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


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Scheduled vote count started by HeroCooky on Jul 22, 2024 at 1:00 PM, finished with 29 posts and 14 votes.

  • [X] Plan: The Revolution Will Be Televised
    -[X] They are giftwrapping you an ideal FOB, and it'd be the epitome of rude to refuse, wouldn't it? We'll take over the system.
    -[X] Record the whole retreat, because all of this is going to go into the propaganda reels. As is what happens next... no matter what it is, it'll be, let us say, instructive.
    -[X] Given the utter naval dominance we hold, we should be able to secure the orbitals reasonably intact, and ship in forces capable of securing the planet to turn into our front line against the Free Duchy. Maintain a strong naval garrison here to deter any adventurism, but if we can fight our battles here instead of in Archwan, we'll have a much easier time securing food shipments to Voxx Primus. Them being able to threaten us from two directions isn't great... But the opposite is also true--they need to deploy twice the forces to this front simply to hold us in place--let alone think about pushing back, and the astrography of the Sub-Sector is such that movement from one side of the "Hexagon" to the other takes vastly longer if one link in the chain is sealed. So each force has to be independently powerful. That puts pressure on what is likely already a highly strained reserve, doubly so with their major recruiting world now behind two links of occupied territory.
    -[X] Offer both the SDF, PDF, and the local forces surrender using the Surrender Admiral and everything, outlining reasonable, even kindly terms... if not absurdly generous. Obviously those with slaves don't keep slaves, and so on and so forth. Be willing to provide information if it will aid surrender, as to the nature of the Federation/etc, now that the enemy cannot transmit it along anymore. If they accept, good, and if they refuse, military targets are to be attacked, surrender is to be offered, and if refused... quarter is to be given, but mercy is not. Whether it's as an example of how surrendering doesn't have to be as bad as they might fear... or of the consequences and vast might of the Federation to its diehard enemies, this is likely to make "must piss oneself TV" for the Loyalists on Voxx Primus.
 
870.M42 - HOLD YOUR HANDS TOGETHER
"MOVE! MOVE! MOVE!" The Sergeant yelled at them, waving his arm to get even the most unaware of the group scrambling in the right direction, the urgency and loudness of his voice grabbing the attention of every Shieldbearer in his vicinity. "HOLD YOUR HANDS TOGETHER, GET IN A LINE, FACE THE MEANIES!" He further instructed the Ogryn, swift nods and happy grins breaking out across them all as all followed the man's order, rushing to form an orderly line that faced the meanies trying to hurt them, impacts from stubbers and lasguns plinking off from the armor plates specifically placed to take this punishment before the shields came out. "HOLD HANDS! HOLD HANDS!" The Sergeant shouted once more, trying to keep the bubbling frustration within himself as his charges had once more forgotten the first thing he had told them. But such were Ogryns. Small words, smaller sentences, and the smallest orders possible.

A second passed as a wave of thought went through the Shieldbearers before a metaphorical lightbulb went off, and they, nearly as one, happily slapped their large, meaty paws against each other, with some holding hands with other Shieldbearers instead of their own. Thank the Star Child that the Star Mechanicum had accounted for that happening, as the Ion Shield Emitters placed within the massive gauntlets activated nonetheless, projecting their small, if potent, shields against the enemy; their weapons fire immediately, splashing uselessly against the energy fields.

"NOW" A Major yelled at the civvies hunkering in the burning Habblock behind them, pointing at the other side of the street now cleared of most enemy fire as a pair of Yeeni Skull-Swarm Sovereigns began to direct their multitude of skulls against the enemy. "IF YOU DROP SOMETHING, LEAVE IT! IF YOU SEE SOMEONE FALL, HELP THEM!" Crackles of sniper fire began to rattle through the streets as the local SDF Regiment's snipers and their Federation counter-parts began to duel once more, even if the latter was far more concerned with keeping their opponent's fire off of the refugees and the Ogryns. "GO! GO! GO!"

The people began to run. Half would not see the end of the week, a re-directed flow of ignited promethium flooding through a section of the Lower Hive before it could be contained and the source shut off.

One scene among many. 9.3 Billion dead and counting.

And the news of that coming back home caused no small amount of panic amongst the people, further compounded by the losses suffered by the navy, no matter that crafty Star Mechanicum Magi and Yeeni Technicians had managed to tape the cut-apart carriers back together into fighting order in record-times.

Blood had been spilled, and it was spilled by weapons that seemed horrifyingly potent and able to escape the wrath of the navy. If the pride of the nation could not prevent itself from being mangled, how could they be trusted to shield the people?

[Emergency Clause Active - +2 Actions. Warning: 3 Actions must be [Military] Actions.]



