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


  • Total voters
    281
Voting will open in 4 hours, 1 minute
Void Ship Construction And Design
Design Aesthetics:
Where before you built your ships for function alone, your people have come to a sudden realization: You are but two against the Galaxy. It is only the system of Droma with half the humans and all the Kil'drabi within that have seen the light of the Star Child, and the Age that will come where war, hatred, and suffering shall end. Only you were given the burden and privilege to spread the teachings of the Star Child, only you can provide a hand to those trying to rise above, and only you can be the place where the falling angels meet the rising mortals. Your ships, the ships of the Star Child and all its forces marching and flying in their name, should shout of the hope to come if only those who hear it are willing to fight for it. Remove the shackles of the past, remove the pretense and lies of this world, and don the mantle of the world you shall build with aid, mercy, and war.
(Your ships will be wholly newly designed. Imperial Humanity will be highly suspicious of you at best. Ministorum Planets will be hostile. Mechanicum Planets will be Hostile. Xenos Polities will be neutral upon contact if no horrendous Human Interaction has happened in their recent past. The Kil'drabi will be joyous beyond words for being able to help you in this endeavor.)

Available Weaponry:
Light Macro-Cannons - Not only the Imperial Navy's mainstay weaponry but for many Xenos, and for good reason. Comprising anything from the immense ordnance rounds used by many Imperial ships to the railguns of the T'au, Macro-Cannons use internal munitions to create kinetic impacts to deliver damage to the enemy. Fast and impactful, they are a favorite of many a captain. However, they are prone to miss over large distances and thus waste their damage potential, as they must hit an evading enemy to deliver said damage. A feat that requires either an outstanding gunnery crew or close-distance shooting.
Light Lances - Pumping large amounts of energy into focusing lenses and through capacitors from the ships' reactor, Lances are limited in their firing duration by what their cooling systems can deliver. Thus slow to shoot, they nonetheless make up for that by boasting a nearly 100% accuracy rate as they fire at the speed of light.
Light Missiles - Small, agile, hard-hitting, and very versatile, missiles can deliver a lot of hurt quickly, but they can be shot down or evaded and are best used in close-quarter brawls to minimize that risk. Thanks to their vicious Machine Spirits, most fired at the enemy will hit if not distracted or destroyed beforehand.
2x60m Torpedos - Gigantic Missiles that are mainly used to force an enemy to maneuver as the admiral or captain sees fit; these weapons can destroy ships of far heavier classes than the ship that shot them within moments after impact. This variant comes with six salvoes stored. Can only be installed at the front of a ship.
Small Hangars (Squadron/Support) - Hosting a squadron (12) of bombers and fighters or a duet of two Support Craft to extend Strike Craft operations, these hangars allow harassing actions of ships or bombing runs to be carried out. However, the mission expectancy of the pilots is usually in the lower double digits if not extensively supported. Can only be installed as a battery.
Small Burner-Seeker Mine-Layers - Mines are, despite the vastness of space, an effective tool in denying the enemy a path of approach toward a planet or void installation. Due to recent upgrades, these mines can now be deployed in combat, as they independently seek out enemy ships once in range.
Medium Macro-Cannons - These up-scaled Macro-Cannons use internal munitions to create kinetic impacts to deliver damage to the enemy. Thundering and impactful, they are a favorite of many a captain. However, they are prone to miss over large distances and thus waste their damage potential, as they must hit an evading enemy to deliver said damage. A feat that requires either an outstanding gunnery crew or close-distance shooting.
Light Plasma Macro-Cannons - These Macro-Cannons use plasma-based propulsion to deliver their munitions faster, over longer distances, and more accurately.
Medium Lances - Pumping enormous amounts of energy into specialized focusing lenses and through overbuilt capacitors from the ships' reactor, Medium Lances are limited in their firing duration by what their often overstressed cooling systems can deliver. Thus slow to shoot, they nonetheless make up for that by boasting a nearly 100% accuracy rate as they fire at the speed of light.
Medium Missiles - Deceptively sized, deceptively agile, deceptively hard-hitting, and very versatile, these enlarged missiles can deliver a lot of hurt quickly, but they can be shot down or evaded and are best used in close-quarter brawls to minimize that risk. Thanks to their vicious Machine Spirits, most fired at the enemy will hit if not distracted or destroyed beforehand.
Light Kopesh-Pattern Missile Pods - The ancient Kopesh-Pattern takes advantage of the disposable nature of Missile Pods by utilizing several fire-pattern optimizations and safety features to deliver the equivalent of four Light Missile Turrets/Batteries in one massive go while bridging its obvious weaknesses of running dry and being useless after being fired by ensuring that the pods can be quickly ejected, recovered, re-bolted, and re-armed after a battle, sparing trips to munition depots or yards to bolt the pods on again.
4x80m Torpedos - These gigantic missiles are mainly used to force an enemy to maneuver as the admiral or captain sees fit; these weapons can destroy ships of far heavier classes than the ship that shot them within moments after impact. This variant comes with eight salvoes stored. They can only be installed at the front of a vessel.
Improved Prow Ram - A massive ram designed to break an enemy ship's spine, able to outright rip apart smaller ships if equipped on large vessels.
Light Rotary Macro-Cannon - With several tricks of space-saving measures, logistical contortions, and the sacrifice of easy maintenance, a Rotary Macro-Cannon delivers twice the pain at only a bit more expenditure.
Light Prow Lance - Lances fire coherent beams of energy siphoned directly from the ship's reactor and are only limited in their cooling systems for firing duration and hurt delivered. Prow Lances takes that concept to a concerning level, sacrificing the ability to aim in exchange for more power pumped through their titanic catalysts.
Medium Hangars - [Mixed/Fighter/Interceptor/Bomber/Rad-Bomber/Boarding] - Capable of holding either 2 squadrons (24) of fighters and 1 squadron (12) of bombers, four squadrons (48) of fighters, two squadrons (24) of interceptors, 2 squadrons (24) of bombers and 1 squadron (12) of figthers, 1 squadron (12) of Rad-Bombers and 2 squadrons (24) of fighters, or 3 squadrons (36) of boarding craft, these hangars allow a variety of missions to be carried out. However, the mission expectancy of the pilots is usually in the lower double digits if not extensively supported. Can only be installed as a battery. [DOCTRINE DISCOUNT - 1 DP Reduced]
Medium Burner-Seeker Mine-Layers - Mines are, despite the vastness of space, an effective tool in denying the enemy a path of approach toward a planet or void installation. Due to recent upgrades, these mines can now be deployed in combat, as they independently seek out enemy ships once in range.
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.
Notice! Due to their size, these weapons cannot be mounted on anything smaller than Light Cruisers.
Heavy Macro-Cannons - These up-scaled Macro-Cannons use internal munitions to create kinetic impacts to deliver damage to the enemy. Thundering and impactful, they are a favorite of many a captain. However, they are prone to miss over large distances and thus waste their damage potential, as they must hit an evading enemy to deliver said damage. A feat that requires either an outstanding gunnery crew or close-distance shooting.
Medium Plasma Macro-Cannons - These Medium Macro-Cannons use plasma-based propulsion to deliver their heavy munitions faster, over longer distances, and more accurately.
Large Lances - Pumping enormous amounts of energy into specialized focusing lenses and through overbuilt capacitors from the ships' reactor, Large Lances are limited in their firing duration by what their often overstressed cooling systems can deliver. Thus slow to shoot, they nonetheless make up for that by boasting a nearly 100% accuracy rate as they fire at the speed of light.
Heavy Missiles - Deceptively sized, deceptively agile, deceptively hard-hitting, and very versatile, these murderous missiles can deliver a lot of hurt quickly, but they can be shot down or evaded and are best used in close-quarter brawls to minimize that risk. Thanks to their vicious Machine Spirits, most fired at the enemy will hit if not distracted or destroyed beforehand.
Medium Kopesh-Pattern Missile Pods - The ancient Kopesh-Pattern takes advantage of the disposable nature of Missile Pods by utilizing several fire-pattern optimizations and safety features to deliver the equivalent of four Medium Missile Turrets/Batteries in one massive go while bridging its obvious weaknesses of running dry and being useless after being fired by ensuring that the pods can be quickly ejected, recovered, re-bolted, and re-armed after a battle, sparing trips to munition depots or yards to bolt the pods on again.
6x100m Torpedos - These gigantic missiles are mainly used to force an enemy to maneuver as the admiral or captain sees fit; these weapons can destroy ships of far heavier classes than the ship that shot them within moments after impact. This variant comes with ten salvoes stored. They can only be installed at the front of a vessel.
Medium Rotary Macro-Cannon - With several tricks of space-saving measures, logistical contortions, and the sacrifice of easy maintenance, a Medium Rotary Macro-Cannon delivers twice the pain of a Medium Macro-Cannon at only a bit more expenditure.
Medium Prow Lance - Lances fire coherent beams of energy siphoned directly from the ship's reactor and are only limited in their cooling systems for firing duration and hurt delivered. Prow Lances takes that concept to a concerning level, sacrificing the ability to aim in exchange for more power pumped through their titanic catalysts.
ImprovedHeavy Prow Ram - A titanic ram designed to break an enemy ship's spine, able to outright rip apart smaller ships if equipped on large vessels.
Large Burner-Seeker Mine-Layers - Mines are, despite the vastness of space, an effective tool in denying the enemy a path of approach toward a planet or void installation. Due to recent upgrades, these mines can now be deployed in combat, as they independently seek out enemy ships once in range.
Rad-Lance - A weapon utilizing radioactive processes to propell a massive spinal-beam of power against the enemy, bypassing shields altogether. However, it is weak against armor and is mostly adept at temporarily scrambling the systems of an enemy shield by inducing massive interference.
Light Contagion Bomb - A miniature version of the most commonly used "contagions" (read: all manner of biological weapons ranging from plants to mushrooms) by Irritan warships, these are not fast-acting, but they will continuously degrade enemy ships once hit.
Notice! Due to their size, these weapons cannot be mounted on anything smaller than Heavy Cruisers.
Super-Heavy Macro-Cannons - These up-scaled Macro-Cannons use internal munitions to create kinetic impacts to deliver damage to the enemy. Thundering and impactful, they are a favorite of many a captain. However, they are prone to miss over large distances and thus waste their damage potential, as they must hit an evading enemy to deliver said damage. A feat that requires either an outstanding gunnery crew or close-distance shooting.
Heavy Plasma Macro-Cannons - These Heavy Macro-Cannons use plasma-based propulsion to deliver their massive munitions faster, over longer distances, and more accurately
Light Rotary Plasma-Macro Cannons - These Light Rotary Plasma-Macro Cannons use plasma-based propulsion to deliver their small munitions faster, over longer distances, and more accurately, at dizzying speeds.
Super-Large Lances - Pumping mind-boggling amounts of energy into specialized focusing lenses and through reinforced overbuilt capacitors from the ships' reactor, Super-Large Lances are limited in their firing duration by what their constantly overstressed cooling systems can deliver. Thus slow to shoot, they nonetheless make up for that by boasting a nearly 100% accuracy rate as they fire at the speed of light, and being able to outright cleave through Destroyers as long as they are not shielded.
Super-Heavy Missiles - Massive, ponderous, destructive to a comical degree, and very versatile, these torpedo missiles are basically torpedos in all-but-name. Yet they can be shot down or evaded and are best used in medium-quarter brawls to minimize that risk. Thanks to their vicious Machine Spirits, most fired at the enemy will hit if not distracted or destroyed beforehand.
Heavy Kopesh-Pattern Missile Pods - The ancient Kopesh-Pattern takes advantage of the disposable nature of Missile Pods by utilizing several fire-pattern optimizations and safety features to deliver the equivalent of four Heavy Missile Turrets/Batteries in one massive go while bridging its obvious weaknesses of running dry and being useless after being fired by ensuring that the pods can be quickly ejected, recovered, re-bolted, and re-armed after a battle, sparing trips to munition depots or yards to bolt the pods on again.
8x150m Torpedos - These gigantic missiles are mainly used to force an enemy to maneuver as the admiral or captain sees fit; these weapons can destroy ships of far heavier classes than the ship that shot them within moments after impact. This variant comes with twelve salvoes stored. They can only be installed at the front of a vessel.
Heavy Rotary Macro-Cannon - With several tricks of space-saving measures, logistical contortions, and the sacrifice of easy maintenance, a Heavy Rotary Macro-Cannon delivers twice the pain of a Heavy Macro-Cannon at only a bit more expenditure.
Heavy Prow Lance - Lances fire coherent beams of energy siphoned directly from the ship's reactor and are only limited in their cooling systems for firing duration and hurt delivered. Prow Lances takes that concept to a concerning level, sacrificing the ability to aim in exchange for more power pumped through their titanic catalysts.
Heavy Hangars - [Mixed/Fighter/Interceptor/Bomber/Rad-Bomber/Boarding] - Capable of holding either 3 squadrons (36) of fighters and 2 squadrons (24) of bombers, 6 squadrons (72) of fighters, three squadrons (36) of interceptors, 4 squadrons (48) of bombers and 1 squadron of figthers (12), 2 squadron (24) of Rad-Bombers and 3 squadrons (36) of fighters, or 5 squadrons (60) of boarding craft these hangars allow a variety of missions to be carried out. However, the mission expectancy of the pilots is usually in the lower double digits if not extensively supported. Can only be installed as a battery. [DOCTRINE DISCOUNT - 1 DP Reduced]
Heavy Rad-Lance - A weapon utilizing radioactive processes to propell a titanic spinal-beam of power against the enemy, bypassing shields altogether. However, it is weak against armor and is mostly adept at temporarily scrambling the systems of an enemy shield by inducing massive interference.
Tetratek ARc Cannonade - The Tetratek Advanced-Reach (Grade c) Cannonade is a spinal weapon that has a range measuring in AUs, a temper of the moodiest Machine Spirit, and the ability to "jump" its destructive power from one target to another, devastating them with the fury of lightning and the Motive Force directed against the foes of the Machine God. It also, unfortunately, has a reload-time of an hour.
Super-Heavy Kopesh-Pattern Missile Pods - The ancient Kopesh-Pattern takes advantage of the disposable nature of Missile Pods by utilizing several fire-pattern optimizations and safety features to deliver the equivalent of four Super-Heavy Missile Turrets/Batteries in one massive go while bridging its obvious weaknesses of running dry and being useless after being fired by ensuring that the pods can be quickly ejected, recovered, re-bolted, and re-armed after a battle, sparing trips to munition depots or yards to bolt the pods on again.
Medium Rotary Plasma-Macro Cannons - These Medium Rotary Plasma-Macro Cannons use plasma-based propulsion to deliver their munitions faster, over longer distances, and more accurately, at dizzying speeds.
The Shatterprow - The counter-part to the Starlance, the Shatterprow does not attempt to project its psychic might ahead of itself but instead focuses on enhancing and hardening the prow of the ship it is attached to, increasing a fearsome ramming attack even further without the need to fire continuously. (Requires a Choir to operate.)
Medium Contagion Bomb - A Federation-native version of the most commonly used "contagions" (read: all manner of biological weapons ranging from plants to mushrooms) by Irritan warships, these are not fast-acting, but they will continuously degrade enemy ships once hit.
Long-Range Atevrian Sightlense - The Atevrian Sightlense is a specially prepared Lance weapon whose lenses have been carved with Sigils and Holy Geometry. At the moment of fire, the weapon's waste energy curves and channels into the Warp from its apparatus, drastically enhancing its fire rate and range. (Requires a Choir to operate.)
Notice! Due to their size, these weapons cannot be mounted on anything smaller than Grand Cruisers.
Ultra Heavy Macro-Cannons - These up-scaled Macro-Cannons use internal munitions to create kinetic impacts to deliver damage to the enemy. Thundering and impactful, they are a favorite of many a captain. However, they are prone to miss over large distances and thus waste their damage potential, as they must hit an evading enemy to deliver said damage. A feat that requires either an outstanding gunnery crew or close-distance shooting.
Ultra-Heavy Lances - Pumping mind-boggling amounts of energy into specialized focusing lenses and through triple reinforced and twice overbuilt capacitors from the ships' multiple reactors, Ultra-Heavy Lances are limited in their firing duration by what their constantly melting cooling systems can deliver. Thus slow to shoot, they nonetheless make up for that by boasting a nearly 100% accuracy rate as they fire at the speed of light, and being able to outright cleave through Destroyers even while the same are shielded.
Heavy Rotary Plasma-Macro Cannons - These Heavy Rotary Plasma-Macro Cannons use plasma-based propulsion to deliver their massive munitions faster, over longer distances, and more accurately, at dizzying speeds.
Super Heavy Rotary Macro-Cannon - With several tricks of space-saving measures, logistical contortions, and the sacrifice of easy maintenance, a Heavy Rotary Macro-Cannon delivers twice the pain of a Heavy Macro-Cannon at only a bit more expenditure.
Ultra Heavy Missiles - Massive, ponderous, destructive to a comical degree, and very versatile, these missiles are basically torpedos in all-but-name. Yet they can be shot down or evaded and are best used in medium-quarter brawls to minimize that risk. Thanks to their vicious Machine Spirits, most fired at the enemy will hit if not distracted or destroyed beforehand.
The Starlance - Though named after the weapon that annihilated twenty-two Light Cruisers in its first showing against the Federation, the weapon is projected to be far weaker than its namesake, and, far more importantly, will not need a billion sapient souls to fire, nor the weird black stones used as amplyfiers. Situated in the prow of a ship and operated by a Choir, the Starlance projects a beam of psychic might against the enemy in a continuous stream at short ranges, with its destructive potential enhanced if a ship accelerates against its targeted foe. (Requires a Choir to operate.)
Green Arc Cannon - A weapon whose inner workings were derived from the Black-Green Ships found and investigated over the centuries. While notably short-ranged, and lacking in the power a weapon of its size-requirements should deliver, it is nonetheless quite potent thanks to its fast recharge-rate for a Lance weapon.
Green Arc Lance - A weapon whose inner workings were derived from the Black-Green Ships found and investigated over the centuries. While slow to recharge, its punch leaves nothing to be desired. Crackling and twisting even after impacting, this Lance is capable of momentarily disrupting the inner workings of an enemy ship.
Notice! Due to their size, these weapons cannot be mounted on anything smaller than Battleships.
Super Heavy Rotary Plasma-Macro Cannons - These Heavy Rotary Plasma-Macro Cannons use plasma-based propulsion to deliver their massive munitions faster, over longer distances, and more accurately, at dizzying speeds.
Ultra Heavy Rotary Macro-Cannon - With several tricks of space-saving measures, logistical contortions, and the sacrifice of easy maintenance, a Ultra Heavy Rotary Macro-Cannon delivers twice the pain of a Ultra Heavy Macro-Cannon at only a bit more expenditure.
Ultra Heavy Prow Lance - Lances fire coherent beams of energy siphoned directly from the ship's reactor and are only limited in their cooling systems for firing duration and hurt delivered. Prow Lances takes that concept to a concerning level, sacrificing the ability to aim in exchange for more power pumped through their titanic catalysts.
Ultra Heavy Rad-Lance - A weapon utilizing radioactive processes to propell a titanic spinal-beam of power against the enemy, bypassing shields altogether. However, it is weak against armor and is mostly adept at temporarily scrambling the systems of an enemy shield by inducing massive interference.
14x200m Torpedos - These monumental missiles are mainly used to force an enemy to maneuver as the admiral or captain sees fit; these weapons can destroy nearly every ship with a well-placed volley within moments after impact. This variant comes with eight salvoes stored. They can only be installed at the front of a vessel.
Ultra Heavy Hangars - [Mixed/Fighter/Interceptor/Bomber/Rad-Bomber/Boarding] - Capable of holding either 7 squadrons (84) of fighters and 3 squadrons (36) of bombers, 15 squadrons (180) of fighters, 6 squadrons (72) of interceptors, 6 squadrons (72) of bombers and 3 squadron of figthers (36), 4 squadron (48) of Rad-Bombers and 6 squadrons (72) of fighters, or 15 squadrons (180) of boarding craft, these hangars allow a variety of missions to be carried out. However, the mission expectancy of the pilots is usually in the lower double digits if not extensively supported. Can only be installed as a battery. [DOCTRINE DISCOUNT - 1 DP Reduced]
Ultra Heavy Contagion Bomb - A terror-inducing Federation-native version of the most commonly used "contagions" (read: all manner of biological weapons ranging from plants to mushrooms) by Irritan warships, these are not fast-acting, but they will continuously degrade enemy fleets once deployed.
Ultra Heavy Kopesh-Pattern Missile Pods - The ancient Kopesh-Pattern takes advantage of the disposable nature of Missile Pods by utilizing several fire-pattern optimizations and safety features to deliver the equivalent of four Ultra-Heavy Missile Turrets/Batteries in one massive go while bridging its obvious weaknesses of running dry and being useless after being fired by ensuring that the pods can be quickly ejected, recovered, re-bolted, and re-armed after a battle, sparing trips to munition depots or yards to bolt the pods on again.
Ultra Heavy Rotary Plasma-Macro Cannons - These Ultra Heavy Rotary Plasma-Macro Cannons use plasma-based propulsion to deliver their massive munitions faster, over longer distances, and more accurately, at dizzying speeds.
20x250m Torpedos - These titanic missiles are mainly used to force an enemy to maneuver as the admiral or captain sees fit; these weapons can destroy nearly every ship with a well-placed shot within moments after impact. This variant comes with three salvoes stored. They can only be installed at the front of a vessel.
Heavy Tetratek ARc Cannonade - The Heavy Tetratek Advanced-Reach (Grade c) Cannonade is a spinal weapon that has a range measuring in AUs, a temper of the moodiest Machine Spirit, and the ability to "jump" its destructive power within an entire fleet, devastating them with the fury of lightning and the Motive Force directed against the foes of the Machine God. It also, unfortunately, has a reload-time measured in hours.


