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


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Thank you for clarifying!

So yeah, given a turn of build up and jumping on attempted pirates, we should have turned Echish into a hell of a fortress without compromising our internal defenses by much.

EDIT One more question! About how much naval strength in the Defense of Echish are we going to get from the defense stations we're building?
 
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EDIT One more question! About how much naval strength in the Defense of Echish are we going to get from the defense stations we're building?
1 SBG per defense, it was said.

@HeroCooky Might have missed this, so I'll just annoy you with it again. If we define a new SBG, can we build it immediately or next. What about SBG's that are already under construction?
 
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But yeah to clarify, and I know this will feel a bit like trying to get a mattress cover to go on all four sides, and you don't actually have to convince me, but I've gone from having one objection to the plan (the SBG deployment), to zero, to one, because the more I think about it the more I think the Psyker Staffs are a better/more impactful idea than the Snapshot stuff?
 
Yeah, I think we have some free FP without increasing the cost, so that'd be a good idea.
Specifically, our current SBG has 32 FP free.

Though I am starting to doubt my calculations, because If I use them on previous SBG's, the results do not add up.

I'm pretty sure you know what the calculation is supposed to be [because you've done it by hand before], so can you tell me the formula so that I can double check?
 
@HeroCooky Might have missed this, so I'll just annoy you with it again. If we define a new SBG, can we build it immediately or next. What about SBG's that are already under construction?
Yeah, it would just be changing the ship types. Unless you mean adding more (like 10 ships, which would add 0.5 Build Cost). And SBGs already under construction conform to the most up-to-date format you have.
 
Yeah, it would just be changing the ship types. Unless you mean adding more (like 10 ships, which would add 0.5 Build Cost). And SBGs already under construction conform to the most up-to-date format you have.
Can we add a new type of SBG, or one of those support force thingies that we totally forgot last time around or would htat cost an action?
 
Specifically, our current SBG has 32 FP free.

Though I am starting to doubt my calculations, because If I use them on previous SBG's, the results do not add up.

I'm pretty sure you know what the calculation is supposed to be [because you've done it by hand before], so can you tell me the formula so that I can double check?
All FP Cost divided by 2 divided by [FP for 1 Action] = Actions required.
Hmm, if adding ten added .5, could we add, like, 3-5 safely? Just building some Escorts for the Carriers?
No clue, its late and I am dead tired. Please use the formula above, I'll check math once I am awake.
Can we add a new type of SBG, or one of those support force thingies that we totally forgot last time around or would htat cost an action?
Sure. Free Action.
 
Anyway, redefining our SBG's is a free action, as I've said several times, so I we should really do that.

I wouldn't go exploiting it, but we can add some sagitarrius escorts to our carriers, for example.
As is, I think our SBGs are fine. Maybe we could make some specialist SBGs, but as is the standard SBG is fine.
Hmm, if adding ten added .5, could we add, like, 3-5 safely? Just building some Escorts for the Carriers?
Probably, but then again you have to keep in mind how those Escorts will actually keep up with the fleet since we can only take 10 ships per Andromeda, and the End of the Line showed us we can't just slap some Choirs in them to make up the difference.
 
Anyway, to go over my list of SBG ideas again.


Special Tactical Divisions

Stealth Assault Division (Cost : 0.5)
Contains : 4 Light Cruiser Conveyors (Example : Andromeda) 30 Stealth Scout Destroyers (Example : Loyalties Bloom)

Infiltration Division (0.5)
Contains : 2 Light Cruiser Conveyors + 8 Stealth Frigates (Chamleon), 12 Scout Destroyers (Examply : Pyxis), 2 Light Cruiser Conveyors

Auxilary Lance Swarm (1)
Contains : 2 Light Cruiser Conveyors 14 Carrier Escort Frigates (Sagitarrius), 6 Carriers (Libra Quartus)

