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Picking up where left off from thread #3
>>
>>4271854
Previous threads
#1 http://suptg.thisisnotatrueending.com/qstarchive/4153696/
#2http://suptg.thisisnotatrueending.com/qstarchive/4185783/
#3http://suptg.thisisnotatrueending.com/qstarchive/4222471/
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>>4271858
First
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>>4271858
We opted to begin production of heavy trucks, for industrial transportation and logistics purposes, designed to carry lots of goods or heavy loads and designed to be able to go off-road, however trade and development would be improved with the construction of a proper road and highway system. Currently the largers cities and towns have some roads internally, but generally the countryside and uninhabited parts of Halon Primaris have either dirt roads from before your arrival or no roads at all. A road system could provide another alternative to the airship and train system, with trains being bound to the rail lines, ideal for travel between major settlements and carrying heavy goods, and aircraft unobtainable and too expensive for the average citizen, roads can allow individuals in personal vehicles to travel rapidly through your realm.
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>>4271873
You spend the next several months overseeing industrial development and the establishment of the new factories, collecting your annual income which has increased dramatically from the investments you have 305k now on hand.

With your ships rotating through repairs at the Respite shipyards, you now are back to full strength, with the Bold Venture, Fiery Hand and the unnamed Frigate now back in service.

The freighter remains unarmed and derelict, and is still in need of repairs.

Please submit names for the Frigate(Write-in)

With our fleet back to full strength there are several options we can pursue.

A. Returning the pirate's prisoners back to their homeworlds
B. Helping the stricken pilgrims with their warp taint
C. Hunting down the pirates in the region
D. Other(Write-in)
>>
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>>4271873
Off terrain trucks + low gravity planet = you can drive almost anywhere. How much to put Rockcrete roads everywhere?

So our chucknuts citizens invented flight travel and proper parachutes. It's time we introduce to them the wonders of the Paramotor. That the thing where you strap a big ass fan to your back and you glide around with a parachute.
>>
>>4271891
Should probs wait for more people to vote on a name, but "The Knights Errent" strikes my fancy.

>B. Helping the stricken pilgrims with their warp taint
It's just 20k. That's chump change. Btw do they even want to go home or would they still be ostracised?
>C. Hunting down the pirates in the region
Sending the prisoners home can wait til after we deal with the pirates. Make sure to drill our men on how to use the prototype weapons so they dont blow their foots off and for Emperors sake make sure your cogitstors are on. We need battle footage. Then we'll send them off on our frigate and wish them a safe return home.
>>
>>4271891
Because of how expensive it is to manufacture hell laser weapons, would it be cheaper to scale up the size and power of the average lasgun to Geno-warrior size?
>>
>>4271891
>Please submit names for the Frigate(Write-in)

Edessa

>A. Returning the pirate's prisoners back to their homeworlds
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>>4272158
Is that a city in Upper Mesopotamia?

In which ship?
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>>4271970
You possess several working models of great crusade era las-rifles, a more powerful design of lasgun forgotten by the Imperium. With the proper research, it could possibly be put into mass production as a primary weapon for your army, with superior range and power to a normal lasgun, at the price of it being longer and heavier than a standard lasgun
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>>4272210
Sounds worth it
>>4271891
>C. Hunting down the pirates in the region
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>>4272210
Acceptable! Fund this now good sir. The Imperium and our empire needs better Las-Rifle patterns. What other great crusade era tier ware gear do we have that we can conduct research on to produce superior versions of what the Imperium or Imperial Guard uses at large?

https://wh40k.lexicanum.com/wiki/Lasgun#Accatran_pattern_MkIV
Some of the parterns include underslung krak grenade launchers. What will it take to add this to crusade era pattern?

Can we produce Long-Las's, or are we far from getting to that point?
>>
>>4272169

yes, and also one of the 3 Crusader States in the holy land. mostly though, I find the name extremely aesthetically pleasing
>>
>>4272158
Support Edessa for name


>>4271891
C. Hunting down the pirates in the region


>>4272210
A research like that seems incredibly useful
>>
>>4273234
Nice

>>4273288
You know what would be incredibly useful? Better armor patterns for the geno warriors. Sure they're using what's classified as Heavy tier carapace armor, but it cant be as good as other known suit of carapace armor patterns. The Solar Pattern Void Armour from when the Solar Auxilia still existed. The catachan variant with gravechutes. I wonder if the STC or copies to make the armor exists.
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>>4273534
The techpriests friends of our uncle should be useful in that regard. They have the material of the geno-warriors now, and they are studying/working on it.
With the experience they will have with the material they are probably the best for create a superior armor for our geno-warriors. But if that takes time putting our hands on another pattern is a good idea.
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>>4273691
Maybe? I just want to get our Imperium approved stuff up to above average quality, while we keep the xeno tech a bit more hidden. That is if we can slap enough purity seals on it to the point where they'll accept it as made by human ingenuity or something.
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>>4273288
>>4272158
>>4273534
The frigate will now be known as the Edessa.
>>
>>4271925
>>4272216
>>4273288
You decide to focus on hunting the pirates. The three ships we have should be enough to handle whatever the pirates have, probably....

However we could ask the Karelians and your uncle for support, as they have offered it, and have something to gain from eliminating the pirate threat.

A. Call them both for aid
B. Call only your uncle for aid
C. Call only the Karelians for aid
D. We can do this ourselves
E. Other(Write-in)
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>>4273776
>B. Call only your uncle for aid
Nothing says kill like over kill, and I don't want any prisoners snitching to any Imperial officials. But if we ever need to btfo some tau then hell yeah.

>E. Other(Write-in)
Run some drills with the experimental weapons.
Do we have any patterns for Carapace armors? Are there any sort of patterns for Flak Armor to make them slightly less shitty and maybe lighter?
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>>4273793
We do t currently have the means to produce our own carapace armor. We have a small inventory of it, but the type we have is standard issue. We could look into developing more advanced carapace armor for our troops. Currently most ge o warriors use heavy carapace grade domestically produced armor
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>>4273882
What Factories will we need to make our own Carapace armor? Will we be allowed to deviate in design and pattern like other govenors?
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>>4273776
>C. Call only the Karelians for aid

dont call for uncle, it is embarassing and I assume he got important purges to commit
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>>4273776
>B. Call only your uncle for aid
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>>4273958
How would it be embarrassing? he'd get a share of the profits.
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>>4273776
>B. Call only your uncle for aid
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>>4273793
>>4274010
>>4274177
You decide to summon your uncle for assistance, and find out he can spare a cobra-class missile boat, it will arrive in the Halon system in a few weeks. In the meantime to prepare for the upcoming operation against the pirates and operations in general, it has been proposed to form a special forces regiment, as the few regiments you have, while well trained, fight as infantry regiments and could be much more specialized.

The Wild Boars have offered to assist in training these new regiments as well, with several of their members transferring to your service to join them.

What kind of special forces regiment should we form?

A. Rangers, specializing in stealth, fieldcraft and surival in harsh conditions
B. Void troops, specializing in boarding operations in space, a highly useful force for the upcoming operation
C. Other(write-in)
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>>4274517

>B. Void troops, specializing in boarding operations in space, a highly useful force for the upcoming operation
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>>4274517
B. Void troops, specializing in boarding operations in space, a highly useful force for the upcoming operation
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>>4274517
How old are we IC? Do we know if taking rejuvinstion treatments will make the geno-warrior process more effective? Have we fixed and improved the geno-warrior medical procedure yet?
>>
>>4274517
>B. Void troops, specializing in boarding operations in space, a highly useful force for the upcoming operation

>>4274579
idk about the others but im going to guess doing anything with the geno warriors will take several turns
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>>4274614
I thought we were already doing things with them. That was the whole reason for us visiting uncle.
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>>4274618
right but that was like one turn ago, itll probably take wayyy longer
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>>4274626
I just hope we get a confirmation that it is being worked on.
>>
While we're at it, if the planet doesnt already have Grox as a livestock, we should start importing and breeding them so farms across the world can start.... well farming Grox. They're the equivalent of super xeno pigs. They eat just about anything including rocks, and almost the entire body is edible. Not to mention that it is very, very palatable.
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>>4274627
well im there with you on that

>>4274631
where would we get those? those friendly xenos?
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>>4274637
They're literally everywhere, be thing in chaos, imperial, or xeno space. They're just that delicious. Check the wiki and you'll bet your ass the Imperium is all over grox meat like a nurgling to shit.

We get them from meat agri world's of course. While we're at it we should get fishing facility / equipment.
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>>4274517
B. Void troops, specializing in boarding operations in space, a highly useful force for the upcoming operation
>>
Seems like we will rule the (void) waves.
Intergalactic trading/banking empire (subservient to Terra, ofcourse) WHEN??!
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>>4274867
>>4274614
>>4274536
>>4274522
You opt to form a void trooper regiment, to be equipped with the void sealed carapace armor from the Karelians.

Formed from volunteers from all across your realm with a mix from your naval armsmen, geno-warriors, mountainfolk, and even some warriors from Secundus, who are brave enough to go from agrarian feudal warfare to space warfare in just a few years.
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>>4275101

The geno-warriors are ok being commanded by non geno officers and fighting in mixed squads?
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>>4275119
I think some of the ones we've indoctrinated / part of our secret police are cool with it, and the geno warriors that participated in the boarding action of the hulk probably learned something about combat doctrines, discipline, and hopefully some cooperation. If not we should probably spam some propaganda. Like posters of the humans that beat the geno warriors handily in the fights.

>You're good but I'm better. Join the PDF and I'll make a real Imperial Soldier out of you.
>Be the best YOU that you can be. Join participate in PDF drills and sign on for the reserves.
>Be strong in mind and body. Enroll in the Imperial City college and be enlightened by faith and knowledge.
>>
>>4275119
>>4275131
Some of the geno-warriors have begun to be more open to the idea, keep in mind that this is a few hundred of them, and to join a new elite unit.

The recruits are quickly gathered and begin training within a week, starting with classroom instruction and simulations on board the Bold Venture.

In the meantime the two missile boats provided by your uncle for pirate hunt have arrived, carrying data from the Eidolian sentinel installation, tracking a handful of ships traveling in patterns that do not match normal naval patrols or merchant craft.

It doesn't take long to figure out that the pirate base is near the Corronid straits. A natural chokepoint separating the region, known as the Darian reach, consisting of our sector, Phyrgia, Cornia and Valeria, the ancient Rogue trader who found the region naming the sectors after his wife and daughters respectively.

The strait, formed by a vicious warp storm on one side, and a dense cloud of corrosive gas on the other, each forming a impenetrable barrier leaving only the small area of space between them to travel through,

Being a chokepoint that all merchant ships have to pass through it is a natural place for a pirate base, with records of pirate bases existing in the region for millenia.
>>
>>4274579
>>4274627
>>4274626
The Geno-warrior genetic flaws will take at least months but likely years to fix, if the Magos has even gotten time to get to it yet
>>4274579
Our character is 35
>>
>>4275828
The first step in chasing the pirates is to find one of their ships and use it to lead it to their base, likely well hidden. As nobody else has eliminated it yet.

Fortunately the Fiery Hand is ideally suited to the task, with more powerful engines and advanced sensors allowing it to pursue or outrun almost any ship it encounters and allowing it to see and hear far beyond a normal Imperial ship.

Unfortunately this will require a pirate ship to reveal itself, allowing us to follow or capture it and force its crew to show us their port of call.

To this end, you have your ships, the Fiery Hand foremost among them hide in passive mode along the merchant route, waiting for the pirates to strike......
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>>4275843
It takes weeks of waiting for before any pirate activity is spotted, in the meantime the new void regiment intensely trains, doing its first few spacewalks.

The concept of being a space-born infantry trooper is terrifying, and almost 50% of the volunteers wash out, from the fear or from inability to operate properly in space.

However the men that remain show resolve, dicipline and bravery in the task and have begun doing mock assaults on the crippled freighter, which has been put to use as an assault training course for your void troops, with the wild boards fighting as the "opfor" or opposing force defending the ship against the void troops. While the veteran mercenaries have had the edge against the newly formed regiment, each excercise sees their advantage whittle away, as the new recruits increasingly become better at tactics and picking up some of the tricks of the trade from the old soldiers they are fighting with.

Void combat is quite hazardous however, with several men dying in accidents, as a suit puncture or equipment failure is almost sure death in the void....

On the pirate hunt, after weeks of patiently waiting the pirates have finally appeared, with two Iconoclast-class destroyers attacking a merchant ship. The Fiery Hand and Edessa are standing by, along with two missile boats.

A. Engage the pirates and save the merchant
B. Let them take the merchant ship and follow them back to their base afterwards
C. Other(Write-in)
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>>4275872
>C. Other(Write-in)
https://www.youtube.com/watch?v=9q3_8N4YZRI
Taser Tag. Make a note for out scientists and tech priests to develop literal flash light / laser tag equipment wired into suits that will taser you upon getting hit.
What I mean is, create full body suits that can be used in ground, void, boarding, etc., with an inbuilt cogitator that can detect lasers and impact on each part of the armor. A universal armored training suit that will give off low voltage shocks in the general area of where a marine is hit to best mimic getting hurt in actual combat. This way they can use Lasrifles on their lowest settings, and use weak autoguns. Keep in mind that WH40K Autoguns are still better that real life ones, which is why I suggest using those.

