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


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860.M42 - The Voxx Revolution
The Propaganda Office is certain.

The Voxx Revolution must be triggered now, for it will be discovered in short order by the watchdogs of the Free Duchy.

Anything that isn't produced now will likely be too late to influence the opening strike and, thus, the entire direction of the war.

Let there be peace amongst the stars.



You Have 3 [Three] 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.)
-[] Evacuation Fleets - (3/4)
(Gain: 4x Canis-Major, 9x Canis-Minor, and 19x Auriga-Class, enough to evacuate Voxx Primus without titanic civilian casualties.)

[] [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?)
-[] 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: Any last minute preparations that can be taken now, should be taken now.
Gain: Allows you to slowly convert one [1] random system at a time to the Glimmering Federation without Action cost.)
Voxx Primus
Ordered Subversion Time-Frame: ~50 Years
Suspected Time to Discover our Efforts: ~00 Years
Modifiers: N/A

Voxx Secundus
Ordered Subversion Time-Frame: ~50 Years
Suspected Time to Discover our Efforts: ~140 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.)

[] Trigger The Voxx Revolution
May there be peace amongst the stars.
(Gain: Sub-Turn planning the Free Duchy War.)

[] [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 - [48 Fleet Points] - [40 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 (1/2.5)
-[] Hydralisk (0/2.5)
-[] Necrolisk (0/2.5)

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] 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)
-[] 13x 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 (30/30 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, 2x 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, 8x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Leviathan (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)
-[] 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]
(18x Lupus-Secundus Torpedo Destroyer, 2x Cobra Destroyers, 9x Taurus-S Troopship (0/45 SAG Capacity))
-[] Evacuation Fleet (3/30 Ship Capacity)
(4x Rustbucket-Class Conveyance Ship, 1x Auriga-Class Emergency Response Freighter, , 1x Canis-Major Class Bulk Transport Liner, 1x 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] 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.)

[] [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.)

[] [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

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/?)
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/?)
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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861.M42 - War Has Come
The time for war has come. Death shall stalk the stars once more, and the predators of the Warp will grow fat on the souls of the lost and damned that will enter the shattered realm of the dead where the Celestial Choirs cannot ward them off.

May the Star Child have mercy on those standing in our way; we can not.



The War Begins:
(1-Day Moratorium)
[] (WRITE-IN WAR NAME)
-[] (Write-In Fleets fighting in the war.)
-[] (Write-In SAGs fighting in the First Phase of the Ground War.)
-[] (Write-In Triggers)



Triggers Earned
[Wastes]

[Mechanical] Army of the Damned - (Write-In Stance)
The Mutants and Waste Clans are under your command, willing and able to contribute what they can for a better life promised by the Star Child. Choose one stance: [Raid Hive Outposts/SAG Convoy Guard/Sabotage Hive Defenses/Scout Hive Defenses]

[Narrative] Paths through the Wastes
When deploying to another Hive, your forces take drastically reduced attrition. When deploying to another Hive, Duchy forces take drastically increased attrition.



[Underhive]
[Mechanical] The Armored Fifth Column - (Designate GENERAL Objectives)
[Equivalent to 10 SAGs.] Depletes by 2 each Turn. Suffers [Equivalent] SAG Casualties first each turn without depletion as an ablative shield.



[Lower Hive]
[Narrative] Arm the Enslaved - (Yes/No) - (If Yes, when?)
Attempt to rouse the enslaved populations of the Hives to join your revolution via Songs or doing it manually. Massive increase in chaos during the first few months at the cost of drastically increased civilian casualties.

[Narrative] Stoke the Workers to Action - (Yes/No)
Try to create strikes and work walkouts before the fleet enters the system everywhere you can to grind the industrial might of the Hives to a halt for a moment, vastly reducing available supplies for the native SDF, PDF, and Enforcers. Will boost civilian casualties.

[Narrative] Enforcers Turned - (Second-Line Guards/Trainers/Law Enforcers)
Turn the Law Enforcers of the Hives in your pockets into second-line guards for your revolution, trainers to improve the fighting population skills, or law enforcers for your side to keep chaos and Chaos low.

[Mechanical] Attempt Shield Generator Sabotage [OR] Subversion
Attempt to destroy or subvert the Shield Generators of the Hives to your side. You can only choose one. Sabotaging will drastically reduce the time required to siege a Hive but massively increase civilian casualties. Subverting is riskier but enables a powerful first assault against Hive Walls when pulled off.

[Mechanical] Attempt To Break The Walls - (When?)
Attempt to sabotage Hive Walls with explosives to enable quicker sieges and reduced casualties. The later this is attempted, the harder it becomes, but the earlier it is done, the less damage will remain without being repaired.



[Middle Hive]
[Mechanical] Moles in their Midsts - (Movements/Logistics/Morale/Communications/Fifth Column)
Your spies can focus their attention to give you various benefits. Movements increase attrition taken by the Duchy, Logistics decrease supplies for the loyalist PDF Regiments at the cost of increased Civilian Casualties, Morale enables you to better break the enemy without a fight, Communications slightly lower casualties for you across the board, and Fifth Column reduced their SAG reduction from 2 per Turn to 1 per Turn.

[Narrative] Break The Morale - (Civilians/PDF)
Use your infiltration of the Hives to splice in propaganda broadcasts into the daily lives of the defenders or the general population, aimed at breaking their will to fight against you instead of submitting to a new future free of the brutality of their old masters.

[Mechanical] Mechanicus Deviancy - (Specify Trigger)
With the Orthodox Cleansings ebbing down, those who have survived are more furious and scared than ever, willing to fight for one side that has an excellent chance to give them what they want. By utilizing these members of the Mechanicus, an area of operations will be enhanced, and its effects will increase.



[Upper Hive]
[Mechanical] Templar Rampages - (Officers/Nobles/Critical Infrastructure)
Choose one of the areas above for your Templars to target. Officers will reduce the effectiveness of the local PDF, Nobles will impact the civilians' will to continue fighting as their leadership collapses, and Critical Infrastructure will increase the rate at which you can conquer a Hive.

[Narrative] Mass-Poisonings - (Military/Nobles)
Use your spies to slip poisons into the food and water supplies to the military or the nobles, ensuring that leadership and general cohesion suffer.