Auxilary Carrier Swarm (1)
Contains : 2 Light Cruiser Conveyors 6 Carrier Escort Frigates (Sagitarrius), 10 Carriers (Libra Quartus)

Mine Laying Division
Contains : 30 Mine laying Destroyers [NOTE : NO andromedas]

SBG Rationalization Idea 1 ( 2 actions)
3 Andromeda's, 4 Heavy Cruisers, 10 Carriers, 4 Light Cruisers, 8 Carrier Escort Frigates (Sagitarrius)

SBG Rationalization Idea 2 ( 2 actions)
3 Andromeda's, 6 Heavy Cruisers, 9Carriers, 9Carrier Escort Frigates (Sagitarrius)


Patrol Group SBG ( 1 action)
2 Andromeda's, 1 Heavy cruisers, 7 Carriers, 5 Carrier Escort Frigates, 7 Scouts

Garrison SBG (1,5 actions)
4 Conveyance Class, 3 heavy Cruises 6 carriers, 2 light cruisers, 9 Carrier escort Frigates, 10 Lupus

docs.google.com

SBG calculator


As is, I think our SBGs are fine. Maybe we could make some specialist SBGs, but as is the standard SBG is fine.
The standard SBG wastes nearly half an action worth of production, and critically lacks escorts for it's carriers, as the enemy has demonstrated.
 
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The calculator has our production at 70 while in the turn its 60. it also does not include the cost of the FTL ships
Oh, that is a serious typo.

Let me fix that, then redo all the math.
(It does include the FTL ships, I just set the cost of them to zero for a bit because I wanted to test a desig nwithout them)
 
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The standard SBG wastes nearly half an action worth of production, and critically lacks escorts for it's carriers, as the enemy has demonstrated
How does it waste actions again? Like does this mean that we should replace some of the smaller classes with bigger ones?

And the carriers can have escorts in the form of the Aries Corvettes. 1 for every 2 Carriers seems enough, the problem was we haven't really designated them to be guards and just threw them on the frontline where they get slaughtered due to being a severely outdated design that's only still used due to its firepower.
 
Bluh I'm like 3/4 of the way done with the Kasrkin omake but it's going to need to wait for a few more hours until I get home.

Now! Exciting times! So juicy to have captured the ringyards intact. Definitely worth the actions.

@HeroCooky Gathering my questions below into one place.
1. What's our churn going to look like on Voxx Primus? Can we get a brief outline of what it looks like and if there are any weak points that really require an action to shore up? It feels weird to have this giant invasion going on and not be planning to spend any actions to assist it.
2. will the Null-net one-shot the stations? If so, then we shouldn't build any. Can we build them with giant spikes to catch the nets and hold them away from the stations?
3. What are the limits on defining new SBGs? Can we make like 6 kinds? Are there maximums and minimums on the number of FP? I'm looking at this post and trying to figure out what parts of it are kosher.

[ ] 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] Research:
--[] Free Duchy Shipwreck And Battle Studies
--[] Duchy Engine Mysteries (0/2)
---[ ] Bonus point here to complete
--[] Expanded Snapshot Cogitation Improvements and Tetratek ARc Cannonade
-[] [Free][Navy]
Our Doctrine has proven effective against minor powers, but it has shown its limitations in a lack of ability to pursue a fleeing enemy, and its vulnerability in the bombardment phase of battle. We must make an effort to integrate Lance Weapons more properly into our battle line, as the Sagittarius-S and enemy forces have shown its potential, and we cannot afford to be paying such a premium to contest them. Also, how are Autoloaders still a problem? We just worked on improving our automation! Look into that if we can.
-[] [Free][Navy] Deploy all of our free Lupus-S ships to the front line at Echish, and turn this place into a fortified hell for any force they try to sneak in. This should compensate for the lack of Minotaur while Basilisk is brought up to battle-ready status.
Hmm. Every action gives us an SBG worth of battlestation, which is something their super-ships don't help against. Maybe we pivot the basilisk action to building more foritfications, delay the new SBG until we have our refit. 1 action = 1 SBG worth of battlestation, after all. We can have our carriers hide under the skirts of the station and be protected from the Flyssa's. Though if the Null-nets one-shot the stations then we shouldn't build any.