So what shit idea or do it has its merits? We'd be able to do more simulated battles more often, and they can keep training in times of peace while still being competative.

>A. Engage the pirates and save the merchant
Aim to cripple but not outright destroy. Then send out a localized Vox signal close enough for them to pick up telling them to surrender or die.
So if the issue is only finding the way back to their base, can't we just ask the ex-pirate crew of the freighter ship we captured?
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>>4275958
support
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>>4275958
backing
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>>4275872
>A. Engage the pirates and save the merchant
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>>4275958

Yes. Give us the CUM op
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>>4275958
support
>>
Rolled 89 + 20 (1d100 + 20)

>>4276903
>>4276896
>>4276894
>>4276154
>>4276059
>>4275958
The Captain of the Fiery Hand gives the signal to attack, suddenly powering up the ship from its passive powered down status, as the rest of the hidden ships do the same.

The order is given to attempt to disable the ships but not destroy them, as we wish to take prisoners and take their navigational data.

With all 4 of your ships being quite swift, it is projected that the pirates will be in range within the next few minutes. It doesn't seem the pirates have noticed your ships yet as they have continued to pursue the merchant ship....

You open with a long range barrage from all weapons on the closest pirate....

Diffiiculty threshold 60
Fast moving target +30
Long range +30

Bonuses 20
Rogue Trader naval command bonus +20
>>
Rolled 86 + 20 (1d100 + 20)

>>4277204
The first barrage is a perfect shot, disabling the ships engines, without overly damaging the chaos raiding frigate

The other pirate has begun to flee, turning away from the merchant to the edge of the system

The ships are given the order to fire once more, in an attempt to disable the second ship


Diffiiculty threshold 60
Fast moving target +30
Long range +30

Bonuses 20
Rogue Trader naval command bonus +20
>>
Rolled 32 + 30 (1d100 + 30)

>>4277207
The gunners of your fleet are having a field day, landing a second perfect barrage, disabling the second ships engines as well

With both ships unable to flee, you offer them the chance to surrender and keep their lives...


Difficulty threshold 60
Pirates +60


Roll Bonuses 30
Rogue Trader charisma bonus +20
Rogue Trader special naval/trader/pirate charisma bonus +10
>>
>>4277204
>>4277207
>>4277218
Holy fuck these rolls
Wait. They're chaos?
>>
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>>4277218
The pirates with nowhere and no way to run, surrender after a few minutes of tense back and forths with the Captain of the Fiery Hand, who has begun organizing armsmen and a small prize crews to take the two disabled ships over from their captains.

The first ships officers surrender very quickly, although they act strange, seemingly in fear of their own crew, while the second ships officers force your armsmen to meet them on the bridge, insisting on formalizing their surrender to the maximum degree.

The armsmen on the second ship report the entire ships crew acting very strange and very scared, likely of their potential imprisonment or execution, but pirates usually act tough.....

The armsmen wind their way through the corridors and finally make their on to the bridge of the small chaos frigate, vid captures from the sergeant in charge of the armsmen detachment shows a massive command chair in the center of the bridge, which quickly turns revealing an astartes in light-blue armor

The astartes at lightning speed, draws a chainsword and bolt-pistol and leads a counter attack against your boarding party, the vid-capture being the last thing seen of them....

The other ship's capture is going much better, however a small number of crew, using improvised weapons and knifes, quickly rush the officers of the ship as they are being shuffled off into custody

"Hydra Dominus!"

"Glory to the Hydra"

Your armsmen are barely able to save the captain, and a few of the officers, with several being slain by the crew....

The Captain pleads to be saved "Please get me off the ship! Lord Dardenus will never tolerate this surrender, he has agents all over the ship and will not willingly let us escape with our lives"

Aggressive security measures and literally having the captured officers sprint through the remaining corridors to the waiting shuttlecraft are the only thing that saves the Captain and a few of the bridge officers from certain death as they are transported to an interrogation room on the Fiery Hand.

With contact lost with the boarding party on the other ship what should we do?

The Bold Venture and the void regiment are still in the Halon system the ship protecting the planet, and the regiment is still training in anticipation of the assault on the pirate base.

The ships we have with us have their own complements of armsmen, we could attempt to use them to take the ship back by force, call for the Bold Venture and the void regiment, or simply slag the ship....

A. Call the Bold Venture and the void regiment for assistance
B. Slag the ship, no sense risking a bloody confrontation for the ship
C. Send in the armsmen, and attempt to take the ship back by force
D. Other(Write-in)
>>
>>4277260
https://warhammer40k.fandom.com/wiki/Iconoclast-class_Destroyer

Possibly at least have some chaos ties, as they are using a chaos designed ship
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>>4277263
>D. Other(Write-in)
Fire shots at their command decks and various non essential parts of the ship. We will strip them of control of their own vessels in addition to venting as many of their crew into space as we can without fully hulking the frigates. If we manage that then they will truly be defenseless.

What of the merchant ship? Can we get into contact afterwards?
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>>4277263
So one ship is close to being captured while the one with the Astarte is the one met with the most resistance?
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>>4277263
>B. Slag the ship, no sense risking a bloody confrontation for the ship
>>
>>4277284
>>4277263
>>
>>4277467
Yes, one is basically captured and the other one is heavily contested
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>>4277284
The merchant ship jumped out of the system, likely not wanting to stick around for a battle, we can try to track them down afterwards though
>>
Rolled 35 + 20 (1d100 + 20)

>>4277284
>>4277568
>>4277495
You decide to target the bridge and secondary bridge on the pirate ship the astartes took back...

Difficulty threshold 50
Precision accuracy

Roll bonus 20
Rogue Trader Naval command bonus +20
>>
>>4277712
Are we targeting both or just the one bridge with the astartes on it? I thought our boys on one of them were just about done cleaning up the attackers.
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>>4277712
The gunners barely make the shot, keeping the damage purely to the bridge area, holing the ship in several places, dozens of bodies can be seen sucked out into space, including the light blue power armor of the astartes, who may still be alive.....

It is likely most of the people onboard without void suits are dead from lack of air.

A. Send another team to claim the ship
B. Finish slagging it, no sense in bleeding for it now
C. Other(Write-in)
>>
>>4277713
The other ship is under our control after a brief fight, our men were all killed on the ship with the astartes on it
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>>4277721
Oh he's getting it now.

>>4277719
>A. Send another team to claim the ship
>C. Other(Write-in)
What the smallest laser based weapon we got? Can we shoot off his arms and legs or something before attempting to retrieve his body? Send out a ship and a gunner with a bolt gun? I'm banking on his suit sealing itself long enough for us to retrieve him while he remains alive Before we can knock him out. Killing his is fine too if we can't.
>>
>>4277719
>>4277738
Down for this if possible.
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>>4277719
>B. Finish slagging it, no sense in bleeding for it now
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>>4277895
We could just go in there and kill the ones in the void suits. It would save us the cash and most only had improvised weapons.
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>>4277719
>A. Send another team to claim the ship
>C. Use our weapons to blow up the spaced astarte
>>
>>4277738

Yeah yea. Lets retrieve the fallen one. Would earn us a good bonus at the Inquisition. or a preemtive stake burning for coming into contact with such demons
>>
Rolled 80 + 20 (1d100 + 20)

>>4277738
>>4278538
>>4277895
>>4277811
>>4278718
You decide to send in another boarding team to mop of the survivors on the ship that fought back against us, while another team is prepped to recover the armor and body of the possibly still living astartes that was sucked into the void.

Unfortunately starship grade weapons are far too large to be effective at puncturing his armor while leaving it intact, so a team will have to use lasguns and cutting torches to puncture it, and hope he is dead or too injured to resist...

As most of the crew was suffocated/vented, nor roll is needed to retake the resisting ship

As your men approach the floating astartes, one of them swears he thought he saw the slightest movement of the head, looking at the approaching shuttle and dismounting armsmen spacewalking towards the astartes.....

Difficulty threshold 50
Astartes 50

Bonuses 20
Limited mobility in the void +20
>>
>>4278977
The armsmen was right, as the small team approaches the astartes, he suddenly comes to life, using his small airjets in his suit to quickly manuever and float towards the nearest armsmen, who barely gets off a few shots of his lasgun before having his bones crushed and suit ripped apart as the astartes beats him to death, and take his lasgun, quickly shooting the other armsmen. Only sustained lasfire for around 10 seconds, an eternity in most firefights, finally begins to puncture the power armor, with air visibly leaking out, the warrior slowly but surely weakening, the addition of the shuttles chin mounted multi-laser also helps with finishing off the massive armored warrior.

For good measure the team waits for several hours, after seeing the air leak out to make sure he is dead, taking no chances, two men quickly approach the body, and cut a small hole with the plasma torch in his helmet, before firing a half dozen lasshots directly to the brain of the fallen astartes....

With his body and armor recovered and being brought back on board, and two crippled pirate ships fully captured as well you decide to move on with the next step in the operation....
>>
>>4278988
It's probably for the best that he's dead. Perhaps with the help of a tech priest we can hack or commune with his suit to see if he has any relevant information with pirate base.

What were our total losses?
>>
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geno-warrior big cats when
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>>4278988
The two captured pirate ships are towed back to the Halon system while the pirate officers are questioned about the Pirates operation and the whereabouts of their base.

>>4275958
These pirates were merchants who recently went pirate out of desperation, they were provided some support and associate status with the Pirate gang, but were never allowed to go back to their base, as they were newbie pirates who hadn't proven themselves yet. They did mention how the Pirates were extremely well organized for a criminal band, and had a fleet tender ship, disguised as a merchant ship that would supply active pirate vessels with food, fuel, ammunition and other supplies.

>>4279493
1 man in the astartes recovery operation, and the entire 100 man prize crew on the ship that revolted, while the ship that we succesfully captured had 2 armsmen die protecting the officers from assassins amongst the crew.
>>
>>4279546
>disguised as a merchant ship that would supply active pirate vessels with food, fuel, ammunition and other supplies.
Oh. That's not good. Do they know where they warped to?
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>>4279565
We do not
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>>4279947
So neither the two groups of recently captured pirates, nor the ones we captured a while ago can tell us anything about their base and numbers?
>>
>>4279998

Our only lead is the Astartes, else we have to be perceptive. I think its a good idea to invest in navy and lock some shit down
>>
>>4279546
The pirate officers are quickly brought into interrogation, but even under threat of torture they refuse to talk, apparently they are more afraid of this "Lord Dardenus" than they are of your men.

How do you want to handle this?

A. Tell the torturers to get to work on them(dice roll)
B. Visit them yourself and persuade them that they are safe and to trust you with the information(dice roll)
C. Other(Write-in)
>>
>>4279998
The new ones can, the old ones cannot
>>
>>4280073
>B. Visit them yourself and persuade them that they are safe and to trust you with the information(dice roll)
Talk them up first. If they're tortured we're more likely too get negatives because they'll say just about anything to stop the pain.
They're safe now. They're far away from this Lord Dardenus now. We're not the Inquisiton and we don't have to murderlate them. We can set them up in a cozy cell. They'll be treated fairly (by Imperium standards). We don't have to explain every little detail of what we will do to them should they give us incorrect information, so they can either be our friends here, or get turned into Servitors where they will obey every command while being conscious 24/7.
>>
C. Other(contact the inqusition for help)
>>
>>4280073
>B. Visit them yourself and persuade them that they are safe and to trust you with the information(dice roll)
>>
Rolled 62 + 30 (1d100 + 30)

>>4280865
>>4280086
You decide to question them yourself, applying your skills in persuasion, using one of your interrogators to help you in a sort of good cop, bad cop routine on the Pirates....

Difficulty threshold 70
Pirates 50
More scared of Lord Dardenus than you 20

Roll bonuses
Rogue Trader persuasion bonus +20
Special additional RT bonus for dealing with merchants, captains, pirates and other maritime types +10

You also go ahead and have the captured ships towed to the Respite system for possible cleansing and repair, as well as the captured astartes armor to be shipped there as well, where hopefully the Magos can interface with the armors systems to get vid records, navigational data and other important information.
>>
>>4281125
You dress up in your must luxurious regal looking uniform and proceed into the interrogation room...

"I am Lord Jakob Blackwood, of the House Blackwood"

"I thought House Blackwood were Rogue Traders, you bastards have your own system now?"

"You know Rogue Traders and your kind aren't actually so different, the thing is, we go after legal targets, the enemies of mankind, while scum like you go after defenseless merchants supplying worlds on the frontier"

"Lord Dardenus isn't afraid of some upstart Lord, his agents are everywhere."

"Even the Halon system? Because the people of my realm had never seen an outsider before my fleet arrived a few years ago, you are safe from his agents with me."

"All you have to do is give me the location of his base and the details of the operation, and I will guarantee your protection in a secure and confortable cell on Halon Primaris"

"Pshh we can't trust you, your just a young pup who inherited a Backwater system, maybe your Uncle, but not you...."