Mounting:
(This is a modifier to all Light/Medium/Heavy/Super-Heavy Weaponry.)
Turrets - Turrets allow a weapon to fire in an almost omnidirectional arc, only blocked by the ship itself. However, being mounted outside the ship forces trade-offs with the protection of the weapons, thus making them more susceptible to damage and destruction.
Batteries - Though mounted to the ship's sides, batteries increase a weapon system's survivability and can still fire in arcs around the sides.


Equipment:
Ship Shrines - Shrines dedicated to the Machine Spirit of the ship, the crew lost in battles and operations past, and to bolster the faith of all aboard.
Superior Gravimetric Engine Calculations - Like a leaf through the wind, a tear within the rain.
Improved Armored Prow - A heavily reinforced prow that allows frontal charges, ramming maneuvers, and damage mitigation during initial approaches.
Auto-Loaders - Machines that automatically reload Macro-Cannons and Missile Systems instead of having the ship rely on gunnery gangs to do so. Increases reload of all physical munitions by 50%.
Pure Lenses - Fine-tuned lenses allow beams to stay coherent for longer ranges without any energy loss, allowing ambushes and kiting tactics to be far more effective. All Lance weaponry have a 50% increased range.
Missile-Swarms - Triples all missiles fired by a missile weapon.
Strict Pilot Training - Sweat now replaces blood later. Pilots and Fighters/Bombers are more likely to survive a battle.
Advanced Alloying - Spending more time getting the proper blends flowing will reduce the time needed to replace lost ships wholesale. Negates a single killing blow, merely disabling the vessel until repaired should you win the battle.
Gravimetric Engine Calculations - Speed is life. You go slow, you die. Improves the maneuverability of your ships.
Tuned Shields - Proper tuning to the ship's reactor output allows downed shields to be returned online quicker than without.
Armored Lifepods - A favorite target for many an Imperial or Xenos out there, armoring them will reduce the loss of life after a ship has been lost.
Spacious Crew Quarters - More space, more people. More people, more crew. More crew, less worry when they start to die.
On-Board Supply Generation - Be it Hydroponics, mining equipment, enlarged machine shops, or more, the ability to generate some supplies will extend the reach of a ship drastically.
Internal Security Systems - Turrets, Gun-Servitors, crew training, and armored bunkers at strategic locations will make a boarder's life hell.
Veteran Pilot Gene-Lines - The Gene-Lines of the sibling-pilots who fought in the First Ork War were discovered to have an above-median capability and genetic disposition to the high-gravity and twitch-reflex combat of void fighter-craft combat, thanks to several quirks of their bones, chemical compositions of their brains, and psychological tendencies. The continuance of their Gene-Lines in service as sister-pilots is all-but-guaranteed.
[High-Explosive/Armor-Piercing/Cluster Charge] Missile Stores - A singular upgrade to all missile weapons on a ship, allowing them to load High-Explosive Missiles to pepper a foe's ability to resist future attacks and blanket already existing wounds with ferocious explosions, Armor-Piercing Missiles to punch through even the hardiest armor at the cost of raw damage output, or Cluster Charge Missiles to split the fired missiles into multiple projectiles that are far more likely to make it through the close-defense fire of the foe. (1 DP per Store.)
Small Troop Compartment - Enough space and Life Support Systems to transport four ground military units through the Warp.
Dedicated Ortillery - Able to deliver munitions against the foes of its controllers, dedicated ortillery has none of the downsides of aiming a ship's main guns at a planet as it can aim without a margin of error measured in kilometers.
Enhanced Supply Generation - Internal factories and mining shuttles capable of gathering and manufacturing limited maintenance supplies for a ship on extended patrols.
Light Teleportarium - Imperial Teleporters can send two roughly Ogryn-sized object through the Warp in a straight line every second, often blocked by more than five meters of solid matter. Yet, the versatility of surprise boarding troops outweighs the drawbacks.
Emergency Maneuver Engines - Inertia is a force not rapidly brought to heel. Yet, needs must, and a ship that survives damage is a ship that can be repaired instead of salvaged after being struck by enemy fire it couldn't evade.
Armored Bridges - The Captain of a ship is, arguably, the most critical component of its machinery, as losing them leads to mass confusion and a drastic loss in efficiency.
Improved Prow Spur - An improvement of a Prow Ram that reduces the damage taken by a ship when using ramming maneuvers.
Automated Fighter Re-Arming Procedures - By cutting out several parts of the re-arming process deemed more ritual to appease the already war-hungry machine spirit of a fighter craft and replacing crew and servitors with dedicated machines, we can cut the process of refueling and re-arming our fighters and bombers by around a third. [DOCTRINE DISCOUNT - 1 DP Reduced]
Harsh Crew Training - In battle, blood is paid in three currencies: the blood running through your veins when the going gets tough, the blood spilled upon the bulkheads and your tools when you were training to improve your reaction times, and the sweat spilled as you worked and labored to ensure you never had to spill the second. Unfortunately, for you, the second will be spilled. Training is not optional; it is life-saving.
Improved Internal Security Systems - Ultra-Light Walkers for the central portions of the vessel's highways, plasma batteries bristling upon the massive hulks of purpose-crafted servitors, crew specialized in repelling hostile boarders, and a million more tweaks and drills to crew and ship to ensure taking it becomes a nightmare for all who dare enter.
Improved Hardened Prow - It is not enough that you have a few meters of solid metal at the front of your ship to break the enemy as you seek to not break your spine when ramming. You need a prow capable of taking an entire barrage and emerge unscathed.
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.
Refractive Hull Coating - With some attention to the hull, and some refractive paints, we can break up the targeting of enemy ships with semi-regularity, or at least muddy their sensors a bit.
Anti-Radiation Hardening - A minor alteration to our ships armors to proof them against radiation-based weaponry or stellar phenomena.
Civilian Supply Generation - Internal factories and mining shuttles capable of gathering and manufacturing limited supplies for a ship aiding a planetary of void station suffering a disaster.
Fangs of Dew - The Fangs of Dew are modeled upon a theoretical Song crafted by Fang Dew, a Yeeni with a penchant for puns and self-grandeur. They are similar to prows in that they are purely a contact weapon, yet differ in one aspect: they summon aetherical fangs around the prow of the ramming ship, further, and much more drastically, increasing damage against enemy hulls. (Requires a Choir to operate.)
Handpicked Pilots - The best of the best, straight from the academies back home, each one eager to prove themselves worthy of their station and all trained to standards expected of beings far above them. [DOCTRINE DISCOUNT - 1 DP Reduced]
Medium Teleportarium - These Teleporters can send eight roughly Ogryn-sized objects through the Warp in a straight line every second, often blocked by more than five meters of solid matter. Yet, the versatility of surprise boarding troops outweighs the drawbacks.
Medium Troop Compartment - Enough space and Life Support Systems to transport ten ground military units through the Warp.
Dedicated Heavy Ortillery - Able to deliver munitions against the foes of its controllers, dedicated ortillery has none of the downsides of aiming a ship's main guns at a planet as it can aim without a margin of error measured in kilometers. With the addition of heavier guns, planetary or city shields will offer our foes less protection than they might hope for.
Tiny On-Board Manufactory - Creating supply parts while en route or on patrol can greatly enhance the length of fleet operations away from friendly ports or allied outposts.
Rapid Snapshot Targeting Solutions - Installing a cogitation-matrix within our weaponry linked to each battery and turret will allow us to share targeting data with the wider sensor-network of the ship, increasing our ability to hit shots without spending as much time on aiming. Improved cogitation-methods have also increased the hit-chance of missiles using this system to target the enemy. Thanks to improvements bartered from the Van Zandt Free Duchy, our sensors have reached a new level of sophistication.
Experimental Fighter Deployments - Thanks to a renewed cache of information and examples of superior fighters, we can accelerate the development and deployment of better native designs. Though they are less reliable due to their rushed nature, they remain one step ahead of the development of our newest generation.
Veteran Crews - "Luck? Who needs that if you have training, experience, and tenaciousness?"
Enhanced Strategium - While FleetSim, or Programm F733t, has been an unexpected development, its implementation as a training tool within a ship will improve the ability of Senior Officers to control the vessel, especially if that training is augmented with a multitude of other training tools and mandatory drills.
Chapels to the Five - "Find meaning amidst our faith. Find peace within your soul. Seek happiness from both."
Luxurious Crew Amenities - Morale is a far different beast within the void than it is on the ground. If a crew gets angry, there isn't a place to run to when the place itself can move around. Ensuring the crews can blow off steam with all manner of games, learning, vice, and art will pay off, especially on long-term missions.
Augmetic Security Department - Augments enhanced to the limits of practicality armed with deadly plasma weaponry and serviced by purpose-crafted servitors, enhanced anti-boarding specialists to devour boarders with lethal weaponry from the shadows, and many more secret measures that will see boarding turn into a nightmare of horrors.
BESH Missile Store - The imaginatively named "Big Explosive Squash Head" missiles are a combination of the armor-piercing and high-explosive missile variants, combining together to create a fearsome, if very silly sounding, addition to our missile capability.
Small Civilian Transportation Hold - Enough space and Life Support Systems to transport two million souls through the Warp. Neither comfortable nor luxurious, but better than dying.
Tiny Mobile Civilian Manufactory - A tiny manufactory designed to produce sophont aid goods, such as tents, medicine, and construction equipment, with materials sourced locally.
[High-Explosive/Armor-Piercing/Cluster Munition] Macron-Cannon Shells - A singular upgrade to all Macro-Cannons weapons on a ship, allowing them to load High-Explosive Shells to pepper a foe's ability to resist future attacks and blanket already existing wounds with ferocious explosions, Armor-Piercing Shells to punch through even the hardiest armor at the cost of raw damage output, or Cluster Munition Shells to split the fired shells into multiple projectiles that are far more likely to absolutely wreck a ships sensors, turrets, and assorted external equipment. (1 DP per Store.)
Lance Scattershot Lens - Who cares about beam-coherence if you can dump all that energy into one of your foes at short range instead?
Large Teleportarium - These Teleporters can send twenty roughly Ogryn-sized objects through the Warp in a straight line every second, often blocked by more than ten meters of solid matter. Yet, the versatility of surprise boarding troops outweighs the drawbacks.
Large Black Cat Troop Compartment - Enough space and Life Support Systems to transport Thirty ground military units through the Warp and create a FOB with attached defenses and artillery base.
Small On-Board Manufactory - Creating supply parts while en route or on patrol can greatly enhance the length of fleet operations away from friendly ports or allied outposts.
Yeeni Auxiliary Engineer Division - Surprisingly, the Yeeni who volunteered for military duty showed a shocking and near-intuitive grasp of machinery and its repair. However, some argue that this is because they have to use Tool Gloves to use anything smaller than a human hand. Nonetheless, assigning a YAED to a ship significantly boosts its emergency repair speed and regular maintenance, with the onboard Magi and Enginseers also distracted "talking shop" with the Yeeni.
Macross Missile Massacres - "You got missiles in your missiles? Fuck that; I put a missile that shoots missiles inside my missile missile shooters!" In other words, sextupling the missiles fired at any moment, with the increased magazines to boot.
Lense Cogitation Matrix Lattice - Reach is king. The one who can harm their foe while their foe can't reach back is often the one who wins. Doubling the effective range of our Lances seems a good way to ensure we are the winners.
After-Burner Macro-Shells - The main problem with Macro-Cannon shells is that they are slow. Adding After-Burners to their payloads may be expensive, but both the ordinary and Plasma-boosted variants will strike with improved accuracy.
Emergency Maneuver Thrusters - "Adjust course by 93° degrees starboard, fire rear-axial thrusters in counter in four-point-three seconds, on my mark...mark!"
Stealth Engine Dampeners - Light and Heat are the two most obvious give-aways for vessels seeking to stealth into a system or planetary orbit. By dampening the engines and stealthing their thermal output, finding our ships will be a difficult task.
Small Mobile Civilian Manufactory - A small manufactory designed to produce sophont aid goods, such as tents, medicine, and construction equipment, with materials sourced locally.
Emergency Relief Cargo Holds - Holds everything a small population experiencing a natural or artificial disaster may need to survive.
Shrine of the Charging Revenant - Within the halls and bowels of this ship rests a shrine dedicated to Saint Theodorius of the Ancient Pack, the faith and prayers offered here bolstering the spirits of its crew and their resolve to emulate that unwillingness to back from duty and charge.
August Sensorium - A sensorium with enough sensors and dedicated listening posts to catch even the faintest whiff of enemy ships slinking through the void.
Black Cat Heat Cyclers - The mad application of proper heat management has allowed your weaponry, especially Lances, to fire for longer or faster than ever before! Each Cycler enables a 5% fire-rate increase for Lances.
Emergency Transition Warp Breakers - Rather than relying on the need to reach a system's edge, these Warp Breakers allow a ship to enter the Warp from any position within a system. However, doing so is quite rough on the ship and the Gellar Field, and has a chance that both simply break under the stress if used too often. Yet, such will be quite useful if a retreat within battle is required for ships too important to risk.
Medical Deployment Division - Sometimes, a ship should not bring war. Sometimes, a healing hand must be given freely. And with the ability to deploy medical care to entire planets, even if only the most critical locations, that helping hand shall be extended. Always.
Orders of the Guiding Hands - "We can help these misguided souls. Thus, we shall." This is the guiding motto of a large, if not remarkably cohesive, collection of Faith Orders seeking to aid, preach to, and protect the populations of recently liberated or conquered worlds. How can we deny the requests of the faithful to extend a guiding hand if we seek a better Age?
Icons to the Faith - Adorning a ship with holy iconography is not a foreign concept among the faithful, but to do so with the backing and given funds is. Let these hulls remain empty of icons to the faith and martyrs no longer, and let the ships bear the handprints of all who serve them with pride.
Black Cat Shield Overload - +++OVERLOAD CAPACITORS! DISENGAGE SAFETIES! WE MAKE IT THROUGH, OR WE DIE TODAY!+++ Allows ships to temporarily super-charge their shields and make themselves practically invulnerable. This has a long cooldown to prevent the shield-generators from blowing up.
Medium Civilian Transportation Hold - Enough space and Life Support Systems to transport Five million souls through the Warp. Neither comfortable nor luxurious, but better than dying. Includes shuttles and transportation craft to facilitate smooth boarding.
Large Mobile Civilian Manufactory - A large manufactory designed to produce sophont aid goods, such as tents, medicine, and construction equipment, with materials sourced locally.
Phalanx Aengium - All ships equipped with these share their shields in full as long as they stay within a tightly packed formation. The moment they break that formation, or their shield emitters fail, the Phalanx no longer shields them, nor does it permit them to enter until the Phalanx itself is re-established. The speed at which it returns once the cumulative shields of all joined ships are depleted depends on the slowest recharging ship or the impatience/desperation of the acting Admiral.
Sanctum of the Steam - A Choir meditates upon the mysteries relayed to them by the thrum and music of their carrying vessel, relaying their findings to the Engineseers aboard to remove budding corruption and get going on maintenance lacking.
Normalized Automated Ship Systems - Bartered from the Van Zandt Free Duchy, these comprehensive refits drastically reduce the crew required to service a ship, freeing these strategic resources for more ships, or other purposes. Additionally, these system allow for the Machine Spirit of a ship to become more reactive, able to better anticipate the needs of the remaining crew and enact its wishes when in combat.
Elite Crews - "We are the Elite of the Federation Fleets not because we are skilled, talented, or tenacious enough to live long enough to become so, but because we had the luck to divide us from the chaff when death's uncaring hand plucked its harvest until only we remained. Never forget that luck is all that separated you from them."
Tiny Repair Bay - A few bays filled with all the machinery, equipment, personnel, and spare parts to begin preliminary repairs on damaged vessels on-site away from friendly shipyards.
Zero-Emissions Protocols - To not be seen is to always have an upper hand. Even if the ships begins to take damage if these machines are used for too long.
Enlarged Emergency Relief Cargo Holds - Holds everything a medium-sized population experiencing a natural or artificial disaster may need to survive.
Propaganda Center - Be it a vox-caster, pict-recorder, or pamphlet, this center for propaganda is more than capable of churning out hundreds of methods to turn a population for or against any thing, opinion, person, action, or idea as long as it is allowed to work its magic unmolested.
Small Repair Bay - A series of bays filled with all the machinery, equipment, personnel, and spare parts to begin repairs on damaged vessels on-site away from friendly shipyards.
Micro-Warp Jump Engine - Though not able to instantly Warp a ship from one place to another, even the thirty seconds it takes to warm up the Warp Engine and Gellar Field for a Micro Jump offer titanic tactical advantages if used correctly.
Limited Self-Meding Armor Coating - Insights gleaned into self-mending alloys by the Green-Black Ships have allowed our native research to rapidly achieve several breakthroughs, leading to this coating. Though quite costly, it is capable of repairing most damage to itself. Provided there is either time or the damage is minimal. Nonetheless, the time-frame and speed are still relevant in combat and may allow a brawler to survive that last critical hit it otherwise couldn't.
The Celestial Orrery - The first intentional psy-tech of the Federation; the Celestial Orrery. This large machine composed of multiple rings within rings spin and whirl around each other, a large lense within its center turning and focusing in random and erratic movements that cause its outer rings to transform parts of them into small spheres to denote the celestial bodies of the nearest star system's planetary bodies alongside their stellar paths. Such knowledge is invaluable when scouting.
Ears of Hare Bnuy - The Ears of Bnuy are an homage to the First Hymnal, an extension to a ship mounted atop its bridge section, channeling emissions into its targeting systems to increase the hit rate against elusive targets. For some reason they are not merely a machine installed atop the bridge, but an ethereal simulacrum of the ears of Celestial Bnuy. (Requires a Choir to operate.)
Hexagrammic Grammophone (Write-In Melody) - An...idea, a mad one, created and brought to fruition by some of the Msk'fa who were powerful enough to join the Celestial Choir, and who had the fortune to be well-versed in their people's history. The Hexagrammic Grammophone has one job, and it is projected to be able to achieve it: Sing on its own with pre-recorded Melodies. That ability...it can change everything.
Medium Repair Bay - A large batch of bays filled with all the machinery, equipment, personnel, and spare parts to complete minor repairs on damaged vessels on-site away from friendly shipyards.
Medium On-Board Manufactory - Creating a large variety of supply parts while en route to distant stars or on vastly extended patrols can greatly enhance the length of fleet operations away from friendly ports or allied outposts.
Large Civilian Transportation Hold - Enough space and Life Support Systems to transport Twenty million souls through the Warp. Neither comfortable nor luxurious, but better than dying. Includes shuttle bays and bulky transportation craft to facilitate smooth boarding.
Large Emergency Relief Cargo Holds - Holds everything a population of a billion experiencing a natural or artificial disaster may need to survive. For a very short time. A week, at most.
Hymns of the Machines - These large halls overflow with blessed incense, sanctified parchments bearing hallowed sigils and symbols, and congregations of the Emperor-and-Omnissiah praying and maintaining the ship and machinery required by the Celestial Choir to transmit sermons of priests and engineseer, Melodies and Songs, Faith and Psykery into the Warp. With thunderous bellows and whispering quiet, their powers chart a path for all who follow in their wake, thousands praying for their health and success as thousands more follow heads held high and weaponry armed and alight with fervor. Let the Warp and its denizens tremble before the might of a people united, and let them know that the ships of the Glimmering Federation will never be theirs to take, for with every journey, the Spirits of the ships stir in their endless slumber and endless vigil against corruption within and without. (Allows this ship to guide 10 vessels through the Warp three to four times faster than without any guidance. Links to other Hymns to guide ships, but does not mesh well with Choir-guided singular ships.)
Ghosts Amidts The Stellar Winds - Unfurl the sails, hoist the anchors, and let loose the roses in your hands and harbor. There is duty to be done, and the void to traverse unseen by all.
Infused Amor-Plates - Thanks to insights gained by studying the Green-Black Ships, we can increase the staying power of our ships by infusing their armors with internal machinery, inducing a limited self-repair mechanism thanks to the technoarcane secrets of the Star-Mechanicum.
Shunt-Pattern Voidshield Auxilliary Power-Bays - Thanks to insights gained by studying the Green-Black Ships, these Auxilliary Power-bays enhance the ability of a ship to withstand overwhelming might by shunting excessive force into the local Warp, though at the cost of maintenance and stressing the equipment to the breaking point.
Emergency Grav-Thrusters - "Adjust course by 93° degrees starboard, fire gravity thrusters Theta to Omicron to counter Y-axis momentum in four-point-three seconds, on my mark...mark!"
Dark Forest Protocol - Slip into the Dark Forest growing upside the undergrowth, hide in its thickets and brambles, slink beneath boughs and leaf, dance amidst the wind and hear the sighs of ancients older than time, all to see another time freed by the pursuit of mortal kin and mortal enemy. Though take care! While your travels may be the sigh of leaves, they are still the breath of living things. And there are things in the Forest...things that are cold, seeking your heat. Ever...so...cold...
Large Repair Bay - A serious dedication to the repair of ships, these massive bays can unfold from their mother-ship to aid damaged vessels, filled with all the machinery, equipment, personnel, and spare parts to complete uncomplicated repairs on damaged vessels on-site away from friendly shipyards.
N'Nonmiton Squadron - The pinnacle of Thule existence. They are, without compare, the best of Humanity. Period. There are no better pilots, in skill, dedication, ability, and record. To be one of these legends is the dream of all Thules, small and big, and for very good reason. Not even the pilots of the Lamenters can compare, try as they might.
Silent Shimmershroud - The Shimmershroud is a massive dispersion engine capable of twisting the position of the vessel it is installed upon within the Materium, reducing the damage the same takes by virtue of simply not existing where hostile munitions pass through, while also masking its emissions to make it even harder to hit. (Requires a Choir to operate.)
Arcane Lenses - Engraved and shaped in rituals that even the Star-Mechanicum can barely perform, these lenses are the best that can be produced.
Power-Spurs - A titanic ram coated in plasmatic-wrath, it is sure to break the spines of even voidstations.
Splitter-Missiles - This ships missiles now contain missiles. Why? Because missiles, that's why!
Temperature Controls - A sizeable enclave of Kil'drabi have colonized this ship, turning their natural resistance to extremely high and low temperatures to an advantage in maintenance, but mainly in improving the heat-exchangers in your weaponry and aiding anti-boarding operations.
Living Warp-Machines - A sizeable enclave of Irrita have taken root on this ship, turning the Warp-Engine and Gellar-Fields from beasts of metal and arcane sciences into living organisms of awesome might and contempt for the forces of the Warp.
Paw and Claw - A sizeable enclave of Yeeni have settled on this ship, vastly improving damage repair and maintenance capabilities (alongside Thule morale).
Lifeship Hangars - Even though they are a favorite target for many an Imperial or Xenos out there, lifeships will ensure that the entire crew has enough space to form a small armada on its own, strong enough to dissuade small packs of destroyers from attacking immediately.
Luxurious Crew Quarters - More spaces dedicated to luxuries, more happy people. More happy people, more crew, in time and right now. More crew, less worry when they start to die.
Arboretums - An entire hydro- and bio-sphere is contained within this mighty vessel, capable of feeding its crew without resupply for, potentially, decades if fully shut out from any intake of base materials such as base minerals and water.
Military Bastions - Carrying an entire System Army Group within its bowels, this mighty ship is unlikely to fall to anything that won't already destroy it from without.
Gravimetric Violation-Modulators - Gravity has long been conquered. Now it responds to the tugs of its leash as we see fit. Improves the maneuverability of your ships.
Voidshield-Surge Capacitors - There is an art to over-tuning Void Shields without destroying them, or needing to conduct extensive repairs. The Engineseers assigned here have mastered it.
Symphonia Arcanum Enginarium - Utilizing the might of a Choir specialized and in-tune with the Machine-Spirit of this mighty vessel, the Symphonia Arcanum Enginarium can double the output of their assigned speciality for a short, in terms of void battles, amount of time. (Requires a Choir to operate.)
Symphonia Arcanum Defensio - Utilizing the might of a Choir specialized and in-tune with the Machine-Spirit of this mighty vessel, the Symphonia Arcanum Armis can double the output of their assigned speciality for a short, in terms of void battles, amount of time. (Requires a Choir to operate.)
Symphonia Arcanum Scutum - Utilizing the might of a Choir specialized and in-tune with the Machine-Spirit of this mighty vessel, the Symphonia Arcanum Signum can double the output of their assigned speciality for a short, in terms of void battles, amount of time. (Requires a Choir to operate.)
Symphonia Arcanum Arma - Utilizing the might of a Choir specialized and in-tune with the Machine-Spirit of this mighty vessel, the Symphonia Arcanum Arma can double the output of their assigned speciality for a short, in terms of void battles, amount of time. (Requires a Choir to operate.)
Large On-Board Manufactory - The ability to create nearly every required supply part for your ships while en route to distant stars or on campaigns will greatly enhance the length of fleet operations away from friendly ports or allied outposts.
Titanic Civilian Transportation Hold - Enough space and Life Support Systems to transport one-hundred million souls through the Warp. Neither comfortable nor luxurious, but better than dying. Includes many shuttle bays and oversized transportation craft with their own loading facilities to facilitate smooth emergency evacuations.
Titanic Emergency Relief Cargo Holds - Holds everything a population of a billion experiencing a natural or artificial disaster may need to survive. For a short time. A month, at most.
Twisted Knotted Vinelloy - This Psytech is a living organism spread over a ship's hull, specifically grown and tuned by an onboard Choir to rapidly self-repair any damage inflicted by the enemy, while providing minor anti-boarder defenses. (Requires a Choir to operate.)
Titanic On-Board Manufactory - The ability to create all required supply parts for your ships while en route to distant stars or on extended campaigns will greatly enhance the length of fleet operations away from friendly ports or allied outposts.
Gravimetric Control System - Gleaned and iterated from and by technologies of the Black-Green ships, the GCS enables a ship to literally turn in any direction it requires at once without being torn apart by gravitational forces and material stresses. However, such power comes at the cost of extreme costs and high-stress maintenance being required on the GCS for weeks on end after a single battle.
Monumental On-Board Manufactory - Fuck it. This ship is now a Warp-capable manufactury capable of outright producing most non-Warp ship-classes and items up to Heavy Monitors. You can guess what that means for the fleets they are attached to.