Beyond that, let's churn on the research to plan to do a couple big refit actions in a few turns. I'm hoping we can just fill Eschich with defensive stations and then refit our fleet.

- [Free Action] Define new Tactical Support Force: 70* Scout Destroyer (Loyalty's Bloom)
I think we've been told that the Loyalty's Bloom is actually a pretty bad weapon against van Zandt in particular because of their scanner tech no-selling the stealth. But I'm generally a fan of it for other enemies.

Anyway, to go over my list of SBG ideas again.

Special Tactical Divisions

Stealth Assault Division (Cost : 0.5)
Contains : 4 Light Cruiser Conveyors (Example : Andromeda) 38 Stealth Scout Destroyers (Example : Loyalties Bloom)

Infiltration Division (0.5)
Contains : 2 Light Cruiser Conveyors + 11 Stealth Frigates (Chamleon), 9 Scout Destroyers (Examply : Pyxis), 2 Light Cruiser Conveyors

Auxilary Carrier Swarm (1)
Contains : 2 Light Cruiser Conveyors 9 Carrier Escort Frigates (Sagitarrius), 11Carriers (Libra Quartus)

Mine Laying Division
Contains : 35 Mine laying Destroyers [NOTE : NO andromedas]

SBG Rationalization Idea 1
3 Andromeda's, 4 Heavy Cruisers, 10 Carriers, 10 Light Cruisers, 6 Carrier Escort Frigates (Sagitarrius)

SBG Rationalization Idea 2
3 Andromeda's, 6 Heavy Cruisers, 13 Carriers, 11 Carrier Escort Frigates (Sagitarrius)


SBG Rationalization Idea 3
4 Andromeda's, 4 Heavy Cruisers, 8 Carriers, 6 Light Cruisers, 8 Heavy Frigates, 6 Carrier Escort Frigates (Sagitarrius) and 4 Corvettes

Patrol Group SBG
2 Andromeda's, 2 Heavy cruisers, 6 Carriers, 6 Carrier Escort Frigates, 6 Scouts

Garrison SBG
4 Conveyance Class, 4 heavy Cruises 6 carriers, 3 light cruisers, 8 Carrier escort Frigates, 13 Lupus

docs.google.com

SBG calculator



The standard SBG wastes nearly half an action worth of production, and critically lacks escorts for it's carriers, as the enemy has demonstrated.
I like a lot of these - but I'm confused by the rules here. For one thing let's be sure the calculations are correct, and get an answer on how many different kinds of SBGs can we build, and the max and mins on their capacity. I'd love to have a defensive SBG that's heavy on mine-layers, a strike one that's biased towards heavy cruisers, a long-range that's biased towards lances, a sabotage one built for raiding, a civilian rescue one that helps us integrate planets, etc. Can you name them accordingly on the next iteration?

I also think that the final specification setup should probably wait for some new ship designs.
 
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Also - something I'm confused on that the thread seems to have figured out - but for
[] [Shipwright's Alliance Trade Deal] Take the deal.
(Gain: +1 Action. -70 FP for ship-building this Turn. Alliance will remember that.)
What does this mean? What do we lose? Obviously the Kil'drabi bonus, but anything else? Do we need to spend an action this turn to fulfill the deal, then get 34 FP left over to build a bunch of Saggitarius's?

Other thought - I think the cannonade is actually a critical piece of equipment, since it'll let us snipe the light cruisers before they get to net range.
 
How does it waste actions again? Like does this mean that we should replace some of the smaller classes with bigger ones?

And the carriers can have escorts in the form of the Aries Corvettes. 1 for every 2 Carriers seems enough, the problem was we haven't really designated them to be guards and just threw them on the frontline where they get slaughtered due to being a severely outdated design that's only still used due to its firepower.
My math was wrong due to an error my part.