"Well consider my kind offer"

You motion to the Interrogator sitting behind the one-way glass, who comes with his assistant and a box of torture implements

The pirates try to act tough, with the Captain holding steady as stone, not giving any information, but after the torturer flays one of his fingers off in front of the others, one of the young pirate Lieutenants breaks "Please don't torture me!, I will take your deal, just please don't let that man or his tools near me!"
>>
>>4281145
You quickly take him to another room and get what the knows out of him. While the Pirates destroyed their navigation logs when their ships were captured from memory he is able to point out on a chart the approximate location of the base. An asteroid base sitting on the edge of the gas cloud in the Corronid straits, where the gas is thin enough to not eat through hulls and armor, but still thick enough to disrupt sensor sweeps, effective hiding it from passing patrols and merchant traffic.

Apparently they are run by a small group of astartes pirates led by Lord Dardenus, known as the First Sword of the Hydra, that call themselves the Hydra apostles. While they tell their human subordinates little of their plans, it is clear they are assembling a powerful force, recruiting every pirate, rebel and renegade in the region under their banner, while having agents and spies everywhere, including planting them on their ships crews and any other large groups to prevent betrayals and to maintain loyalty at all costs, with even a hint of betrayal or disloyalty resulting in a swift death.

The young Lieutenant only knows of the ships he has seen docked at the base, which include two chaos light cruisers, a half dozen escorts and a fleet tender, along with a dozen captured freighters.....

With this new information you will likely need to bring more ships to defeat the pirates what do you want to do?

A. Spend 100k thrones and wait a year for two chaos ships to be repaired and placed into service under you command
B. Request additional assistance from your Uncle, as you now have found the pirate base and have an idea of their fleet strength
C. Request assistance from the Karelians
D. Combination of two or more of the above(Write-in)
E. Other(Write-in)
>>
>>4281170
>B. Request additional assistance from your Uncle, as you now have found the pirate base and have an idea of their fleet strength
>C. Request assistance from the Karelians
>>
>>4281170
>E. Other(Write-in)
>dab on these losers
>>
>>4281170

A. Spend 100k thrones and wait a year for two chaos ships to be repaired and placed into service under you command
B. Request additional assistance from your Uncle, as you now have found the pirate base and have an idea of their fleet strength

And spare the talker and give him life in prison. torture the others to death.
>>
>>4281349
Shouldnt we do something about them sooner than later before they amase a larger fleet?
>>
>>4281349
Actually hold that thought.

>>4281170
How much more time do we think our void fighting regiment needs to be combat effective? How much more time before we're producing bolters? I think we'll need to bust those out and some of the good stuff when it's time to fight.
>>
>>4281362
Bolter production is pretty slow, and only a small number of weapons will be ready for combat if we launch the assault now, we will have enough to arm a full regiment with them in a year.

>>4281362
The void regiment is basically ready for battle now, as further training will result in diminishing returns as practice battles and marksmenship training and conditioning only can go so far without actual combat experience.

As our first true elite unit, they are already equipped with the Karelian carapace armor we bought, and can be optionally equipped with our best/rarest weapons, ie plasma guns, melta guns, power weapons and eidolian weapons. Mind you that many troopers would still be armed with lasguns for logistical reasons, but the best soldiers in the unit and squad leaders will be issued special weapons to increase their lethality
>>
>>4281170
>A. Spend 100k thrones and wait a year for two chaos ships to be repaired and placed into service under you command
>C. Request assistance from the Karelians
>>
>>4281170

First of all lock all pirates, put them under watch and check both their bodies and properties. Try to take more information with interrogations. While someone that was under a chaos pirate command isn t the best to trust, if he says they put spies in their ship crews it could hold some truth.


D. Combination of two or more of the above
A. Spend 100k thrones and wait a year for two chaos ships to be repaired and placed into service under you command
B. Request additional assistance from your Uncle, as you now have found the pirate base and have an idea of their fleet strength

Talk with our uncle about the possibility of having the Karelians in the battle and what he thinks about it. They might ask for a sizable amount of loot, but on the other side it s more ships and more soldiers to throw in the asteroid base (and this Lord Dardenus is also recruiting more so their forces might grow further while we fix those chaos vessels).
>>
>>4281537
My thoughts exactly. They could be sleeper agents without even knowing it.

I'll support this. Which I suppose is the same as this >>4281508 but with more specifics
>>
>>4281540
>>4281537
>>4281508
>>4281362
>>4281349
>>4281188
You decide to send the two captured ships to Respite and order that repairs and cleansing begin on them immediately.

You also request additional assistance from your Uncle, who agrees to assist you himself in the Blade of Avarice along with another cruiser, although he now expects a share of the loot.

As far as the Karelians, he believes we can overpower the Pirates as is with his additional ships, but that is assuming our intelligence about the enemy strength is good, and it is always good to have more ships and troops for battle.

As far as the legality of inviting Xenos to the campaign, it is a gray area, while many Inquisitors may have problems with it, you could force your bridge crews to swear to secrecy, and deal with any investigations personally.

He assures you that he has only encountered a handful of Inquisitors in his career and that he is relatively unconcerned, assuming you pay your tithes on time and respond to orders from Sector command in a timely manner

A. Opt to call upon the Karelians to join the assault on the Pirate base
B. We do not need them/its not worth the risk
C. Other(Write-in)
>>
>>4281537
>>4281540
The Pirates have been imprisoned either individually or in very small groups
>>
>>4281774
C. Other(Write-in
Request Help from sector command
>>
>>4281774
>although he now expects a share of the loot.
I assumed that we were going to share part of the spoils regardless.
>B. We do not need them/its not worth the risk
>>
>>4281807
why? what's sector command?
>>
>>4281824
Sector command is technically who you report to in the chain of command.

Basically the imperial government is as follows

Emperor/high lords>segmentum command>sector command>governors
>>
>>4281892
Oh. Well if our uncle is cool with the idea then yeah lets do that.
>>
>>4281774
>A. Opt to call upon the Karelians to join the assault on the Pirate base
We might as well make use of our friendship with the xenos.
>>
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>>4271891
>You spend the next several months overseeing industrial development and the establishment of the new factories, collecting your annual income which has increased dramatically from the investments you have 305k now on hand.

I have been waiting for this.

>>4273893
I think a normal STC forge can produce carapace grade armor, and we have those already unless there need to be another production que unlocked by a Magos.

>>4274579
It has not been three years since our claim to governance for that to matter right now.
>>
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>>4277263
I don't think the Sons of Alpharius are that dumb.

Doing a boarding action without crippling the ship for capture is a bad idea however the action has tipped the balance in your favor with the sacrifice of those that dared. Considering the boarding party reached the bridge they effectively disabled the ship's maneuverability. A ship filled with traitors, among themselves is a ship not worth saving. The last thing we need is the "Hydra" lurking out of the ship after it is docked with any station.

The problem about combining predetermined actions and then exposing further details and results. If it was a boarding party from our Intel Cruiser then it with the actual sensors and support systems can perform a Lighting Strike. If that was true then all of the boarding troops can teleport back. However it played out that none of our boarding party survived. Our Torpedo Cruiser is still the closest thing to that ship with a torpedo barrage to separate the superstructure to pieces.

However
>>4277712
>>4277719
Never do further boarding actions against Astarties, because if that were true in the Imperial Navy would fall.
>>4278977
This is why damage of this magnitude is required to take a ship from the Traitors of humanity if not too corrupted to take.
>>4278988
And again, don't do further boarding actions against Astarties, or extra heretical activities.

>>4279546
>These pirates were merchants who recently went pirate out of desperation, they were provided some support and associate status with the Pirate gang, but were never allowed to go back to their base, as they were newbie pirates who hadn't proven themselves yet. They did mention how the Pirates were extremely well organized for a criminal band, and had a fleet tender ship, disguised as a merchant ship that would supply active pirate vessels with food, fuel, ammunition and other supplies.
>>4280073
>>4281170
I'm starting to think again that it is the entire crew that controls these pirate ships instead of the captain.

As a bonus make a pict vid out of the ships com and visuals record and media blitz the spin recording on a probe towards the pirate base later.

>>4281170
>A.
>>4281774
Super Heretical Hulks Being Repaired On Respite
Going to have to know what those Crusade era ship classes are later.

C. Have all combat data recorded from the Fiery Hand be compiled into a Pict Vid Media Blitz recording to spin the victory to demoralize the Pirate- well Chaos Warband. The accruing theme is merchant pirates, and somehow they are unwilling to leave, only to surrender or be betrayed.

With that circling around we have some time to prepare later, such as boltguns for the boarding parties and anti space marine tactics. The benefit of demoralization will effect the less devout and many of the cause to the course of rebellion.

btw I'm back[/spoiler>
>>
Just saying that sector command would bei reallllly happy If we tell them the Position of the Pirate Base
Also maybe ask the one governor, whos people we rescuded
>>
>>4282451
The pirates do not necesarily know yet that their ships have been lost, and who did it to them, sending a probe would potentially tip them off about an imminent attack on their base as well, as we would have to know where it is to send a probe there.
>>
>>4281807
>>4281819
>>4281945
>>4282601
>>4282451
You decide to send the rescued prisoners back to Lord Karn Istralis in the meantime, and contact Sector Command about what you have found, and requested assistance from the Sectors naval assets. The Sector Lord commends your actions and initiative in dealing with the pirate thread but has no assets available to assist you.

(+1 relations Sector Command)

When the Bold Venture enters Belkan system, home to Lord Istralis the ship finds a small industrial world, with a damaged space station in orbit. The space station hails you requesting your identity and purpose for your visit.

The comms operator on the other breathes a heavy sigh of relief as you tell him your indentity and purpose of bringing back rescued prisoners, including many staff of the space station and some of the Governor's friends and distant relatives.

Lord Istralis himself has asked for an audience with you to convey his gratitude and get to know you better one Governor to another.

A. Accept the audience
B. Decline, we have more pressing matters to attend to
>>
>>4282451
You could however make a propaganda video for your own recruiting purposes and morale boosting purposes, of our ships blasting pirates, and generally winning battles against the enemies of mankind
>>
>>4282843

A. Accept the audience
>>
>>4282843
>A. Accept the audience
>>
>>4282451
What do you mean by crusade era ships?
>>
>>4282843
>A. Accept the audience
>dab
>>
>>4282846
This sounds good. Especially if it's about just normal ass humans btfo'ing a chaos space marine in... well space.
Imagine that. Us blasting that propaganda.
>If a fucko with a flashlight can kill a filthy chaos worshipper, then so can you! Join the Blackwood PDF and kick the asses of chaos dipshits

How expensive is the rejuvenation chem treatment, and is our Brotherhood big pimp interested in such a treatment?
>>
>>4282911
Who are you talking about specifically? And which rejuvenation treatment, do you mean for aging generally, or something more specific?
>>
>>4282962
I'm talking about our guys in space killing a chaos space marine. Good on them.
Yes the deaging rejuvenation thing for the leader of the Brotherhood.
>>
>>4282862
>>4282869
>>4282909
You decide to accept the audience, with coordinates being sent to you for the location of the governors grand estate. With just a few hours before your meeting, you get dressed in one of your more regal outfits, and have your honor guard prepared for presentation. The shuttle ride there is quick and uneventful, with you taking in the beautiful countryside, more idyllic than your planets for sure, coming close to paradise world in beauty, a shame that its location on the frontier has relegated it to simply another small industrial planet supplying the region.

A shuttle carrying your honor guard lands a few minutes ahead of you, asssembling in a parade formation across from a similarly garbed procession of House Istralis Honor Guards.

You dismount from the shuttle and find yourself across from Lord Istralis, who looks to be even younger than you are, a rarity amongst Governors.

You shake hands and introduce yourselves before a short walk through the an impressive maze of meticiliously kept gardens to a large villa complex.

Seeing this makes you think about building something like this in the Halon system, if for nothing else than to impress visitors, as you split time between your cabin on the Bold Venture and the large apartments you built in the capital city.
>>
>>4282973
Rejuvenation is an expensive procedure, but the drugs and equipment can be procured to do it.

The drugs cost 20,000 thrones procedure while the equipment would cost us 100,000 up front. Tage Serran would likely accept such treatment, as would almost everyone. Due to the high expense we would need to reserve it for only the best and most valuable servants of
House Blackwood as well as family members
>>
>>4282976
You end up having a fine dinner at his villa, and drink most of the night away with your fellow Governor trading stories and commiserating about the burdens of being a planetary ruler.

While he does not possess any warships, his planet specializes in producing body armor and armored vehicles, particularly light vehicles like chimeras and Taurus's.

He thanks you again for the return of the prisoners captured by the pirates and is interested in spending more time with you, and growing a stronger relationship between your two planets.

You leave feeling like you made a friend.

Lord Karn Istralis relations +2
>>
>>4282986
Even after your brief detour in the Belkan system, which took a few days, you are now back in Halon, it will still take the better part of a year to put the two captured pirate ships into service.

We have decided to not request Karelian support, and instead asked for more ships from your uncle who has arrived himself in his Star Galleon, the Blade of Avarice along with a lunar class cruiser and two cobra class missile boats.

Between his ships and yours, you can bring 7 warships to bear on the pirates, including 2 galleons, two cruisers and 3 escorts

According to your intelligence the enemy fleet has at least 2 cruisers and 6 escorts

The Void regiment is standing by after several months of intense training along with several of your standard infantry regiments and geno-warrior companies, who will serve as reinforcements in the event of a prolonged battle to storm the pirate base.