"In other news," the news broadcaster said, "the United Yeeni Naval Command has announced that the Spirit of Discovery has discovered a new system within Sub-Sector Macabre, which houses a planetsized artificial orb composed out of the same black-green metals as the other forty-three ships of the unknown alien race recovered so far. For further information, please visit our noosphere-domain. Onto the financial forecast..."

"Thank you. It's looking sunny up here, folks, especially as the Shipwright's Alliance has made a massive offer to the High Council! You see, their yards are overtaxed with new constructions, but ours remain sadly neglected without any full-throttle production happening anywhere despite the war! So to rectify that situation, they have made a diplomatic overture to outsource some of their ship production toward the Federation, willing to fork over some serious incentives in return!

[] [Shipwright's Alliance Trade Deal] Take the deal.
(Gain: +1 Action. -70 FP for ship-building this Turn. Alliance will remember that.)
[] [Shipwright's Alliance Trade Deal] Deny the deal.
(Gain: Nothing. Alliance is a bit miffed.)



You Have 5 [Five] Actions. Currently Active ISC: [New Dawn R&D]
(6-Hour Moratorium)
[Green Horizons Colonization LTD] - Resettlement Initiatives - Increases colonized worlds by 50% if the Action {Colonize Planet/s} is used.
[New Dawn R&D] - Anomaly Identified - Uncover Points of Interest (PoI) within and without your territory every Turn this ISC is sponsored. PoI include (but are not limited to) new colonizable systems, Economic Boons, Military Relevant Resources or Locations, and more.
[Federation Post] - Messenger Fleet - Reduce the cost of improving Civilian Infrastructure by 50% (rounded down).

[] [General] Develop The Federations'...
-[] Food Production VII (0/2)
-[] Civilian Infrastructure XIII (0/2)
-[] Heavy Industry VI (1/2)
-[] Void Industry X (0/1)
-[] Medical Services VI (1/2)
-[] Military Industry VI (1/2)

(Gain: A boost in production focusing on the chosen option.)

[] [General] Colonize (Planet/s)
It is time to bring three more worlds into the fold. Thanks to the Kil'drabi becoming our Kin, we can now categorize Frozen, Ash, and Volcanic Worlds as Habitable instead.
(Gain: Two colonized Worlds.
Habitable Worlds: N/A
Hostile Worlds (-1 Void Industry): Qulach's Forge - Node 17c (Acidic Atmosphere)
Deathworlds (-1 to All): Qulach's Forge - Qulach's Forge (Fallout, Glass, Industrial Ruins, and Chemicals))

[] [General] Terraform (Planet)
Thanks to the aid of the Irrita (against payment), we will be able to donate life to planets that do not yet have any of their own.
(Gain: Two Terraformed and Colonized Planets.)
Currently Terraforming:
Howling Gale - (Target Biosphere: Black-Sky Myconoid) - (Maximum Population: 50 Billion) - (Terraformation Time: ~120 Years) - (Finished: 886.M42)
Maphara - (Target Biosphere: Tepui and Cenote) - (Maximum Population: 101 Billion) - (Terraformation Time: ~200 Years) - (Finished: 980.M42)
Nurn - (Target Biosphere: Fog Mountains) - (Maximum Population: 27 Billion) - (Terraformation Time: ~170 Years) - (Finished: 970.M42)
Git - (Target Biosphere: Megaflora) - (Maximum Population: 36 Billion) - (Terraformation Time: ~160 Years) - (Finished: 960.M42)
Ixcat - (Target Biosphere: Wet Tidally Locked) - (Maximum Population: 16 Billion) - (Terraformation Time: ~160 Years) - (Finished: 970.M42)
Nushar - (Target Biosphere: Dry Forests and Steppes) - (Maximum Population: 22 Billion) - (Terraformation Time: ~150 Years) - (Finished: 960.M42)

Not Yet Being Terraformed:
Amut - (Target Biosphere: Volcanic Basalt Lichen) - (Maximum Population: 10 Billion) - (Terraformation Time: ~80 Years)
Litra - (Target Biosphere: Ice Bog) - (Maximum Population: 15 Billion) - (Terraformation Time: ~160 Years)
Trif - (Target Biosphere: Lilypad Ocean) - (Maximum Population: 20 Billion) - (Terraformation Time: ~250 Years)
Ivuh - (Target Biosphere: Planetary Mangroves) - (Maximum Population: 18 Billion) - (Terraformation Time: ~180 Years)
Scil - (Target Biosphere: Petrified Woods and New Growth Forests) - (Maximum Population: 35 Billion) - (Terraformation Time: ~230 Years)
Yeogawa - (Target Biosphere: Flowering Abdundance) - (Maximum Population: 46 Billion) - (Terraformation Time: ~220 Years)
X-14/RHO - (Target Biosphere: Dry Caves) - (Maximum Population: 9 Billion) - (Terraformation Time: ~190 Years)
Bob - (Target Biosphere: Badlands) - (Maximum Population: 11 Billion) - (Terraformation Time: ~110 Years)
Llolanov - (Target Biosphere: Temperate Forests and Mild Arctic) - (Maximum Population: 9 Billion) - (Terraformation Time: ~140 Years)

[] [General] Voxx Primus Population Crisis Preparations
-[] Habitat Stations

(Gain: +1 Void Industry every three Actions, enough living space for ~12 Billion people per Action.)