By my (now fixed) calculations, our current SBG should have the following costs

4 Destroyers at 2 FP => 8
8 Frigates at 4 FP = > 32
6 Light Cruisers at 8 FP => 48
8 Carriers at 8 FP => 64
4 Heavy Cruisers at 18 FP => 72
3 Andromedas at 8 FP => 24

For a total of 248 FP
or, divided by 60 : 5 half actions, or 2,5 points

This does suggest that current and past SBG's were underpriced. (they should have cost 3 actions each)

I think we've been told that the Loyalty's Bloom is actually a pretty bad weapon against van Zandt in particular because of their scanner tech no-selling the stealth. But I'm generally a fan of it for other enemies.
Oh, that plan was entirely for the memes. It would be a terrible idea.

I like a lot of these - but I'm confused by the rules here. For one thing let's be sure the calculations are correct, and get an answer on how many different kinds of SBGs can we build, and the max and mins on their capacity. I'd love to have a defensive SBG that's heavy on mine-layers, a strike one that's biased towards heavy cruisers, a long-range that's biased towards lances, a sabotage one built for raiding, a civilian rescue one that helps us integrate planets, etc. Can you name them accordingly on the next iteration?
The math was tragically wrong, but it's been fixed by now.
 
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All actions on Emergency defence. No quarter given. Abandon research. Embrace them trying to attack a 5 SBG + Ships fortress.
One big problem.

They don't need to do that.

We do not have gravity well generators, or jammers, or anything like that.
The enemy can just go around.

Orbital defenses are useful to protect critical infrastructure, or important worlds, or places to sally a fleet from. But there's no astrogeographical chokepoint narrow enough to put a fortress in, barring shenanigans like Cadia.
 
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My refit plans are:
action 1 (10 points)
8: give the HC a speed boost
2: new frigate with lance turrets(carrier escort)

action 2 (10 points)
2: refit Crux
4: carrier engine upgrade
1: new scout
1: dedicated minelayer
1: Ground war support ship
1: Lupus upgrade

@HeroCooky what did new dawn do this turn?
 
I'm taking a two week break from the thread. I'll try to do it from willpower so I don't trouble anyone to set it up and end it.
 
Thank you, added them to the song list.

"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.
Hey the Ogryns are getting a mention and scene in here. Great to see, we only get the mentions of them when creating and naming new ships. it is funny to see how the commands are given to the Ogryns and with how thick those shields are combined with the Oni-Emitters on therenot much is breaking that. While the Sergeant is feeling frustrated, when we have free time we can make the Ogryns as smart as a 4 or 5 year old!... I wonder if that will make things easier or worst for the handlers.

LOL would the term be Ogryn proofed? in that they will activate it somehow because they take into account how Ogryns are?

"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!"
Ah that was why the shield wall was formed, yah we are focused on protecting the civilians and getting them out of the combat zone. I can only imagine how such a battle would be going with mention of Ogryn shield wall, the Yeeni directing the militarized servo-skulls around and snipers dueling each other in the background of all this. Good scene with this.

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.
Ah, THERE's the 40k influence and how the battle is getting. I was wondering how the casualties were low in the first few days of the opening battle but now this is where it starts racking up with tactics like this happening. and holy shit man, that is a bad way to good, QM did our choirs sing after this to let their souls rest? and were any choirs caught up in this?

And this is a Hive, so shit like this is expected and shows why its an nightmare to fight in and to expect heavy losses when fighting in places like these. Yah that many deaths is NOT something to brush off, can only consider how that affected a lot of the troops on the ground.

How many Hive Nobles are still around since we killed off a lot with destroying a lot of spires?