You have an advantage in fleet strength, assuming your intelligence is good, but not an overwhelming one.

A. Launch the assault on the Pirate base
B. Request Karelian support(likely to provide 2 ships and some ground troops)
C. Wait for the two captured pirate ships come online
D. Other(Write-in)
>>
>>4283007
>While he does not possess any warships, his planet specializes in producing body armor and armored vehicles, particularly light vehicles like chimeras and Taurus's.
Looks like we know where to get our Carapace armor from. Next time we see him we should ask what kind of patterns of carapace he has. Do we have Imperial Guard grade Flakk Armor yet?

Was that a yes or no to using in built training armor cogitatior sensors, the use of 2nd millennia error auto guns, and the weakest levels of laser fire to reduce the odds of death in space while maintain competitiveness?

>D. Other(Write-in)
Wait in the safe part of space and fucking ambush any more assholes that try to join them.
>>
>>4283007
How long would it take to upgrade the frigate to the specifications that one anons recommended in this or the last thread? It was the Tempest or something class Frigate? Yeah how long would that take?
>>
>>4283041
1 year, as the designs are not that dissimilar from one another
>>
>>4283071
Can we stick any more guns on the Venture? How much to convert the moon into a fortress of dakka?

I know its not as viable as a a spaceship laser, but how much is it to construct a planetary defense laser system?

Has the space port finished construction of all it amenities? Defense weapons, repair docks, rooms + entertainment?

Do se have a military academy established for our PDF? Does making a building / rooms dedicated to simulating Naval combat in space have any merits? 41st or 42nd version of Battlefleet Gothic: Armada 2 but on congitators?
>>
>>4283023
Ambush +1
Maybe a Fake distress Signal?
Also did we get any Info about the hydra-bois from sector command?
>>
>>4283241
A fake signal could work.
>use the damaged frigate we still haven't fixed as bait
>opportunist pirate come in cackling
>our two battleships come out of hiding to push their shit it
>>
>>4282886
Chaos Ships
>>
>>4283546
Chaos era but not inherently tainted by the warp, right? or at least when it comes to the alpha legion?
>>
>>4283007
Just something I want to throw out there before I forget.

In a year or a couple the geno-warrior procedure will be stabilized, and MAYBE the base line chance of mental instability from old age and chance of failure (<=5%) from the procedure will be reduced. The "new" and "improved" geno warriors will hopefully be slightly better.

Besides that we could invest 40k in the rejuvenation surgery, and 100k for the equipment. We can apply the procedure to Tage Serran, who probably became a Geno warrior from a young age, and another to our oldest Boar's veteran that had became a Genowarrior just recently. The why for the procedure is to see if the rejuvenation procedure can effect a post Genowarrior procedure subject positively. If it does affect the subject positively, and the physical attributes from the geno-warrior see a a greater return from not being old, it might be worth going through the procedure. After the pirates have been dealt with.
>>
>>4283954
M30 ship designs were only tainted by the warp for being lost in it, and by being so they are currently the identity of Chaos.
Technically the only non-tainted ship of that generation is already retired from service if they were not taken during the Heresy period. To understand most imperial ships used M41 are literally designs from M20 because they survived warp travel in greater success. That is why some weapons on Chaos ships are more advanced like missile launchers and combined thermal lances, with modular subsystems such as hangers or additional cannonade. The weapon systems themselves make smaller escorts better in supporting larger ships. Ironically for Chaos aligned ships they are not good in close combat and have less armor.
>>
>>4285561
But the two ships we got recently aren't warp tainted righ?
>>
>>4285619
One has traitors on them and the other don't but the other does not but the first ships lost to the warp were from human renegades.

Who knows about who truly owns those ships, because the crew again don't seem to fallow the captain.
>>
>>4285741
You mean one of the Iconoclast-class Destroyer's had the alpha marine leaving the ship fleet of three? Techincally all the ships crew are traitors to humanity, sans the prisoners who we managed to "save".

>but the first ships lost to the warp were from human renegades.
What? I understand how some of the marine legions fleed to the eye of terror, but didn't the Alpha Legion stick around in the materium and not go into the warp? I thought i read somewhere that they were the only renegade space marine faction that wasn't entirely warp tainted. Key word entirely because there are probably some exceptions.

>Who knows about who truly owns those ships
The pirates and the Alpha legionaries that lead them back at the pirate base?

>because the crew again don't seem to fallow the captain.
Actually they did. It was only the small handful that we managed to extract that don't like the captain.

By the way. Unless the two Iconoclast-class Destroyer we have in our possession have chaos markings, we should probably change their appearance a bit to look more Imperial. Throw in some Acquillas, more double headed eagles, a healthy layer of gold and it will be as good as new.
>>
>>4285750
If it's just an Iconoclast then there is no issues. These are just post Scouring ships that are always made by renegades in real space.

The Calixis Sector somehow makes effective ships.
>>
>>4286068
These are indeed Iconoclast. I dont know much regarding ship designs, but would there be a way to upgrade this ship?
>>
>>4286141
>would there be a way to upgrade this ship

If all of it's primary weapons are still on it, otherwise no it's just a glass cannon scout. It's missiles are the alternative to torpedoes and it has long range scanners for them. It's the fastest heretic escort ship so if they do run away they will escape. It is weak against strike craft because of low armor and lacking of defensive guns, so more numbers of this ship are it's defense.

Tactics to use with this vessel is recon or fire support. It's missiles are no joke with each warhead enough destruction as a Macrocannon shell and not limited to firing angles.
>>
>>4286498
Because the ships are heretical yet open sourced technology they can be maintained but at the places they were birthed from. Some amnesty may have to happen, but that is the only way for an Imperial to get the required munitions of the weapons system.

Or we can go full Starpoint Gemini later and somehow sanctify the technology aboard those ships.

The other two chaos escorts have stranger stories of their conception no doubt heretical to the current Imperium.
>>
>>4283071
Will there be an update today?
>>
>>4286731
Sorry guys the last few days have been hectic. I am starting a new job tomorrow but should be on a 3 post a day schedule the rest of the week
>>
>>4286731
About 50/50 about posting tonight
>>
>>4286792
best to you on your new job
>>
What do you guys think we should do would our remaining 205k? Should we use it before the year is over and our two pirate ships are repaired?
>>
>>4288117
I think more development of Halon Secundus is best, and with 200k thrones we could do a lot to improve that planet.
>>
>>4288173
How would we develop Secundus? Dont they still need a couple of more years for then to develop technologically? The only thing that comes to mind in terms of advancing them would be to establish another imperial settlement on their planet, rather than waiting for the natives to adapt. By doing that we wouldnt have to wait for the natives to catch up while still being able to develop the world. We'll kick an ideal location, lay down the foundation for a settle for about a hundred so thousand, and throw some equipment their way. Alien slave labor to set down rails, dig for oil, and as they are mine for ores. We can also throw in some fishing equipment for Primarus and Secundus.
>>
205k Total funds
185k (-20k) surgery to remove most of the warp mutations from the nobles
135k (-50k) refined Promethium facility from Primarus
85k (-50k) Fishing facility for Secundus
65k (-20k) Force the aliens to dig for the oil wells and build pipe line so we can process the oil into promethium we can stockpile
55k (-10k) force aliens to build rail lines
5k (-50k) refined promethium facility for Primarus (we have regular promethium, not the refined stuff. Refined promethium is more valuable.)
Lmao spend 5k on I'unno making a college or something.

Yo in case anyone forgot we should probably round up all the human psykers on Secundus if we haven't done so already.
>>
>>4286828
Does Secundus have any moons?
>>
>>4289471
No it does not
>>
>>4283007
>>4283023
>>4283241
>>4283248
You decide to lay an ambush for the pirates, setting up near the approximate location of their base in an effort to draw them out. Using the crippled freighter as bait, posting an astropath to blare a distress signal and several hundred soldiers lying in wait aboard the ship.

Utilizing some asteroids near the distressed ship to hide your warships you have the ships lie in wait for the approach of the pirates....
>>
>>4289597
It takes less than a day before an Inconoclast destroyer arrives to attack the "crippled" freighter

They are allowed to demand the surrender of the freighter and begin boarding before the trap is sprung, the men hidden aboard the freighter ambushing pirates, while boarding parties from the hidden ships quickly board the pirate ship from the other side, quickly overwhelming the small ship and its crew.

While the first catch of the day went well enough, a long range vox burst transmission was detected from the Pirate ship, just as the trap was sprung, directed towards the pirate base....

A. Stay in the system and attempt to ambush any pirate ships that come to check on what happened
B. Pull everyone out, we will try something else later
C. Other(Write-in)
>>
>>4289669
>A. Stay in the system and attempt to ambush any pirate ships that come to check on what happened
>>
>>4289669
A. Stay in the system and attempt to ambush any pirate ships that come to check on what happened
Fuckin call in additional ships I guess? If they pop in with like 3 ships, we'll have 5 or some more.
>>
>>4289669
I know we're getting the two destroyers repaired, but will they also be readjusted to look like an imperial ship at least from the outside?
>>
>>4289669
>A. Stay in the system and attempt to ambush any pirate ships that come to check on what happened
>>
>>4289775
All of your warships are involved in the operations plus your uncles warships. The total overwhelming numbers are the reason we didnt do a roll to ambush the single pirate ship

>>4289833
Yes they will, you also have to keep in mind that the Imperium is such a large and fragmented place that standardization is rare, where even within the same ship class, there is signifcant variation in design as the various forge worlds use different methods. materials and preferences in ship construction
>>
>>4290006
>>4289833
So them getting ID'd as a chaos ship in Imperial service is very unlikely especially after a major repair job
>>
>>4289973
>>4289736
>>4289775
Your men take the pirate prisoners and deposit them in some of the few sections remaining on the freighter with functioning life support, taking a few pirate officers to the brig of the Bold Venture for interrogation and interning the rest on the freighter.

Your forces expecting the Pirate's checking on their ship, possibly in force, resume their ambush positions, covering behind asteroids and space debris....

The Pirates, as expected do show up, but stronger than anticipated, with the two light cruisers and half a dozen escorts, however it was not mentioned that their fleet was led by a large capital ship, what appears to be some sort of battleship or battlecruiser of unknown class leads the Pirate fleet, presumably as its flagship....

Which ship should we target first?

A. Take down the flagship
B. The cruisers first
C. Start picking away their escorts
D. Other(Write-in)
>>
>>4290036
Can the Freighter be ordered to max out engines and frontal void shields so they can ram the Capital before whatever crew is left on board gets out via boarding ship/escape pods?

>A. Take down the flagship
>>
>>4290036
>A. Take down the flagship
>>
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>>4290036
>two light cruisers>
>half a dozen escorts
>large capital ship

All we have in use are.
2+3 Escorts
1 Cruiser
1 Grand Cruiser Class

Expected Opposition
6ES
2LC
1C-BS Capital Ship

The numbers would not be in our favor at all.

Some knowledge.
Our successful raid was by having the pirates get encircled while they were trapped on one of our ships, which is to say our strength so far has been boarding.
Escorts can only board by teleporting troops if they don't have any forms of torpedoes or hanger launched assault boats.
Our previous victory was costly though boarding actions without damaging the enemy ships and the greater foes inside them. Also as a reminder we don't have any Bolters in use, not that it matters because we are stockpiling them however our troops that can use them don't currently have them. We encountered Chaos Marines and look how that turned out.

Chaos controlled ships were designed to somewhat change the style of voidship warfare to shift close range to long ranged combat to reflect on the tactical shift of Imperial forces against Xeno factions like Orks. Some escorts are also reconnaissance ships as well as hunter killers. Chaos Cruisers of all classes have hangers for chaos engines and strike-craft, or their 2nd refits replaces hangers for lance batteries to cripple ships from afar. One of their Battleships, is basically a carrier that mimics the role of a Battle Barge. Chaos escorts have light weapon mounts but prefer heretical weapons in favor of the Dark Tek priests such as the accurate light missile turret.

The outcome is our strike force is going to get annihilated by a real battlefleet. The only way we can win is if the battlefleet does not have cohesion, which I doubt is a problem with excited mobs. Not even the hiding in the cinematic asteroid maneuver can work against a numerical superior force that can out-range you. If the enemy is clever they will make full use of the strength of their ships.

C. That choice gives us a buffer in controlling the field of battle. The expected escorts are going to be the recon, much like how that trapped ship called the battlefleet. In this case for us to escape we need to take away some eyes and break some bows. Considering the tactics of the enemy the actual capital ship and it's two fleet bounded cruisers will warp out first if nothing is reported.
>>
>>4291207
You make a fair point. I'll support this.
>>
>>4291207
Lets not forget they have Astartes on their side and we have none, so if they board one of our ships, we'd have to down them in so many bodies of crew and armsmen the ship may not have enough crew to run at capacity anymore.
>>
>>4291251
They do have Astartes, but only the handful they needed to guide their. ult following. They're all still dangerous though.

So is ramming the freighter into it a bad idea?
>>
>>4291207
>>4283007
We have twice the number in cruisers.
2Galleons, and 2cruisers as uncle is with us.