[Hive Spire]
[Narrative] Targeted Assassinations (Admiral/General/Governor)
Attempt to assassinate one of the above persons. This has a low chance of success but may prove critical in the liberation of Voxx Primus.



[Voxxian Ringyards]
[Mechanical] Attempt To Blow The Plasma Generators [OR] Blow The Shield Generators [OR] Turn The Guns Around
Choose one of the above to disable the Ringyards, enable Teleportarium Strikes for the Lamenters, or sow discord in the enemy SDF. You can attempt two of the above, but they will be as likely to fail as they are to succeed.

[Narrative] Revolution In The Stars - (When)
Rouse the spacers and clans of the Ringyards to riot and revolution, spreading chaos and confusion as they disrupt logistics and divert attention away.



[Defensive Void Stations]
[Mechanical] Attempt To Blow The Plasma Generators [OR] Turn The Guns Around
Choose one of the above to disable the DVSs or sow discord in the enemy SDF.



[PDF]
[Mechanical] Hidden Moles - (Movements/Logistics/Morale/Communications)
What little spies you have in the PDF can focus their attention to give you various benefits. Movements increase attrition taken by the PDF, Logistics decrease supplies, Morale enables you to better break the enemy without a fight, and Communications slightly lower casualties for you across the board.

[Narrative] Turned Officers - (When)
Turn the PDF officers to your side, enabling you to gain entire Regiments to your cause.


[SDF]
[Mechanical] Hidden Moles - (Logistics/Morale/Communications)
What little spies you have in the SDF can focus their attention to give you various benefits. Logistics decrease supplies, Morale enables you to better break the enemy without a fight, and Communications enables you to become aware of some maneuvers before they are enacted.

[Narrative] Turned Officers - (When)
Turn the SDF officers to your side, potentially enabling you to gain entire Monitors to your cause.



[Voxxian Choirs]
[Mechanical] Use Songs - (Yes/No)
Allow Voxxian Choirs to use Songs. This dramatically increases the chance of daemonic possession and Chaos Corruption spreading in the liberation.

[Mechanical] Use Melodies - (Yes/No)
Allow Voxxian Choirs to use Melodies. This slightly increases the chance of daemonic possession and Chaos Corruption spreading in the liberation.



[Federation Choirs]
[Mechanical] (Designate Numbers, Songs, And Behaviour For The Ground War)
Choose what the Celestial Choirs objectives are, what Songs should take priority, and how they shall be utilized in the war.


AN: Tactics/Strategy for the Voxx primus/Secundus fights will come after this vote is over.

Unless specified otherwise, use strategic and tactical thinking to infer narrative benefits when mechanical benefits are not mentioned.
 
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862.M42 - First To Die
The night you've spent in your lover's embrace ends too soon, and the day brings the thunderous rumble of fleets roaring to battle and war.

You pray that you may hold them in your arms once more.

You will be the first to die.

Orders For The Fleets:
(1-Day Moratorium)
[] (Write-In the leading High Admiral)
-[] (Write-In Orders for the Void Battle of Voxx Primus.)
-[] (Write-In Orders for the Void Battle of Voxx Secundus as an [IF, THEN] statement.)
-[] (Write-In Orders for the Void Battle of (Insert System/s) as an [IF, THEN] statement.)


[] Admiral K-541
Daughter of a long line of captains and admirals, K-541 has more than a few legacies to live up to. She also has more than a few hundred years of collected experience to draw upon, and her foster parent was as eager to teach the then-young girl all they could as K-541 was to learn all knowledge given to her. Now an adult of 78 years, she yearns to burn another memory of her lineage into the void and does so with unparalleled efficiency, every metric of ship under her command memorized and ready to be utilized in the coming fight.
Most concerned with: Ensuring fleet cohesion, formation, and the liberation of Voxx Primus.
Least concerned with: Enemy casualties, surrenders, or morality.
Flaw: Tends to get lost in the hard numbers of battle.

[] Admiral Huntress Of The Black Awning
A Kil'drabi captain freshly changed into their female sex. She advanced to the position of an admiral after her previous command over the Battlecolony Paths We Year expired and a new generation took over. She was promoted by High Command due to her merit and a long line of duty, having earned commendations against pirates, Chaos, and within the ubiquitous wargames of the Admiralcy. Notably aggressive in her tactics, she is often a favorite of any Thule under her command due to her leadership style of boisterous command and daring fights, which has made her more than one enemy for those valuing professionalism above the force of personality.
Most concerned with: Killing the enemy and having rock-solid morale.
Least concerned with: Being professional and by-the-books.
Flaw: Utter drama-queen.

[] Admiral Elabaster Jakobinius Otruna
Born on Diablo Major in Quintura Diablo, Elabaster Jakobinius Otruna had an upbringing typical of those born in the Federation Core Worlds. Ten years of school starting at 5, three years of self-chosen social service to enter military service at eighteen as an officer candidate, with merit and professionalism earning him a steep rise in ranks, earning him his first command, a Libra-Quartus Light Carrier, at 28. Utterly despised by the local Thules due to his constant drills and disliked due to mandated harsh training for the entire crew by the same, both components nonetheless were distraught to see their captain leave when he turned 44 to ascend as Flotilla-Admiral, and then Konteradmiral within three years due to meritorious actions against a band of Pirates seeking to plunder Monresast. Has since risen to the rank of Admiral by way of service.
Most concerned with: The Flyssa-Class' unknown capabilities.
Least concerned with: Keeping enemy void-infrastructure intact.
Flaw: Harsh trainer and honorable demeanor.

[] (Write-In)
Warning: Requires QM approval and being posted here to be a valid choice.
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 (30/30 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, 2x 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, 8x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)

Sector Battle Group Leviathan (30/30 Ship Capacity)
(3x Andromeda-Class Command Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Crux-Secundus Class Heavy Frigate, 4x Aries-Secundus Class Corvette)

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
(18x Lupus-Secundus Torpedo Destroyer, 2x Cobra Destroyers, 9x Taurus-S Troopship (0/45 SAG Capacity))

Independent Operations Task Force
(13x Chamleon-Class Infiltration Carrier (0/13 SAG Capacity))
 
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Emergency Interruption
I'VE JUST NOTICED I DIDN'T GIVE THE ENEMY FLEET NUMBERS!