[] [General] Research:
01001101 01100001 01100100 00100000 01000010 01101001 01101110 01101000 01100001 01110010 01101001 01100011 00100000 01010011 01100011 01110010 01100101 01100101 01100011 01101000 01101001 01101110 01100111 00100001
-[] Poke The Weird Ships
(Gain: Information?)
-[] Free Duchy Shipwreck And Battle Studies
(Gain: Information, and perhaps equipment?)
-[] Duchy Engine Mysteries (0/2)
(Gain: +1 Base Gravity Acceleration for all Ship Designs utilizing the engine patterns of the Duchy likely gleaned from the Black-Green ships the Spirit of Discovery keeps finding.)
-[] Micro-Warp Jumps (0/2)
(Gain: Micro-Warp Jump Engine Equipment. Does Not need banks of Psykers to be plugged into them. Sadly also weaker for it.)
-[] Phalanx Doctrine (0/2)
(Gain: Unravel the mysteries behind this bizarre shield alignement.)
-[] Mind-Machine Interface Re-Examined
(Greater Insight into already existing MMI methods and links.)
-[] Enhanced Factory Servitors (0/2)
(Gain: Tiny increase in mostly automated industries.)
-[] Ogryn Neural Cognition Enhancement Studies
(Gain: Potentially smarter (potentially up to a smart 5-year old!) Ogryn?)
-[] Creative Anti-Gravity Military Utilization
(Gain: Prototype Grav-Chute Infantry)
-[] Variable Macro-Cannon Shell Experiments
(Gain: Macro-Cannon 3 DP Equipment)
-[] Structural Integrity Studies and Yeeni Tool Glove Improvements
(Gain: 3 DP Equipment reducing/increasing Ramming Damage and improved Yeeni Tool Gloves.)
-[] Burner Seeker Mines and Rotary Plasma-Macro Cannons
(Gain: An upgrade to your Mines. These weapons automatically seek out non-friendly ships within a medium radius around themselves. Rotary Plasma-Macro Cannons.)
-[] Expanded Snapshot Cogitation Improvements and Tetratek ARc Cannonade
(Gain: Missiles have increased Breakthrough against Hostile AM-Systems and Tetratek Advanced-Reach (Grade c) Cannonade Ship Weapon (4 DP).)
-[] Novel Infantry-Grade Weapons and Armor Development
(Gain: Infantry Weapons and Armor Upgrades.)
-[] Experimental Infantry-Grade Weapons and Armor Development
(Gain: New Infantry Weapons and Armors.)
-[] Logistical Infantry-Grade Weapons Development (0/2)
(Gain: Cheaper Infantry Weapons.)
-[] Logicstical Infantry-Grade Armor Development II (0/3)
(Gain: Cheaper Infantry Armor.)
-[] Ship Equipment Standardization - [1 DP Equipment] (0/2)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
-[] Shipyard Automatization III (0/4)
(Gain: 1 Frigate every Turn.)
-[] Reconstruct The Shattered STC-Fragment (1/9)
(Gain: An STC Fragment.)

Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.2 Research per Action Spent.
Academic Publishing Institutes - +0.15 Research per Action Spent.
[Song - 10x Choirs] - A Spark of Genius - +0.05 Research per Action Spent.
(0.30 Research Banked)

[] [General] Infiltrate (Planet/Polity)
With the Glimmering Federation allocating funds and expertise to subvert, convert, and then integrate new systems without causing mass casualties or widespread destruction, the Propaganda Office has now been outfitted with ships, Choirs, materials, factories, and a mandate to do just that to bring foreign systems into our sphere of influence and then the Federation as a whole.
(Prop Office Note: Current efforts are expended to subvert and flip the population of Phantom in the Echish system and reduce the need for garrison units.
Gain: Allows you to slowly convert one [1] random system at a time to the Glimmering Federation without Action cost.)
Phantom
Suspected Subversion Time: ~40 Years
Modifiers: N/A

[] [General] Free Movement and Friendship Declaration
Due to the Glimmering Federations' patronage of the Ashan Families, inconsistent as it was overwhelming in the industrial and economic sectors, they proposed opening the border between the citizens of both nations to seek employment and opportunity (with some limiting factors and clauses, security concerns still apply after all), alongside a Friendship Declaration between the two governments.
(Gain: Ashan Families like you more.)