Galleons have the firepower of a cruiser but are the Great Crusade era armed merchantmen that were gifted to rogue traders and survived to this day, so less redundancies in them compared to a pure warship.
>>
>>4291207
We also have your uncles ships with us so that’s gives

2 star galleons
2 cruisers
3 escorts

Which while does not give an edge makes for a much more even fight
>>
>>4290060
>>4291257
The freighters too heavily damaged for a ramming tactic, as its barely mobile and has no functional shields or armor
>>
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>>4291509

At this point I don't even know what classes of ships there are on the field, both additional escorts and cruisers and enemy. All I know is if we are facing heretical warships, and not some refit merchants we are still going to be at a disadvantage.

The combat estimate would be up to the possible capital classes with strike craft with long ranged weapons for all ships. The best tactic is encirclement to divide the firepower of the enemy fleet. Our ships also have to be fast and aggressive for a head on engagement otherwise they will be shot down before they deal some serious damage. Having their escorts remain will put us at a disadvantage. Our capital classes are not exactly fast but if they can perform warp jumps, then any other tactic can fall in. However it risks our larger ships from being encircled by the escorts or having our escorts themselves be overrun or pursued by strike craft.

In order for all of that to work it has to be on a time table based on both and strike effectiveness and enemy order of battle to disrupt their overall cohesion and moral. This was the reason why creating a rebellion in the pirate fleet with propaganda would have worked in our favor, now we have to show them how strong our fleet is with additional risk. This mess could also be fixed if we had some Nova Cannons or something.
>>
>>4291621
If we manage to take out their six escorts, and have our three escorts and two cruises focus on their cruises, while our galleons Duke it out with the battleship, do you think we'll stand a chance?
>>
>>4291621
>>4291816
When I log offline from work today, I will give a much more detailed description of the scenario, as well as a proper combat system for naval battles, and various ship roles/stats in the system.

For what its worth, I have not played battlefleet gothic, I am a big history buff, and as such I will be using my limited knowledge of the lore and combining with my knowledge of age of sail and ww2 fleet combat as the basis of my system.
>>
>>4290036
disregard the question on this post
>>
>>4291829
>>4290036
Ship stats and roles

Each ship class has an hp #, based on armor+shields

Battleships 6
Battlecruisers/heavy cruisers/star galleons 4
Light cruisers 3
Escorts 2
Civilian ships/strike craft 1

Each ship type gets to roll to calculate the results of their shooting with every 2 ships of a type giving it +10 to the d100 roll

Escorts are divided up into two subtypes destroyers and hunter-killers

destroyers are effective against other escorts and strike craft while hunter-killers are effective against capital ships
>>
>>4291842
special weapons like nova cannons get their own rolls
>>
>>4291842
Current order of battle(including your uncles ships which are fighting under a unified command)

The Bold Venture- Conquest-Class Star Galleon
Special-Hangar bay carrying 4 squadrons of strike craft
The Blade of Avarice- Conquest-Class Star Galleon(U)
Special weapon- Nova Cannon
The Fiery Hand- Lunar Class Heavy Cruiser
Special equipment- Advanced Sensor array
Vengeance of Gondar- Lunar Class Heavy Cruiser (U)
Edessa- Sword Class Frigate(Destroyer)
Sange- Cobra class destroyer(Hunter-killer)
Yasha- Cobra class destroyer(Hunter-killer)
>>
>>4291842
So that means before other bonuses their battleship will roll a 1d100, their cruisers a 1d100+10, and their escorts a 1d100+30? And for us we will roll a 1d100+10 for our galleons, 1d100+10 for our cruisers, and 1d100+10 for our escorts?

We dont have any capitals so I guess we dont have to worry about hunter killers. How many destroyers and hunterkillers do we have, and how many do they have? If escorts are the Icon -whatever class then our own escorts might be in trouble.

Any bonuses on our part for sneak attacking/hiding behind asteroids? Will there be battle maps in the future?
>>
>>4291855
I will do an enemy order of battle, and you are correct about the bonuses. We also get bonuses for Rogue Trader naval command, and a bonus for ambushing in this fight.

I don't have the time or the application to create battle maps at this point.
>>
>>4291855
I would say anything heavy cruiser and above is a capital ship
>>
>>4291862
>>4291842
Relevant
>>
>>4291861
How is damage done? -1 HP per target for every successful roll? Each additional attack action per group is done via category and not quantity of ships, or is that wrong? Ex: if I have 2 escorts and 1 cruisers, I get 2 attack actions and not 3, because I have escorts and a cruiser?
>>
>>4291842
will stat out starbases, spacestations and orbital defences as needed

More of a general description of roles

Battleship- term used for the largest and most armored capital ships, tend to either carry large numbers of strike craft or are very heavily armed, slow and ponderous, they are big easy targets, but their weapons and defences make them very difficult to deal with
Battlecruisers- an upsized heavy cruiser with battleship grade weapons, an attempt to combine cruiser speed with battleship firepower, although they lack the armor of a true battleship, making the ultimate heavy raider type ship
Heavy Cruisers- the mainstay of the Imperial fleet, these ships are the ultimate multi-role ship, able to deal with bigger and smaller ships depending on their class and loadout, with medium armor and medium speed, they can essentially perform any role
Star Galleons- rare outside Rogue Trader fleets, essentially armed merchantmen. These ships tend to be very ancient and have advanced technology lost to the greater Imperium. While they have the size of a battleship they have combat specs roughly equal to a heavy cruiser as they are not dedicated warships
Light cruisers- combine escort speed with cruiser grade weapons, popular for raiding and convoy escort duty, they have the armament to overpower enemy escorts and the speed to get away from anything bigger and badder than they are.
Destroyers- designed to kill strike craft and other escorts
Hunter-Killers- designed to use their small size and quick speed to use their weapons(typically torpedos) on a capital ship before slipping away out of weapons range
>>
>>4291871
true on both counts
>>
>>4291842
>>4291871
>>4291855
These are good explanations of the mechanics, when a ship loses all its hp its disabled and damaged, and will require recovery and major repairs before it can fight again
>>
>>4291854
Enemy order of battle
Modified Overlord-class Battlecruiser
2 Carnage-class light cruisers
3 Infidel-Class raiders(Hunter-Killers)
3 Iconoclast-class destroyers(Destroyers)
>>
>>4291898
How will the Specials inform each ship affect combat? With the escort classification mean they'll deal double damage to their intended targets?

So we have a net total HP of 22, and the enemy has a net total HP of 24. They got a net total of +2 more than us, but if we can score first blood against their escorts before hiding around the asteroids we we might have a chance of beating them. Being a Battleship and all their largest ship probably wont be able to score a clear shot or travel fast enough towards us. So hopefully we'll be able to take out the cruisers after the escorts. By then hopefully their fleet would be soft enough to take out, but that's just me being optimistic. What do you guys think?
>>
>>4291947
I know you wont like this, but to simplify things, rather than being able to give each ship or class targets, your fleet can only target one class of enemies at a time, if you have excess hits they go against the next target in priority. Priority target can be changed mid-battle

Destroyers cannot hit capital ships(Heavy Cruisers and up), while hunter killers cannot hit non-capital ships
>>
>>4291947
As far as the specials Bold Venture can deploy strike craft, with their own attack role

The Nova cannon gets their own attack like a separate ship class

The advanced sensors dont really affect combat, but may have special information from time to time
>>
>>4291968
ships fire in order from smallest to biggest
>>
>>4290036
Now given the new naval combat rules, please priotize the targets for the fleet(Write-in)

ex 1 Battlecruiser
2 Destroyers
3 Light cruisers
4 Hunter-Killers

Once we get some votes and agreement, I will start calculating rolls, since we are ambushing them we get a roll bonus as well as the first strike
>>
>>4291972
If we decide to attack their ships, will ours get a chance to get back into cover, or does attacking come with the risk of being attacked on their turn?
>>
>>4291981
Attacking means you are exposed to counter attack by the enemy, however after a full turn has happened, you can pull ships back on an individual basis as long as they have hp
>>
>>4291979
>while hunter killers cannot hit non-capital ships
>they have 4 Hunter-Killers
Well I guess we should target the 2 Destroyers since they're designed to kill strike craft and other escorts.
>>
>>4291944
>>4291986
They only have 3 of each escort type, the number on >>4291979 this post just determines target priority, sorry if that was confusing
>>
>>4291979
>>4291898
>>4291882
>>4291879
>>4291864
>>4291862
>>4291855
>>4291861
>>4291854
>>4291842
Also when ships hit 0 HP while they will generally just be totally disabled, there is a 1/3 chance based on a roll done when they hit 0 that they will catastrophically explode
>>
>>4291995
Are there ways to improve the shields, thrusters, and weaponry of vessels to increase their odds of survivability in the future? With our sensor arrays do any of these ships look like they've been touched by the taint of chaos?
>>
>>4292058
Upgrades in our ships are possible but expensive, the sensors do not tell us anything about chaos corruption.
>>
>>4292058
They don't fight for the emperor, so yes by definition they are traitors AND heretics.
To significantly modify or improve capital ships and larger you'd need dedicated heavy orbital infrastructure. We won't really see cruiser capable space stations outside of imperial Navy or adeptus mechanicus star systems.
Remember (heavy)cruiser grade ships and up are RARE, expensive, hard to make and harder to maintain. we've been lucky so far.
>>4292095 Love the quest, been here since beginning. (I lost my shit over the space Hulk). Fyi. Lorewise, a battleship would slighter , without question, our entire fleet. It's order of magnitude greater then even the heaviest cruiser. Think executor from starwars.
>>
>>4291979
>>4291981
>>4292058
>>4292369
You guys got answers for this?
>>
>>4292369
Not what I mean. I mean flesh walls, swarms of space magics, and elderitch obelisks. That kind of warp stuff. Anything with chaos markings we can strip out or beat the shit out of with promethium and litanies. I'mm only asking because the Alpha renegade legion for the most part stuck to the materium thank choose to look like ultra cancer patients.

>To significantly modify or improve capital ships and larger you'd need dedicated heavy orbital infrastructure.
Our uncle knows a guy.

>>4292382
So what I understand so far is that most each ship tier rolls once if available, and each pair adds +10 to that roll. I'm gonna assume it's 1 dmg per ship we have so, I think it'd be best if we destroy their Destroyers with our own Destroyers, since Destroyer class escorts deal more damage to other escorts. If our damage output overflows then I think the light cruises should be next. After than it's only a matter of seeing if we can tank their DPS before we destroy the remaining cruises and escorts before focus firing on their battleship. It's not the best plan, but it's all I got unless there's a galaxy brain here.
>>
>>4292382
>>4292399
Every second that battleship(or battlecruiser?) Lives it'll out range and out damage us. It need to be felt with asap. If we don't get it out of the way first and foremost, nothing else matters. Take the head, then deal with the body piecemeal through hit and run tactics later.

And no, chaos corruption doesn't really show up on ships.....until they become fully demonically possessed, at which point it's not a ship, it's a creature..
>>
>>4292588
I dunno. It depends on how much dmg each ship deals. All I know is that we got two Cobra class destroyer's that'll make their Battleship their Saturday night bitch boy. If we had the option to divide the attacks of all our units I'd suggest the Sange and Yasha spit-roast the heresy out of the battleship, while our new ship the Edessa target their other destroyers. The Destroyers will kill any strike crafts we might deploy from The Bold Venture.

The Bold Venture and The Blade of Avarice will kick the battleship down with their heavy weapons, the 4 squadrons of strike craft from the venture, and the Nova Cannon from the Avarice. The Bombers and Assault Boats will be our bread and butter for dealing with the Battleship in terms of actually damaging it and disabling some of their weapons since our Void troops are now ready.
Seeing as we can deploy 4 squadrons of strike crafts from The Bold Venture, and how Civilian ships/strike craft have 1 hp a piece, I assume that means either each individual squadron is worth 1 hp, or a squadron of 12-24 strike crafts is 1 hp each, which imo squadrons be tanky as a whole a fuck. or if these are the strike craft vs strike craft variants then those are good too. They'd be good for defending against other fighters. The Nova Cannon I got no clue what'll due except probably 2x dmg.

The Firey Hand would need to hold it's own against the two chaos light crusiers until the escorts and battleship could be dealt with.

You might make a good point about dealing with the battleship. If it's capable of deploying squadrons then it'll be a beast in combat we need to take down immediately.
>>
>>4292382
Do we know what classes of ship, except for the battleship, they have?
>>
>>4291944
>>4292654
>>
>>4291979
3 Flagship
4 Cruisers
1 Destroyer
2 Hunter Killer

>>4292382
The Overlord can be harassed by torpedoes to prevent it from using it's own torpedoes and Nova Cannon.

Our Lunar Cruisers can run silent for a later role.

Cobras have 4 torpedo tubes each per barrage, that is almost cruiser grade power per ship. Once enemy sensors are down from their escorts the Cobras can move in closer to deploy additional torpedoes effectively.

Right now due to the enemy cruiser class change we have strike craft supremacy but they will have greater raw firepower against our own ships.

Two of our Star Galleons will engage the cruisers long enough for ether a Luner or Cobra to flank them with torpedoes or broadside but that is only a faint to buy time in order to deal with the Overload.