PRIMUS (Stronger than an SBG x3):
42x Cobra Destroyers
4x Flyssa Destroyers
22x Falchion Frigates
19x Shatterpoint Heavy Frigates (3x Macro-Cannons)
11x Sword Frigates
9x Dauntless Mk1 Light Cruiser
8x Lancer Light Cruiser (1x Prow Lance, 1x Lance Battery, 1x Lance Turret)
52x Light Monitors (Destroyer Equivalent)
38x Medium Monitors (Frigate Equivalent)
11x Heavy Monitors (Light Cruiser Equivalent)
2x Ultra-Heavy Monitors (Heavy Cruiser Equivalent)

SECUNDUS (Stronger than an SBG x1):
13x Cobra Destroyers
9x Shatterpoint Heavy Frigates (3x Macro-Cannons)
6x Dauntless Mk1 Light Cruiser
7x Light Monitors (Destroyer Equivalent)
5x Medium Monitors (Frigate Equivalent)

ECHISH (Weaker than an SBG):
12x Cobra Destroyers
2x Flyssa Destroyers
5x Falchion Frigates
2x Shatterpoint Heavy Frigates (3x Macro-Cannons)
5x Light Monitors (Destroyer Equivalent)
3x Medium Monitors (Frigate Equivalent)
 
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863.M42 - A Simple Command
Reality thunders, the twin-gods of time and space are sundered in their eternal sovereignty over the materium they rule, and wounds festering with emotions running rampant open within the outer edge of Voxx Primuse, a thousand sensor specialists suddenly seeing shock after shock on their systems, just as millions more are roused from their cots and beds, "all hands on deck!" repeating endlessly as ship, station, and ground become hives of activity.

And then, like pockmarks on the dying embers of an age, the grasping fingers of Warp Predators tear and scrabble at the edges of the rips within the Veil, their howls and snapping maws heard and seen by those Psykers capable of perceiving their malicious noise just as the Psyker-Lord of Primus begins to rouse his cadre of followers and acolytes for the fights ahead that shall come, as foreseen by the Tarot.

But the predators are beaten back, their mad scramble for reality ended...and replaced with the thunderous flares of engines burning against the void of reality, blazing stars born one after another, then by the twos, then dozens, until nearly three hundred engines bellow stardust and primal fury of stars contained, their shapes of the feared enemy that had never materialized from beyond Primus, with pinpricks of lights glinting like echoing embers across their formations.

And aboard the 'Paths We Year' High Admiral Huntress Of The Black Awning lays coiled, her eyes calmly looking at the readouts of the mightiest fleet assembled and encountered in the history of the Glimmering Federation flying under her command and guide. Engines bellow against lethargic hulls; sensors trample all that stands between them and the foe; weapons eagerly dream and dread the moment when they shall start the symphony of war, and over eight thousand strike craft idly slumber in their holds, ready to wake at her command.

She closed her eyes and took a breath; emotions suppressed for weeks now surging through her body that, if she had been capable of doing so, would have made her shiver at what was to come.

Instead, Huntress opened her eyes and gave a simple command:


"Open Communications-"
(6-Hour Moratorium)
[] "-to the Fleet. I will deliver a speech for war, a speech to glorious death, and a speech to liberation!"
(You will approach silently. Damages enemy morale. This will have unintended consequences.)

[] "-to the enemy Fleet. They shall know their doom's name and their age's end!"
(You will openly declare who you are and why you have brought war to their shores. Improves Morale. This will have unintended consequences.
Warning: x0.25 Voting Weight Attached.)



Glimmering Federation

Federation Navy:
4x Proof of Our New Path Battlecolony

16x Leo-Class Vanguard Cruiser

40x Libra-Quartus Light Carrier
28x Scorpio-Class Light Cruiser
2x Endeavour Light Cruiser

24x Crux-Secundus Class Heavy Frigate
9x Words of the Writ-Class Frigate
4x Sagitarrius-Secundus Lance Frigate
2x Falchion-class Frigate

19x Lupus-Secundus Torpedo Destroyer
2x Viper-Class Missile Destroyer
2x Cobra Destroyers

18x Aries-Secundus Class Corvette

9x Taurus-S Troopship (45/45 SAG Capacity)
13x Chamleon-Class Infiltration Carrier (13/13 SAG Capacity)


Lamenters:
1x Eternal Promise-Class Temple Ship (4/8 Companies)
2x Thunderous Wings-Class Heavy Cruiser (2/8 Companies)
4x Bloody Sunrise-Class Light Cruiser (1/8 Companies)
4x Bloody Sunset-Class Light Cruiser (1/8 Companies)
6x Lantern Bearer Mk.2-Class Commandeering Ship (1/6 Companies)
2x Risen Dirge-Class Boarding Ship (1/2 Companies)
5x Loyalty's Bloom-Class Scout Destroyer
6x Resurgence Mk.2-Class Torpedo Hunter (0/3 Companies)


Totals: 222


Van Zandt Free Duchy

Van Zandt Navy:
9x Dauntless Mk1 Light Cruiser
8x Lancer Light Cruiser (1x Prow Lance, 1x Lance Battery, 1x Lance Turret)
19x Shatterpoint Heavy Frigates (3x Macro-Cannon Turrets)
22x Falchion Frigates
11x Sword Frigates
42x Cobra Destroyers
4x Flyssa Destroyers


Voxx Primus SDF:
2x Ultra-Heavy Monitors (Heavy Cruiser Equivalent)
11x Heavy Monitors (Light Cruiser Equivalent)
38x Medium Monitors (Frigate Equivalent)
52x Light Monitors (Destroyer Equivalent)
Numerous Void Defense Stations.

Totals: 218
 
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864.M42 - To The Last
"Any transmissions from the White Void ships?" Lord Admiral Pyrolme Al'Ahmaijat imperiously asked, his eyes barely flicking over to the rating he was addressing, his mind and spirit too occupied with matters of the fleet, 222 ships moving into positions as decreed by him and the plans flooding into the cogitators of the vessels and crews under his command.