[] [Military] Create A [Blazing Sun - 6x War-Packs] or 8x SAGs - [System/s] - [Weight: Light/Medium/Heavy] - [Type: Infantry/Mechanized/Tanks/Augmetic Legion] - [Classification: Sabotage/Assault/Engineering/Demolition/Ogryn/Kil'drabi]
Sabotage Units will focus on raiding and disrupting the enemy with lighting raids and plundering logistics; Assault Units will punch through the enemy in weak points and sow confusion with overwhelming firepower; Engineering Units will focus on creating fortifications and using turrets, mines, and barricades; Demolition Units will be comprised out of heavy weaponry squads with plenty of explosives, from mines to rockets; and Ogryn Units will be Ogryns armored in heavy metals and armed with shields and Beatin' Sticks led by soldiers with spiffy hats that will not be disobeyed. Kil'drabi Units can go into temperature enviroments Humans would require special equipment with ease. Infantry Units consist mainly of boots on the ground, while Mechanized Units are equipped with vehicles that increase mobility and durability at the cost of logistics and all-terrain capability, with Tanks allowing a myriad of armored spearheads or operations to proceed, and an Augmetic Legion consists of cybernetically enhanced humans, equipped with high-end implants and prosthetics that set them far above the human baseline, allowing for far more dangerous deployments. Light Units are better for low-logistic scenarios, while Medium Units rely more on regular shipments and strike a good balance between supply consumption and effectiveness. Heavy Units rely on solid logistics to continue working while offering an equal force concentration in return. A War-Pack comprises 15 Karnivores grouped in Packs of 3 Knights each, alongside the infrastructure/logistics to support and rebuild their Knights.
(Gain: Four War-Packs or Six SAGs. These contain [Four Units] chosen from the above choices. Tanks require no Classification.)

[] [Military] [Construct/Refit] A Fleet - [60 Fleet Points] - [44 FP Banked]
Ships are produced at these rates: Scouts at 1 FP, Destroyers at 2 FP, Light Freighters at 3 FP, Frigates at 4 FP, Light Cruisers at 8 FP, Heavy Cruisers at 18 FP, and Heavy Freighters at 25 FP.
(Gain: Chosen Fleet.)

[] [Military] Fill Out Sector Battle Group
-[] Basilisk (1/2)

-[] Hydralisk (0/2)
-[] Necrolisk (0/2)
-[] Gryphon (0/2)

-[] Gorgon (0/2)
-[] Wyvern (0/2)
A Sector Battle Group consists of 4 Heavy Cruisers, 8 Carriers, 6 Light Cruisers, 8 Heavy Frigates, and 4 Corvettes. Building them in bulk is cheaper than in parcel, and once we have them all filled, we can think about constructing new ones!
(Information: All Action Costs must be paid to receive the ships.
Gain: Filled out SBG.)

[] [Military] Anti-Piracy Patrol - (Attach SAG)
With the war ongoing and next to every ship that can be deployed away to fight in the war, the various criminal elements of the Federation are emboldened to strike out into the void and seek plunder in the stars without a strong navy ready to strangle these ambitions in the crib. Piracy may soon become a problem if not quickly suppressed.
(Warning: Requires an SBG to be assigned to hunt Pirates.
Gain: Cleared out your backyard from burgeoning criminal elements.)

[] [Military] Emergency Defense Station Deployment - (Write-In System)
Defenses must be placed in these systems to better hold onto what we have gained.
(Gain: Defensive Stations in indicated Systems.
Notice: Can be taken multiple times.)

[ ] [Military] Design New Voidship Classes - [Available: Destroyer (1 DP), Frigate (2 DP), Light Cruiser/Freighter (4 DP), Heavy Cruiser/Freighter (8 DP)] - [10 DP]
From what we can tell, thanks to our history, what information we, the Kil'drabi, Yeeni, and the archives of our planets tell us, the difference between a prosperous interstellar polity and one naught but ash is the strength of their navy. At the moment, we have the beginning of a proud Void Fleet, yet purely defending against our enemies is a great way to get ground down into dust over time; we need to be able to bring the fight to them.
(Information: Ship Classes requiring more DP than you possess take more than one Action to design.
Gain: Newly designed and built Ship Class/es.)