Temple Ship Unique Weaponry:
Notice:
These weapons are Extreminatus-grade and are thus not to be mounted lightly.
Cognition Core - A ticking clock of infinitesimal complexity crafted by fifty Kil'drabi master engineers over two centuries of work, unceasingly applying themselves to a creation that will see a world end. There is no doom more resplendent than one born by unraveling time. (30 DP)
Wings of Resplendence - A spinal lance of reality-shattering might, powered by banks of plasma-generators that unceasingly feed their might into its banks and lenses, all so that a world may find itself graced by an end born by the light of a hundred suns and a thousand furies. (30 DP)
The Final Seed - A curse of life given unto a world that will strangle all it finds. Its roots shall spread a rotten blight, its flowers shall beguile and find nourishment upon the corpses of all things, and the thorns it wields will crush and slice until even it is nothing more than a source of nutrients. (30 DP)
Stone of Luteus - A small stone thrown very, very fast against an object very, very slow. (30 DP)
Divine Damnation - Let Their End Be Swift. (55 DP)

Temple Ship Unique Equipment:
Hallowed Munitions
- With the inscription of holy symbols and the faith of the faithful, the weaponry aboard this vessel will find their foes lacking before their divine might. (5 DP)
Sigil Lenses - With holy inscriptions are these Lances elevated from mere destructive might to holy fury. (5 DP)
Blessed Pin-Ups - Though the subject matters of the arts adorning the strike craft of the Glimmering Federation may run the gamut from proper to scandalous, all are nonetheless blessed by priests before the battle is to commence. (5 DP)
Expanded Clerical Living Areas - Grown from merely a few dozen hab-blocks to hundreds, there will be no shortage of those trained or training in the faith and belief of the Star Child and the Droman Creed aboard this Temple Ship. (5 DP)
Sanctified Workshops - Within these workshops, skilled hands and unsharpened minds work as one to bring forth all the items, great and small, required to practice every ritual of the Droman Creed. (5 DP)
Liturgical Broadcaster - Be it a vox-caster, pict-recorder, or pamphlet, the people working here are experts in bringing the message of the Star Child to all who are willing to listen. By their hymns and their voices are the lowly elevated and the lofty humbled before the all-encompassing grace of the Star Child's benevolence. (5 DP)
Consecrated Printing Presses - There is no greater joy to be found than in a mind dedicated to the study of the sacred texts and the messages within, for the words of the Child have been written by their Prophet, sanctified by their will, and passed through the generations through the hands of their faithful. Blessed be those who learn, for they shall know the bliss to come. (7 DP)
Archive of the Omitted - Within these crypts, the genetic make-up of billions sleep in ever-dreaming slumber, waiting for the day when they are called upon to populate a planet as the descendants of the forgotten faithful. (7 DP)
Order of the Rising Mind - This Faith Order has been dedicated to the most challenging task imaginable; overseeing the uplift of a species from its classification as a Child within the laws and moors set by the Droman Creed and Glimmering Federation. (7 DP)
Vellum Scriptorums - Within these halls, scribes and priests carefully inscribe prayers and holy symbols upon vellum and parchment, distributing their works to the crew, the ship's machinery, and the fleet the ship accompanies. Such holy works strengthen the faith of all who look upon them. (10 DP)
Balms of the Body - There are many that ail, despite the work done by millions, and many more that suffer from diseases, injuries, and malformities that cannot be healed by the doctors and healers of their homes. Let this ship be a herald of the rising dawn, free of pain and misery. Let this ship be a beacon of hope and health, for none shall leave its halls without a cure. (10 DP)
Purgation Chambers - The road to cleansing one's soul from the taint of Chaos is lengthy, demanding, and oft fatal when not followed through its end. But the reward, to once more be the master of your own soul, is worth every challenge set against oneself. (12 DP)
Chambers of the Orders - Two eyes see more than one, and a thousand hands work more than two ever shall. Hundreds of Orders have made their home within these Chambers, providing services as far-reaching as combat to cooking, medicine, and self-reflection through meditation. (15 DP)
Star-Born Basilica of the Child - Thousands of worlds have never been touched by the grace of the Child, and billions of souls will never see its light through the sacramental stained glass windows so prevalent within the Federation, for building those temples that house them requires flocks that are not present upon those very same worlds. But the Star-Born Basilicas patiently await the day when they are called to rest their might upon the surface of a world and awe all who behold the transcendent divinity of the Star Child through its halls. (15 DP)
Oasis of Hymns - A small patch of thoughtful silence that fills the soul with strength and purpose, where the Psykers of the Federation can rest and center their minds against the horrors to come that they will gladly face again and again. (15 DP)
Void-Blessed Inscriptions - These men, women, and enbies of the faith plunge into the void without fear to set upon their charges; ships that seek to be blessed and protected against the coming tribulations by having their hulls etched with the holy symbols of the Star Child and the Droman Creed. (15 DP)
Monasterial Auditoria - Large halls dedicated to the debate of the laws, morals, and ethics of the Droman Creed and the education of new priests within the hallowed arts of oratory combat. For to spread the word of the Star Child requires fresh blood and willing minds, endlessly educated and endlessly raised from the millions seeking salvation. (17 DP)
Halls Of The Saints - Within these tombs, expertly maintained, a piece of the Saints of the Glimmering Federation rests, be it an item of importance for them, a piece of bone, or an augmetic that was removed with their blessing. These relics are more than hallowed trinkets; they are the physical manifestation of all that came before and rose in times of grand strife and need and all who fell to shield the innocent and the weak. (20 DP)
Celestial Tribunal - A vast court system where individual cases are judged according to the Droman Creed and where the faithful settle disputes before sanctified judges. (20 DP)
A Drop Of Divinity - Blessed Be My Faithful. (55 DP)

Design Points:
You start with a certain amount per Class and Level of Industry. Every step into a Red-colored bracket below will cost a point. Every Green-colored bracket will add a point. Ending with negative DP will generate Detriments.

Detriments:
Each Design Point you spend above your available ones will be converted into a Detriment. They are usually related to the Design you have made, though they can take some other form I deem sensible. Yes, I deem sensible. You do not get to decide the faults of your ships; I will. And before you ask, yes, Detriments can escalate depending on the Design submitted and voted upon. Be sensible, and you get sensible. Be greedy, and you get greedy.

Weapon Cramming:
Keep in mind that, while you technically can do so, making a ship that is 90% Gun by weight will have it handle, and receive damage, like it too.