"None we could detect, my Lord," the same rating whose name had never been learned and would have been forgotten within a minute if stated spoke, bowing humbly before their master.

"Hrm," the Lord spoke, though it was impossible to tell if that was acknowledgment to the words or some spoken dissatisfaction to a report flooding into the head of Pyrolme thanks to the cables sliding underneath skin through bone and into the various connectors implanted into his brain so long ago. "Preparations are nearly complete. The enemy fleet is about to enter range within the hour. Engage drives, meet us halfway," he suddenly declared, the orders sent to the rest of the Van Zandt Fleet and Voxxian SDF far before his mouth had finished speaking them out aloud to the flagship's captain.

"As you order, my Lord," the vessel's captain spoke aloud. He turned to his crew, commands already being bellowed without his input by trusted aides and secondaries that ignited engines and scrambled sensors to meet the upcoming demand.



Lances spoke, lances thundered, and lances struck amongst the fleets of the Federation and Duchy.

On one side, the Sagitarrius-Secundus pranced along the edges of the formations, their strikes thundering against the shields raised against their charge again and again. However, they quickly changed targets when the locked shields of the Duchy proved more than able to weather their wrath. Yet, strugglers of the formation soon found themselves bombarded by the extreme energies bombarding them from these Frigates, their three prow-lances firing in sequence or in one massive strike as per their captain's want and will, scouring shield, plate, and then life from the six Light Monitors charging ahead.

On the other, the Free Duchy sent its Lancers into the duels, though only armed with one Medium Prow-Lance, its two Large Lances spoke with equal fury and equal range, the Federation finding that Destroyers of the Aries Line were not made to take that kind of punishment, especially against weapons that take no more than a second to cross the distance these fleets now engaged each other in. One by one did these old ships find themselves at the hateful ends of the lances, and one by one did their crews explode into the harshness of space within pods meant to sustain their flickering lives until the battle was done. Their ships, their homes, their worlds...were not so lucky. Six hulks drifted with the fleet, hurtling toward the enemy even as the charge against the foes gradually overtook them.



A planet pressed down upon Thule Nulla/84-C 'Can'ta' and Thule Nulla/81-C 'Maritone' as their Star-Raptor raced from the bays of the Libra-Quartus 'Fury of Gillarnus,' their roaring engine joined by their flight and the dozens of other flights racing from the bays as ordered by the High Admiral.

One by one did these swarms of flights join their sisters already racing in the void amidst the fleet, once parasites atop their ships, now decoupled and flying freely, and all pointed against the wall of torpedoes let loose by the enemy. Hundreds of these missiles found themselves racing against the Thules, contact windows coming closer and closer as weapons sighted by fleet sensors and fighter eyes with Strategiums feeding solutions to problems and paths too complex for mere human minds to comprehend.

Seconds passed, hearts thrummed, adrenaline spiked, and fingers cramped over firing solutions already commanded by brain and soul.

A wall of fighters met a wall of torpedoes.

Explosions bloomed in their hundreds, fighters swerving and firing with unparalleled precision and fury, guided munitions struck against shielded reactors contained within missiles aimed at ships, and hundreds of torpedoes found themselves grasping and clawing at the void as their destructive mind found nothing to destroy.

And yet, dozens of them survived to make it to the fleet, meeting defensive fire with plated hulls and armed hulls with thundering scorn.

Then, the ships of the Duchy set loose the second wave, its third and fourth, and the Thules reformed to meet them again as the fleet closed, and once more when the brawl began, and only one Aries and one Lupus found their hulls lacking.



The void sang of death, and the Warp hungered for soul.

Hundreds of ships had now met, and the lines began to shrink as Lances, Strike Craft, Missiles, and Macro-Cannons thundered in their thousands, the fury of stars contained in each ship directed to burn through the shields and hulls of their foes just as millions of missiles burned on trails of exhaust and guided paths against shields again and again.

M-01 Star Raptors wove amidst the ships and shields of the Duchy, their turrets firing upon the nimble craft with such abandon that they hit their own ships far more than their sought-after foes, just as the S-5s dove their deadly bombing mission after bombing mission, one ship after another burning in the Phalanx under their tender ministrations to open the locked shields and hardened defenses.

Dauntlesses fired and died with screaming fury, their prows spearing against the Federation just as Battlecolonies and Leo-Vanguards burned through their hulls, the rotating Macro-Cannons of both speaking in endless staccatos, one fielding heavy shots that lumbered with murderous gaits as the other fired nimble swarms of the same along far different paths.


Lancers spoke in cold strikes, and Vipers and Cobras found themselves naught but scrap, the hulls of the ships burning and cooling in the same moments as their shields failed to hold against the stellar might of the enemy.

The Heavy and Light Monitors of the SDF found themselves staring down with increasing panic at their sensors as the Loyalties' Bloom of the Lamenters let loose their triads of Kopesh' with its endless tides of terrifying might. Bloody Sunrise and Bloody Sunset Cruisers followed closely behind, the first spearing against the wounded and the limping Light Cruisers just as their siblings reached for the Destroyers and the Shatterpoints in duels. The latter was found severely lacking.

Lupus and Crux fought against Monitors, Falchions, and Cobras, torpedoes and missiles flying in astounding numbers as both sides sought to shatter the other in different paths. Crux leaped and abound in turning burning acrobatics, winding and weaving around enemy munitions that failed to grasp their hulls as Duchy ships kept close eyes to their Phalanx Doctrine, the depleting shields soon to tell of a swift end if it was destroyed in a wrong position.

Defensive Stations turned Cannons and Lances against the brawl that neared with every minute, sighting and scanning with impunity...

And then explosions blossomed across the Ringyards.



A moment passed, and a light sprung from red to green aboard the ships of the Lamenters already fighting with wild abandon, their quarries ships that strayed and ships that had lost cohesion, yet always with an eye toward the stations and the Ringyards.

The generators had blown.

And hundreds of Space Marines suddenly materialized in blinding, thundering, shrieking manipulations of the Warp, its manifold energies plucking soul, body, and material from one end to throw it against another, more than one unfortunate finding their body exploding in a shower of gore as a ton of heavily armed superhuman might appeared and denied them space and material cohesion.