[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] 17x Free Celestial Choirs
-[] Sector Battle Group Sphinx (30/30 Ship Capacity)

(3x Andromeda-Class Command Ship, 4x Proof of Our New Path Battlecolony, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Words of the Writ-Class Frigate, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Centaur (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 2x Endeavour Light Cruiser, 4x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Werewolf (29/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 1x Words of the Writ-Class Frigate, 2x Falchion-class Frigate, 2x Aries-Secundus Class Corvette, 1x Viper-Class Missile Destroyer, 4x Sagitarrius-Secundus Lance Frigate, 1x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Minotaur (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 5x Crux-Secundus Class Heavy Frigate, 2x Aries-Secundus Class Corvette)
-[] Sector Battle Group Leviathan (18/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 4x Scorpio-Class Light Cruiser)
-[] Lamenters Chapter Fleet (30/30)
(3x Andromeda-Class Command Ship, 5x Loyalty's Bloom-Class Scout Destroyer, 2x Risen Dirge-Class Boarding Ship (0/2 Companies), 6x Lantern Bearer Mk.2-Class Commandeering Ship (0/6 Companies), 6x Resurgence Mk.2-Class Torpedo Hunter (0/3 Companies), 4x Bloody Sunrise-Class Light Cruiser (0/8 Companies), 4x Bloody Sunset-Class Light Cruiser (0/8 Companies), 2x Thunderous Wings-Class Heavy Cruiser (0/8 Companies), 1x Eternal Promise-Class Temple Ship (0/8 Companies))
-[] Task Fleet Alpha - [3x Lupus-Secundus Auto Construct]
(21x Lupus-Secundus Torpedo Destroyer, 1x Cobra Destroyer, 9x Taurus-S Troopship (0/45 SAG Capacity))
-[] Evacuation Fleet (30/30 Ship Capacity)
(4x Rustbucket-Class Conveyance Ship, 20x Auriga-Class Emergency Response Freighter, 5x Canis-Major Class Bulk Transport Liner, 10x Canis-Minor Class Bulk Transport Hauler)
-[] Independent Operations Task Force
(13x Chamleon-Class Infiltration Carrier (0/13 SAG Capacity))
-[] Scout Fleet Alpha
(5x Circinus-Class Scout Sloop, 22x Pyxis-Class High-Grade Scout Sloop, 1x Spirit of Discovery Scout-Class Light Cruiser)
There is war to be had and battle to be made. Send troops to resolve issues, squash opposition to the Star Child and Humanity and all Their Protectorates, and send ships to scout neighboring systems to understand what is happening there.
(Gain: Military dispatched to put down opposition violently. Scouts are sent to look at other systems.
Scouting Range: ~20 Systems from Claimed Systems. Scouting Efficiency: 50% Three+ Systems, 30% Eight+ Systems, 15% Fifteen+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] Conduct Two Melodies (Choose two below.) (0.4/1 - Auto Complete) - [Choose Melody]
The Celestial Choir has been given the means; with time, they shall conduct their songs. They will listen to the Warp and filter out the false whispers from the slumbering guidance of the Star Child. In halting prayer and stumbling humming, the truth will be stripped until nothing but it remains in the hands of those who shall make it anew into power to be wielded by the Choirs to come. As there are 10 Celestial Choirs free to pursue research, the High Council can ask them to pursue a target instead of what comes close. This will, naturally, be lost once they dip below 10 Choirs.
(Total: 30
Uncovered: Technology II.
Secret: Slumber, Silence II, Perception II, and Grounding II.
Star Child: Hope II, Compassion II, Humanity II, Mercy, Creativity III, Health II, Unity II, Innovation, Machinery, Logic II, Progress II, Protection II, Justice II, Wisdom, The Sun II, The Home II, Death II, Ruthlessness, Brutality, and Fire II.
Kil'drabi: Paths, The Void II, Struggle II, Community, and Family.
Gain: Two Melodies newly Conducted.)

[] [Psykana] Sing a Song (Choose at least Three below.)
Mere Melodies are not the end of the journey, nor should they be the start. They are the middle, from which all things shall grow and wither.
(Uncovered: Technology I.
Secret: Perception I, Silence, I, and Grounding I.
Star Child: Protection I, Fire I, The Sun I, Humanity I, Creativity II, Song III, The Home I, Logic I, Unity I, Progress I, Compassion I, Hope I, Health I, Death I, and Justice I.
Kil'drabi: Void I, and Struggle I.
Gain: A Song.)

[] [Psykana] Psytech Creations
-[] The Psycademia 'Wings of our Crucible' (0/6 (9))

A significant investment of Choirs, experience, dedication, materials, and esoteric thinking shall be the foundation of the Psycademia 'Wings of our Crucible' founded within Quintura Diablo on Diablo Major to unravel and disseminate the mysteries and blessings of technology married to Psychic might.
(Gain: Psytech is moved into Research and benefits from its Traits.)
-[] The Shatterprow (1/2)
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.
(Gain: 5 DP Weapon: Shatterprow. Requires a Choir to operate.)
-[] The Starlance (1/3)
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.
(Gain: 7 DP Weapon: Starlance. Requires a Choir to operate.)
-[] Primitive Psyker Staffs
Though mental focuses are not alien to the Celestial Choir, the art of creating psychic amplifiers on a small scale has, as of now, only been done by singularly gifted individuals on accident, at great costs to their mental and physical well-being. Finding the proper rituals and materials to enhance our Choirs without such harm would be a great boon.
(Gain: Improves Choir efficiency and might when using Songs and Melodies.)
-[] Force Weapons
Though weaponry enhanced by psychic amplification is not alien to the Celestial Choir, the art of creating such on a small scale has only been done by singularly gifted individuals on accident at great costs to their mental and physical well-being. Finding the proper rituals and materials to enhance our Choirs without such harm would be a great boon.
(Gain: Force Weapons for Psykers.)