Active Doctrine:
Crusader Fleet Carrier Focus

As the Federation has expanded and matured, we have learned that the Galaxy is full of terrors, and we must be both vigilant guardians for our own people and benevolent liberators for the oppressed, Humans and Xeno alike. Due to this, our ships have specialized for their combat roles, with front-liners pinning down enemy fleets in close-medium range while Carriers and escorts provide long-range firepower in the backline. However, this comes at the cost of equipment prioritization and supply.
(The First Weapon Type has its DP Cost halved (calculated by adding all together and then halving it), with the Second/Third/etc Weapons Type gaining an X (Base Cost) × .50 (Rounded Up) DP Cost Increase.
The First Weapon Type can be used one Weight Class higher than usual by paying the unchanged DP cost.
Weapon Types are: Projectiles, Missiles, Lances, Strikecraft, and Melee.
Removes all Equipment DP cost increases but adds a 2 DP Flat Tax (applied once) if any equipment is added.
Acceleration and Shields are treated as one step cheaper for all classes.
Discounts do not reduce DP cost below 1.)



Active Ship Standards:
Hangar Afterburners
- Enables strikecraft to temporarily triple their speed once per deployment.
Improved Ramming - All ships do more ramming damage, further improved with ramming equipment, and receive less ramming damage in return.
Small Scale Gravity Negation - A massive breakthrough in the propulsion systems for small strikecraft, greatly enabling them to further push the boundaries of what has been thought possible by manipulating gravity.
Infused Missile Payloads - Missiles have been the mainstay and workhorse of the Federation since it produced its first voidship, and now, thanks to a variety of small advancements congregating to outstrip each other when applied together, their deadly nature turns ever more lethal.
Tumbling Voidspheres - Voidships are ponderous things, gravity tugging at them as sure as velocity does. However, when you can direct one even slightly...
Black Cat Ship Weapon Rationalization - Increases the threshold for Weapon Cramming.



Available Classes:
Current Available DP: 29 (Base: 20)

[] [Light Freighter] Class Name
-[] Sketch (Purely Optional)
-[] Length
- 6.000/6.500/7.000/7.500/8.000 Meters
-[] Width - 1.000/1.200/1.400/1.600/1.800 Meters
-[] Acceleration - 1.4/1.8/2.2/2.6/3 Gravities
-[] Armor - Outer Coating/Thin Single Hull/Single Hull/Thick Single Hull/Thin Double Hull/Medium Double Hull
-[] Shields - None/Singular Emitter/Two Emitters/Three Emitters/One Array
-[] Weapons - (Write-In, Example: Type/Mounting. Notice: Freighters can only mount up to Two [2] weapons of all types.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)
Current Available DP: 51 (Base: 30)

[] [Heavy Freighter] Class Name
-[] Sketch (Purely Optional)
-[] Length
- 10.000/11.000/12.000/13.000/14.000 Meters
-[] Width - 3.000/3.500/4.000/4.500/5.000 Meters
-[] Acceleration - 1.2/1.4/1.6/1.8/2 Gravities
-[] Armor - Thick Single Hull/Thin Double Hull/Medium Double Hull/Thick Medium Double Hull/Thin Triple Hull/Medium Triple Hull
-[] Shields - Three Emitters/One Array/Two Arrays/Three Arrays/One Matrix
-[] Weapons - (Write-In, Example: Type/Mounting. Notice: Heavy Freighters can only mount up to Three [3] weapons of all types.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)
Current Available DP: 80 (Base: 55)
Special Rule: Can utilize Temple Ship Weaponry and Equipment.

[] [Temple Ship] Name
-[] Sketch (Purely Optional)
-[] Length
-7.200/7.300/7.400/7.500/7.600 Meters
-[] Width - 750/1.000/1.250/1.500/1.750 Meters
-[] Acceleration - 1/1.5/2/2.5/3 Gravities
-[] Armor - Thin Bulwark Hull/Medium Bulwark Hull/Thick Bulwark Hull/Thin Fortress Armor/Medium Fortress Armor
-[] Shields - One Lattice/Two Lattices/Three Lattices/One Aegis/Two Aegides
-[] Weapons - (Write-In, Example: Type/Mounting.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)
Current Available DP: 21 (Base: 13)

[] [Destroyer] Class Name
-[] Sketch (Purely Optional)
-[] Length
- 1.200/1.300/1.400/1.500/1.600 Meters
-[] Width - 200/250/300/350/400 Meters
-[] Acceleration - 7/7.5/8/8.5/9/9.5/10 Gravities
-[] Armor - Outer Coating/Thin Single Hull/Single Hull/Thick Single Hull/Thin Double Hull/Medium Double Hull
-[] Shields - None/Singular Emitter/Two Emitters/Three Emitters/One Array
-[] Weapons - (Write-In, Example: Type/Mounting.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)
Current Available DP: 27 (Base: 16)

[] [Frigate] Class Name
-[] Sketch (Purely Optional)
-[] Length
- 1.600/1.700/1.800/1.900/2.000 Meters
-[] Width - 350/400/450/500/550 Meters
-[] Acceleration - 6/6.5/7/7.5/8/8.5/9 Gravities
-[] Armor - Thin Single Hull/Single Hull/Thick Single Hull/Thin Double Hull/Medium Double Hull/Thick Medium Double Hull
-[] Shields - Singular Emitter/Two Emitters/Three Emitters/One Array/Two Arrays
-[] Weapons - (Write-In, Example: Type/Mounting.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)
Current Available DP: 29 (Base: 20)

[] [Light Cruiser] Class Name
-[] Sketch (Purely Optional)
-[] Length
- 3.600/3.800/4.000/4.200/4.400 Meters
-[] Width - 400/450/500/550/600 Meters
-[] Acceleration - 4/4.5/5/5.5/6 Gravities
-[] Armor - Thick Single Hull/Thin Double Hull/Medium Double Hull/Thick Medium Double Hull/Thin Triple Hul/Medium Triple Hull
-[] Shields - Three Emitters/One Array/Two Arrays/Three Arrays/One Matrix
-[] Weapons - (Write-In, Example: Type/Mounting.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)
Current Available DP: 32 (Base: 22)

[] [Heavy Cruiser] Class Name
-[] Sketch (Purely Optional)
-[] Length
- 4.600/4.800/5.000/5.200/5.400 Meters
-[] Width - 600/700/800/900/1.000 Meters
-[] Acceleration - 2/2.5/3/3.5/4 Gravities
-[] Armor - Medium Triple Hull/Thick Triple Hull/Thin Bulwark Hull/Medium Bulwark Hull/Thick Bulwark Hulll/Light Fortress Armor
-[] Shields - Two Matrixes/Three Matrixes/One Lattice/Two Lattices/Three Lattices
-[] Weapons - (Write-In, Example: Type/Mounting.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)
Current Available DP: 73 (Base: 50)
Special Rule: 1 DP Weaponry applies only 50% of their [Weapon Cramming] build-up.

[] [Grand Cruiser] Class Name
-[] Sketch (Purely Optional)
-[] Length
- 7.000/7.200/7.400/7.600/7.800 Meters
-[] Width - 1.200/1.400/1.600/1.800/2.000 Meters
-[] Acceleration - 1.6/1.8/2.0/2.2/2.4 Gravities
-[] Armor - Thick Bulwark Hull/Light Fortress Armor/Medium Fortress Armor/Heavy Fortress Armor/Thick Fortress Armor/Ultra-Light Starclad-Pattern
-[] Shields - One Grid/Two Grids/Three Grids/One Aegis/Two Aegides
-[] Weapons - (Write-In, Example: Type/Mounting.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)
Current Available DP: 174 (Base: 120)
Special Rule: 1 DP Weaponry applies only 10% of their [Weapon Cramming] build-up. 1 DP Weaponry has a 90% Cost Reduction applied.

[] [Battleship] Class Name
-[] Sketch (Purely Optional)
-[] Length
- 20.000/22.000/24.000/26.000/28.000 Meters
-[] Width - 2.000/3.000/4.000/5.000/6.000 Meters
-[] Acceleration - 0.6/0.7/0.8/0.9/1 Gravity
-[] Armor - Ultra-Light Starclad-Pattern/Light Starclad-Pattern/Medium Starclad-Pattern/Heavy Starclad-Pattern/Ultra-Heavy Starclad-Pattern/Deus Pattern Armor/Deus-Ultima Pattern Armor
-[] Shields - One Refutation-Pattern Void Shield/Two Refutation-Pattern Void Shields/Three Refutation-Pattern Void Shields/Four Refutation-Pattern Void Shield/Five Refutation-Pattern Void Shields
-[] Weapons - (Write-In, Example: Type/Mounting.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)


Designed Classes:
[Kil'drabi] Harbinger of Our Journey-Class Battlecolony
-Length - 28.001m
-Width - 6.001m
-Acceleration - 1.1 Gravities
-Armor - Deus-Ultima Pattern Armor
-Shields - Five Refutation-Pattern Void Shields
-Weapons - 120x Light Macro-Cannon Turrets, 40x Small Burner-Seeker Mine-Layers, 14x Super-Heavy Missile Batteries, 40x250m Torpedos
-Equipment - Emergency Transition Warp Breakers/Auto-Loaders/Automated Voidhaven-Pattern Manufacturies/8x Genetic Lineage Memory Banks/4x Iron Wombs/Snapshot Pinpoint Targeting Solutions/Missile-Swarms/Macross Missile Massacres/Splitter-Missiles/BESH Missile Store/Lifeship Hangars/Arboretums/Voidshield-Surge Capacitors/Infused Amor-Plates/Icons to the Faith
-Detriments: Slow Crawler
[Kil'drabi] Proof of Our New Path-Class Battlecolony
-Length - 7.500m
-Width - 750m
-Acceleration - 2.5 Gravities
-Armor - Thick Bulwark Hull
-Shields - Three Lattices
-Weapons - 8x Light Rotary Macro-Cannon Turrets, 4x Heavy Missiles Batteries
-Equipment - Emergency Transition Warp Breakers/Auto-Loaders/Automated Internal Foundries/Genetic Lineage Memory Banks/Iron Wombs/Snapshot Pinpoint Targeting Solutions
-Detriments: Slow Crawler

[Kil'drabi] Pact of Our New Path-Class Battlecolony
-Length - 7.500m
-Width - 750m
-Acceleration - 2 Gravities
-Armor - Medium Double Hull
-Shields - One Array
-Weapons - 40x Medium Railgun Turrets, 2x Anti-Missile Missile Batteries
-Equipment - Large Storage Holds/Emergency Transition Warp Breakers/Fully Independent Ship Support Systems/Automated Internal Foundries/Genetic Lineage Memory Banks/Iron Wombs/Snapshot Pinpoint Targeting Solutions
-Detriments: Primitive Armor, Primitive Weaponry, Slow Crawler

[Kil'drabi] Citadel of the Chronicle-Class Heavy Cruiser
-Length - 5.400m
-Width - 1.000m
-Acceleration - 4 Gravities
-Armor - Light Fortress Armor
-Shields - Three Lattices
-Weapons - 4x Heavy Rotary Macrocannon Batteries, 1x Anti-Voidcraft Defenses, 2x Light Plasma Macrocannon Turrets
-Equipment - After-Burner Macro-Shells, Snapshot Pinpoint Targeting Solutions, Auto-Loaders, Armored Lifepods, Lattice Hulls, Ship Shrines
[Kil'drabi] Bastion of the Chronicle-Class Heavy Cruiser
-Length - 5.000m
-Width - 800m
-Acceleration - 3 Gravities
-Armor - Thick Bulwark Hull
-Shields - Two Lattices
-Weapons - 2x Heavy Rotary Macrocannon Batteries, 1x Anti-Voidcraft Defenses, 2x Light Plasma Macrocannon Turrets
-Equipment - After-Burner Macro-Shells, Snapshot Pinpoint Targeting Solutions, Auto-Loaders, Armored Lifepods, Lattice Hulls, Ship Shrines

[Kil'drabi] Feather of the Stars-Class Light Cruiser
-Length - 4.400m
-Width - 600m
-Acceleration - 6 Gravities
-Armor - Medium Triple Hull
-Shields - One Matrix
-Weapons - 2x Heavy Plasma Macro-Cannon Battery, 3x Light Plasma Macro-Cannon Turrets, 1x Anti-Voidcraft Defenses
-Equipment - Large Repair Bay, Auto-Loaders, Small On-Board Manufactory, Armored Lifepods, Lattice Hulls, Ship Shrines
[Kil'drabi] Quill of the Stars-Class Light Cruiser
-Length - 4.000m
-Width - 550m
-Acceleration - 5 Gravities
-Armor - Medium Double Hull
-Shields - One Matrix
-Weapons - 1x Heavy Plasma Macro-Cannon Battery, 3x Light Plasma Macro-Cannon Turrets, 1x Anti-Voidcraft Defenses
-Equipment - Large Repair Bay, Auto-Loaders, Small On-Board Manufactory, Armored Lifepods, Lattice Hulls, Ship Shrines

[Kil'drabi] Spirit of the Writ-Class Frigate
-Length - 2.000m
-Width - 550m
-Acceleration - 7 Gravities
-Armor - Thick Medium Double Hull
-Shields - Two Arrays
-Weapons - 2x Light Plasma Macro-Cannon Batteries, 1x Small Burner-Seeker Mine-Layers
-Equipment - Auto-Loaders/After-Burner Macro-Shells/Snapshot Pinpoint Targeting Solutions/Emergency Maneuver Thrusters/Armored Bridges/Armored Prow/Armored Lifepods/Advanced Alloying/Spacious Crew Quarters/Ship Shrines
[Kil'drabi] Ink of the Writ-Class Frigate
-Length - 2.000m
-Width - 550m
-Acceleration - 7 Gravities
-Armor - Medium Double Hull
-Shields - Two Arrays
-Weapons - 2x Light Plasma Macro-Cannon Batteries
-Equipment - Auto-Loaders/After-Burner Macro-Shells/Snapshot Pinpoint Targeting Solutions/Emergency Maneuver Thrusters/Armored Bridges/Armored Prow/Armored Lifepods/Advanced Alloying/Spacious Crew Quarters/Ship Shrines

[Kil'drabi] Words of the Writ-Class Frigate
-Length - 2.000m
-Width - 400m
-Acceleration - 7 Gravities
-Armor - Single Hull
-Shields - One Array
-Weapons - 2x Light Plasma Macro-Cannon Batteries
-Equipment - Auto-Loaders/Armored Lifepods

[Yeeni] Spirit of Discovery Scout-Class Light Cruiser
-Length - 4.000m
-Width - 450m
-Acceleration - 3 Gravities
-Armor - Thin Double Hull
-Shields - Three Emitters
-Weapons - 2x Light Missile Turrets, 1x Small Hangars
-Equipment - Yeeni Auxiliary Engineer Division/Small On-Board Manufactory/Luxurious Crew Amenities/Ship Shrines
N/A
Thunderous Declaration-Class Scout Destroyer
-Length - 1.600m
-Width - 400m
-Acceleration - 9 Gravities
-Armor - Thin Double Hull
-Shields - One Array
-Weapons - 3x Light Kopesh-Pattern Missile Pods
-Equipment - Ghosts Amidts The Stellar Winds/Snapshot Pinpoint Targeting Solutions/Missile-Swarms/Macross Missile Massacres /BESH Missile Store/Ship Shrines/Space Marine Crew
Loyalty's Bloom-Class Scout Destroyer
-Length - 1.600m
-Width - 400m
-Acceleration - 8 Gravities
-Armor - Thin Double Hull
-Shields - One Array
-Weapons - 3x Light Kopesh-Pattern Missile Pods
-Equipment - Ghosts Amidts The Stellar Winds/Snapshot Pinpoint Targeting Solutions/Missile-Swarms/Macross Missile Massacres /BESH Missile Store/Space Marine Crew

Mournful Clarion-Class Boarding Ship
-Length - 2.000m
-Width - 550m
-Acceleration - 7 Gravities
-Armor - Medium Double Hull
-Shields - Two Arrays
-Weapons - 2x Boarding Torpedoes/1x Light Prow Lance
-Equipment - Medium Teleportarium/Armored Prow/Tuned Shields/Gravimetric Engine Calculations/Pure Lenses/Ship Shrines/Space Marine Crew
Risen Dirge-Class Boarding Ship
-Length - 1.700m
-Width - 400m
-Acceleration - 5.5 Gravities
-Armor - Single Hull
-Shields - Two Emitters
-Weapons - 2x Boarding Torpedoes
-Equipment - Light Teleportarium/Armored Prow/Tuned Shields/Gravimetric Engine Calculations/Space Marine Crew

Lantern Bearer Mk.3-Class Commandeering Ship
-Length - 2.000m
-Width - 500m
-Acceleration - 7 Gravities
-Armor - Medium Double Hull
-Shields - Two Arrays
-Weapons - Prow Ram/2x Boarding Batteries/2x Medium Missile Turrets
-Equipment - Light Teleportarium/Hardened Prow/Prow Spur/"Brace For Impact!"/Tuned Shields/Superior Gravimetric Engine Calculations/Auto-Loaders/Missile-Swarms/Ship Shrines/Space Marine Crew
Lantern Bearer Mk.2-Class Commandeering Ship
-Length - 2.000m
-Width - 500m
-Acceleration - 7 Gravities
-Armor - Medium Double Hull
-Shields - Two Arrays
-Weapons - Prow Ram/2x Boarding Batteries/2x Medium Missile Turrets
-Equipment - Light Teleportarium/Hardened Prow/Prow Spur/"Brace For Impact!"/Tuned Shields/Superior Gravimetric Engine Calculations/Auto-Loaders/Missile-Swarms/Space Marine Crew

Lantern Bearer-Class Commandeering Ship
-Length - 1.700m
-Width - 400m
-Acceleration - 6 Gravities
-Armor - Thick Single Hull
-Shields - Three Emitters
-Weapons - Prow Ram/2x Boarding Batteries/1x Heavy Missile Turret
-Equipment - Light Teleportarium/Armored Prow/Tuned Shields/Gravimetric Engine Calculations/Space Marine Crew
-Detriment - Unruly Machine Spirits