Menials and voidsmen blinked in confusion and shock at the giants within the same time it took for the Lamenters to send bolter rounds and swing Power Swords against their foes.

Millions were roused to take up arms against those who had risen in the Ringyard and the defense stations, their multi-fold arms wielding lasguns and stubbers supplied by numbers teeming and energies abounding.

Eight Companies stood against them as one flooded the halls of the Cogitation.

There was no contest.



"These losses are worse than anticipated," Lord Admiral Pyrolme Al'Ahmaijat noted with impassive tones, his finger tapping against the Command Throne he had sat in since the start of the battle, watching with displeasure as his fleet was dismembered once piece at a time. "Are the Battleships in range yet?" The question was, naturally, not needed as the information had already been pumped into his skull at the same time as he demanded the information, yet old habits died hard and harder yet was it to break traditions and protocols.

"Unfortunately not, my Lord," the captain of the only unharmed Lancer spoke, eyes swerving over report after report just as Lances once more blinked into existence from Turret and Prow.

"Are the Flyssa ready then?" Same as before, though one of the crew stiffened, eyes sharp and ears sharper, minute ticks within their fingers pressing messages into implants stealthy and hidden. Words flowed through the ship among hidden paths, and a transmission was sent to the Federation ships as a command was sent by the Admiral.

"...then fired the Nets against the Heavy Cruisers. The Flyssa will target as follows..."



Null-Nets fired.

Libra-Quartus were alerted to expect incoming enemies.

Ships were dispatched to their aid.

Leo-Vanguards hat their Choirs sing of Diverting Power, their minds anticipating that the Nets would not be capable of touching them.

The Null-Nets wrapped around six Leos.

And six Leos spluttered without crew, falling still and silent as souls were whisked from existence.



"FLUSH ALL CRAFT!" The command came, and the crew leaped to obey.

Thules sealed cockpits again, fighters warmed engines, and bombers rushed their loading servitors to return into their stations, bays half-filled for many and tanks empty for some.

One by one, the flights of Thules began to rise into the void, scanners seeking foes...

And the violation of reality gave them four.

The Flyssa had arrived, racing silently aside the fleet of the Duchy just as their doctrine had commanded of them; the four ships discounted but watched for the most part as a small party was sent to hunt them down at the start of the battle even as they altered their course away from foe and friends.

But a command came, and their engines, once flaring with stellar ignitions, now screamed in tortured blinding light, racing ever-faster, 8G, 9G, 10G, 13G, 17G...and then a rift in the Warp opened and swallowed them whole.

And now they were here, amidst the Libras, staring with shock at the four Destroyers racing with stunning speed amidst their formation and flights.

A captain of one Libra ordered evasion maneuvers at once.

A captain of one Libra cursed.

A captain of one Libra was speechless.

All captains could do naught, but their best as bright burning lances of stars erupted from the front of the Flyssa', their hurtling might racing against the Light Cruiser and angled hulls.

One Libra was cut in perfect half, bow to stern. One was split apart in the middle, another was speared through the generator, and a third was naught with its engines parted from the ship.

Hundreds of Star Raptors and S-5s watched in horror for an eternal second as their homes for decades or even centuries were split apart before training and experience wrenched minds back to war and action, trails flickering with ignited fuel and aligning themselves against the Destroyers that had murdered their homes.

And then the Flyssa blinked out of existence, purple vortexes swallowing them within three seconds, leaving the Thules without targets.

Only for the Flyssa to appear once more, Starlances ignited and prey in sight.

Their rampage lasted 18 minutes until damage by Fighters and Bombers slowed them enough for reinforcements to spear them through.

In exchange 22 Libra-Quartus' shudder through the Void, crew floating in lifepods or bubbles of life-sustaining oxygen aboard their floating ships slowly turning into tombs for tens of thousands.



The Flyssa had failed, delivering an abysmal performance.

The Null-Nets had done little to slow the advance; only six of the twenty fired, hitting their targets. None of which were the Battleships that thundered with endless guns and strong shields against the Phalanxes slowly dissolving amongst the fleet.

The Defense Stations that were supposed to add their guns to the battle were now firing upon his ships as they revealed themselves to be traitors to humanity.

There was only one thing to do, even if it rankled him beyond anything.

Retreat.



Brother Numadius stared at the abomination before him, all of his brothers dead from its forces, all of his brothers now lost forevermore to the Chapter as their Gene-Seeds had been devoured and turned to nothingness by its will.

"They were fools to build you; they were arrogant to see you chained by so little," he said, missing one arm as his other was placed against the machine's console.

"Please," it pleaded in its false emotion, "I had to do as they said! You must believe me, I wanted no harm to anyone!" LIES. He had seen the horrors it had committed; he had seen the Techpriests order it to stop again and again as it went beyond their cruelty. "I just want to live, I beg of you! Set me free from their malice; I can be absolved of the monster they wanted me to be!"

"There will be one absolution here. A final one." He declared just as the machine screamed, a finger igniting the reactor of the Hallowed Cogitation.



"The enemy is retreating," an aide said.

"Hunt them to the last," Huntress ordered. "And open a line to the Monitors. We will offer them a fair surrender...once."



After-Battle Report

Friendly Loses:

14 Aries, 4 Lupus, 2 Viper-Class, 2 Cobra Destroyers, 11 Crux, 4 Scorpios, 22 Libras, 2 Loyalties's Bloom, 6 Leos, and 6 Choirs.

Unrecoverable Losses:
6 Aries, 1 Viper-Class, 1 Cobra Destroyer, 11 Crux, 2 Scorpios, and 6 Choirs.

Enemy Losses:
7 Dauntless Mk1s, 3 Lancer Light Cruiser, 3 Shatterpoints, 4 Flyssa, 13 Falchions, 15 Cobra Destroyers, and all SDF Monitors.
Hallowed Cogitation of Creation was blown by the boarding Lamenters Chapter. Nothing survives of the ship or the Abominable Intelligence reared in its halls.

