Via Scientia - The Road to Knowledge

Voting is open
The vote will close on Saturday, next chance to write something is then.

Depending on the total length and amount of choices it will either be for Ship and Notable Crew, or just one of those, the other coming next.
 
[X] Data Smith
-[X] Paranoid: +3 Intrigue, -2 Diplomacy and Administration -1
-[X] Brave: +2 Prowess and Willpower, +1 Martial +1
-[X] Diligent: +2 Administration,+ 1 to all Knowledges +1
-[X] Magos Evocatus: +5 Spiritual Guidance, additional +10 on attempts to counteract Scrapcode or hostile hacking. Once per battle you may call on a machine spirit of a damaged ship or vehicle, enabling it to function without penalty for one roll.
-[X] Universal Interface Mechadendrite: +20 to any attempt to access an Imperial or Admech Cogitator, both for viewing-access and manipulation, +10 for Dark-Age or similar Imperium-related computers.
 
Last edited:
Adhoc vote count started by Artemis1992 on Mar 9, 2024 at 12:50 AM, finished with 27 posts and 16 votes.

  • [X] Synergy Biologic
    [X] Plan Knowledgeable and Diligent Magos
    -[X] Calm: +1 Diplomacy Value 0
    -[X] Content: +1 to all Knowledges, -1 Intrigue Value +0
    -[X] Diligent: +2 Administration,+ 1 to all Knowledges Value +1
    -[X] Genetor Minoris +5 Biological Comprehension, +2 Diplomacy and Intrigue
    -[X] Triple-hardened Noospheric Relay: +3 Martial, constant reliable contact to nearby allies
    [X] Synergy Biologic
    -[X] Paranoid: +3 Intrigue, -2 Diplomacy and Administration -1
    -[X] Ambitious: +1 to all stats, -1 on all Knowledges +1
    -[X] Diligent: +2 Administration,+ 1 to all Knowledges +1
    -[X] Genetor Minoris +5 Biological Comprehension, +2 Diplomacy and Intrigue
    -[X] Advanced Personal Auspex: +2 Prowess while at range, +1 Diplomacy, +10 on any rolls to detect hidden objects or sneaky targets
    [X] Synergy Biologic
    +[X]2 Prowess while at range, +1 Diplomacy, +10 on any rolls to detect hidden objects or sneaky targets
    [X] Intriguing Magus
    [X] Student of Life
    [X] Data Smith
    -[X] Paranoid: +3 Intrigue, -2 Diplomacy and Administration -1
    -[X] Brave: +2 Prowess and Willpower, +1 Martial +1
    -[X] Diligent: +2 Administration,+ 1 to all Knowledges +1
    -[X] Magos Evocatus: +5 Spiritual Guidance, additional +10 on attempts to counteract Scrapcode or hostile hacking. Once per battle you may call on a machine spirit of a damaged ship or vehicle, enabling it to function without penalty for one roll.
    -[X] Universal Interface Mechadendrite: +20 to any attempt to access an Imperial or Admech Cogitator, both for viewing-access and manipulation, +10 for Dark-Age or similar Imperium-related computers.

Vote is closed, looks like we are staying biological.
 
The Vessel of Dreams
As the shipyards of Stygies VIII come into view from your little shuttle, you are once again overwhelmed by the majesty of your fellow men's creation.
The main station easily equals the size and population of a Hive City below, showing dozens of landing bays from which shuttles, repair-ships and harvesters fly out in swarms as bees around a hive. At one glance you can see two Escorts and three proper Cruisers docked to the station, while you know at least one more is at the side turned away from your current position.

It is a gleaming spire of steel, brighter in the light of Stygies' sun than anything under the endless clouds and pollution of Stygies VIII can hope to shine, a beacon for those who come seeking knowledge, a sanctuary for the Imperial ships looking for refueling and repairs.

You know that the ship you will command is berthed here and you know it is a masterpiece even among its kin. The Adeptus Mechanicus builds all ships with care, precision and diligence, as it should be, but Explorator Vessels are given care and the best of available technology in regards to their longevity and independence.
Your Plasma Generatorium will hold out for decades with minimal repairs, your Hydroponic Facilities and advanced recyclers will keep your crew in food, water and air for years without planetary contact and redundant Geller Field Generators will allow you to risk a Warp Jump even after extensive battle damage with no more than the usual risks.