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.]
Oh, right. Information trickling back home. I guess the amount of deaths of the civilians of the Hive world shocked the homefront considering the sheer amount and lack of knowing how Hive cities are and how hard it is to advance or take more ground in them. I guess combined with the navy losing half the carriers shook them or at least made it so the Emergency Clause had a good reason to be activated. It really is like that for the public to ignore that Star Mechanicum and Yeeni managed to repair the ships back together, just the shock factor and that being the focused or most remembered.

OH, nevermind. It was definitely the psytech weapons and the horrifying nature of them along with the damage of ship that were exaggerated, with a little 'the military isn't moving fast enough to save those people in Voxx primus' a little miffed at the image of it as we are doing what we can but since we are getting the Emergency Clause activated I'll take it.

"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..."
...... what?

they found a new system in the Space Balkans that has a planet sized Necron orb? of course, the ships weren't enough so they stepped up their game and got an entire planet. Is this a tomb world? did they find a tomb world? Stop trying to one-up yourselves Yeeni, please!

FUCKKKKKK We are gonna have to get involved with the Space Balkans to get in there and stop anyone from messing with it. As if our AP hell wasn't bad enough.... at least this will mean we do stuff with the Ashan families.

"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 DP for ship-building this Turn. Alliance will remember that.)
[] [Shipwright's Alliance Trade Deal] Deny the deal.
(Gain: Nothing. Alliance is a bit miffed.)
... Really? Now? of all the times you choose now? damn it that deal is tempting since it gives another action. And its not full throttled because the war just kicked off! we just finished the evacuation fleet.

Urghhhhh damn it all, and this is a diplomatic overture right as I said try to do diplomacy.... this is an attempt and we should give it a shot but damn the timing of it. Lets see what else happened first.

-[] 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.)
Oh the new research and its all 2 Research action worth. damn though that Engine Mysteries for the +1 Base gravity acceleration. That would get our Leo's up to 4 gravities and just below the speed of the Null-Nets.

Phalanx doctrine would be nice to understand and might allow us to understand how to fight it. It is a good tech but one I don't think fits with our style of fighting.... maybe.

And the Micro-warp jumps... I'm glad to have the option, fine if its not as strong but we don't need to waste Pskyers in the way it does to use it. Most likely means as well that we can only use it sparingly or a few times compared to the spam the Flyssa's did.

Ahhh Research Hell never ends. Maybe next turn.

Phantom
Suspected Subversion Time: ~40 Years
Modifiers: N/A
I tried looking, where the hell is Phantom at? I can't find it on any of the Sub-sector maps.

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

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

-[] Gorgon (0/2)
-[] Wyvern (0/2)
Oh dear, more SBG's to build and more new names for them. I still love the naming scheme for them

[] [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.)
Oh, okay that was something I wasn't expecting. Right because with the federation post and the time we set it up we always had the SBG's patrolling. Still you think they wouldn't be able to do this because of the decentralized nature of the production of our worlds and I think most systems had a SDF with a Heavy Cruiser as the Flagship. I guess pirates from outside coming into our space like the ones from the Shipbuilders Alliance's area or some idiots thinking they can make it big building their own ships. We saw how the Heretical sects built their own Arkships.

Yah we might have to finish up SBG Basilisk and put that to patrol for Pirates. Honestly didn't think about this but if it does last many turns that means decades of no military ships patrolling... yah that would give ideas for piracy. QM how many do our analysts think will be enough to stamp down on the Piracy? One or Two SBG's?

[] [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.)
Finally, an option to do this and stack Echish with Defense stations to reinforce things. I say we take this at least once during this turn or following turns.

-[] 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)
Ouch, the other SBG's came out pretty well but yah we need to replenish the losses here. What ships are we missing from a standard SBG here again? its mostly the escort ships so if we can get away with some productions of escort we can put Leviathan for Piracy Patrol instead.

[] [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.)
Ah, I see how it is, god that's gonna be a hard ask since with that amount of actions we can already do most of the other ones and delays Psytech research more... It is worth it since we would be working towards it and when we do the research it would help build up the banked research.