Resurgence Mk.3-Class Torpedo Hunter
-Length - 1.600m
-Width - 400m
-Acceleration - 8 Gravities
-Armor - Thin Double Hull
-Shields - One Array
-Weapons - 2x 4x80m Torpedos/4x Light Kopesh-Pattern Missile Pods/1x Medium Missile Battery
-Equipment - Armored Prow/Tuned Shields/Gravimetric Engine Calculations/Ship Shrines/Auto-Loaders/Missile-Swarms/Macross Missile Massacres/BESH Missile Store/Space Marine Crew
Resurgence Mk.2-Class Torpedo Hunter
-Length - 1.600m
-Width - 400m
-Acceleration - 8 Gravities
-Armor - Thin Double Hull
-Shields - One Array
-Weapons - 2x 4x80m Torpedos/4x Light Kopesh-Pattern Missile Pods
-Equipment - Armored Prow/Tuned Shields/Gravimetric Engine Calculations/Ship Shrines/Auto-Loaders/Missile-Swarms/Macross Missile Massacres/BESH Missile Store/Space Marine Crew

Resurgence-Class Torpedo Hunter
-Length - 1.500m
-Width - 200m
-Acceleration - 8 Gravities
-Armor - Thick Single Hull
-Shields - One Array
-Weapons - 2x 4x80m Torpedos/1x Light Missile Turret
-Equipment - Armored Prow/Tuned Shields/Gravimetric Engine Calculations/Ship Shrines/Space Marine Crew
-Detriment - Chaos Cleansed

Bloody Midnight-Class Light Cruiser
-Length - 4.400m
-Width - 600m
-Acceleration - 6 Gravities
-Armor - Thin Triple Hull
-Shields - One Matrix
-Weapons - 1x Heavy Prow Ram/6x Boarding Torpedoes/2x Medium Boarding Hangars/1x Medium Missile Turret (Total: 72 Boarders)
-Equipment - Hardened Prow/Prow Spur/Fangs of Dew/"Brace For Impact!"/"ALL AHEAD FULL!"/Armored Bridges/Ship Shrines/Medium Teleportarium/Tuned Shields/Emergency Maneuver Thrusters/Yeeni Auxiliary Engineer Division/Space Marine Crew
Bloody Sunrise-Class Light Cruiser
-Length - 4.400m
-Width - 600m
-Acceleration - 5 Gravities
-Armor - Thin Triple Hull
-Shields - One Matrix
-Weapons - 1x Heavy Prow Ram/6x Boarding Torpedoes/2x Medium Boarding Hangars/1x Medium Missile Turret (Total: 72 Boarders)
-Equipment - Hardened Prow/Prow Spur/"Brace For Impact!"/"ALL AHEAD FULL!"/Armored Bridges/Ship Shrines/Medium Teleportarium/Tuned Shields/Emergency Maneuver Thrusters/Space Marine Crew

Bloody Dawn-Class Light Cruiser
-Length - 4.200m
-Width - 550m
-Acceleration - 4 Gravities
-Armor - Thick Medium Double Hull
-Shields - Two Arrays
-Weapons - 2x Medium Rotary Macro-Cannon Batteries/3x Large Lance Turrets
-Equipment - Auto-Loaders/Pure Lenses/Internal Security Systems/Ship Shrines/Light Teleportarium/Space Marine Crew
-Detriment - Chaos Cleansed

Bloody Sunset-Class Light Cruiser
-Length - 4.400m
-Width - 600m
-Acceleration - 5 Gravities
-Armor - Thin Triple Hull
-Shields - One Matrix
-Weapons - 3x Medium Rotary Macro-Cannon Batteries/2x Medium Plasma Macro-Cannons Turrets
-Equipment - Auto-Loaders/After-Burner Macro-Shells/Internal Security Systems/Armored Bridges/Ship Shrines/Medium Teleportarium/Tuned Shields/Snapshot Pinpoint Targeting Solutions/Space Marine Crew
Bloody Dawn-Class Light Cruiser
-Length - 4.200m
-Width - 550m
-Acceleration - 4 Gravities
-Armor - Thick Medium Double Hull
-Shields - Two Arrays
-Weapons - 2x Medium Rotary Macro-Cannon Batteries/3x Large Lance Turrets
-Equipment - Auto-Loaders/Pure Lenses/Internal Security Systems/Ship Shrines/Light Teleportarium/Space Marine Crew
-Detriment - Chaos Cleansed

Thunderous Gunnery-Class Heavy Cruiser
-Length - 5.400m
-Width - 1.000m
-Acceleration - 4 Gravities
-Armor - Thick Bulwark Hull
-Shields - Three Lattices
-Weapons - 2x Heavy Fighter Hangars/2x Heavy Rotary Macro-Cannon Turret/4x Medium Rotary Macro-Cannon Batteries (Total: 144 Fighters)
-Equipment - Shield Overload/Tuned Shields/Armored Prow/Armored Bridges/Auto-Loaders/After-Burner Macro-Shells/Strict Pilot Training/Medium Teleportarium/Dedicated Ortillery/Sanctum of the Steam/High-Explosive+Armor-Piercing+Cluster Munition Macron-Cannon Shells/Ship Shrines/Space Marine Crew
Thunderous Wings-Class Heavy Cruiser
-Length - 5.400m
-Width - 1.000m
-Acceleration - 3 Gravities
-Armor - Thick Bulwark Hull
-Shields - Three Lattices
-Weapons - Heavy Fighter Hangars/2x Heavy Rotary Macro-Cannon Turret/3x Medium Rotary Macro-Cannon Batteries (Total: 72 Fighters)
-Equipment - Shield Overload/Tuned Shields/Armored Prow/Armored Bridges/Auto-Loaders/After-Burner Macro-Shells/Strict Pilot Training/Medium Teleportarium/Dedicated Ortillery/Space Marine Crew

Eternal Cry-Class Temple Ship
-Length - 7.400m
-Width - 1.400m
-Acceleration - 3 Gravities
-Armor - Thick Fortress Armor
-Shields - One Aegis
-Weapons - 8x Boarding Torpedos/4x Medium Plasma Macro-Cannon Batteries/3x 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/Sanctum of the Steam/High-Explosive+Armor-Piercing+Cluster Munition Macron-Cannon Shells/Ship Shrines/Space Marine Crew
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/Space Marine Crew

Tears of the Void
-Length - 28.000m
-Width - 6.000m
-Acceleration - 1 Gravities
-Armor - Deus-Ultima Pattern Armor
-Shields - Five Refutation-Pattern Void Shields
-Weapons - 20x Boarding Torpedos/20x Light Macro-Cannon Turrets/8x Ultra Heavy Rotary Plasma-Macro Cannon Batteries/2x Heavy Prow Hangars (Boarding) (Total: 200 Boarders and 60 Fighters)
-Equipment - Armored Prow/Armored Bridges/Military Bastions/Strict Pilot Training/Harsh Crew Training/Shield Overload/Gravimetric Violation-Modulators/Twisted Knotted Vinelloy/Chapels to the Five/Sanctum of the Steam/Symphonia Arcanum Arma/Space Marine Crew/Paw and Claw/4x Large Teleportariums/Snapshot Pinpoint Targeting Solutions/Auto-Loaders/After-Burner Macro-Shells/High-Explosive+Armor-Piercing+Cluster Munition Macron-Cannon Shells/Emergency Maneuver Thrusters/4x Dedicated Ortillery/2x Heavy Ortillery
Little Paw-Class Missile Destroyer
-Length - 1.500m
-Width - 200m
-Acceleration - 9 Gravities
-Armor - Single Hull
-Shields - Three Emitters
-Weapons - 4x Medium Missile Pods
-Equipment - Emergency Maneuver Thrusters/Expanded Sensorium/Luxurious Crew Amenities/Armored Bridges/Missile-Swarms
-Detriment - Mercenary Crew

Aries-Quintus (Aries-V) Corvette
-Length - 1.600m
-Width - 400m
-Acceleration - 10 Gravities
-Armor - Medium Double Hull
-Shields - One Array
-Weapons - 3x Sawblade Gunnery Turrets
-Equipment - Armored Lifepods/(Standard) Ship Shrines/Lattice Hulls/(Standard) Superior Gravimetric Engine Calculations/Augmetic Security Departments/Expanded Snapshot Targeting Solutions/(HE/AP/CM) Macro-Cannon Shells/After-Burner Macro Shells
Aries-Quartus (Aries-Q) Corvette
-Length - 1.600m
-Width - 400m
-Acceleration - 10 Gravities
-Armor - Medium Double Hull
-Shields - One Array
-Weapons - 3x Light Plasma Macrocannon Turrets
-Equipment - Armored Lifepods/(Standard) Ship Shrines/Autoloaders/Lattice Hulls/(Standard) Superior Gravimetric Engine Calculations/Expanded Snapshot Targeting Solutions/(HE/AP/CM) Macro-Cannon Shells/After-Burner Macro Shells

Aries-Tertium Corvette
-Length - 1.600m
-Width - 400m
-Acceleration - 9 Gravities
-Armor - Thin Double Hull
-Shields - One Array
-Weapons - 3x Light Plasma Macrocannon Turrets
-Equipment - Armored Lifepods/Autoloaders/Ship Shrines/Lattice Hulls/Superior Gravimetric Engine Calculations/Expanded Snapshot Targeting Solutions/After-Burner Macro-Shells

Aries-Secundus-Class Corvette
-Length - 1.300m
-Width - 300m
-Acceleration - 7.5 Gravities
-Armor - Single Hull
-Shields - Two Emitters
-Weapons - 1x "Chainbreaker" Macro Cannon Turret (3x Light Macro-Cannons In One)/1x "Lover's Dance" Light Lance Turret (Black/White Thermal-Neutral Dual-Shot Lance)
-Equipment - Superior Gravimetric Engine Calculations/Armored Lifepods/Advanced Alloying

Aries-Class Corvette
-Length - 1.300m
-Width - 300m
-Acceleration - 7 Gravities
-Armor - Single Hull
-Shields - Two Emitters
-Weapons - Light Macro-Cannon Turret/Light Lance Turret
-Equipment - Armored Lifepods/Advanced Alloying

Pyxis-Tertium (Pyxis-T) Scout Sloop
-Length - 1.200m
-Width - 250m
-Acceleration - 10 Gravities
-Armor - Single Hull
-Shields - One Array
-Weapons - 2x 'Glittering Tear' Light Missile Batteries
-Equipment - (Standard) Ship Shrines/Spacious Crew Quarters/On-Board Supply Generation/(Standard) Superior Gravimetric Engine Calculations/Veteran Crews/Tiny On-Board Manufactory/August Sensorium/The Celestial Orrery/Phantom Spirit
Pyxis-Secundus Advanced Scout Sloop
-Length - 1.200m
-Width - 250m
-Acceleration - 9 Gravities
-Armor - Single Hull
-Shields - One Array
-Weapons - 2x Light Missile Batteries
-Equipment - Ship Shrines/Spacious Crew Quarters/On-Board Supply Generation/Superior Gravimetric Engine Calculations/Refractive Hull Coating/Veteran Crews/Tiny On-Board Manufactory/Stealth Engine Dampeners/The Celestial Orrery

Pyxis-Class High-Grade Scout Sloop
-Length 1.200m
-Width - 250m
-Acceleration - 8 Gravities
-Armor - Single Hull
-Shields - One Array
-Weapons - 1x Light Missile Batteries
-Equipment - Superior Gravimetric Engine Calculations/Emergency Maneuver Engines/Ship Shrines/Enhanced Supply Generation/Tiny On-Board Manufactory/ Reflective Hull Coating/Stealth Engine Dampeners/Elite Crews/Spacious Crew Quarter/ Tuned Shields

Circinus-Class Scout Sloop
-Length 1.200m
-Width - 250m
-Acceleration - 8 Gravities
-Armor - Single Hull
-Shields - Three Emitters
-Weapons - 2x Light Missile Batteries
-Equipment - Superior Gravimetric Engine Calculations/Emergency Maneuver Engines/Missile Swarms

Lupus-Quartus (Lupus-Q) Torpedo Destroyer
-Length - 1.600m
-Width - 400m
-Acceleration - 10 Gravities
-Armor - Medium Double Hull
-Shields - One Array
-Weapons - 4x 'Duskborn Seekers' Torpedo Tubes/'Glittering Tear' Light Missile Batteries/1x Medium Burner-Seeker Minelayer
-Equipment - Autoloaders/Missile Swarms/Armored Lifepods/Advanced Alloying/(Standard) Ship Shrines/(Standard) Superior Gravimetric Engine Calculations/Harsh Crew Training/Emergency Maneuver Engines/Refractive Hull Coating/Stealth Engine Dampeners
Lupus-Tertium (Lupus-T) Torpedo Destroyer
-Length - 1.600m
-Width - 400m
-Acceleration - 9 Gravities
-Armor - Medium Double Hull
-Shields - One Array
-Weapons - 6x100m Torpedo Tubes/1x Medium Missile Battery/1x Medium Burner-Seeker Mine-Layers
-Wquipment - Autoloaders/Missile Swarms/Armored Lifepods/Advanced Alloying/(Standard) Ship Shrines/(Standard) Superior Gravimetric Engine Calculations/Harsh Crew Training/Emergency Maneuver Engines/Refractive Hull Coating/Stealth Engine Dampeners

Lupus-Secundus (Lupus-S) Torpedo Destroyer
-Length - 1.600m
-Width - 400m
-Acceleration - 8 Gravities
-Armor - Thin Double Hull
-Shields - One Array
-Weapons - 4x80m Torpedo Tubes/1x Light Rotary Macrocannon/1x Medium Mine Layer
-Equipment - Armored Lifepods/Ship Shrines/Superior Gravimetric Engine Calculations/Emergency Maneuver Engines/Refractive Hull Coating/Stealth Engine Dampeners

Lupus-Class Torpedo Destroyer
-Length -1.300m
-Width - 250m
-Acceleration - 7.5 Gravities
-Armor - Single Hull
-Shields - Three Emitters
-Weapons - 4x80 Torpedo Tubes/1x Light Rotary Macrocannon Turret
-Equipment - Superior Gravitmetric Engine Calculations/Emergency Manuever Engines/Advanced Alloying/Armored Life Pods

Rustbucket-Class Conveyance Ship
-Length - 1.200m
-Width - 350m
-Acceleration - 8 Gravities
-Armor - Thin Double Hull
-Shields - One Array
-Weapons - NONE
-Equipment - Hymn of the Machines/Armored Lifepods/On Board Supply Generation/Ship Shrines/Spacious Crew Quarters/Refractive Hull Coating/Emergency Transition Warp Breakers

Serpens-Secundus (Serpens-S) Stealth Destroyer
-Length - 1.600m
-Width - 400m
-Acceleration - 10 Gravities
-Armor - Medium Double Hull
-Shields - One Array
-Weapons - 1x Light Contagion Bomb/2x 'Rotfang' Pattern Light Plasma Macrocannon Turrets
-Equipment - Armored Lifepods/Autoloaders/(Standard) Ship Shrines/(Standard) Superior Gravimetric Engine Calculations/Veteran Crews/Phantom Spirit
Serpens-Class Stealth Destroyer
-Length - 1.600m
-Width - 400m
-Acceleration - 9 Gravities
-Armor - Thin Double Hull
-Shields - One Array
-Weapons - 1x Light Contagion Bomb/2x Light Macrocannon Turrets
-Equipment - Armored Lifepods/Superior Gravimetric Engine Calculations/Refractive Hull Coating/Veteran Crews/Stealth Engine Dampeners
Mother Cat Troopship
-Length - 1.900m
-Width - 550m
-Acceleration - 6 Gravities
-Armor - Single Hull
-Shields - Three Emitters
-Weapons - 2x Light Macro-Cannon Turrets
-Equipment - Luxurious Crew Amenities/4x Dedicated Ortillery/2x Dedicated Heavy Ortillery/4x Large Black Cat Troop Compartments/Internal Security Systems/Emergency Maneuver Engines
-Detriment - Mercenary Crew

Taurus-Tertium (Taurus-T) Troopship
-Length - 2.000m
-Width - 550m
-Acceleration - 9 Gravities
-Armor - Thick Double Hull
-Shields - Two Arrays
-Weapons - 4x Medium Hangars
-Equipment - (Standard) Ship Shrines/Strict Pilot Training/Veteran Pilot Gene Lines/(Standard) Superior Gravimetric Engine Calculations/Dedicated Ortillery/Dedicated Heavy Ortillery/Large Black Cat Troop Compartment x4
Taurus-Secundus (Taurus-S) Troopship
-Length - 2.000m
-Width - 550m
-Acceleration - 7 Gravities
-Armor - Thin Double Hull
-Shields - Two Arrays
-Weapons - 2x Medium Hangars (1x Fighter, 1x Bomber) (Total: 24x Bombers and 60x Fighters)
-Equipment - Strict Pilot Training/Veteran Pilot Gene Lines/Ship Shrines/Dedicated Ortillery/Dedicated Heavy Ortillery/Large Troop Compartment

Taurus-Class Troopship
-Length - 1.600m
-Width - 350m
-Acceleration - 7 Gravities
-Armor - Single Hull
-Shields - Two Emitters
-Weapons - Small Hangars
-Equipment - Small Troop Compartment/Dedicated Ortillery/Strict Pilot Training/Veteran Pilot Gene-Lines

Sagittarius-Quintus (Sagittarius-V) Lance Frigate
-Length - 2.000m
-Width - 550m
-Acceleration - 9 Gravities
-Armor - Thick Double Hull
-Shields - Two Arrays
-Weapons - 2x Light Prow Lances/1x Medium Prow Lance
-Equipment - (Standard) Ship Shrines/Pure Lenses/Armored Lifepods/Tuned Shields/(Standard) Superior Gravimetric Engine Calculations/Veteran Crews/Enhanced Strategium/Augmetic Security Department/Lens Cogitation Matrix Lattice/Emergency Manuever Thrusters
Sagittarius-Quartus (Sagittarius-Q) Lance Frigate
-Length - 2.000
-Width - 550
-Acceleration - 9 Gravities
-Armor - Medium Double Hull
-Shields - Two Arrays
-Weapons - 3x Light Prow Lance
-Equipment - (Standard) Ship Shrines/Pure Lenses/Armored Lifepods/Tuned Shields/(Standard) Superior Gravimetric Engine Calculations/Veteran Crews/Enhanced Strategium/Augmetic Security Department/Lens Cogitation Matrix Lattice/Emergency Manuever Thrusters

