting to liberate are acceptable losses.
 
SAGs (/58) to include (evolving total):

Units Assigned To Voxx Primus (44 total):

1st Labors SAG (1st, 2nd, and 3rd Labors Light Mechanized Engineering, 1st Labors Light Tanks)
1st Defenders of the Innocents (1st Yeeni Light Infantry Assault, 1st and 2nd Yeeni Light Infantry Engineering, 1st Light Tanks)
1st Hymns SAG (1st and 2nd Hymns Light Mechanized Assault, 1st and 2nd Hymns Medium Tanks)
1st Lights SAG (1st and 2nd Lights Light Infantry Assault, 1st Lights Light Infantry Sabotage, 1st Lights Light Infantry Engineering)
1st Terrore SAG (1st and 2nd Terrore Medium Mechanized Ogryn, 1st Terrore Medium Mechanized Kil'drabi, 1st Terrore Medium Augmetic Legion Assault)
1st Lethysan SAG (1st, 2nd, 3rd, and 4th Lethysan Heavy Mechanized Demolition)
1st Gheistheim SAG (1st, 2nd, 3rd, and 4th Gheistheim Medium Mechanized Engineering.)
1st Kanzura SAG (1st, 2nd, 3rd, and 4th Kanzura Medium Mechanized Assault) - (1/5 to Veterancy)
1st Valhidem SAG (1st Valhidem Light Infantry Sabotage, 1st Valhidem Light Mechanized Assault, 1st Valhidem Light Infantry Engineering, 1st Valhidem Light Mechanized Demolition)
1st Gathin SAG (1st, 2nd, 3rd, and 4th Gathin Heavy Infantry Demolition)
1st Semumrum SAG (1st and 2nd Semumrum Light Infantry Sabotage, 1st and 2nd Semumrum Light Infantry Engineering)
1st Malrasian SAG (1st, 2nd, and 3rd Malrasian Heavy Tanks, 1st Malrasian Light Infantry Engineering)
1st Saget SAG (1st, 2nd, 3rd, and 4th Saget Heavy Infantry Engineering)
1st Brigach SAG (1st and 2nd Brigach Light Infantry Sabotage, 1st and 2nd Brigach Light Mechanized Assault)
1st Diablan SAG (1st and 2nd Diablan Light Mechanized Assault, 1st Diablan Light Infantry Engineering, 1st Diablan Light Infantry Demolition) - (1/5 to Veterancy)
2nd Diablan SAG (1st and 2nd Diablan Heavy Mechanized Assault, 2nd Diablan Light Mechanized Engineering, 1st Diablan Heavy Infantry Demolition) - (1/5 to Veterancy)
1st Kriegar SAG - (1st, 2nd, 3rd, and 4th Kriegar Medium Augmetic Legion Assault) - (4/5 to Veterancy)
1st Ikatun SAG - (1st, 2nd, and 3rd Ikatun Light Infantry Sabotage. 1st Ikatun Light Augmetic Legion Demolition)
1st Host of the Unbidden - (1st, 2nd, and 3rd Yeeni Heavy Mechanized Assault, 1st Yeeni Heavy Mechanized Engineering)
2nd Slayers of the Banished Foes - (1st and 2nd Yeeni Medium Infantry Sabotage, 1st and 2nd Yeeni Light Tanks)
1st Barbarun SAG - (1st Barbarun Light Tanks, 1st, 2nd, and 3rd Barbarun Medium Mechanized Sabotage) - (1/5 to Veterancy)
1st Itanian SAG - (1st, 2nd, and 3rd Itani Heavy Tanks, 1st Itani Heavy Mechanized Engineering) - (2/5 to Veterancy)
1st Gnatiilian SAG - (1st Gnatiilan Medium Infantry Assault, 1st Gnatiilan Light Infantry Engineering, 1st and 2nd Gnatiilan Heavy Tanks) - (2/5 to Veterancy)
1st Perfindian SAG - (1st Order of the Final Bastion Heavy Engineering, 1st and 2nd Order of the Final Bastion Medium Mechanized Ogryns, 1st Order of the Final Bastion Medium Tanks) - (3/5 to Veterancy)
1st Neumidian SAG - (1st and 2nd Corcrat Heavy Mechanized Assault, 1st and 2nd Budget Arms Light Tanks) - (4/5 to Veterancy)
1st Droman SAG - (1st Cradle Medium Assault, 1st and 2nd Droman Coral Medium Assault, 1st Droman Tideswarm Heavy Demolition) - (2/5 to Veterancy)
2nd Droman SAG - (3rd, 4th, and 5th Droman Coral Medium Assault, 2nd Droman Tideswarm Heavy Demolition) - (1/5 to Veterancy)
3rd Droman SAG - (1st Cradle Medium Engineering, 6th Coral Medium Assault, 1st and 2nd Kil'drabi Heavy Sabotage) - (2/5 to Veterancy)
17th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
18th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
19th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
20th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
21th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
22th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
23th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
24th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
25th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
26th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
27th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
28th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
29th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
30th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
31th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
1st War-Pack 'The Ancient Pack' - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (Veterans)

Assigned to the three planets of Voxx Secondus, 5 to each (15 Total):


2nd War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
3rd War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
4th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
5th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
6th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
7th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
8th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
9th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
10th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
11th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
12th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
13th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
14th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
15th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)
16th War-Pack - (1st, 2nd, 3rd, 4th, and 5th Pack.) - (1/5 to Veterancy)

With our current lift capacity this does mean that a few units will have to wait for the second wave for Voxx Primus, but, like, not MANY.
 