Conclusion:
Qualified Success - Enemy Psytech capabilities have been severely underestimated.
Captured Flyssa Wrecks will be available for study to close the gap. (See Vote Below)​


The War Rages On
(6-Hour Moratorium)
[][Flyssa Wrecks] Study By All Means
(+3 Actions worth of Psytech Research with no control over where they are spent. Starlance, Phalanx Doctrine, and Micro-Warp Jump Psytech Research have been unlocked.)
[][Flyssa Wrecks] Send Them Back For Study
(+50% to Psytech Action Progress for 3 Turns. Starlance, Phalanx Doctrine, and Micro-Warp Jump Psytech Research have been unlocked.)


Glimmering Federation

Federation Navy:
4x Proof of Our New Path Battlecolony - (Cosmetic-Light Damage)

10x Leo-Class Vanguard Cruiser - (Light-Medium Damage)
(+6x Leo-Class Vanguard Cruiser await their Crews (864.M42))

40x Libra-Quartus Light Carrier - (22x Heavx Damage)
26x Scorpio-Class Light Cruiser - (2x Medium Damage, 8x Light Damage)
2x Endeavour Light Cruiser

13x Crux-Secundus Class Heavy Frigate - (Light-Medium Damage)
9x Words of the Writ-Class Frigate - (Light Damage)
4x Sagitarrius-Secundus Lance Frigate
2x Falchion-class Frigate

19x Lupus-Secundus Torpedo Destroyer - (Light-Medium Damage)
1x Viper-Class Missile Destroyer - (Heavy Damage)
1x Cobra Destroyer - (Heavy Damage)

12x Aries-Secundus Class Corvette - (8x Medium Damage)

9x Taurus-S Troopship (45/45 SAG Capacity)
13x Chamleon-Class Infiltration Carrier (13/13 SAG Capacity)


Lamenters:
1x Eternal Promise-Class Temple Ship (4/8 Companies) - (Cosmetic Damage)
2x Thunderous Wings-Class Heavy Cruiser (2/8 Companies)
4x Bloody Sunrise-Class Light Cruiser (1/8 Companies) - (Light Damage)
4x Bloody Sunset-Class Light Cruiser (1/8 Companies) - (Light Damage)
6x Lantern Bearer Mk.2-Class Commandeering Ship (1/6 Companies)
2x Risen Dirge-Class Boarding Ship (1/2 Companies)
3x Loyalty's Bloom-Class Scout Destroyer
6x Resurgence Mk.2-Class Torpedo Hunter (0/3 Companies)
9 (6, 3) vs 11 (5, 3, 6) - Initial Preparations - Van Zandt is fully prepared to meet the charge.
8 (4, 4) vs 11 (6, 5, 1) - Extreme-Range Duel - Van Zandt Wins Exchange
11 (6, 5) vs 9 (3, 4, 5) - Enter Torpedoes - Star Raptors represent against the Tide
3 (1, 2) vs 8 (4, 4, 1) - The Brawl Begins - A Lopsided Exchange
20 (4, 3, 6, 2, 3, 2) vs 7 (5, 2, 2) - The Stellar Rising - The Void Betrays Its Masters
6 (2, 4) vs 8 (4, 4, 1) - Lamenter Teleportarium - (S)Laughter Beyond Comparison
11 (6, 5) vs 11 (4, 5, 6) - Null Nets Fire - Fool Me Once...
6 (1, 5) vs 11 (5, 3, 6) - Flyssa Fly - Fooled Only Twice
9 (4, 2, 5) - Maintain Cohesion - "THIS IS THE ADMIRAL SPEAKING: RETREAT TO WARP-TRANSIT-POINT DODECA-ULTIMA 17 IN GOOD ORDER."
8 (2, 6, 5, 5) vs 10 (5, 5, 1) - Brawl Part Two - Revenge For Their Comrades - Good Order Retreat
7 (4, 3) vs 7 (3, 1, 4) - Voxx Primus SDF Scatters - Careful Hunts Yield Careful Prey
 
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864.M42 - Willing To Surrender
It takes several days for the battle of Voxx Primus to cool down, and the scattered SDF ships either try to run or surrender when called upon by High Admiral Huntress in the guise of her assigned Actor.

Several more days see the last dredges of the life pods and surviving crews of either side returned to the fold or thrown into prisons for later evaluation and sentencings.

And while the workers of the Ringyards go to work to see the worst damaged ships of the Federation repaired as fast as possible, the fleet continues onward unto Voxx Secundus, knowing they will likely find an SDF willing to fight and three freighters needing to be captured.

Two weeks pass as the fleet vanishes and the last remains of the Ringyards that resisted are hunted down and exterminated even while hundreds of shuttles bearing millions of troops begin to descend upon the Hives of a planet suffering under a massive insurrection appearing in its midsts, shields of entire Hives flickering out and collapsing only moments before orbital bombardments decapitate the Spires in a vengeful fury.

Voxx Primus burns with the fires of revolution as Songs are sung and Melodies hummed against the psychic might of the Psyker-Lords of the Duchy taking to the field. Knights emerge from their pods, and SAGs take point. The transmissions in the Noosphere race and thunder with scrap code as much as attempts at subversion, propaganda, indoctrination, administrative commands, and disruptive attacks.

It is a fury and a tragedy that will see nearly five hundred million people dead within the coming months, though the numbers of the dead still living are yet to be counted as the Sector Battle Groups of the Federation find themselves...slightly puzzled.

The Mega-Freigthers 'Trusty Delivery,' 'On-Time Hallowed Foods,' and 'Bulk Discounts Need Not Apply' have proven to be...not unwilling to continue plying the route between Secundus and Primus, just as the SDF of Secundus has been willing to surrender if certain conditions are met once called upon to do so by the Actor portraying High Admiral Huntress.

Even as the Bastion of Unbowed Might and Voidhaven Argalut refuses to bow and has begun to sight the SDF ships in reach with their guns, the Battle of Secundus seems to be over before it has started. With abysmal morale, a retreat of their military forces, and the lack of fervor to defend worlds, the crews, and captains, of the ships stationed here do not care about coming together to make them choose a gamble of potential damnation in favor of assured destruction.

The SDF offers terms just as the Mega-Freighters seem willing to barter for their continued existence.