Sagitarrius-Tertium (Sagitarrius-T) Lance Frigate
-Length - 2.000
-Width - 550
-Acceleration - 8 Gravities
-Armor - Medium Double Hull
-Shields - Two Arrays
-Weapons - 3x Light Prow Lance
-Equipment - Pure Lenses/Armored Lifepods/Tuned Shields/Ship Shrines/Superior Gravimetric Engine Calculations/Veteran Crews/Enhanced Strategium/Lens Cogitation Matrix Lattice/Emergency Manuever Thrusters

Sagitarrius-Secundus (Sagitarrius-S) Lance Frigate
-Length - 2.000m
-Width - 550m
-Acceleration - 7 Gravities
-Armor - Thin Double Hull
-Shields - Two Arrays
-Weapons - 3x Light Prow Lances
-Equipment - Pure Lenses/Armored Lifepods/Ship Shrines/Emergency Manuever Engines/Superior Gravimetric Engine Calculations/Lens Cogitation Matrix Lattice

Sagittarius-Class Artillery Frigate
-Length - 1.700m
-Width - 400m
-Acceleration - 6 Gravities
-Armor - Single Hull
-Shields - Two Emitters
-Weapons - 1x Light Prow Lance/2x Light Missile Batteries
-Equipment - Pure Lenses/Missile Swarms

Crux-Quintus (Crux-V) Heavy Frigate
-Length - 2.000m
-Width - 550m
-Acceleration - 8.5 Gravities
-Armor - Thick Double Hull
-Shields - Two Arrays
-Weapons - 6x 'Nightborn Seeker' Torpedo Tubes/2x Medium Missile Batteries/1x 'Glittering Tear' Light Missile Battery
-Equipment - Missile Swarms/(Standard) Ship Shrines/Autoloaders/Armored Life Pods/(Standard) Superior Gravimetric Engine Calculations/Improved Internal Security Systems/Lattice Hulls/Expanded Snapshot Targetting Solutions/BESH Missile Stores/Macross Missile Massacres
Crux-Quartus (Crux-Q) Heavy Frigate
-Length - 2.000m
-Width - 550m
-Acceleration - 8 Gravities
-Armor - Thick Double Hull
-Shields - Two Arrays
-Weapons - 4x60m Torpedoes/2x Medium Missile Batteries/2x Light Khopesh-pattern Missile Pod
-Equipment - Missile Swarms/(Standard) Ship Shrines/Autoloaders/Armored Life Pods/(Standard) Superior Gravimetric Engine Calculations/Improved Internal Security Systems/Lattice Hulls/Expanded Snapshot Targetting Solutions/BESH Missile Stores/Macross Missile Massacres

Crux-Tertium Heavy Frigate
-Length - 2.000m
-Width - 550m
-Acceleration - 8 Gravities
-Armor - Medium Double Hull
-Shields - Two Arrays
-Weapons - 4x60m Torpedoes/2x Medium Missile Batteries/1x Light Khopesh-pattern Missile Pod
-Equipment - Missile Swarms/Ship Shrines/Autoloaders/Armored Life Pods/Superior Gravimetric Engine Calculations/Improved Internal Security Systems/Expanded Snapshot Targetting Solutions/BESH Missile Stores/Macross Missile Massacres

Crux-Secundus (S) Class Heavy Frigate
-Length - 1.800m
-Width - 450m
-Acceleration - 6 Gravities
-Armor - Medium Double Hull
-Shields - One Array
-Weapons - 4x80m Torpedos/2x Medium Missile Batteries
-Equipment - Missile Swarms/Lattice Hulls/Armored Life Pods/Superior Gravimetric Engine Calculations/Ship Shrines

Crux-Class Missile Frigate
-Length - 1.700m
-Width - 400m
-Acceleration - 6 Gravities
-Armor - Thick Single Hull
-Shields - Three Emitters
-Weapons - 2x Medium Missile Batteries
-Equipment - Missile Swarms/Advanced Alloying/Armored Life Pods

Chamleon-Class Infiltration Carrier
-Length - 1.600m
-Width - 350m
-Acceleration - 7 Gravities
-Armor - Single Hull
-Shields - One Array
-Weapons - N/A
-Equipment - Refractive Hull Coating/Ship Shrines/Enhanced Supply Generation/Stealth Engine Dampeners/Emergency Transition Warp Breakers/Ghosts Amidts The Stellar Winds/Superior Gravimetric Engine Calculations/Small Troop Compartment

Scutum-Tertium (Scutum-T) Shield Frigate
-Length - 2.000m
-Width - 550m
-Acceleration - 9 Gravities
-Armor - Thick Double Hull
-Shields - Two Arrays
-Weapons - 1x Adherent's Light Lance Turret/2x Medium Lance Turrets/1x Anti-Voidcraft Defenses
-Equipment - (Standard) Ship Shrines/Armored Lifepods/Tuned Shields/(Standard) Superior Gravimetric Engine Calculations/Lattice Hulls/Improved Hardened Prow/Improved Internal Security Systems/Lance Scattershot Lens/Veteran Crews/Shrine of the Charging Revenant
Scutum-Secondus (Scutum-S) Shield Frigate
-Length - 2.000m
-Width - 550m
-Acceleration - 9 Gravities
-Armor - Thick Double Hull
-Shields - Two Arrays
-Weapons - 3x Medium Lance Turrets/Anti Voidcraft Defenses
-Equipment - (Standard) Ship Shrines/Tuned Shields/(Standard) Superior Gravimetric Engine Calculations/Lattice Hulls/Improved Hardened Prow/Improved Internal Security Systems/Lance Scattershot Lens/Veteran Crews/Shrine of the Charging Revenant

Scutum-Class Shield Frigate
-Length - 2.000m
-Width - 550m
-Acceleration - 8 Gravities
-Armor - Medium Double Hull
-Shields - Two Arrays
-Weapons - 3x Medium Lance Turrets/Anti Voidcraft Defenses
-Equipment - Ship Shrines/Tuned Shields/Superior Gravimetric Engine Calculations/Lattice Hulls/Hardened Prow/Lance Scattershot Lens/Veteran Crews/Shrine of the Charging Revenant

Vela-Class Chrono Frigate
-Length - 2.000m
-Width - 550m
-Acceleration - 9 Gravities
-Armor - Thick Double Hull
-Shields - Two Arrays
-Weapons - 1x Clockwork Heavy Missile Battery
-Equipment - (Standard) Ship Shrines/Missile Swarms/Autoloaders/Armored Lifepods/(Standard) Superior Gravimetric Engine Calculations/Lattice Hulls/Augmetic Security Department/Rapid Snapshot Targetting Solutions/Macross Missile Massacres
Cat's Fang-Class Lancer
-Length - 4.400m
-Width - 500m
-Acceleration - 4 Gravities
-Armor - Medium Double Hull
-Shields - Two Arrays
-Weapons - 3x Light Lance Turrets/2x Large Lance Batteries/1x Medium Prow Lance
-Equipment - Luxurious Crew Amenities/Veteran Crews/Enhanced Sensorium/Pure Lenses/Lance Scattershot Lens/Variable Lenses/Armored Bridges/Harsh Crew Training/Refractive Hull Coating/Black Cat Shield Overload
-Detriment - Mercenary Crew

Libra-Quintus (Libra-V) Light Carrier
-Length - 4.400m
-Width - 600m
-Acceleration - 6 Gravities
-Armor - Thick Double Hull
-Shields - One Matrix
-Weapons - 2x Medium Bomber Hangars/1x Medium Fighter Hangar/1x Medium Mixed Hangar/Anti-Voidcraft Defenses
-Equipment - (Standard) Ship Shrines/Strict Pilot Training/Veteran Pilot Gene-Lines/Handpicked Pilots/Automated Fighter Re-Arming Procedures/Armored Lifepods/(Standard) Superior Gravimetric Engine Calculations/Veteran Crews/Enhanced Strategeum/Tiny On-Board Manufactory/Yeeni Auxillary Engineer Division
Libra-Quartus (Libra-Q) Light Carrier
-Length - 4.200m
-Width - 550m
-Acceleration - 5 Gravities
-Armor - Medium Double Hull
-Shields - One Matrix
-Weapons -2x Medium Bomber Hangars/1x Medium Fighter Hangar/1x Medium Mixed Hangar/Anti-Voidcraft Defenses (Total: 60 Bombers and 96 Fighters)
-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

Libra-Tertium (Libra-T) Light Carrier
-Length - 3.800m
-Width - 450m
-Acceleration - 5 Gravities
-Armor - Thick Single Hull
-Shields - Three Arrays
-Weapons - 2x Medium Bomber Hangars/1x Medium Fighter Hangar/1x Medium Mixed Hangar (Total: 60 Bombers and 84 Fighters)
-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

Libra-Secundus (Libra-S) Light Carrier
-Length - 3.600m
-Width - 400m
-Acceleration - 4 Gravities
-Armor - Thick Single Hull
-Shields - One Array
-Weapons - 2x Medium Bomber Hangars/1x Medium Fighter Hangar (Total: 48 Bombers and 72 Fighters)
-Equipment - Strict Pilot Training/Veteran Pilot Gene-Lines/Handpicked Pilots/Automated Fighter Re-Arming Procedures/Armored Lifepods

Libra-Class Light Carrier
-Length - 3.600m
-Width - 400m
-Acceleration - 3.5 Gravities
-Armor - Thick Single Hull
-Shields - One Array
-Weapons - 2x Medium Bomber Hangars/1x Medium Fighter Hangar (Total: 48 Bombers and 72 Fighters)
-Equipment - Strict Pilot Training/Veteran Pilot Gene-Lines/Handpicked Pilots/Armored Lifepods

Andromeda-Secundus Pathfinder Ship
-Length - 4.000m
-Width - 550m
-Acceleration - 6 Gravities
-Armor - Medium Double Hull
-Shields - One Matrix
-Weapons - 2x Medium Khopesh Missile Pods
-Equipment - Armored Lifepods/Ship Shrines/Superior Gravimetric Engine Calculations/Lattice Hulls/Armored Bridge/Augmetic Security Department/Hymns of the Machines
Andromeda-Class Command Ship
-Length - 3.600m
-Width - 400m
-Acceleration - 3.5 Gravities
-Armor - Thick Single Hull
-Shields - One Array
-Weapons - 1x Medium Fighter Hangar (Total: 48 Fighters)
-Equipment - Veteran Pilot Genelines/Armored Bridges/Strict Pilot Training/Hymns of the Machines

Scorpio-Quartum (Scorpio-Q) Light Cruiser
-Length - 4.400m
-Width - 600m
-Acceleration - 6 Gravities
-Armor - Medium Triple Hull
-Shields - One Matrix
-Weapons - 8x 'Darkest Hour Seeker' Torpedo Tubes/2x Heavy Missile Batteries
-Equipment - Missile Swarms/Armored Lifepods/(Standard) Ship Shrines/Autoloaders/(Standard) Superior Gravimetric Engine Calculations/Lattice Hulls/Augmetic Security Department/Infused Armor Plating
Scorpio-Tertium (Scorpio-T) Light Cruiser
-Length - 4.400
-Width - 550
-Acceleration - 6 Gravities
-Armor - Medium Triple Hull
-Shields - One Matrix
-Weapons - 6x100m Torpedoes/3x Heavy Missile Batteries
-Equipment - Missile Swarms/Armored Lifepods/(Standard) Ship Shrines/Autoloaders/Internal Security Systems/(Standard) Superior Gravimetric Engine Calculations/Lattice Hulls/Infused Armor Plating

Scorpio-Secondus Light Cruiser
-Length - 4.200m
-Width - 550m
-Acceleration - 6 Gravities
-Armor - Thin Triple Hull
-Shields - One Matrix
-Weapons - 6x100m Torpedoes/2x Heavy Missile Batteries
-Equipment - Missile Swarms/Armored Lifepods/Ship Shrines/Autoloaders/Internal Security Systems/Superior Gravimetric Engine Calculations/Lattice Hulls/Limited Self-Mending Armor Coating

Scorpio-Class Light Cruiser
-Length - 4.200m
-Width - 55Mm
-Acceleration - 5 Gravities
-Armor - Medium Double Hull
-Shields - One Matrix
-Weapons - 6x100m Torpedoes/2x Heavy Missile Batteries/Medium Bomber Hangar (Total: 24x Bombers and 12x Fighters)
-Equipment - Missile Swarms/Armored Lifepods/Strict Pilot Training/Veteran Pilot Gene-Lines/Internal Security Systems/Ship Shrines/Superior Gravimetric Engine Calculations/Lattice Hulls

Hydrus-Class Rad Cruiser
-Length - 4,200
-Width - 550
-Acceleration - 6 Gravities
-Armor - Thick Double Hull
-Shields - One Matrix
-Weapons - 1x Rad-Lance /3x Heavy Lance Turrets
-Equipment - Pure Lenses/Armored Lifepods/Ship Shrines/Superior Gravimetric Engine Calculations/Lattice Hulls/Anti-Radiation Hardening/Harsh Crew Training/Lens Cogitation Matrix Lattice

Gemini-Class Liturgical Cruiser
-Length - 4.400m
-Width - 600m
-Acceleration - 6 Gravities
-Armor - Thick Double Hull
-Shields - One Matrix
-Weapons - 2x Sapphire Stenograph Turrets
-Equipment - Autoloaders/Armored Lifepods/(Standard) Ship Shrines/(Standard) Superior Gravimetric Engine Calculations/Enhanced Strategium/Rapid Snapshot Targetting Solutions/Icons to the Faith

Corona-Class Void Bastion
-Length - 4.400m
-Width - 600m
-Acceleration - 6 Gravities
-Armor - Medium Triple Hull
-Shields - One Matrix
-Weapons - 4x Medium Boarding Hangars
-Equipment - (Standard) Ship Shrines/Veteran Pilot Gene-lines/Armored Lifepods/(Standard) Superior Gravimetric Engine Calculations/Enhanced Strategium/Large Teleportarium/Blessed Temples of the Martial Ordos

Octans-Class Long Range Survey Cruiser
-Length - 3.600m
-Width - 400m
-Acceleration - 6 Gravities
-Armor - Thin Double Hull
-Shields - One Matrix
-Weapons - 1x Mania-pattern Plasma Macro-cannon Turrets
-Equipment - (Standard) Ship Shrines/(Standard) Superior Gravimetric Engine Calculations/Luxurious Crew Amenities/A Conclave of Kin/Small Blessed Manufactories of the Five-Fold Faith/The Celestial Orrery/Arboretums
Auriga-Secundus (Aur-S) Emergency Response Freighter
-Length - 6.500m
-Width - 1.600m
-Acceleration - 2.6 Gravities
-Armor - Thin Single Hull
-Shields - Singular Emitter
-Weapons - Unarmed
-Equipment - (Standard) Ship Shrines/(Standard) Superior Gravimetric Engine Calculations/Chapels to the Five/Medical Deployment Division/Orders of the Guiding Hands/Small Blessed Manufactories of the Five-Fold Faith/Propaganda Center
Auriga-Class Emergency Response Freighter
-Length - 7.000m
-Width - 1.400m
-Acceleration - 2 Gravities
-Armor - Thin Single Hull
-Shields - Singular Emitter
-Weapons - Unarmed
-Equipment - Superior Gravimetric Engine Calculations/Chapels to the Five/Medical Deployment Division/Orders of the Guiding Hands/Large Mobile Civilian Manufactory/Propaganda Center
Tomcat-Class Artillery Cruiser
-Length - 5.500m
-Width - 600m
-Acceleration - 2 Gravities
-Armor - Thin Bulwark Hull
-Shields - Two Lattices
-Weapons - 6x Heavy Prow Lances
-Equipment - Luxurious Crew Amenities/Veteran Crews/Enhanced Sensorium/Pure Lenses/Lense Cogitation Matrix Lattice/Lance Focusing Array/4x Black Cat Heat Cyclers/Armored Bridges/Harsh Crew Training/Refractive Hull Coating/Black Cat Shield Overload
-Detriment - Mercenary Crew/Cooking Oven/Armor Weakpoints

Leo-Quartus (Leo-Q) Vanguard Cruiser
-Length - 5.400m
-Width - 1.000m
-Acceleration - 4 Gravities
-Armor - Light Fortress Armor
-Shields - Three Lattices
-Weapons - 4x Riptide Cannonades
-Equipment - (Standard) Ship Shrines/Armored Lifepods/Lattice Hulls/(Standard) Superior Gravimetric Engine Calculations/Improved Internal Security Systems/Expanded Snapshot Pinpoint Targetting Solutions/Yeeni Auxillary Engineer Division
Leo-Tertium (Leo-T) Vanguard Cruiser
-Length - 5.200m
-Width - 900m
-Acceleration - 4 Gravities
-Armor - Light Fortress Armor
-Shields - Three Lattices
-Weapons - 4x Heavy Rotary Macrocannon Turrets
-Equipment - (Standard) Ship Shrines/Autoloaders/Armored Lifepods/Lattice Hulls/(Standard) Superior Gravimetric Engine Calculations/Improved Internal Security Systems/Expanded Snapshot Pinpoint Targetting Solutions/High Explosive Macro-cannon Shells/Yeeni Auxillary Engineer Division

Leo-Secundus Vanguard Cruiser
-Length - 5.000m
-Width - 900m
-Acceleration - 4 Gravities
-Armor - Thick Bulwark Hull
-Shields - Three Lattices
-Weapons - 4x Heavy Rotary Macrocannon Turrets
-Equipment - Ship Shrines/Armored Lifepods/Autoloaders/Lattice Hulls/Superior Gravimetric Engine Calculations/Improved Internal Security Systems/Expanded Snapshot Pinpoint Targetting Solutions/Yeeni Auxillary Engineer Division

Leo-Class Vanguard Cruiser
-Length - 5.000m
-Width - 800m
-Acceleration - 3 Gravities
-Armor - Thick Bulwark Hull
-Shields - Three Lattices
-Weapons - 1x Medium Boarding Hangar/3x Heavy Rotary Macrocannon Turrets (Total: 36 Boarding Craft)
-Equipment - Armored Lifepods/Ship Shrines/Autoloaders/Strict Pilot Training/Veteran Pilot Gene-Lines/Advanced Alloys/Superior Gravimetric Engine Calculations/Yeeni Auxillary Engineer Division