[] Operation Beacon of Liberty, Sword of Valor
-[] Ships are as follows
--[] Sector Battle Group Sphinx (30/30 Ship Capacity)
--[] Sector Battle Group Centaur (30/30 Ship Capacity)
--[] Sector Battle Group Werewolf (30/30 Ship Capacity)
--[] Sector Battle Group Minotaur (30/30 Ship Capacity)
--[] Sector Battle Group Leviathan (30/30 Ship Capacity)
--[] Lamenters Chapter Fleet (30/30)
--[] Task Fleet Alpha - [3x Lupus-Secundus Auto Construct] (/45 SAG capacity)

---[] Obviously to arrive behind/protected the main thrust, Taurses being what they are.
--[] Independent Operations Task Force (13 SAG Capacity)
-[] SAGs are as follows... (Fill this in later)
-[] The Voice of the People Is The Voice of the Star Child (The Trigger Sub Plan)
--[] [Mechanical] Army of the Damned - Scout Hive Defenses
--[] [Narrative] Paths through the Wastes
--[] [Mechanical] The Armored Fifth Column -
---[] They are to open routes for those civilians who wish to flee, and focus on hitting key hardpoints that the enemy controls to keep them from regaining any balance.
--[] [Narrative] Arm the Enslaved - Yes, with a twist. When armed they are to focus as much as fleeing to the safety of our liberty's beacons/etc as they are to start shooting... because of course shooting their way out will EXPOSE the enemy defenses and DESTROY the enemy from an angle they might not have been expecting. Once there, we can easily feed them better than they were being fed before, and put them to work as farmers, industrial workers, or military recruits on the expanding industrial might of the revolution.
--[] [Narrative] Stoke the Workers to Action - Yes, similar to the above those in bad situations can and should carry out sabotage, steal key components, and if death is all they face... flee with these to boost the INDUSTRY of the REVOLUTION.
--[] [Narrative] Enforcers Turned - Law Enforcement

--[] [Mechanical] Attempt Shield Generator Subversion
--[][Mechanical] Attempt To Break The Walls -When? UNDECIDED
--[] [Mechanical] Middle Hive: Moles in their Midsts - Morale
--[] [Narrative] Break The Morale - Civilians primarily, but focus on the 'there's a better life, or at least one not in the path of immediate violence, waiting for you' thing. Also make it clear you will accept PDF surrenders and give pardons to all soldiers and at least some officers, etc.
--[] [Mechanical] Mechanicus Deviancy - Subvert Shield Generators in Hives.

--[] [Mechanical] Templar Rampages - Officers OR Nobles
--[] [Narrative] Mass-Poisonings - Nobles or Officers
--[] [Narrative] Targeted Assassinations- Governor
--[] [Mechanical] Attempt To Blow The Shield Generators
--[] [Narrative] Revolution In The Stars - When the Lamenters start arriving is the key trigger to start helping them out!
--[] [Mechanical] Attempt To Blow The Plasma Generators
--[] [Mechanical] PDF Hidden Moles - Morale
--[] [Narrative] PDF Turned Officers - Turn Mid to Late game... but within each movement. That is to say, if a sub-sector is starting to fall to our side, that's when to start advertising the fact that mercy and food (or at least more food than they'll likely have) is available.
--[] [Mechanical] SDF Hidden Moles - Communications
--[] [Narrative] Turned Officers - Rely on middle-ranked officers, and when? Try to push them more towards encouraging surrender when things are bad rather than fighting to the last or self-destructing out of spite, etc, etc.
--[] [Mechanical] Use Songs - Yes, but only in moments of great strategic doubt, under the advisement of the Federation trained Choirs. And ONLY if none of them are immediately available/able to do the job. In almost all circumstances using the Federation Choirs is a better bet if it can be done, but there may come a time where they have to Sing a Song. If that is the case, be on the lookout for Chaos.
--[] [Mechanical] Use Melodies - Yes
--[]
[Mechanical] (Designate Numbers, Songs, And Behaviour For The Ground War)--20 total, 5 (Federation trained) local, 2 from the oudated Scout Sloops, and 13 from the Free Choirs. "Break Their Chains" is to be used for strategic moments of destroying enemy cohesion or creating a fire in the rear, the Hide Song to obscure movements... or break off enemy communication, and the Bubble of Power to break any enemy Psyker attempts... or Chaos outbreaks. They're to be their brothers' keepers for the Voxxian Choirs, with full charge over them/etc, and discretion to do as they will. Along those lines for anti-Chaos purposes, Dirge of the Innocent is to be used liberally and often.
 
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To be honest, I'm a little concerned that putting too much focus early on on helping civilians flee will lead to more deaths as the loyalists rally and start raising legions of billions strapped with collar bombs while using WMDs on areas where our civilians have holed up. It's why I think getting the PDF to surrender/turn coat as fast as possible is key.
 
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