[] [Faith/Psykana] Holy Sigils
While...unorthodox for many, the use of holy symbols and geometry has not been a silent, or consigned, part of the Droman Creed. Many use strings of letters and numbers above their doors to invoke specific phrases and parts of the good book, just as others ink their skin or fur with the lines and colors of symbols used to convey faith and blessings. Yet, some Choirs have investigated the use of, potentially, empowering the same symbols with more than the faith of one, channeling into them the powers of the Warp sanctified by holy rituals to empower the righteous and pure of soul who adorn these symbols upon their person or the locations upon which they are inscribed.
(Gain: Holy symbols with power?)

[] [Faith] The Hallowed Armada
With the major Heresies of the Body of the Faith now mended as far as possible without veering into the territory of burning the fields to prevent a suspected blight, eyes, and minds turn from the halls of debate to the yards of construction. There, ships are built and maintained that have secured the safety and prosperity of the Glimmering Federation for generations, yet the faithful clamor for more to do their part where guns need to lay silent or where the death of a world must be signed. Both are equal in their burning need for those willing to pray and aid and those willing to consign billions to prevent fates worse than mere death.
(Gain: Sub-Turn to create, and get access to the template of, a unique Temple Ship.)

[] [Faith] Saint Candidates
-[] Thule YF/800 'Nagato'
-[] Daring Ignition
-[] Theodorius of the Ancient Pack

Some of the faith have shown the criteria to be declared a Saint.
(Gain: Look at potential Saint Candidates and decide if they are worthy of the title.)

[] [Blazing Sun] Prepare And Construct War Supplies (0.5/?)
There is nothing that kill soldiers and campaigns as fast as empty supply depots and broken logistics.
(Gain: Ensure that the frontlines are kept supplied as much as possible.)

[] [Chapter] War (0.5/?)
Into the fires of war once more.
(Gain: The Lamenters will attack the Van Zandt Free Duchy.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
 
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In other news," the news broadcaster said, "the United Yeeni Naval Command has announced that the Spirit of Discovery has discovered a new system within Sub-Sector Macabre, which houses a planetsized artificial orb composed out of the same black-green metals as the other forty-three ships of the unknown alien race recovered so far.

The Yeeni found a World Engine. A World Engine.

... I'm glad they didn't decide to somehow tow it back to us, but I can't tell if they're lucky or somehow retroactively making Necrons appear wherever they're exploring.

(Also, didn't realize they've found 43 Necron ships already. Makes us ignoring them kinda funny)
 
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(Gain: +1 Action. -70 DP for ship-building this Turn. Alliance will remember that.)
So, how does this interact with SBG style building

2) What's the calculation for how many actions are needed to build an SBG again

3) Since redefining an SBG is free, can we redefine and immediately build

4) Is creating an specialist force also free?

What does this 9 mean?

[] [Psykana] The Celestial Orrery
Taking the first stumbling step in creating wonders by combining technological and psychic disciplines into one cohesive whole is a step that is fraught with dangers. Though we know that such psy-tech can be made that it can become the underlying linchpin of civilization itself, like the Hymns of the Machines, many dangers come with invoking the powers of the Warp without a mind to ward off the daemonic influences that inevitably try to take advantage. Yet, a step can be taken in a direction that will enable us to build familiarity without suffering titanic repercussions in failure. The first intentional psy-tech of the Federation shall be the construction of the Celestial Orrery. This large machine will show the nearest star system's planetary bodies and their stellar paths.
(Gain: 8 DP Equipment: Celestial Orrery. Improves scouting.)
This should probably not be here.
 
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"In other news," the news broadcaster said, "the United Yeeni Naval Command has announced that the Spirit of Discovery has discovered a new system within Sub-Sector Macabre, which houses a planetsized artificial orb composed out of the same black-green metals as the other forty-three ships of the unknown alien race recovered so far. For further information, please visit our noosphere-domain. Onto the financial forecast..."

...Fuck
 
Hey, maybe we should toss an action at the weird ships? Just to make sure this doesn't somehow turn into a three way war if the necrons decide a world engine getting stolen is a little too much?
 