Leo-Primus Heavy Cruiser
-Length - 4.600m
-Width - 600m
-Acceleration - 2.5 Gravities
-Armor - Medium Triple Hull
-Shields - Two Matrixes
-Weapons - 1x Medium Boarding Hangar/2x Heavy Rotary Macrocannon Turrets (Total: 36 Boarding Craft)
-Equipment - Armored Lifepods/Ship Shrines/Autoloaders/Advanced Alloying/Strict Pilot Training/Superior Gravimetric Engine Calculations/Harsh Crew Training/Yeeni Auxiliary Engineer Division

Pegasus-Secundus (Pegasus-S) Lance Cruiser
-Length - 5.400m
-Width - 900m
-Acceleration - 4 Gravities
-Armor - Thin Bulwark Hull
-Shields - Three Lattices
-Weapons - Tetratek ARc-Carronade/4x Super-Large Lance Turrets
-Equipment - (Standard) Ship Shrines/Armored Lifepods/Pure Lenses/(Standard) Superior Gravimetric Engine Calculations/Enhanced Strategium/Arcane Lenses
Pegasus-Class Command Cruiser
-Length - 5.000
-Width - 700)
-Acceleration - 4 Gravities
-Armor - Medium Triple Hull
-Shields - Two Lattices
-Weapons - Tetratek ARc-Carronade/2x Heavy Mixed Hangars
-Equipment - On-Board Supply Generation/Veteran Pilot Gene-Lines/Strict Pilot Training/Ship Shrines/Automated Fighter Re-Arming Procedures/Enhanced Strategium/Experimental Fighter Deployments/N'Nonmiton Squadron

Cancer-Secundus (Cancer-S) Assault Cruiser
-Length - 5.200m
-Width - 900m
-Acceleration - 4 Gravities
-Armor - Thick Bulwark Hull
-Shields - Three Lattices
-Weapons - Heavy Boarding Hangar/Improved Heavy Prow Ram/The Shatterprow
-Equipment - (Standard) Ship Shrines/Armored Lifepods/(Standard) Superior Gravimetric Engine Calculations/Harsh Pilot Training/Veteran Pilot Gene-Lines/Improved Hardened Prow/Improved Prow Spur/Fangs of Dew/Blessed Shrines of the Martial Ordos/Micro-Warp Jump Engine
Cancer-Class Assault Cruiser
-Length - 5.000m
-Width - 800m
-Acceleration - 4 Gravities
-Armor - Thick Bulwark Hull
-Shields - Three Lattices
-Weapons - Heavy Boarding Hangar/Heavy Prow Ram
-Equipment - Armored Lifepods/Gravimetric Engine Calculations/Harsh Pilot Training/Veteran Pilot Gene-Lines/Hardened Prow/Prow Spur/Fangs of Dew/Augmetic Security Department/Micro-Warp Jump Engine

Draco-Class Artillery Cruiser
-Length - 4.800m
-Width - 700m
-Acceleration - 4 Gravities
-Armor - Thick Triple Hull
-Shields - Three Lattices
-Weapons - 1x Prow Shadow of the Wing/5x Adherent's Light Lance Turrets
-Equipment - (Standard) Ship Shrines/Armored Lifepods/Pure Lenses/(Standard) Superior Gravimetric Engine Calculations/Harsh Crew Training/Veteran Crews/Enhanced Strategium/Lens Cogitation Matrix Lattice
-Detriments - Excessive Cooldowns
Delphinus-Secundus (Del-S) Commissary Freighter)
-Length - 12.000m
-Width - 4.000m
-Acceleration - 2 Gravities
-Armor - Thin Double Hull
-Shields - Two Arrays
-Weapons - Unarmed
-Equipment - (Standard) Ship Shrines/(Standard) Superior Gravimetric Engine Calculations/Hexagrammic Grammophone: Comfort/3x Luxurious Crew Quarters
Delphinus-Class Commissary Freighter
-Length
- 12.000m
-Width -4.000m
-Acceleration -2 Gravities
-Armor - Thin Double Hull
-Shields - Two Arrays
-Weapons - Unarmed
-Equipment - 3x Luxurious Crew Quarters

Columba-Secundus (Col-S) Logistics Freighter
-Length - 12.000m
-Width - 4.000m
-Acceleration - 2 Gravities
-Armor - Thin Double Hull
-Shields - Two Arrays
-Weapons - Unarmed
-Equipment - (Standard) Ship Shrines/(Standard) Superior Gravimetric Engine Calculations/Hexagrammic Grammophone: Plants/3x Arboretums
Columba-Class Logistics Freighter
-Length - 12.000m
-Width -4.000m
-Acceleration -2 Gravities
-Armor - Thin Double Hull
-Shields - Two Arrays
-Weapons - Unarmed
-Equipment - 3x Arboretums

Canis-Major-Secundus (C-Ma-S) Bulk Transport Liner
-Length - 12.000m
-Width - 4.000m
-Acceleration - 2 Gravity
-Armor - Thick Double Hull
-Shields - Two Arrays
-Weapons - Unarmed
-Equipment - (Standard)Ship Shrines/(Standard)Superior Gravimetric Engine Calculations/Improved Internal Security Systems/Blessed Shrines of the Martial Ordos/Hexagrammic Grammophone: Community/2x Titanic Civilian Transportation Hold
Canis-Major Class Bulk Transport Liner
-Length - 11.000m
-Width - 3.500m
-Acceleration - 1 Gravity
-Armor - Thick Single Hull
-Shields - Three Emitters
-Weapons - Unarmed
-Equipment - 3x Improved Internal Security Systems/Chapels to the Five/2x Titanic Civilian Transportation Hold

Canis-Minor-Secundus (C-Mi-S) Bulk Transport Hauler
-Length - 12.000m
-Width - 4.000m
-Acceleration - 2 Gravity
-Armor - Thick Double Hull
-Shields - Two Arrays
-Weapons - Unarmed
-Equipment - (Standard)Ship Shrines/(Standard)Superior Gravimetric Engine Calculations/Internal Security Systems/Medium Blessed Manufactories of the Five-Fold Faith/2x Titanic Emergency Relief Cargo Hold
Canis-Minor Class Bulk Transport Hauler
-Length - 10.000m
-Width - 3.000m
-Acceleration - 1 Gravity
-Armor - Thick Single Hull
-Shields - Three Emitters
-Weapons - Unarmed
-Equipment - Ship Shrines/Internal Security Systems/1x Large Emergency Relief Cargo Hold/2x Titanic Emergency Relief Cargo Hold
Phoenix-Secundus (Phoenix-S) Arc Cruiser
-Length -7.600m
-Width - 1.800m
-Acceleration - 2.4 Gravities
-Armor - Thick Fortress Armor
-Shields - Two Aegides
-Weapons - 1x The Holy Sword of the Child Turret/2x Green Arc Cannon Turrets/2x Green Arc Lance Batteries
-Equipment - (Standard) Ship Shrines/Armored Lifepods/Pure Lenses/Tuned Shields/(Standard) Superior Gravimetric Engine Calculations/Enhanced Strategium/Five-Fold Armor/Blessed Shrines of the Martial Ordos/Veteran Crews/Yeeni Auxillary Engineer Division/Lens Cogitation Matrix Lattice
Phoenix-Class Arc Cruiser
-Length - 7.600m
-Width - 1.800m
-Acceleration - 2.4 Gravities
-Armor - Thick Fortress Armor
-Shields - Two Aegides
-Weapons - 4x Green Arc Cannon Turrets/2x Green Arc Lance Batteries
-Equipment - (Standard) Ship Shrines/Armored Lifepods/Pure Lenses/Tuned Shields/(Standard) Superior Gravimetric Engine Calculations/Lattice Hulls/Enhanced Strategium/Augmetic Security Department/Veteran Crews/Yeeni Auxillary Engineer Division/Lense Cogitation Matrix Lattice

Lepus-Secundus (Lepus-S) Grand Cruiser
-Length - 7.600 Meters
-Width - 1.800 Meters
-Acceleration - 2.4 Gravities
-Armor - Ultra-Light Starclad-Pattern
-Shields - Two Aegides
-Weapons - 12x Dawnborn Hound Torpedo Tubes/4x Ultra-Heavy Missile Batteries
-Equipment - (Standard) Ship Shrines/Auto-loaders/Missile Swarms/Armored Lifepods/(Standard) Superior Gravimetric Engine Calculations/Harsh Crew Training/Improved Internal Security Systems/Augmetic Security Department/BESH Missile Store/Expanded Snapshot Pinpoint Targeting Solutions/Five-Fold Armor/Macross Missile Massacres/Splitter-Missiles
Lepus-Class Grand Cruiser
-Length - 7.400m
-Width - 1.800m
-Acceleration - 2.4 Gravities
-Armor - Heavy Fortress Armor
-Shields - Two Aegides
-Weapons - 4x Ultra-Heavy Missile Batteries
-Equipment - (Standard) Ship Shrines/Auto-loaders/Missile Swarms/Armored Lifepods/(Standard) Superior Gravimetric Engine Calculations/Harsh Crew Training/Lattice Hulls/Improved Internal Security Systems/Augmetic Security Department/BESH Missile Store/Expanded Snapshot Pinpoint Targeting Solutions/Macross Missile Massacres/Splitter-Missiles

Aquarius-Class Fleet Tender
-Length - 7.400m
-Width - 1.800m
-Acceleration - 2.4 Gravities
-Armor - Medium Fortress Armor
-Shields - Two Aegides
-Weapons - 10x Light Macrocannon Turrets
-Equipment - (Standard) Ship Shrines/(Standard) Superior Gravimetric Engine Calculations/Hymns of the Machines/Large Repair Bay/Titanic Blessed Manufactories of the Five-Fold Faith
Aquarius-Primus Fleet Tender
-Length - 7.400m
-Width - 1.800m
-Acceleration - 2.4 Gravities
-Armor - Thick Fortress Armor
-Shields - Two Aegides
-Weapons - 10x Light Macrocannon Turrets
-Equipment - Autoloaders/Sanctum of the Steam/Hymns of the Machines/Large Repair Bay/Large On-Board Manufactory
Hercules-Secundus (Hercules-S) Battleship
-Length - 28.000m
-Width - 6.000m
-Acceleration - 1 Gravity
-Armor - Deus-Ultima Pattern Armor
-Shields - Five Refutation-Pattern Void Shields
-Weapons - 3x Ultra-Heavy Rotary Plasma Macrocannon Turrets/2x Ultra-Heavy Rotary Plasma Macrocannon Batteries/2x Promise Pattern Plasma Macrocannon Turrets/60x Light Macrocannon Turrets
-Equipment - Autoloaders/Armored Lifepods/(Standard) Ship Shrines/Armored Bridges/(Standard) Superior Gravimetric Engine Calculations)/Improved Internal Security Systems/Lattice Hulls/Enhanced Strategium/Expanded Snapshot Pinpoint Targeting Solutions/[High-Explosive+Armor-Piercing+Cluster Munition] Macro-Cannon Shells/Yeeni Auxillary Engineer Division/After-Burner Macro Shells/Shrine of the Charging Revenant/Icons to the Faith/Normalized Automated Ship Systems/Elite Crews/Micro-Warp Jump Engine/Ears of Hare Bnuy/Blessed Abbeys of the Martial Ordos/Infused Armor Plates/Twisted Knotted Vinealloy/Blessed Symphonia Arcanum Arma
Hercules-Class Battleship
-Length - 28.000m
-Width - 6.000m
-Acceleration - 1 Gravity
-Armor - Deus-Ultima Pattern Armor
-Shields - Five Refutation-Pattern Void Shields
-Weapons - 3x Ultra-Heavy Rotary Plasma Macrocannon Turrets/2x Ultra-Heavy Rotary Plasma Macrocannon Batteries/60x Light Macrocannon Turrets
-Equipment - Autoloaders/Armored Lifepods/(Standard) Ship Shrines/Armored Bridges/(Standard) Superior Gravimetric Engine Calculations)/Improved Internal Security Systems/Lattice Hulls/Enhanced Strategium/Augmetic Security Department/Expanded Snapshot Pinpoint Targeting Solutions/[High-Explosive+Armor-Piercing+Cluster Munition] Macro-Cannon Shells/Yeeni Auxillary Engineer Division/After-Burner Macro Shells/Shrine of the Charging Revenant/Icons to the Faith/Elite Crews/Micro-Warp Jump Engine/Ears of Hare Bnuy/Infused Armor Plates/Symphonia Arcanum Arma/Twisted Knotted Vinealloy

Virgo-Class Fleet Carrier
-Length - 28.000m
-Width - 6.000m
-Acceleration - 1 Gravity
-Armor - Deus Pattern Armor
-Shields - Five Refutation-Pattern Void Shields
-Weapons - 1x Prow Shadow of the Wing/50x Light Lance Turrets/8x Ultra-Heavy Hangars (2x Fighter, 2x Interceptor, 2x Bomber, 2x Rad-Bomber (Total: 576x Fighters, 144x Interceptors, 144x Bombers, and 96x Rad-Bombers))
-Equipment - Pure Lenses/Armored Lifepods/(Standard) Ship Shrines/Strict Pilot Training/Veteran Pilot Gene-Lines/Armored Bridges/(Standard) Superior Gravimetric Engine Calculations/Automated Fighter Re-Arming Procedures/Harsh Crew Training/Improved Internal Security Systems/Lattice Hulls/Enhanced Strategium/Lance Scattershot Lens/Augmetic Security Department/Lens Cogitation Matrix Lattice/Normalized Automated Ship Systems/Elite Crews/Arcane Lenses/Paw and Claw/Temperature Controls/Living Warp-Machines/Saintly N'Nonmiton Squadron
Virgo-Primus Fleet Carrier
-Length - 28.000m
-Width - 6.000m
-Acceleration - 1 Gravity
-Armor - Deus Pattern Armor
-Shields -Five Refutation-Pattern Void Shield
-Weapons - 50x Light Lance Turrets/8x Ultra-Heavy Hangars (2x Fighter, 2x Interceptor, 2x Bomber, 2x Rad-Bomber (Total: 576x Fighters, 144x Interceptors, 144x Bombers, and 96x Rad-Bombers))
-Equipment - Pure Lenses/Armored Lifepods/(Standard) Ship Shrines/Strict Pilot Training/Veteran Pilot Gene-Lines/Armored Bridges/(Standard) Superior Gravimetric Engine Calculations/Automated Fighter Re-Arming Procedures/Harsh Crew Training/Improved Internal Security Systems/Lattice Hulls/Enhanced Strategium/Lance Scattershot Lens/Augmetic Security Department/Lens Cogitation Matrix Lattice/Elite Crews/N'Nonmiton Squadron/Arcane Lenses/Paw and Claw/Temperature Controls/Living Warp-Machines

Black Cat's Claw
-Length - 24.000m
-Width - 4.000m
-Acceleration - 0.5 Gravities
-Armor - Medium Starclad-Pattern
-Shields - Four Refutation-Pattern Void Shield
-Weapons -18x Light Macrocannon Turrets/32x Light Lance Turrets/8x Ultra-Heavy Lance Batteries/4x Heavy Rotary Macro-Cannon Batteries/3x Ultra Heavy Prow Lances
-Equipment - Luxurious Crew Amenities/Veteran Crews/Enhanced Sensorium/Pure Lenses/Lense Cogitation Matrix Lattice/Lance Focusing Array/10x Black Cat Heat Cyclers/Armored Bridges/Harsh Crew Training/Refractive Hull Coating/Black Cat Shield Overload/Autoloaders/Armor-Penetration Shells/Large Maintenance Crew
-Detriment - Mercenary Crew/Hothouse/Arrogant Machine Spirit/Grand Machine Spirit/Deus Machina

Cassiopeia-Secundus (Cassiopeia-S) Arsenal Ship
-Length - 28.000 Meters
-Width - 6.000 Meters
-Acceleration - 1 Gravity
-Armor - Medium Starclad Pattern Armor
-Shields - Five Refutation-Pattern Void Shields
-Weapons - 1x Prow Darkness of the Void Cannon/4x Green Arc Lance Batteries/8x Green Arc Cannon Turrets/60x Light Lance Turrets)
-Equipment - (Standard) Ship Shrines/Pure Lenses/Armored Lifepods/Tuned Shields/(Standard) Superior Gravimetric Engine Calculations/Armored Bridges/Harsh Crew Training/Improved Internal Security Systems/Augmetic Security Department/Lattice Hulls/Enhanced Strategium/Lens Cogitation Matrix Lattice/Normalized Automated Ship Systems/Elite Crews/Silent Shimmershroud/Arcane Lenses/Temperature Controls/Paw and Claw
Cassiopeia-Class Arsenal Ship
-Length - 28.000m
-Width - 6.000m
-Acceleration - 1 Gravity
-Armor - Heavy Starclad-Pattern
-Shields - Five Refutation-Pattern Void Shields
-Weapons - 1x Heavy Tetratek ARc Cannonade/4x Green Arc Lance Batteries/8x Green Arc Cannon Turrets/60x Light Lance Turrets)
-Equipment - (Standard) Ship Shrines/Pure Lenses/Armored Lifepods/Tuned Shields/(Standard) Superior Gravimetric Engine Calculations/Armored Bridges/Harsh Crew Training/Improved Internal Security Systems/Augmetic Security Department/Lattice Hulls/Enhanced Strategium/Lens Cogitation Matrix Lattice/Normalized Automated Ship Systems/Elite Crews/Silent Shimmershroud/Arcane Lenses/Temperature Controls/Paw and Claw
The Seeker of Light
-Length 7.600 Meters
-Width - 1.750 Meters
-Acceleration - 3 Gravities
-Armor - Medium Fortress Armor
-Shields - Two Aegides
-Weapons - Unarmed
-Equipment - (Standard) Ship Shrines/(Standard) Superior Gravimetric Engine Calculations/Liturgical Broadcaster/Consecrated Printing Presses/Star-Born Basilica of the Child/Oasis of Hymns/Monasterial Auditoria

The Last Word
-Length - 7.400m
-Width - 1.250m
-Acceleration - 3 Gravities
-Armor - Medium Fortress Armor
-Shields - Two Aegides
-Weapons - Divine Damnation/2x Long-Range Ateviran Sightlens
-Equipment - Sigil Lenses