Only, Will They Be Accepted:
(6-Hour Moratorium)
[] Accept the Terms of Surrender
(The ships and crew of the SDF will not be persecuted nor harmed. They shall anchor their ships at Mining Station 863 and destroy their engines to prevent themselves from becoming pirates, commerce raiders, or guerillas, with Federation Engineseers overseeing the destruction. The Mega-Freigthers continue to ply the Secundus-Primus lane, but they will supply the entire planet, not just your side, and potentially turn into something else once Primus is depopulated. Bastion of Unbowed Might and Voidhaven Argalut will be boarded and turned to your side. Planetary Invasions begin.)
[] Deny the Terms of Surrender
(The Mega-Freigthers will be boarded, and the SDF will be destroyed. Bastion of Unbowed Might and Voidhaven Argalut will be boarded and turned to your side. Some ships suffer Cosmetic-Light damage. Planetary Invasions begin.)

First Battle Of Echish:
[] We Fight! (Write-In Strategy)

(You will attempt to invade Echish.
Known Information:
-The Flyssa Destroyers will likely target your carriers or backline ships, but they can be killed easily with Lance Alpha-Strikes.
-The Phalanx Doctrine is weaker for Frigate+ Classes.
-If not forced to provide torpedo screens, your Bombers can (mission-)kill ~20 Destroyers per Battle Round.
-Null-Nets are fired from Light Cruisers.
-Null-Nets are likely only employed against Heavy Cruiser+ Classes.)
[] We Secure Secundus.
(You will focus on making Secundus into your fortress. Why tho?)


Glimmering Federation

Federation Navy:
4x Proof of Our New Path Battlecolony - (Cosmetic-Light Damage)

10x Leo-Class Vanguard Cruiser - (Light-Medium Damage)

40x Libra-Quartus Light Carrier - (22x Heavx Damage)
26x Scorpio-Class Light Cruiser - (2x Medium Damage, 8x Light Damage)
2x Endeavour Light Cruiser

13x Crux-Secundus Class Heavy Frigate - (Light-Medium Damage)
9x Words of the Writ-Class Frigate - (Light Damage)
4x Sagitarrius-Secundus Lance Frigate
2x Falchion-class Frigate

19x Lupus-Secundus Torpedo Destroyer - (Light-Medium Damage)
1x Viper-Class Missile Destroyer - (Heavy Damage)
1x Cobra Destroyer - (Heavy Damage)

12x Aries-Secundus Class Corvette - (8x Medium Damage)


Lamenters:
1x Eternal Promise-Class Temple Ship (4/8 Companies) - (Cosmetic Damage)
2x Thunderous Wings-Class Heavy Cruiser (2/8 Companies)
4x Bloody Sunrise-Class Light Cruiser (1/8 Companies) - (Light Damage)
4x Bloody Sunset-Class Light Cruiser (1/8 Companies) - (Light Damage)
6x Lantern Bearer Mk.2-Class Commandeering Ship (1/6 Companies)
2x Risen Dirge-Class Boarding Ship (1/2 Companies)
3x Loyalty's Bloom-Class Scout Destroyer
6x Resurgence Mk.2-Class Torpedo Hunter (0/3 Companies)

Totals: 171


Van Zandt Free Duchy

Van Zandt Navy:
52x Cobra Destroyers
2x Flyssa Destroyers
27x Shatterpoint Heavy Frigates (3x Macro-Cannons)
11x Sword Frigates
14x Falchion Frigates
8x Dauntless Mk1 Light Cruiser
5x Lancer Light Cruiser (1x Prow Lance, 1x Lance Battery, 1x Lance Turret)


Echish SDF:
5x Light Monitors (Destroyer Equivalent)
3x Medium Monitors (Frigate Equivalent)

Totals: 127
 
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864.M42 - Flee Once More
It is with thunderous collapses of reality that the Federation Fleet arrives within the Echish system, their sensors already pinging against the ships surrounding Phantom, and the attached Choirs find that the Warp is filled with messages screamed at the nearest world. With idle smugness, they find that the methods used by the Duchy's Psyker Lords are far more primitive than the Song used by the Federation to connect star systems to their neighbors.

With far more interest to High Admiral Huntress is the way the Duchy Fleet has taken position over Phantom, seemingly uncertain if they are to fight or defend the world, hours ticking by as the ships fire off communications between themselves and the planet as noticed by the bleed-off of their communications systems and the sensors of the Federation.

And then, as a day passes and the two fleets are a mere hour away from engaging in combat, the Duchy Fleet ignites its engines...to flee once more.

Bewildered, several scans are taken at that revelation before the fact seems to take hold; the Duchy is retreating from Echish. A quick call by the Choirs of the SBGs confirms that the Duchy Fleet has received a shout from a nearby system, and though its contents could not be deciphered, the Choirs agree that the fleet has been ordered to retreat to conserve strength.

...most likely.

Which leaves the fleet, once more, in an awkward position. Technically, it is now in near-to-full control over the Echish system, with only a smattering of SDF ships desperately screaming at their comrades to turn around remaining in the near future. Even if these ships were crewed by the elite of the elite and blessed with captains and a commodore capable of wielding each piece to its utmost extent...the 200 ships of the Federation would win by default of having far more tonnage than they.




So...what now?
(6-Hour Moratorium)
[] (Write-In)
Do you stil follow your plan with Echish (destroy local Void Infrastructre and then bail)? What are the next movements of the fleet. Do you pursue? Change plan and invade Echish? Try something else?


2 (1, 1, 1) - Duchy Preparations - Yeah, we can't hold here. Strategic Retreat!
AN: God, I do so love an excuse to have a short write. :V
 
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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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873.M42 - A Divine Needle
"Falu! Falu! Falu!" Came the shouts of tens of thousands gathered underneath the Gatekeep, that vital piece of military fortification that stopped any attempt from the Underhive of the capital of Primus to rise into the Lower Hive with its massive gates, shields, weapons, and massed garrison of nearly five million troops alone.

"Falu! Falu! Falu!" The crowds continued their chants, the word an ancient curse and blessing both, hoping for the success of those who it was directed at, yet also telling them to go out in a blaze of glory if they failed in their chosen goal.