Intersting location of for it though. That was the place we accepted the Surrender of the Neon fleet as they defected or just surrendered right? The 'Neon is not the Imperium' and all that. ahhh god this investment... I'd be behind any plan to build up to it and hope we can hold off on getting the psytech in reach for now.

-[] 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.)
OF COURSE, of course there's a psytech for buffing MELEE damage of a SHIP. Only in 40k! Well played QM, well done. Just wait until we get the Lamenters Librarians and they get this psytech.

-[] 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.)
So the trade off is short range and needing to be a continous beam while at high speeds? fair enough, I didn't think we would get anywhere close to the original effect of the weapon considering what it used.

I'd take it... only we need to figure out how the hell this fits into our doctrine. Feels like chip damage and kiting focus to target parts of the fleets or the like while they are engaged.

-[] 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.)
Damn, we didn't even have those? Shame upon for us this. Still the effect of improving Efficiency and might when using the Songs and Melodies? damn, this one IS tempting me just to spend one action and take it. its only one action and that would lead to the slippy slope. and given the QM's prompt we saw how the Choirs on their own were matching or exceeding the Dutchy Psyker-Lords and their Acolytes and how we punch up due to us fielding choirs instead of individuals.

-[] 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.)
Not sure what these are to be honest, can someone give me a run down? is this just making a sword sharper or something for psyker users? I don't think this really fits our Pyskers much and feel more for future Librarians of the Lamenters or trying to do this for Allied Psykers or something.

[] [Faith] Saint Candidates
-[] Theodorius of the Ancient Pack
New Saint Canidate get!

and this time from a Warpack. So we have a Thule, I think a Yeeni, and a Pilot of the Blazing Sun as Saint Candidates. if only we had time to do them. I wonder how doing them during a Faith Turn would turn out?

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)
I'M SORRY BUT REPEAT THAT?!

I've watched TTS Emperor. I thought the Necrons only had ONE of those things! You are telling me there are MORE and somehow the Yeeni found it! Isn't that the one that blows up worlds or systems? How the hell did they find it and how are there so many of this around us?

WHEN I MADE THAT JOKE ABOUT THE DOGGOS DIGGING UP METAL SKELETONS IT WASN'T A CHALLENGE STAR CHILD DAMN IT!
Yah, yah that is certainly the feeling right now regarding it. Looks like the peered through the forum, saw your comment, and raised the stakes. What can they do to top this at this point? how far can they go?

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.
true true, it still feels like most drive by voters are there at the start waiting for the first plan to show up, they vote for it, and they dip until the update. I would say the Moratoriums give time for planmakers to read and absorb the information with some time to ask the QM about it. But yah it feels like once the voting starts it comes down to who's first.

As for the Proto-plans, I would say its fine but yah. give time for people to read the update first.

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.
Blatantly wrong and dismissing stations yet again. Word of QM that these stations have a lot of lances, the thing that can strike any Flyssa's coming in and trying their shit, I would ask the QM if we can put the upgrades to extend the Lance's range on it but otherwise its fine. What we want to use the stations for is an anchor to hold the line and support our own ships. Recall how much effort we put into subverting their defense stations. If you're that worried then put a write in for increasing the amount of PD on them or for more hangars so our fighters can do what they did at Voxx Primus with shooting down the damn torpedoes. We have close to three Full Strengths SBG's., One SBG missing only a single single, and one SBG at half strength, even if we send one SBG away we will still have three SBG's there and that is enough for the mobile defense to respond and change. We might want to ask where the Lamenters are planning to do, if they will touch down on Voxx Primus to help out their or if they can hang around Echish to support us.

So having stations that are worth one SBG is a good deal to buy time for cheap while still taking the Shipbuilders deal with other things. Remember we are going to be on the defensive while we sort out Voxx Primus.

And the Defense stations are not made of glass you know? they have armor and void shields of their own.
Anyway, behold my words and revelations.