Of course you have studied the class of your ship, its history, known peculiarities of its great machine spirit and everything else you could find on it, but it is still a breathtaking sight:


Skimmer Class Destroyer
Size: Escort-Destroyer: Roughly 1.2 Km length, 12k Crew, 1.5k Fully Equipped Skitarii
Speed: Very High (+40 to attempts to dodge or escape)
Weapons: Macro Turrets (+0 on attacks), Double Torpedo Tube (extreme range)
Armor: Low (+10 on resisting damage)
Special: Silent Runner (+10 on attempts to stay undetected), Stygies-Scramblers (+10 on attempts to stay undetected, -10 on enemy aim)
Production-Capacity: 8PP per Turn
Cost: 5 Favor per turn

The Skimmer is among the smallest fully independent ships the Imperium or the Adeptus Mechanicus use, with only Monitors and Merchantmen strictly for in-system use being smaller.
While this is certainly a disadvantage in any open fight, as well as in the amount of troops one can carry, or forges and manufactorums one can install on board, it is excellent at staying undetected by all but the most sophisticated scanner-systems.
If you want a ship that brings you to your expeditions and gets you out again without every being noticed by potential foes, local authorities or any pirate that might be tempted by the thought of an Admech ship to plunder, this is your vessel.


Serpent Class Frigate
Size: Escort-Frigate: Roughly 1.7 Km length, 18k Crew, 2.1k Fully Equipped Skitarii
Speed: High (+30 to attempts to dodge or escape)
Weapons: Macro Turrets (+0 on attacks), Prow Lance (+10 on attacks, never misses without interference, long range)
Armor: Low (+10 on resisting damage)
Special: Merchant-Chassis (+20 on attempts to pass for a Merchant Cog), Stygies-Scramblers (+10 on attempts to stay undetected, -10 on enemy aim)
Production-Capacity: 10PP per Turn
Cost: 7 Favor per turn

The Serpent is a fully armed frigate, comparable in firepower with the famous Firestorm Frigates the Imperial Navy fields, but at a glance, that is almost impossible to notice even for experienced captains. The prow lance is hidden behind ornamentation, the macro-turret seems to be of a much more primitive design than it is and the blocky form appears nothing like a regular combat-vessel.
Given the right datasmith to forge the identification of a Merchant Cog, a Mechanicus Transport or even a particularly small and strange troop-transporter the Serpent passes beneath notice until it shows its fangs.


Wanderer Class Light Cruiser
Size: Light Cruiser: Roughly 4.3 Km length, 60k Crew, 6k Fully Equipped Skitarii including transport vehicles, scout walkers and tanks
Speed: Medium (+15 to attempts to dodge or escape)
Weapons: Macro Batteries (+20 on attacks), Triple Torpedo Tube (extreme range)
Armor: Medium (+20 on resisting damage)
Special: Stygies-Scramblers (+10 on attempts to stay undetected, -10 on enemy aim)
Production-Capacity: 15PP per Turn
Cost: 10 Favor per turn

There is no such thing as a standard Explorator-vessel, but the Wanderer is perhaps the closest to it. For every sneaky Escort trying to find treasures in the shadow of greater endeavors, for every majestic Arc Mechanicus sailing far beyond known space, there are several of these Light Cruisers that resemble a Dauntless closely in arms and armor, though not in forges and laboratories inside.

Questor Class Cruiser
Size: Cruiser: Roughly 5.2 Km length, 90k Crew, 8k Fully Equipped Skitarii including transport vehicles, scout walkers and tanks
Speed: Medium (+15 to attempts to dodge or escape)
Weapons: Lance Batteries (+20 on attacks, always hits without interference, long range), Prow Landing Bay (deploys Fighters or Bombers)
Armor: Medium (+20 on resisting damage)
Special: Stygies-Scramblers (+10 on attempts to stay undetected, -10 on enemy aim), Advanced Scanners (+10 to detect enemies, increased chance of critical damage)
Production-Capacity: 20PP per Turn
Cost: 15 Favor per turn

The Questor is a long-ranged Capital Ship, fully capable of dismanteling Escorts or severely damaging lighter Cruisers before they can close the range to engage in what the Navy considers "proper" void combat.
For an aggresive Explorator, this is the perfect vessel for disabling potentially interesting hostile ships, as its combination of lance-weapons and excellent Auspex allows it to gut a ship, killing engines and bridge, without completly destroying it.