Our Sword, after defeating the escorts will act as a decoy flanking the Battlecruiser by crossing the T. By doing so the Battlecrusier will have to focus on the unidentified contact while opening up the side to a torpedo barrage splash. The Lunar cruisers running silent will then engage with one is at the stern while the other is at the side in launching Melta Torpedoes in a cross cut barrage to completely cripple weapon batteries and engines of the Overlord, no doubt stunning it to pacification by having the crews distracted with damage controlling infernos of slag.


In this case the eyes of the enemy are going to be their destroyers. Once the destroyers are taken out things like torpedo barrages will be more likely to succeed in hitting or zoning the enemy. Because they have torpedo raiders that is also a problem. Their cruisers don't have torpedoes to worry about but they have the strongest broadsides in the enemy fleet, outmaneuvering them is easy if they have to focus on a single target. The Battlecruiser has torpedoes, and nova cannon, we can't get close to it but we can stop it from maneuvering with Torpedoes. The success of the ambush is to throw sand in their eyes and let our small ships support our larger ships with damage output. Our goal is to force the enemy to engage what they can see, without seeing the destruction that will come instead.

Also Mind Games. Hail each enemy ship. Those that don't get a response from a Chaos Man get teleport boarded. All of the necessary command and control systems breached and disabled on the ship. There is no need to sweep and clear a ship that has the majority of the essential crew assuming normal functions during combat even when the bridge is clear. Combat is the same as ferrying sublight to most ship residence as the majority of the masses don't know what's happening outside or in the bridge. The cleanup can happen later.
>>
>>4293227
Mind games and boarding parties sounds like a good idea.

>>4292382
What's the classification of a Tempest-class Strike Frigate? Destroyer or Hunter-Killer? Something else?
>>
>>4293373
We don't have a Tempest class.

Yet
>>
>>4293381
But the thing is, if we're gonna convert the Sword class Frigate into a Tempest class, would it even be worth it if it's just going to be converted from a Destroyer to a Hunter-Killer? It would be better to just find and keep a hunterkiller, and utilize the 100k we had used for retrofitting the Edessa for something else.
>>
>>4293425
We have to send it far away to get the refit (lore related). It's first real battle has only begun.
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>>4293575
That still hasn't really answered the question if it's worth the refit.
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>>4293612
Only if you want to keep the ship because at this rate things are going to get more heretical. No really a small ship with like cruiser grade shields and armor is great.
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>>4294719
So, turning it into a Tempest will probably ti e it more HP?
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>>4294743
Think of it as more armor save instead of HP, in this case more evasion to actually getting hit.
This is for the grand strategy system of combat the author has opted for.
>>
>>4295132
More armor save? So a highter threshold the enemy has to roll to actually damage the ship? I guess it makes sense? I'm still trying to wrap my head around it. We still need a confirmation from Shmeh to know what the Tempest retrofit will effectively do rather than speculate.
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>>4295179
>We still need a confirmation from Shmeh to know what the Tempest retrofit will effectively do rather than speculate.

My sources comes from the actual Battlefleet Gothic, his might be from the Ship Wiki. At this point the Tempest Class itself is 100% lore. The whole proposal is a late game option anyway thinking that the feet was going to be small scale skirmishing. We will have better ships by then the way we are going.

Some ship classes we will encounter later have different load-outs or variants within the same family. The Sword Class is just an example ship family or variant of the family based on hull compatibility.
>>
Changing one glorious gif tof the omnissiah into another is borderline heretical brother. We must not go down this path
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>>4295981
I beg your pardon?
>>
>>4293227
>>4293373
Ok I will try to translate this into a calculable outcome for the purposes of the game, maybe I should just keep a simple difficulty threshold vs roll after all....
>>
>>4296584
That, or consolidate naval combat rules to a singular post or sheet.
>>
>>4296584

The details are just a suggestion for minimal losses. I honestly don't have an idea how it will play out, such as location of asteroids, how many, and where they are to the enemy fleet formation, and how they will investigate. What ships are behind the asteroids and what are in the open.

>maybe I should just keep a simple difficulty threshold vs roll after all....

Difficulty Thresholds
Rolling for Successes.
Rolling for losses taken on failure.
Role-play

How I think this battle will go in the current system.
>Ships attack enemy fleet ships in order that is voted.
>Roll for success against voted targets, or failure for losses.
>Roll the same for the next targets as they are matched up against our current fleet composition after losses are sustained.
>Outcome determines the story.
The current way(?).

Combat Rolls
The assumed new way.
Actual Tabletop

Ship traits can offer bonuses to rolls.
(Combat Rolls)

Smaller ships are harder to detect and hit over distance.
Strike craft have higher base initiative over ships.
Additional void shield generator increases the armor save.
Ships with Advanced Sensors have higher base accuracy.
Ships with hanger bays can launch or shelter strike craft, or do boarding actions with attack boats.
Ships with Ramming Spurs don't roll a damage save after a ram is performed.

Abilities from ships.
(Player Choices)

A ship Running Silent is harder to detect with tactical systems offline and minimum movement but can't attack and will have to wait a turn to reboot the systems to normal function.
Ships with Advanced Sensors can ping unidentified ships within the ship's sensor range as an action to expose the identity of the targeted ship until they escape the fleet's sensor range.
Strike craft fighter wing tasked as ship escort increases base damage and armor save against torpedoes and strike craft to that ship.
Ramming stuns both ships involved for one turn.
Ship with Advanced Sensors teamed with another ship can divert power to sensor cogitation instead of weapons to improve accuracy of paired ship for the turn.
Boarding actions have higher initial troop counts on boarded ship then, normal teleportation on a shield broken ship.

Field Props
(Planning of Attack)

Nebula/Dust Cloud
Decreases weapon accuracy, visual identification and increases armor save of ships that are inside.
Asteroid
Big rock that blocks sensors, visuals, and line of fire between contacts. A 360° wall.
Asteroid Field
Smaller Asteroids in a group that scramble sensors and increases ship armor save inside but reduces maximum move distance when passing through.
Drifting Space Hulks
Ships ether lost, corrupted, or simply a trap. Offered as destroy-able cover, objective goal, or a prize. (We encountered this before.)


Choose whatever you wish.
>>
>>4296845
Thanks, I will take this under advisement, as a more complex rolling system is definitely something im interested in, especially for space combat. At the same time though I want to be able to deal with relatively quickly, so it doesnt take half a thread worth of posts to resolve a single space battle
>>
>>4296845
Did you get this off of the Battlefleet Gothic rulebook? can you like it or upload the pdf in /qst/ threads?
>>
>>4296857
Instead of having the results be done in turns, just have the results compile in a battle report be done in stages for any change of tactics.

Establishing a fleet doctrine for a plan of attack is essentially the only outcome of a commander's choice. If there are any major changes in fleet activity such as enemy ship movement, or activity regarding an objective it's a major story element that can change destiny. Assuming the role of every officer on every ship is not realistic at all. In this case we are the chief staff officer in our military. We don't make decisions on the battlefield, we only plan decisions from reports from the outcomes of multiple actions.

We don't have to know what's going on within other ships, as long as there are no problems destroying the enemy. In order for us to command bigger battles we will have to think differently in commanding what could be multiple fleets, even if it feels disconnected. In this current instance I can see this fleet battle over in 2 or 3 posts.
>>
>>4296888
No, I actually thought this up based on how our ships were behaving in combat compared to how other ships might behave in combat, and the choices we made along the way. It's safe to say we are no longer shooting up merchant freighters anymore. I also play RTS games.
>>
>>4296917
Should other xeno ships be treated differently?
>>
>>4297729
Xeno ships will behave differently by what equipment they got. I don't think it will change the overall nature of ship combat. The only thing that will change are the tactics we choose.
>>
>>4296857
It's been around three years since we claimed the two planets in the name of the imperium. How many regiments of guardsmen (both normal and geno) do we possess? I recall you mention something in the first or second thread about Genolord being able to rally thousands of genowarriors should the need arise.

Has the lasertag and weak autogun training idea been considered for live fire exercises, both planetside and in space? Would it be a good or bad idea to build a facility dedicated to mimic naval combat like gothic fleet armada and have teams simulate fights with one another? regular boarding, loading, and other like drills can be done on our ships, but it costs money for fuel and munitions.
>>
>>4298361
We will get the chance to implement more training programs and infrastructure. Currently we only have a handful of proper regiments, with a large number of less structured geno-warriors in our service, who fight in company sized warbands, a relic of their previous feudal structure. There will be opportunities for more military development and reforms down the road.
>>
>>4293227
>>4293373
Ship stats and roles

Each ship class has an hp #, based on armor+shields

Battleships 6
Battlecruisers/heavy cruisers/star galleons/Grand Cruisers 4
Light cruisers 3
Escorts 2
Civilian ships/strike craft 1

Each ship type gets to roll to calculate the results of their shooting with every 2 ships of a type giving it +10 to the d100 roll

Escorts are divided up into two subtypes destroyers and hunter-killers

destroyers are effective against other escorts and strike craft while hunter-killers are effective against capital ships

Ships fire in order from smallest to biggest

Strike craft
Destroyers
Hunter-Killers
Light Cruisers
Heavy Cruisers/Battlecruisers/Grand cruisers/Galleons

Geographical features effect rolls, as in asteroids, gas clouds and other things
>>
>>4298448
Are strike craft hp, roll bonuses, and attacks determined per individual attack craft or each squadron?
>>
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>>4298448
Current order of battle(including your uncles ships which are fighting under a unified command)

The Bold Venture- Conquest-Class Star Galleon
Special-Hangar bay carrying 4 squadrons of strike craft
The Blade of Avarice- Conquest-Class Star Galleon(U)
Special weapon- Nova Cannon
The Fiery Hand- Lunar Class Heavy Cruiser
Special equipment- Advanced Sensor array
Vengeance of Gondar- Lunar Class Heavy Cruiser (U)
Edessa- Sword Class Frigate(Destroyer)
Sange- Cobra class destroyer(Hunter-killer)
Yasha- Cobra class destroyer(Hunter-killer)

Strike craft bonus +20
Destroyer bonus +0
Hunter Killer bonus +10
Heavy cruiser bonus +20
Nova Cannon bonus +0

Ambush bonus +10
Rogue Trader command bonus +20

Difficulty threshold 80
Enemy strength 50
Asteroid field 20
Skilled enemy commander 10

Target order selection
1 Destroyer
2 Hunter killers
3 Battlecruiser
4 Light cruisers

Enemy order of battle
Modified Overlord-class Battlecruiser
2 Carnage-class light cruisers
3 Infidel-Class raiders(Hunter-Killers)
3 Iconoclast-class destroyers(Destroyers)

Enemy bonuses
Destroyer bonus +10
Hunter-Killer bonus +10
Light Cruiser bonus +10
Battlecruiser bonus +0

Enemy difficulty threshold 90
Enemy strength 50
Asteroid field 20
Skilled enemy commander 10
Ambushed 10
>>
>>4298454
By squadron
>>
>>4298466
First question is shall we deploy our strike craft for the first round, or have them wait?

A. Deploy them
B. Hold them back
>>
>>4298468
A. Deploy them
>>
>>4298468
>A. Deploy them
>>
>>4298468
>SHTEEL REIGN!
>>
>>4298468

A. Deploy
>>
>>4298496
>>4299147
>>4298647
>>4299276
You order the strike craft squadron commanders to scramble their aircraft
>>
Rolled 2, 78, 14, 77, 86 = 257 (5d100)

>>4299301
>>
>>4299302

Difficulty threshold 80
Enemy strength 50
Asteroid field 20
Skilled enemy commander 10

Strike craft bonus 7+20+20+10=57 miss
Destroyer bonus 78+0+20+10=108 hit
Hunter Killer bonus 14+10+20+10=54 miss
Heavy cruiser bonus 77+20+20+10=127 hit
Nova Cannon bonus 86+0+20+10=116 hit

Target order selection
1 Destroyer
2 Hunter killers
3 Battlecruiser
4 Light cruisers
>>
>>4299304
The strikecraft attempt to get hits on the enemy destroyers but miss the small nimble enemy escorts

The Edessa focuses its forward lasers on the lead enemy Iconoclast, badly damaging it, and it is pulled out of the battle line by the chaos fleet

The two cobras, running silent on the flanks, fail to get into position to make a proper attack, and hold back

The Galleons and cruisers absorb the brunt of the damage from the enemy fleet, lending their firepower to destroy one of the iconoclasts completely, the ships reactors overloading, vaporizing it entirely, leaving no hulk for salvaging or recovery.

The Nova Cannon on the Blade of Avarice finds the third iconoclast, completely obliterating it before they have a chance to react.
>>
Rolled 70, 25, 24 = 119 (3d100)

>>4299307
>>
>>4299309
Enemy bonuses
Skilled commander +10

Enemy difficulty threshold 90
Enemy strength 50
Asteroid field 20
Skilled enemy commander 10
Ambushed 10

Hunter-Killer bonus 70+10+10=90 hit
Light Cruiser bonus 25+10+10=45 miss
Battlecruiser bonus 24+0+10= 34 miss

The enemy fleet opts to focus fire on your heavy cruisers and galleons, the Blade of Avarice specifically


The enemy iconoclasts have either been pulled out of the line or destroyed and thus no longer have an impact
The infidel-class torpedo boats, dealing a vicious blow to the Blade of Avarice, badly damaging it and disabling its nova cannon, your uncle is willing to keep fighting the ship though....