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-[] Free Duchy Shipwreck And Battle Studies
-[] Duchy Engine Mysteries (0/2) +1 Free
-[] [Military] Anti-Piracy Patrol - (Attach SAG)
--[] Sector Battle Group Leviathan (18/30 Ship Capacity)
--[] Is it SAG attached, or SBG??

-[] [Military] Fill Out Sector Battle Group
--[] Basilisk (1/2)
--[] To fill in the gap left by Leviathan
-[] [Military] Further Evaluate/Re-Evaluate Naval Design Doctrine

 
[] [Shipwright's Alliance Trade Deal] Take the deal.
(Gain: +1 Action. -70 DP for ship-building this Turn. Alliance will remember that.)

I'm inclined to say we should, in fact, do that. Our diplomacy has been sorely lacking, we could use the extra action, and our navy's won by a wide enough margin that we can afford to defer SBG replenishment to next tur.

With that said, we absolutely need to take the following action:

[] [Military] Anti-Piracy Patrol - (Attach SAG)
With the war ongoing and next to every ship that can be deployed away to fight in the war, the various criminal elements of the Federation are emboldened to strike out into the void and seek plunder in the stars without a strong navy ready to strangle these ambitions in the crib. Piracy may soon become a problem if not quickly suppressed.
(Warning: Requires an SBG to be assigned to hunt Pirates.
Gain: Cleared out your backyard from burgeoning criminal elements.)

[] [Military] Emergency Defense Station Deployment - (Write-In System)
Defenses must be placed in these systems to better hold onto what we have gained.
(Gain: Defensive Stations in indicated Systems.
Notice: Can be taken multiple times.)

Both of these need to be taken, and without delay.

Research-wise, we need -[] Free Duchy Shipwreck And Battle Studies. All else can wait.

For Psykana... Honestly, I'd be OK with delaying all else until we finish the psychademia.

The Hallowed Armada should probably be done now. Could use that Temple Ship in orbit above Voxx.

And... honestly, generating some extra SAGs/War-Packs for Voxx might not be the worst idea.
 
[] [Shipwright's Alliance Trade Deal] Take the deal.
(Gain: +1 Action. -70 DP for ship-building this Turn. Alliance will remember that.)

I'm inclined to say we should, in fact, do that. Our diplomacy has been sorely lacking, we could use the extra action, and our navy's won by a wide enough margin that we can afford to defer SBG replenishment to next tur.

With that said, we absolutely need to take the following action:

[] [Military] Anti-Piracy Patrol - (Attach SAG)
With the war ongoing and next to every ship that can be deployed away to fight in the war, the various criminal elements of the Federation are emboldened to strike out into the void and seek plunder in the stars without a strong navy ready to strangle these ambitions in the crib. Piracy may soon become a problem if not quickly suppressed.
(Warning: Requires an SBG to be assigned to hunt Pirates.
Gain: Cleared out your backyard from burgeoning criminal elements.)

[] [Military] Emergency Defense Station Deployment - (Write-In System)
Defenses must be placed in these systems to better hold onto what we have gained.
(Gain: Defensive Stations in indicated Systems.
Notice: Can be taken multiple times.)

Both of these need to be taken, and without delay.

Research-wise, we need -[] Free Duchy Shipwreck And Battle Studies. All else can wait.

For Psykana... Honestly, I'd be OK with delaying all else until we finish the psychademia.

The Hallowed Armada should probably be done now. Could use that Temple Ship in orbit above Voxx.

And... honestly, generating some extra SAGs/War-Packs for Voxx might not be the worst idea.

A second Research procs the free research, so we could get one of the three Duchy Research Techs along with it for a pick.
 
-[] Free Duchy Shipwreck And Battle Studies
-[] Duchy Engine Mysteries (0/2) +1 Free
-[] [Military] Anti-Piracy Patrol - (Attach SAG)
--[] Sector Battle Group Leviathan (18/30 Ship Capacity)
--[] Is it SAG attached, or SBG??

-[] [Military] Fill Out Sector Battle Group
--[] Basilisk (1/2)
--[] To fill in the gap left by Leviathan
-[] [Military] Further Evaluate/Re-Evaluate Naval Design Doctrine
Let's avoid voting until we have enough information to redefine an SBG, so that we don't waste that critical opportunity.
 
"In other news," the news broadcaster said, "the United Yeeni Naval Command has announced that the Spirit of Discovery has discovered a new system within Sub-Sector Macabre, which houses a planetsized artificial orb composed out of the same black-green metals as the other forty-three ships of the unknown alien race recovered so far. For further information, please visit our noosphere-domain. Onto the financial forecast..."
WHEN I MADE THAT JOKE ABOUT THE DOGGOS DIGGING UP METAL SKELETONS IT WASN'T A CHALLENGE STAR CHILD DAMN IT!
 