Constructor Class Forge-Ship
Size: Great Cruiser: Roughly 6.5 Km length, 120k Crew, 14k Fully Equipped Skitarii including transport vehicles, scout walkers, small flyers and tanks
Speed: Slow (+0 to attempts to dodge or escape)
Weapons: Plasma Batteries (+25 on attacks, long range), Prow Landing Bay (deploys Fighters or Bombers)
Armor: Medium (+20 on resisting damage)
Special: Stygies-Scramblers (+10 on attempts to stay undetected, -10 on enemy aim), Repair-Swarm (A small fleet of fighter-sized vessels that can be used to repair major battle-damage without the need for a dock and reduce the PP-cost of all repairs by 5PP)
Production-Capacity: 25PP per Turn
Cost: 18 Favor per turn

The Constructor is not much better armed or armored than a regular Cruiser, despite its greater size, but it makes up for it in production-capacity. The repair-swarm is a small fleet of single-seat flyers, each with its own array of tools and mechadendrites on the hull that allow them to work in concert to make repairs that would usually require extensive time in the dock.
Additionally, the Constructor houses a veritable army in its bulk, enough to break many world's PDF by itself.


[] Also pick a name for the ship

//Those are your ships, choose wisely. Next turn will be notable Characters for your crew and then the Chargen should be done.
 
[X] Plan: Baseline
-[X] Ship Class Wanderer Class Light Cruiser
-[X] Name: Gilded Lantern

Reasoning
The logic here is that we choose the xeno-tech Forgeworld and the James Bond Tech Priest, we are going to make a lot of weird and wacky changes to this ship so it makes sense to start with something commonplace both so that we can bolt on stuff that goes in whatever direction luck should take us and so that as many technicians as possible know how to deal with that baseline chassis.
 
[X] Plan Aggressively Scientific
-[X] Questor Class Cruiser
-[X] The Dissector

So, I'd like a bit more production than the smaller classes offer, fighters and bombers are always good, and as a person focused on Xeno Tech, hulling Alien ships and boarding them to seize Xenotech is probably more likely than successfully happening upon a Xeno occupied planet. The advanced scanners will help with that.

[X] Plan: self-repairs = greater autonomy = Greater exploration
 
Last edited:
[X] Plan: Baseline
-[X] Ship Class Wanderer Class Light Cruiser
-[X] Name: Gilded Lantern

we do need to get around to modding this into looking like a Dauntless
 
[X] Plan: self-repairs = greater autonomy = Greater exploration
-[X] Ship Class: Constructor Class Forge-Ship
-[X] Name: Prometheus
 
im wondering can we replace our main ship later on ?
Yes, but it's unlikely.
The Admech doesn't really have any ships in between a Cruiser an an Ark Mechanicus.
And getting your hands on one of those means you have gone as high up as an Explorator can go and the quest is won.

So it's much more likely you'll be modifying the ship you choose right now than to get a new one.
 
i support the baseline plan because of all the xeno upgrades we make! The first two would be the inercialest drive but it probobly late game so we can survive being hunted by necrons
 
[X] Plan Aggressively Scientific
[X] Plan: self-repairs = greater autonomy = Greater exploration

What can I say, I like the big ones.
 
I'll close the vote tomorrow morning.

For now we are tied between the medium-sized ship and the big one.

Please keep in mind that the Favor Cost will be pretty relevant to your playstyle.
The bigger the ship, the more pressing it is to produce regular results you can send back to your Patron.

Of course, on the other hand the bigger ship and army also offers more options to do so.
 
I do not mind the big ship on its own, but we have to keep in mind that it is a bigger target as well and quite poorly armed for its size. Like Artemis1992 says above we will have to take more risks to pay for it but that also means we will draw more eyes form the kind of people who would really want a Forge Ship.
 
Voting is open
Back
Top