The light cruisers, keep their distance, seemingly cowed by the destruction of the escorts, missing their shots

The battlecruiser's massive gun batteries miss your ships, fired ineffectively into the depths of space and some asteroids rather than your ships

Pull the Blade of Avarice out of the line

A. Do it
B. We need more firepower tell our uncle to stay
>>
>>4299316
>B. We need more firepower tell our uncle to stay
He'll bake out for a turn to make some quick repairs or something, then we'll bring him back in.

How many of their ships are left?
>>
>>4299356
Their battlecruiser, light cruisers and hunter killers are all still in play, we have completely destroyed their destroyers
>>
>>4299362
How much health does his Star Galleon have left?
>>
>>4299397
2 hits left, likely another round of damage would destroy it
>>
>>4299421
So their battlecruiser, light cruisers and hunter killers are still at max health?
If I get this right, if the squadrons manage to land a hit they'll deal a collective 4dmg?
>>
>>4299436
yes
>>
>>4299439
>A. Do it
Oops I meant to pick this
>>
Rolled 78, 28, 78, 89 = 273 (4d100)

>>4299484
>>4299356
You decide to have your uncle pull back for the time being, having the Blade of avarice stay in reserves behind the battleline....
>>
>>4299518
Is the enemy threshold lower due to some of their ships being out of commission? Would the same be said for ours? Is the threshold the same?
>>
>>4299518

Difficulty threshold 80
Enemy strength 50
Asteroid field 20
Skilled enemy commander 10

Strike craft bonus 78+20+20+10=128 hit
Destroyer bonus 28+0+20+10=58 miss
Hunter Killer bonus 78+10+20+10=128 hit
Heavy cruiser bonus 89+10+20+10=129 hit

Target order selection
1 Hunter killers
2 Battlecruiser
3 Light cruisers
>>
>>4299530
The enemy difficulty threshold is 10 higher than ours, it is effectively the same, but they had a higher threshold the first turn because they were ambushed, they wont be affected by that again.
>>
>>4299532
The strike craft deploy from both the Blade of Avarice and the Bold Venture, refueled and rearmed for a second attack run.

This time they savagely slash through the weak armor of the hunter killers, destroying two of them outright and sending the last to flight, the Pirate captain or his crew deciding to live to fight another day....

The enemy Battlecruiser takes a pounding from the hidden cobra-class torpedo boats, who manage to fire their payloads of cyclonic torpedos at close range, overwhelming the shields and causing a massive rend in the armor....

The combined guns of the two Lunar cruisers and the Bold Venture are enough to cripple the massive Battlecruiser, holing it in dozens of places and effectively taking it out of the fight, as it loses all power and begins floating aimlessly in the asteroid field....

The gunnery officers on the Vengeance of Gondar, seeing their most dangerous opponent knocked out are able to focus their fire on the lead enemy light cruiser, severely weakening its shields....
>>
Rolled 15 (1d100)

>>4299544
The pair of light cruisers are all that stand before us now....

Its clear from the sensor readings on the fiery hand, that they have maximized engine power and seem to attempting to flee battle, firing one last vengeful barrage before attempting to withdraw...
>>
>>4299544
>>4299546

Enemy difficulty threshold 80
Enemy strength 50
Asteroid field 20
Skilled enemy commander 10

Enemy bonuses
Skilled commander +10

Light Cruiser bonus 15+10+10=35 miss

Their last attempt was aimed at our hunter killers, the cobra-class ships minimizing their energy output and hiding among the asteroids were able to avoid targeting, forcing the enemy cruisers to blindly fire into the asteroid field, towards the cobra's approximate position

With the last enemy ships on the run, should we pursue and attempt to disable/destroy them, or let them go and focus on repairing the Blade of Avarice and taking stock of the enemy ships we can board and capture....

A. Pursue! No mercy to the heretics
B. Lets hang back for now, we can finish them off at the Pirate base
>>
>>4299553
>A. Pursue! No mercy to the heretics
Send out a long range Vox cast demanding the heretics mutiny against their chaos marine overlords. Their false gods will not save them. We shall spare them but only if the surrender.
>>
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>>4299553

B,

We have this in the bag now and I doubt their commander is on one of the cruisers. Bases don't go anywhere when there are ships to salvage.
>>
>>4299573
tbf if they're fleeing we might as well shoot them while their backs are turned. Attacks of opportunity and what not.
>>
>>4299573
Wait. What if we just leave our uncle here plus our trains boarding regiment to make sure all the traitors are dead, and the rest of our fleet go to the base? As he his ship is now it's not gonna last a second volley.
>>
>>4299582
The point was we have a choice to pursue, which means that the cruiser is already out of weapons range. Also the only ships that can catch up to it in the short time frame are the escorts.

The cruiser itself is a Carnage class, basically a long range skirmisher instead of light carrier, that is why there were no enemy strike fighters, and it's fleeing because now it can be outmaneuvered and forced into close range combat. It's value is limited. If it was a Hellbringer it would be a different story as we will never catch that in short time.
>>
>>4299607
There is no point in attacking a base when we already have their treasure ship, well treasure as in literal treasure. It takes a great sacrifice to acquire an Imperial Battlecruisers with the power of Chaos.
>>
>>4299553
>A. Pursue! No mercy to the heretics
>>
>>4299553
1 Iconoclast is pulled out of the battle line by the chaos fleet
1 Iconoclast was vaporized, not even leaving a hulk
1 Iconoclast is obliterated by The Nova Cannon on the Blade of Avarice
2 Infidel-Class raiders were destroyed by our strike crafts
1 Infidel-Class raiders fled
The Modified Overlord-class Battlecruiser has been defeated
The lead Carnage-class light cruiser has been wounded

All that's left is one pulled out Iconoclast, one fleeing, Infidel-Class raider, and the two Carnage-class light cruisers. Are their two remaining Escorts retreating back with their light cruisers, or are they going some place else?

Since Hunter-Killer type Escorts are effective against Battleships, would they also be effect against things like space stations and space fortresses?
>>
>>4299607
>As he his ship is now it's not gonna last a second volley.

The point about the cruiser fleeing is that the rest of the Chaos aligned fleet is already defeated. The Cruiser is the only one that's left.
>>
>>4299663
I'm just worried about potential defense batteries at the pirate bases and them choosing to focus fire on our uncle's already damaged Galeon. If their base is anything like our obital space station around Primarus, it'll have some weapon, and possibly a few ships they had in reserves.
>>
>>4299668
We worry about defense batteries when our fleets are separated. We are not close to the pirate base at all and the action was to destroy the fleeing cruiser.

>>4299658
>The lead Carnage-class light cruiser has been wounded

Also you should be more worried on that if it is still in play.
>>
>>4299676
But why not leave our uncle + the Edessa to handle the remaining ships, while the remainder of our fleet disable the fleeing ships so they can't escape or warn the pirate base?
>>
>>4299680

I have mixed feelings about this. If we catch up to the fleeing cruiser it will have to be scuttled no matter the outcome. Also we don't have time to assault the pirate base, with a damaged ship with no Nova Cannon functioning.
Ether way the base is going to be alerted if;
1. The fleet has not returned, as it seems to be a QRF instead of a real armada will cause concern for the base's commander. But they already sent out a big fleet, that was meant to hunt a single fleet instead of a combined task force
2. The fleeing ship does return to the pirate base with news of the defeat will impact the morale and overall security of the base.

No matter what choice has been made we already let an escort with more than twice the sublight speed escape and the base will be notified. We never had time for a fallow-up surprise attack. Overall think of the possibility of 2 Nova Cannons in operation for the pirate base later because right now we have the opportunity to.
>>
>>4299704
I thought it better to scuttle the cruisers than risk them regrouping at the pirate base to put up a final defense.
You make fair points about #1 & #2, but would the effects of morale loss also be applied if the first ships to return arent their two light cruisers, but imperial ships?

That, is also a very good point about their fleeing escort class ship, but I still believe it's better to deal with them now that never before they have time to rally.

>Overall think of the possibility of 2 Nova Cannons
>Nova Cannon bonus +0
I thought our uncle had only one. There were two? If there were two then would we not get the +10 bonus?
>>
>>4299714
The battlecruiser did not have a nova cannon
>>
>>4299808
That's what I thought. I think the other anon either thought the ballet cruiser had one, or our uncle had two. Because if we had a total of two Nova Cannon's on our side we would had have that +10 pair bonus.
>>
>>4299808
Do simulators exist in the Imperium and if yes then to what extent? Any VR head sets? Cybernetic implants so it's all in your mind like for the skitarii? Battle stations that look like the interior of a tank or strike craft?
https://youtu.be/TokSLPB5_Bs
Mostly for strike crafts in atmosphere of a planet. For strike crafts in space you dont have to worry about G-force, just orientation and vertigo.
>>
>>4300380
We will deal with the simulator idea when we have posts to build up and reform the military

The short answer is yes, the imperium is highly advanced in virtually all areas but access to most advanced tech is restricted by either society, wealth or religious requirements
>>
>>4300380
Imagine Skitarii as sleeper agents on command linked to a computer hive mind.

I believe if simulation was possible they would already do it, otherwise I think it as normal training of first you learn then you fly. The 40k universe don't have problems with enterprise manufacturing and resources for alternative cost reduction options.
>>
>>4300440
It's a good think we're the lord governor of this sol system, in addition to having an uncle that's friends with a cool tech guy. It's probably going to only be restricted to military personnel, and as far as religion goes...pray harder for the Emperor.

>>4300444
nothing wrong with saving a few thrones. Yep. You think we could apply the Geno-warrior surgery on scientist among our cadre on on the planet? If a smart dude can live for three life times instead of one I;d imagine it would save us a lot of lost progress or something. That or push some geno-warriors to take on more academic pursuits and become GenoTech-Warriors or doctors.
>>
>>4299658
The Iconoclast is attempting to limp out of the system, but is moving slow, the Infidel quickly left the system and entered warp space. We don't know where they went. The two light cruisers are attempting to flee the system, the damaged cruiser is moving a little slow, with the intact one clearly covering. It appears they are counting on their high speed and long range weapons to escape
>>
>>4299570
>>4299624
You have the ships position and being pursuit of the fleeing cruiser you also send a vox message demanding their surrender....

You receive no response.

Your ships have one last chance to hit the cruisers before they enter warp space

Due to the range strike craft Cabot fire and due to damage the blade of avarice and its nova cannon are effectively out of the fight....
>>
Rolled 4, 29, 46 = 79 (3d100)

>>4300520
Meant to do a dice roll
>>
>>4300512
Can we send the Edessa and maybe the Sange to hunt down the Iconoclast, while the rest of our fleet pursues if the majority votes for perusing the two light cruisers before they can get any farther away?

>>4300520
You mean our Strike Crafts are too far away?
>>
>>4300524
Yes you can split the fleet


While they could do it if you really wanted, it would stretch their effective range, also they would need to refuel and rearm, and so would have to try and catch up with the fleeing ships.
>>
>>4300530
However splitting it will reduce the chances to taking out the light cruisers
>>
>>4300532
Maybe the Edessa by itself will be enough. It's at full health, while the Iconoclast is probably at 1 and focusing on escaping so it might not be able to focus all it's weapons on the Edessa. That's just my guess.
>>
>>4300532
We're there any iron halos or rosarius's in the vault full of space marine stuff?
>>
>>4300627
yes there were a handful of iron halos found in the vault
>>
>>4300522
Difficulty threshold 90
Enemy strength 30
Asteroid field 20
Distant target 20
Fleeing enemy 20

Destroyer bonus 4+0+20+10=34 miss
Hunter Killer bonus 29+10+20+10=69 miss
Heavy cruiser bonus 46+10+20+10=86 miss

Unfortunately even your skilled gunners have difficulties making such long-range shots consistently, with all of your ships missing the fleeing enemies, allowing them to slip away into warpspace....

2 Enemy light cruisers, a destroyer and hunter-killer were able to escape the battle. It can be safely assumed the Pirates are aware that we have a large force in the area.

With this knowledge, the Blade of Avarice has set a course for Respite to do some repairs at the yards there, while the rest of your fleet remains battle ready.

The hulks of the 2 iconoclasts and the battlecruiser float lifelessly in the asteroid and debris field created by the battle, it is unlikely any crew survived on the small destroyer escorts but possible that there are hostile surivors on the battlecruiser.

Either way we should claim the hulks for salvage or repair.

A. Have the fleet tow the hulks to Respite and wait for the two iconoclasts to finish repairs to make our assault on the pirate base
B. Strike while the iron is hot and attack now, without the Blade of Avarice and the iconoclasts in the fleet
C. Other(Write-in)
>>
>>4300738
>C. Other(Write-in)
Send in our trained Void boarding action regiments to the various hulked ships to kill and capture anyone they encounter. Psykers are to be killed. The iron is still hot enough for us to pursue them afterwards if we so wished.