Do we have A Spark of Genius for this turn? I assume not, since we're down to 7 free choirs and it needs to 10 choirs to sing it.
 
The Yeeni did it again, damnit doggos!

@The Laurent , I know you wanted to do redesigns this turn, could I prevail on you to hold off for now though? I've got a plan coming together.
 
We... aren't voting yet? Voting doesn't open for six hours.
Whatever plan gets proposed early tends to take up all the room for discussion, so i'd like to have at least maybe, what 15 minutes or so, before people coalesce.

Moratoriums are pointless if it's just pseudovoting without discussion.

[] [Military] Emergency Defense Station Deployment - (Write-In System)
Defenses must be placed in these systems to better hold onto what we have gained.
(Gain: Defensive Stations in indicated Systems.
Notice: Can be taken multiple times.)

Both of these need to be taken, and without delay.
I have my doubts about defense stations tbh.

The Duchy has 3 weapons (the lance, their massive torpedo waves, and the null nets) that are ideal for killing stationary or largely immoveable targets.
Our point defense is not that good.
We have no way to stop the null net.
Only against the lance do we have a good counter.

So going for immobile defenses seems like a waste of lives and metal, when a mobile defense is better suited to counter the duchy.
 
[] [Psykana] The Celestial Orrery
Taking the first stumbling step in creating wonders by combining technological and psychic disciplines into one cohesive whole is a step that is fraught with dangers. Though we know that such psy-tech can be made that it can become the underlying linchpin of civilization itself, like the Hymns of the Machines, many dangers come with invoking the powers of the Warp without a mind to ward off the daemonic influences that inevitably try to take advantage. Yet, a step can be taken in a direction that will enable us to build familiarity without suffering titanic repercussions in failure. The first intentional psy-tech of the Federation shall be the construction of the Celestial Orrery. This large machine will show the nearest star system's planetary bodies and their stellar paths.
(Gain: 8 DP Equipment: Celestial Orrery. Improves scouting.)
@HeroCooky
Should this still be here?
You said we got Orrery from the random progress.
Neat, you finished the Orrery.


[] [Shipwright's Alliance Trade Deal] Take the deal.
(Gain: +1 Action. -70 DP for ship-building this Turn. Alliance will remember that.)
Delay designing for a free action? Nice.
[] [Military] Emergency Defense Station Deployment - (Write-In System)
Defenses must be placed in these systems to better hold onto what we have gained.
(Gain: Defensive Stations in indicated Systems.
Notice: Can be taken multiple times.)
How many SBG worth of defense do we get per AP?

Gotta lock down Echish.
 
Also golly, these (well the bottom three, but the top one seems like it could help) are so cool:


-[] Free Duchy Shipwreck And Battle Studies
(Gain: Information, and perhaps equipment?)
-[] Duchy Engine Mysteries (0/2)
(Gain: +1 Base Gravity Acceleration for all Ship Designs utilizing the engine patterns of the Duchy likely gleaned from the Black-Green ships the Spirit of Discovery keeps finding.)
-[] Micro-Warp Jumps (0/2)
(Gain: Micro-Warp Jump Engine Equipment. Does Not need banks of Psykers to be plugged into them. Sadly also weaker for it.)
-[] Phalanx Doctrine (0/2)
(Gain: Unravel the mysteries behind this bizarre shield alignement.)

I think that the Engine Mysteries is the most tempting in the short-term just because it doesn't have a cost in DP to set up in a ship design: our newly designed ships are just faster, presumably after we design them?
 
[ ] Plan: Prepare for the Next Stage
-[] [Shipwright's Alliance Trade Deal] Take the deal.
-[] [Military] Fill Out Sector Battle Group
--[] Basilisk (1/2)

-[] [Military] Emergency Defense Station Deployment - Echish
-[] [Military] Anti-Piracy Patrol - (Minotaur)
-[] [General] Infiltrate (Phantom)
-[] [General] Research:
--[] Free Duchy Shipwreck And Battle Studies

@HeroCooky :
Is revising our Doctrine a Free Action or a Full Action? That determines if I get the +1 G acceleration in time for the refit coming next turn or not. Also, we can fill in empty spots in our OOB by committing our large reserve of Wolves in the short term, as they excel in defensive battles between their torpedoes and minelaying functionality. Basically, I want to broadly go "We're mostly okay in our current state, but our vulnerabilities against large warships that don't have obvious weak spots has become clear lately. We must incorporate Lance Weapons into our doctrine if we hope to continue to advance."

If it's a Free Action, we add in the better engines, 4G Heavy Cruisers are silly, and in the case of our other ships it's insane. Our Destroyers can actually compete with Space Elf Destroyers at that point!

I'd like to get Autoloaders at least to cost 1 DP too, but apparently despite improving our automation, it's still just too hard :(
 
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