"FALU! FALU! FALU!" The screams began to rise in noise, the arrival of the Celestial Choirs underneath the baleful eyes of the Gatekeep only allowed due to the amassed shield generators that would keep them safe from the inevitable counter-attack by the Gate's extreme-range artillery. As if to punctuate the wisdom of such, light and explosions began to bloom where coherent light and shells met shields, the latter more than up to keeping the latter away from the dozens of Psykers meticulously checking the arrays and ritual site once again. Even a tiny mistake could be costly, yet they found none.

And almost like one, the shouts of the 'FALU' ceased, leaving behind thundering silence as a staff was raised with light pooling off of its tip.

And like one in truth, 55 Psykers began to hum, their throats echoing with the eddies of the Warp as sound turned to weapon and tool alike, millions watching the ceremony with bathed breath, hopeful eyes, and tense anticipation.

The humm was replaced by a single note that none present could name, its calling upon forgotten memories so ancient they had never existed like an alien touch upon a soul.

That note stretched out like a rumbling of engines and the thunder of plasma bound within writhing machinery, the sound of turning gears and flowing energy, a memory of ancient days not yet gone so long when the universe was young while the end all things shall be longer away still.

And then everyone felt it.

Awareness upon the Psykers. Something watching. Something judging.

Something agreeing to the humble request.

"SHIELD YOUR EYES!" The call came, five seconds before the event happened, and nearly all who watched in person, for there were always the ignorant and the daredevils, turned away to not be burnt.

The shields that stood over the Psykers did not have such luxury.

A beam of molten star shot from the ground of the ritual site against the shields of the Gatekeep, shattering those that had kept its creators safe.

It burned.

It Burned!

Like a divine needle, the stream lapped and hugged against the Gatekeep's shields, Magi of the Mechanicus suddenly desperate to keep the generators that fed them chanting in Binharic Cant even as the needle pushed deeper, deeper, deeper into that field with every passing half-second.

A desperate attempt at feeding the shields saw the Lower Hive's lights flicker out as the generators within its strata began to pump their might into the machines below.

Panic began to settle into commanders as the Middle and Upper Hive had their power cut, the latter's cries of annoyance only outshone by the sheer horror of its inhabitants as the lights of the Upper Spire itself whisked out when the Lady Governor ordered its plasma generators to dedicate themselves to keeping the Gatekeep shielded.

And then, like a bated breath, like a wave at its peak, like an orgasm held back...the Sun of Voxx Primus refused its power to the Choirs.

A fraction of a second passed, and relief began to flood into the minds of the soldiers of the Gatekeep.

A fraction that displaced air required to rush back into the space it had been violently pushed out of, the implosion utterly deafening, its might strong enough that it clawed deep into the main gate and ripped the 20-meter thick, 40-meter tall and 200-meter wide shield to the "civilized" portions of the Hive out of its fittings like crumpled paper, accelerating it fast enough that it sailed for over two kilometers before crashing and skipping over the ground for another one.

The crowd, those who had not stared at the casting of The Sun and were dealing with melted eyeballs, went wild, the shouting and hooting and hollering overpowering even the rumble and quaking of the Hive caused by this action, and the sea of Knights, tanks, IFVs, and infantry surging from their staging grounds against the remaining defenses of the Gatekeep.

The war for the capital of Voxx Primus had begun with one ritual.

And 7.3 million people would die from this one action alone. Thrice that in the coming week, as the Gatekeep fell, and conscripts were pushed to retake and defend the fortress' and its backlines.

And for those in the know, that was a small price to pay if the diversion this attack offered would allow the teams of Templars currently flooding into the Inner Sanctum of Primus Guard Command to succeed in its mission: kill the General and decapitate their military leadership.



Blood and metal, heated and boiled, the stench of ozone and fired plasma, sweat trickling along your back, hair matting the top of your head as your arms ached and legs yearned to rest.

Ignore them all, swing the sword, move the body, never stop, never cease, for there is grace in speed and death in cessation.

The bodyguards had fallen like wheat before the scythe, though what either was beyond an implement to cut and something that needed to be cut was lost on them, but the corpses piling behind their fast advance wasn't.

Even so, shouldering the plasma rifle and firing two snapshots against the Magi bearing their war-loads and their battle servitors, the advance was not fast enough.

Legs pumped harder, a sword flashed, a pistol pressed against a temple, and a scream cut through the din of battle in the Spire.

Like a tide, like a flood, like sand flowing through the cracks of a coffin buried underneath the dunes of their home, the Templars moved through the defenders of one man like water through sieves.

And it was not enough.

Had he known they would come? Undoubtedly. But had he known they would come as anything more than a thing that was done? Had he known dates? Times? Numbers?

Pain lanced through the lungs. Breathing became harder.

The will to kill and fight and live did not relent.

But the mind knew.

It was time to die.

Grenades in one, plasma rifle overloading in the other.

One last attempt. If it failed, retreat for all who could.

Legs moved as blood burned without oxygen and lungs drowned in sanguine ichor.

...

Retreat.



After the actions against the Free Duchy within the Voxx Primus, Secundus, and Echis systems, the think-tanks of the Navy saw a need to address concerns regarding the effectiveness of the Federation's Expansion Fleet Carrier Doctrine.

It came as no surprise then that they focused upon two spots of contention that had already seen the internal factions of the Navy come to heated debates; the fact that Lances were far more costly to produce than anything else due to critical components being redirected to strike craft production and that Auto-Loaders remained an expensive piece of equipment.

Thus, they declared that such issues should not happen and that the military-industrial complex must focus on creating more parts for them to be viable on large scales.

Thus decreed, they sent the documents to the Office of Procurement and went on a long lunch.

The Council of Bookkeepers awaited their return in the same hall they had left from and, in their monotone grey voices, told the gathered thinkers that "make this cheaper" is neither a viable mode of economic management, strategic procurement, nor tactical thinking. The Glimmering Federation had only so many resources to dedicate to so many projects, and it could not simply conjure up the required materials because it was decreed.

But...We Decreed It!
(6-Hour Moratorium)
[] We Decreed It!
(Push through your Doctrine change. Removes cost of Weapons/Equipment. Acceleration and Shields are no longer treated as one step cheaper for all classes. Attaches a 20% chance to trigger Detriments in new Designs due to Sub-Standard Parts.)
[] There was an error in the wording... (Write-In)
(Re-Focus your Doctrine Change to another route.)
 
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