The Divine Spark
-Length -7.400m
-Width - 1.500m
-Acceleration - 3 Gravities
-Armor - Thin Fortress Armor
-Shields - One Aegis
-Weapons - 2x Heavy Fighter Hangars
-Equipment - Internal Security Systems/Veteran Pilot Gene-Lines/Harsh Pilot Training/(Standard) Ship Shrines/(Standard) Superior Gravimetric Engine Calculations/Expanded Clerical Living Areas/Sanctified Workshops/Vellum Scriptorums/Balms of the Body/Purgation Chambers/Void-Blessed Inscriptions

The Pantagruel
-Length -7.200m
-Width - 750m
-Acceleration - 1 Gravities
-Armor - Thin Bulwark Hull
-Shields - One Lattice
-Weapons - Unarmed
-Equipment - A Drop Of Divinity

The Gargantua
-Length - 7.200m
-Width - 1.250m
-Acceleration - 2.5 Gravities
-Armor - Thick Bulwark Hull
-Shields - One Aegis
-Weapons - Wings of Resplendence
-Equipment - Ship Shrines + Superior Gravimetric Engine Calculations (Standardized)/A Drop of Divinity

The Fleeting Moment
-Length - 7.200m
-Width - 1.250m
-Acceleration - 2.5 Gravities
-Armor - Thick Bulwark Hull
-Shields - One Aegis
-Weapons - Wings of Resplendence
-Equipment: Ship Shrines + Superior Gravimetric Engine Calculations (Standardized)/Pure Lenses/Lense Cogitation Matrix Lattice/Ears of Hare Bnuy/Arcane Lenses/Symphonia Arcanum Arma/Sigil Lenses/Elite Crews/Normalized Automated Ship Systems/Chapels to the Five

A Feather From A Wing
-Length - 7.400m
-Width - 1.250m
-Acceleration - 2.5 Gravities
-Armor - Thick Bulwark Hull
-Shields - One Aegis
-Equipment: Ship Shrines + Superior Gravimetric Engine Calculations (Standardized)/Expanded Clerical Living Areas/Sanctified Workshops/Balms of the Body/Purgation Chambers/Chambers of the Orders/Medical Deployment Division/Normalized Automated Ship Systems/Orders of the Guiding Hands/ Consecrated Printing Presses

A Word of Peace
-Length -7.400m
-Width - 1.500m
-Acceleration - 1.5 Gravities
-Armor - Thin Bulwark Hull
-Shields - Two Lattices
-Weapons - None.
-Equipment - Ship Shrines (Standardized) + Superior Gravimetric Engine Calculations (Standardized)/Celestial Tribunal/Monasterial Auditoria/Star-Born Basilica of the Child/Archive of the Omitted/Order of the Rising Mind/Expanded Clerical Living Areas
 
Last edited:
120.M42 - Abandoned
The first thing that the Kil'drabi engineers and shipwrights noticed upon entering the halls and rooms where all future ships of the Candle Keepers would be created was the omnipresence of paper, velum, servo-skulls, and ink. Servitors with auto-quills were busy writing down information and delivering towering stacks of documents from one room to another; servo-skulls with candles atop or pict-recorders or yet more auto-quills embedded within buzzed and hummed on paths arcane and unknowable. At the same time, dozens of humans walked with determination, glee, anger, deep in thought, or tiredly everywhere, the gentle murmur of speech and the scratching of quills across papers ratcheting up whenever a door was opened before being quieted by the same closing.

The second thing they noticed were the massive half-finished design philosophies and doctrines roughly projected into a large auditorium within the middle of the department and the shouting of a hundred people viciously debating what the first destroyer of the Candle Keepers should be, do, and survive.

The third they noticed was that every single Kil'drabi was followed by a single servo-skull, a Laud Hailer embedded within their mouth and a smattering of strips of paper affixed to their heads with wax seals, denoting names and designations in the script of the humans.

The fourth was a human noticing them entering the auditorium with unease before she demanded that the delegation tell her colleague his design was nuts and rusted. He, quickly, demanded the same from them.

Things devolved from there on out.

Or they evolved, depending on how optimistic you want to be.

Nonetheless, issues with over-eager shipwrights aside, it became quickly apparent to the delegation that the Candle Keepers were not seeking to ape the designs and artistry of their Imperial kindred, some unseen force or desire pushing them to rip apart those notions and replace them with designs that felt familiar and yet were still wholly alien to the Kil'drabi. Where towering arches and grim statues once stood watch, the Candle Keepers wanted sharp lines, white surfaces, and a bold statement projected into the galaxy and against their foes and for their friends.

They were not Imperium. They were Human.

And for those among the delegation that had never known the sight of their species' fleets beyond pictures in books and from stories of their parents, that desire to break free, to create something wholly their own and unique, rang true and struck a deeper chord than the science of ship-building could.

But for those who had seen the days when their fleet had sailed proudly amongst the stars, it brought back memories of olden days and dreams dreamt by juveniles as they drew ships of their design to ply the star lanes. For them, being invited to share their experience and influence the ships that would fly for generations with those who had aided them for decades was an honor.

But both realized an ugly truth quite quickly: the Candle Keepers were too advanced for many lessons to be applied, hundreds of tricks and workarounds made useless by the technologies their human friends had access to, and though what chips of wisdom remained were quickly understood and implemented, few of them could say proudly that a decrease in the cost of Macro-Cannon shells by 0.3% was the grand achievements they had wished to show their worth with.

Yet, for the Candle Keepers, those same pieces of advice, those minuscule percentages shaved off here and there, the routing of power and coolants, the mixture of fuel and connection of various systems, those tiny contributions...they all made what would have been a lousy design into a solid one.

The Candle Keepers could create the big things, make a grand design with withering fire from cannon and lance, with crew protections elevated above what was prudent...but they utterly lacked the finesse and skill of those who had built ships for literal generations, who knew the trade as well as they knew breathing and drinking water.

More than a few ships would survive thanks to the contributions of the Kil'drabi, features no human had thought of ensuring that the vessels of the Candle Keepers still roared defiance at the enemies of the Star Child.

And speaking of the Star Child, while a delegation found itself awed and shamed as it unintentionally awed and shamed in return, the colony of the Kil'drabi, which now surrounded an almost finished battleship/colony hybrid vessel, found itself host to guests of a more permanent sort, priests and laborers of the Candle Keepers gladly working with the Kil'drabi to teach to them of the Droman Creed.

The priests had probably thought it would be a demanding fight to illuminate and elevate the souls of the Kil'drabi here, as even armed with a lexicon of words painstakingly created to translate their languages over the decades of contact, many cultural and social, even biological, differences would surely make this fight one fought into spires and against barricades.

They needn't have bothered with the doom and gloom, as the slow spread of the Droman Creed through the regular contact and grey market deals between them and the crews of the mining ships had spread more than merely information about their society, culture, and language. It had brought comedy to the humans and music to the Kil'drabi. Both had such things already, yet it turned out that human and Kil'drabi humor is shockingly compatible. At the same time, the electronic beats and wailing tunes of the Candle Keepers, especially that of religious music, were quite beautiful to the Kil'drabi.

The priests had expected pushback. They got hordes of willing converts instead. A people who had nomad's blood flowing through their very genes knew well the siren song of the endless stars, but above that, the Star Child offered something that the native faiths of ancestor worship and ascetic meditations could not provide: a course to sail.

Before, they were adrift, but under the guiding light of the Star Child, they were voidfarers on a task most holy.

And on a task far less holy but no less consequential was Commodore Trhakis van Vansing, guiding a terrifyingly potent fleet through the Droma system. A Gothic Cruiser, two Dauntless Mk.2, seven Cobras, and two Firestorms flying in dread formation as they cut through the void to reach the other side of the system to enter the Warp again. Their presence alone was enough to make all ships, Candle Keeper or Droman alike, panic for a moment before sprinting out of their projected paths, and yet the messages they blared at the planets within the system caused far more panic amongst those able to receive them, be it the Merchant Lords of Droma VII in their gilded palaces or the House Schischi of Droma III within their bastions and fleets (though lessened in their case as they clutched arms and armor of far greater potency than ever before), or even the station of the Candle Keepers.

The Imperium would abandon the Droma System.

As it would Ubraka, Neumidia, and Perfinda. All assets within these systems would either be left where they were or, if an evacuation fleet could be spared, moved to the Hive World of Voxx Prime in Voxx Primus, where a new defensive line would be drawn against the Orks. The fleet's purpose was not to smash the Orks; it was only meant to take on the regiments fighting for Ubraka, throw ortillery against the local Orks before punching through Itani into the Amratur Sub-Sector to join a desperate defense against a Chaos Invasion being barely checked by hasty reinforcements of Sisters of Battle from the Order of the Valorous Heart.

This news, and the fact that these planets and systems will now face the Ork menace alone, has many reeling...and open for outside influence...


You Have 3 [Three] Actions.
[] [General] Construct Something
-[] Food Production II
-[] Civilian Infrastructure II
-[] Heavy Industry II
-[] Void Industry IV
-[] Medical Services II
-[] Military Industry III

With much of the station freed up, we can begin filling the empty parts again with industry and things we need, from clinics to starch vats feeding us in the void.
(Gain: A district focusing on the chosen option.)

[] [Military] Raise A Specialised [Light/Medium] [Infantry/Mechanized] Unit - [Choose: Sabotage/Assault/Engineering/Demolition/Ogryn]/ Construct A Warp Ship - [Choose a Design]
With a chosen direction, your Military can now focus on giving the Units you will raise the proper training for the right job. Sabotage Units will focus on raiding and disrupting the enemy with lighting raids and plundering logistics; Assault Units will punch through the enemy in weak points and sow confusion with overwhelming firepower; Engineering Units will focus on creating fortifications and using turrets, mines, and barricades; Demolition Units will be comprised out of heavy weaponry squads with plenty of explosives, from mines to rockets; and Ogryn Units will be Ogryns armored in heavy metals and armed with shields and Beatin' Sticks led by men and women with spiffy hats that will not be disobeyed. Infantry Units consist mainly of boots on the ground, while Mechanized Units are equipped with vehicles that increase mobility and durability at the cost of logistics and all-terrain capability. Light Units are better for Low-Logistic scenarios, while Medium Units rely more on regular shipments yet strike a good balance between supply consumption and effectiveness.
(Gain: A chosen Military Unit/Ship.)

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

[] [Military] A Task For Specialists (Assign Unit/s)
-[] Medium Engineering Unit
-[] Medium Assault Unit
-[] 1x Aries-Class Corvette

There is war to be had and battle to be made. Send troops to resolve issues and squash opposition to the Star Child and Humanity and all His Protectorates. Or send ships to scout neighboring systems to understand what is happening there.
(Gain: Military dispatched to put down opposition violently. Scouts are dispatched to look at other systems.
Scouting Range: 1 System from Droma.
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] Conduct a Melody (Choose one below.)
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.
(Secret: Slumber, Silence, and Perception.
Star Child: Hope, Compassion, Humanity, Song, Mercy, Creativity, Health, Unity, Innovation, Machinery, Logic, Progress, Protection II, Justice, Wisdom, The Sun, The Home, Death, Ruthlessness, Brutality, and Fire II.
Kil'drabi: Paths, The Void, Struggle, Community, and Family.
Gain: A Melody newly Conducted.)

[] [Psykana] Sing a Song (Choose at least Three below.)
Mere Melodies are not the end of the journey, nor should they be the start. They are the middle, from which all things shall grow and wither.
(Available: Protection I, Fire I.
Gain: A Song.)

[] [Faith] Of Saints and Sinners, Miracles and Purposes
The rescue and mending of the Souls of the Star-Born from the predations of the Immaterium and their Maker's malicious hands cannot be called anything other than a Miracle. Yet, what does it make of them? Saints? Or sinners rescued? Have they been endowed with a purpose? Or are they merely saved by the grace of the Star Child being able to save them? What does it mean, and, more importantly, what does the Droma Creed say it means?
(Gain: Nail down the Saint and Miracle aspects of the Cult of the Star Child.)

[] [Faith] Souls Artificial and Minds Constructed
With five of the Psykana Experiments revealed to be not ravening monsters that wish to kill all soul-bearing life to devour, but wounded, terrified, and faithful beings seeking aid from the only source of comfort they had ever gained (the Star Child), questions have come up from various corners. Did they have souls? They should; the Celestial Choir said they felt a Song of Mercy sung by the Five-One for their wounds and minds. And yet, what nature does a soul constructed by malevolent monsters into crafted flesh-psykana automata take?
(Gain: Nail down the soul-doctrine aspects of the Cult of the Star Child.)

[] [Faith] Preach to Droma III - Electric Boogaloo: Supreme Edition
Same verse as the second, now to get the third up and running!
(Gain: Deeper entrenchment of the Droman Creed within Droman III society.)

[] [Faith] Preach to Droma VII
The people of this desert and savannah world pray to the guise of the God-Emperor known to them as the "Gulden Lord," a figure that rules by wealth, influence, and trade rather than force, might, and his inexhaustible armies. For the people here, wealth is synonymous with piety, to the point that their preachers are merchants, one and all, and the wealthiest person rules this semi-theocratic semi-plutocratic government. Yet, they cannot go into space and have been delegated by Imperial authorities to pay their tithes in mineral wealth and provide their children for the "Gulden Lord's" armies. Converting them would be more complicated than Droma III, but we will have the time to do so once Droma III is ours.
(Gain: Start converting the people of Droma VII to the Droman Creed.)

[] [Chapter] Keep The New Blood Coming (1/4)
Same verse as the first two, and same as those that will come after until all one-thousand places have been filled with Brothers worthy of the title.
(Gain: The Lamenters gain another 80 Neophytes.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
(Gain: Turn to address the issue.)
 
hoo boy, we're in the fucking scrum now.

cricks neck.

Let's figure this out then.

[X] Prepare for the Storm
-[X] Construct Something
--[X] Heavy Industry II
-[X] Construct A Warp Ship - [Aries-Class]
-[X] [Faith] Preach to Droma III - Electric Boogaloo: Supreme Edition


We've got a power vacuum to take advantage of, let's to that, then get our Heavy Industry up another notch and see if that improves things at all, and then get another pair of Aries-classes ready to have a full expeditionary squadron ready to start scouting. Three of these should be enough to nose around the edges of things safely.
 
Last edited:
hoo boy, we're in the fucking scrum now.

cricks neck.

Let's figure this out then.

[X] Prepare for the Storm
-[X] Construct Something
--[X] Heavy Industry II
-[X] Construct A Warp Ship - [Aries-Class]
-[X] [Faith] Preach to Droma III - Electric Boogaloo: Supreme Edition


We've got a power vacuum to take advantage of, let's to that, then get our Heavy Industry up another notch and see if that improves things at all, and then get another pair of Aries-classes ready to have a full expeditionary squadron ready to start scouting.

While I want to do the WUSS stuff eventually, I think it might have to wait, but... I will say, two different things seem more important than Droma III.

First, we could do another one of the Psykana Songs needed to eventually replace Navigators.

Second, we could start reaching out to Droma VII, so that all three major planets have conversions going on.
 
While I want to do the WUSS stuff eventually, I think it might have to wait, but... I will say, two different things seem more important than Droma III.

First, we could do another one of the Psykana Songs needed to eventually replace Navigators.

Second, we could start reaching out to Droma VII, so that all three major planets have conversions going on.

We were told Droma VII would be problematic until we had Droma III locked down. Hence, the focus on locking that down before we move on.

We can also do single system jumps apparently even without a Navigator, but getting a full three ship squadron of Aries-classes should put us up to "Can at least defend our own borders while investigating our immediate environs" level. Heavy Industry should also synergize with our other options.

Actually, come to think of it, what does Heavy Industry actually do, specifically @HeroCooky ?
 
We can also do single system jumps apparently even without a Navigator
Navigators are only really needed for long-distance and speed. You can just "skip" into and out the Warp in short bursts, doing what would take a Navigator one jump in twenty.
Alectai said:
Actually, come to think of it, what does Heavy Industry actually do, specifically @HeroCooky ?
Technology, Industry, and Production. Basically the option that gets you better stuff, more stuff to make stuff, and the stuff you can create.

Also, nobody noticed the DP change?
 
Navigators are only really needed for long-distance and speed. You can just "skip" into and out the Warp in short bursts, doing what would take a Navigator one jump in twenty.
Technology, Industry, and Production. Basically the option that gets you better stuff, more stuff to make stuff, and the stuff you can create.

Also, nobody noticed the DP change?

DP?

Am I having a smooth brain moment right now?

EDIT: Oh... OH

Wait, what did we do to get another point of it? Was that just Impressing the Kil'drabi? Or roping them in rather which ended up advancing our shipbuilding knowledge dramatically?

Because damn, that makes this awkward. We rolled out a ship and it's already nearly obsolete!
 
Last edited:
We've got a power vacuum to take advantage of, let's to that, then get our Heavy Industry up another notch and see if that improves things at all, and then get another pair of Aries-classes ready to have a full expeditionary squadron ready to start scouting.
Not Just a power vacuum, but also a vector of spread if we manage to convert those leaving.
 
Now, that creates some tension. We could get one slightly better version of a ship with one more DP, or two slightly worse versions of a ship with 3 DP.

Not worth doing another design pass yet, with another DP though, we'd be ready for a Mark II model that's better suited to our needs. 1 DP is nice, but would ultimately only be an incremental enhancement.
 
[X] Prepare for the Storm
-[X] Construct Something
--[X] Heavy Industry II
-[X] Construct A Warp Ship - [Aries-Class]
-[X] [Faith] Preach to Droma III - Electric Boogaloo: Supreme Edition
 
So roughly every 3 to 4 levels we achieve a major milestone in terms of development

Around heavy industry VI we might be able to match a small mechanicus outpost production capabilities?

Candle keepers first baby forge world?
 
[X] Prepare for the Storm
-[X] Construct Something
--[X] Heavy Industry II
-[X] Construct A Warp Ship - [Aries-Class]
-[X] [Faith] Preach to Droma III - Electric Boogaloo: Supreme Edition
 
[X] Prepare for the Storm
-[X] Construct Something
--[X] Heavy Industry II
-[X] Construct A Warp Ship - [Aries-Class]
-[X] [Faith] Preach to Droma III - Electric Boogaloo: Supreme Edition
 
Voting will open in 4 hours, 1 minute
Back
Top