Fact the First : The Yeeni Home System was equipped with a culling beacon, not an extermination one, suggesting that someone in the local imperial hierarchy was interested in keeping them around.
Fact the Second : The Yeeni keep stealing Necron shit
Fact the Third : The Zahn Dynasty likely utilizes some necron tech in their vessels

Conclusion : The local Inquisition has, or had, captive Yeeni working for them to steal all those goodies.
.... I'd believe it. I think this would fit the way 40k works and could explain some things.

Do you think if we build up enough and last that long the Yeeni would be contenders for finding and stealing shit on the levels of the Magpies (Blood Ravens) and Trazayn?

STOP FINDING NECRONS! WE CAN'T HANDLE THAT
HAHAHA, yup we haven't had a faith turn, we literally can't use any of this shit but it feels like we might have to go balls deep into the Space Balkans and put up patrols around the World Engines so nobody goes in and does something dumb.

Oh yeah no, if that wakes up multiple Sectors die.

No touchy.
Oh I was right, that shit goes around destroying sectors... We've gonna need to go in and take over just to put up SBG's to patrol around it aren't we?

No. Only [Military] Actions count.
Lets see.... yah I think having to spend 3 actions on Military actions is fine considering it includes building SBG's, Refits, Anti-piracy patrols, and the emergency Defensive stations. Yah, not shortage of options there.

HAH, its not even the Half of a SBG like when I did my write-ins. So spending two or even all three Military actions on it would be acceptable. I'd honestly rather just build two actions worth of Defense Stations. I think it'd be the best, three full strength SBG's with two SBG's worth of Defense stations with whatever else we can scrounge up and put up.

It's in Sector Thalassi.
Okay so lets see where we need to go- looks at map of Breskal Map

...fuck its two sub-sectors over isn't it? we need to go through this one AND another one? ohhh boy, we really are going to be in a long war and siege aren't we?

1. Crank that down to considerable and up to nominal. They got upgrades.
2. Well, you did yoink a massive shipyard from the Duchy, and built your ships precisely for that fast repair.
3. Bloody, slow, grinding, brutal, and crushing.
4. Yeah, they have. You've noticed them start to build up forces in the various systems around the ones you contest. Will likely send a/multiple fleet next Turn to take back what they can.
1. yah that's fair, it is a big ask, which is why I'm wondering what's the cause for this outsourcing of ships to be built to us.
2. Granted it is meant for escort rated ships and the like, maybe light cruisers. still a lot and it is a shipyard. I guess focusing on taking the Ringyards was worth the actions directed at it.
3. as Expected, how bad is the losses and how many SAG's or Warpacks need to be rotated out for time to recover. and how much of the planet and of the hives do we control?
4. Fair enough, Though I do think after this one if they are rebuffed or destroyed, it will give us another turn or two of breathing room before they try again. so I think Defense stations will be the right call if we pair them up with shipbuilding to bring the other SBG online or to replace losses in the other one.

1 Trained Soldier vs 200 Forced Recruits With Guns.
Yup, people keep forgetting the small numbers of our SAG's. 20 SAG's worth of our forces is NOT the same amount as other factions SAG's. and when put like that... yah that is about what I expected. Maybe worth spending an action on making new SAG's or Warpacks to send to rotate out.

Still enough with our armor and weapons the expected kill ratio needed to keep up with the Dutchy is high, not even factoring in shit like the flooding the lower Hive with burning Promethium and how many of our soldiers got caught up in that.

AH frack, I was hoping you mistyped and meant Sub-sector. Ohh boy, slow advance or we build up to rush all warp routes and settle in until we repeat.
 
Not sure what these are to be honest, can someone give me a run down? is this just making a sword sharper or something for psyker users? I don't think this really fits our Pyskers much and feel more for future Librarians of the Lamenters or trying to do this for Allied Psykers or something.
Force weapons are basically magic weapons that can only be used by psykers, they also act as amplifiers for their powers.

In essence a force staff if they were also a weapon.
 
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