Does our uncle have a preference as to which of these ships he wants to claim as his, should most be without the taint of chaos?
>>
>>4300738
A. Have the fleet tow the hulks to Respite and wait for the two iconoclasts to finish repairs to make our assault on the pirate base
>>
>>4300738
good/bad idea: pressing any of the pirate and cultist survivors into slave labor until they die.
>>
>>4300738
>YfJ9V9VH
Let's go with A. That extra ship getting repaired is nice. With any luck the extra time will cause internal fighting within the pirates and soften them up for us now without there leader and flagship.
I doubt we can repair the battlecruiser though.
>>
>>4300952
Traitors and heretics are to be shot sir. Not used like cattle, they are a disease to be stamped out.
>>
>>4300956
Fair enough.
>>
>>4300956
That's part of the recovery process anyway.
>>
>>4300808
>>4300746
>>4300952
Your uncle is willing to let you have all of the hulks, opting to send a freighter to collect the debris from the battle as salvage.

You order your void troops to board the hulks of the enemy ships and clear them of any survivors.

They only face a few small pockets of resistance that are eliminated with minimal casualties. It takes a few days to secure the hulks and get them moved to respite where you can decide to break them up materials or try to repair them.

There are 3 hulks we were able to salvage, the 2 infidel raiders and the Battlecruiser

The raiders will cost 50k each to bring back to fighting shape, while the Battlecruiser will cost 250k

Alternatively we could have them broken up and sold for parts, in which case you would get 25k per escort and 125k for the Battlecruiser

(Write-in what you want to do)
>>
>>4301420
You also can still call the Karelians for aid for the final assault on the Pirate base

A. Call them in, we could use the extra firepower
B. No, we will not consort with Xenos
C. Other(Write-in)
>>
>>4301420
What about the one Iconoclast that got hit by the nova cannon? Was that vaporized, hulked, or disabled?

>The raiders will cost 50k each to bring back to fighting shape, while the Battlecruiser will cost 250k
Fair enough. We dont have anything cool to trade with for our uncle to bump the trade cost down to 25k each like last time, unless the reason they cost 50k is because they're all hulked which makes sense.

We dont have enough money at the moment to restore the Battleship, but what we can do is repair the two raiders. That's my suggestion. Uh. Were there any signs of chaos or warp taint? If so we're probably gonna need to remove those sections of the ships, bath them in Prometheus fire, then launch them into the sun.

Does anyone have anything against the Karelians? Because I'm now very much considering calling them.
>>
>>4301453
The iconoclast was obliterated by the nova cannon, it is space dust and debris now, enough for your uncle to salvage some material from, but not enough to be considered a hulk
>>
>>4301462
Selable salvage?
>>
>>4301492
Yes but uncle claimed it
>>
>>4301493
Since the battle is over, can we determine what were the special features of the battle cruiser?
>>
>>4301506
https://warhammer40k.fandom.com/wiki/Overlord-class_Battlecruiser

It had no special features, but appears to be a slightly stripped down model of a standard overlord, optimized for speed, likely to make it a more effective raider.

Generally battlecruisers fill a unique middle role between heavy cruiser and battleship. Often armed with battleship grade weapons, but attempting to retain the speed,size and manueverability of a cruiser. Generally this comes at the cost of weaker armor and shields for a ship of its size and power.

Battlecruisers are good for raiding and convoy protection as they have the speed to hunt down enemy ships and overpower most, and the speed to escape if they are at the risk of being overpowered themselves
>>
>>4301515
I took a look at most of the ship specs. The overlord requires around 100k people to man it, and escorts usually require around 20k per ship.

Where are we gonna find and train 140k people to pilot these things?
>>
>>4301515
The two iconoclast we're repairing will also need guardmens training to man them.

Wait a second. Wasnt there also another iconoclast at the start of the battle? The first ship that was baited into investigating the damaged freighter?
>>
>>4301562
You are right, we have another Iconoclast destroyer, which will cost 50k to fix, the other two ships we just captured were infidel hunter-killers
>>
>>4301517
as far as manpower for the fleet. We will likely have a post down the road on how to deal with a major enlargement of our space force, but we can comfortably man another escort or two from our existing sources of naval manpower, which are House Blackwood, as your uncle has been willing in the past to transfer some officers and sailors to you, as well as your own ships, where sailors often have families and essentially breed the next generation. In addtion generally in the Imperium, it is not hard to find volunteer sailors as the pay is good and meals are guaranteed, even if its a hard life. If do a dramatic expansion in fleet strength we will have to pay to recruit volunteers, have slaves staff the ships, or hire sailors from a space station or planet that produces skilled spacers.

In addition, the development of our space station will eventually give us our own source of homegrown spacers in addition to our ships
>>
Should this operation be a success, it might be worth visiting the young Lord Istralis a second time with an offer of one of our refitted Iconoclast-class destroyers, in exchange for a Manufactorum with the facilities that can produce Armaplas, Plasteel, and Ceramite. That or whatever facility that can make Carapace Grade armor. In addition to the Manufactorum we would like several Carapace Armor pattern copies.

That would most likely be a fair enough deal, or perhaps we could ask for a few thousand sets of Carapace for our unaugmented guardsmen.
>>
>>4301421
>A. Call them in, we could use the extra firepower
We still have 200k yeah? If so
>Repair both raiders for 100k
>>
>>4301462
>A. Call them in, we could use the extra firepower
>>
>>4301741
205k to be exact. We have more than enough to repair the 2 raiders, and the 1 iconoclast at the start of all this.

>>4301619
Let's spend 150k for all three escorts
>>
>>4301421
Hard B. No fucking xenos filth, they'll want pay or salvage anyway......or just touch thing with there slimy fucking fingers. Ugh!
>>4301420
I say we scrap the escorts. Escorts are crap compared to cruisers anyway. Saving the battlecruiser for a rainy day to be repaired would be smart investment. Worst case scenario we directly contact a mechanicus world and sell the damaged hulk at a large markup. 125k isn't much for something that valuable, damaged or no.
>>
>>4301681
I agree trading one or more escorts for armors and supplies would be smart.
>>
Just a reminder just by having two Infidel Classes makes up for our lack of Hunter Killers. Also because they are more Heretek in both technology and design we can make better use of their initiative in tactics. Even if less torpedo tubes they can be used as proper escorts with more general weaponry such as 4 weapons batteries instead of 1.

The Overlord that is won if standardized would have a ramming spur, full 8 macrocannon broadside, and torpedoes for the coup de grace. However Imperial Battlecruisers are of the same ship family if you know what that means. There is also a real Rouge Trader ship that is a Mars Battlecruiser
>>
>>4301881
We only have the one currently serviceable escort within our fleet in addition to the two destroyers being repaired, and plan to trade one to another planetary governor. That would leave us with five escort ships in total. That's a +20 for when our Escort Fleet makes an attack.
Selling any of the hulked Escorts would be a waste of potential as they're worth greatly more than a measly 25k of salvage. Sure, there's the momentary profit, but in the long run it would be worth it to have a sizable fleet in case we ever need to defend our system from Aliens and Traitors alike. There's also the fact that any of the repaired escorts could sell for a greater value is sold to planets with no space fairing fleets of their own. Should they be desperate enough, we could sell one of our modified iconoclast or raiders for 200k in thrones or equal material goods.

>>4301884
Just the one escort is more than enough. if the smallest escort is worth 100k, then an already combat outfitted one designed to kill other destoyer and more likely to encounter Pirates should pay for all that twice over. That's only what I think.

>>4301890
I'm hoping we could some day add a 6th escort to our fleet for a total +30.
>>
>>4301881
I'm tempted to agree.

BUT! I would like to throw an idea your way that you might like. Any surviving traitors, pirates, and chaos cultists barring Alpha legionaries we will give the the aliens. They get their slaves. They "might" get inconvenienced by them, and we get to keep the majority of the tech and resources. If the human slaves we manage to capture is not enough, then we will throw some food and thrones their way.
yes/no?
>>
>>4301421
>A. Call them in, we could use the extra firepower
>>
>>4301619
If we find the right people, can we buy weapon patterns like the Lucius Pattern Lasgun? It'd go great if coupled with a power backpack for our boarding parties. A boarding party of ten dipshits with +100 shots a person, and lasguns with the stopping power of a hotshot lasgun is probably enough to take out a lot of cree mates.

Although if the Crusade Era pattern is just as powerful then I guess its not needed. Unleeeeess you can scale up the size of the Lucius Pattern for extra big dick energy.
>>
>>4302303
Type XIV Lasgun

It has the power, the alternative is the Bolters we are making.
>>
>>4302397
The problem is that any Hot-shot Lasgun
Patterns will be significantly more expense to produce, hence why we're using the Crusade era pattern lasgun that's more powerful than the standard rifle, at the cost of being bigger. If bigger generally means better I'm wonder if Lasguns scaled up for Geno-warrior size will make a big difference in terms of the cost:dmg output to produce them.
>>
>>4301420
I forgot to mention we have 105k in hand for now. But we can keep the hulks we don’t use for the meantime
>>
>>4301745
>>4301741
You opt to quietly call in the Karelians for the final assault on the pirate base and they offer to provide one heavy cruiser and two destroyers to your forces.

Only a handful of senior bridge officers, members of the administration and your uncle know about the Karelian assistance.

The ones that know are known to be loyal to you and house Blackwood among all else.

You have taken pains to conceal the fact that Xenos assistance is being received from the lower ranking soldiers and crewmen though.

The karelians await your signal on their long range communications device and will rendezvous with your forces at a preplanned location near the pirate base to begin the assault
>>
>>4302430
The Type XIV is not a hotshot but more of a modified Lucius. Ultimately hotshot guns are made not for power but for cooling after firing at that power. Most lasguns don't use that much power for that reason. The Lucius actually has an overheat failsafe if not a slower rate of fire.
>>
>>4302664
https://wh40k.lexicanum.com/wiki/Hot-Shot_Lasgun
>Type XIV Lasgun (Heavy)
I think I get it's a lasgun modified to have the output of a Hellgun. The XIV is made for semi-auto uses or controllee bursts.
>>
>>4302664
So it's as it sort of stands all lasgun have the potential to set laser to max and punch holes through power armor, but the issue is cooling the barrels before ever consecutive shot so he can cotninusly fire on max setting? If you reduce the limitation on its cooling reset time when its fired on its highest setting, then it's technically a hellgun/hot-shot lasgun?
>>
>>4302586
Sorry for the lack of updates the last few days. It’s been a little crazy at my house. However gf is out of town for a few days so I will have much more time to post this weekend and early this week
>>
>>4303757
You take care of your real life stuff dude. It's more important.
>>
>>4303682
>If you reduce the limitation on its cooling reset time when its fired on its highest setting, then it's technically a hellgun/hot-shot lasgun?

No or else it would explode if not melt from the inside. Think of a Hotshot like a Lewis Gun, it has thermoelectric cooler to cool down each shot. But in the Krieg's case they use a less effective refrigerant reservoir in their homebrew.
>>
>>4304387
From what little I understand, we should get that heavy Type XIV Lasgun is the big ones we're making now doesnt have the same punching power to pierce power armor. We'd only need about 1000 in total and divide it among the various boarding party crews or people in charge of defending ships when being boarded.

With the addition to being able to raise or lower the intensity. It would suck to accidentally blast holes in the ship in essential areas.
>>
>>4305671
>With the addition to being able to raise or lower the intensity. It would suck to accidentally blast holes in the ship in essential areas.

That's the strange thing though, there are stronger weapons used on board of ships then the lasegun, such as heavy bolters as the sentry guns, Assault Cannons on Terminators. If a laser can blast a hole in a ship it's not a warship.
>>
>>4305999
But they have to be something a boarding party can utilize with little issue. A heavy bolter would be cumbersome due to the amount of ammo needed and its large size, same goes for an assault cannon. At least with the pumped lasguns with the power packs are relatively cheaper that a bolter I think. Plus it can have multiple firing settings and have no recoil.
>>
>>4303757
Whens the next thread?
>>
>>4306027
Either today or tomorrow, gonna do the last few posts on this thread
>>
>>4302586
While you wait the last few months for the Blade of Avarice and the two iconoclasts to come back online, you return to the Halon system to check in and ensure all is well...
>>
>>4306397
Back on Halon Primaris, the economy and population continue to boom, with new towns springing up around the railway and airship stations, while the new heavy industrial trucks rumble along the roads built in the outskirts and main thoroughways in major towns and cities, carrying goods into the more densely populated areas the railways can't easily reach. The Mechanist guild has developed proposals for a highway system to complement the railways and allow the trucks easier access to other cities and towns in your realm.

Also with the new ships coming online, as well as all the hulks captured possibly being brought back into service, there is a question of naval manpower, as the planetary defense fleet continues to grow, it is beginning to outstrip your ability to man your ships, with previous ships being crewed by men from transferred from the Blackwood fleets or your existing ships, with many crewmembers having families with sons and daughters prepared to carry forward their family legacy. We will need to find a new source of recruits to suplement are existing sources.

Finally, although the mountain realm army was more or less inducted into the PDF as standard infantry regiments, the geno-warriors are still organized along feudal lines, serving commanders from noble houses and fighting as feudal house war-levies rather than a more standardized formation, with forces as small as a dozen warriors to several thousand being the range of sizes for these war-levies. You have extremely good terms with the Geno-Lords(+3), but making them reform into a modern standardized military structure and take on modern equipment and tactics could potentially ruffle some feathers, as it could be percieved as an insult to their traditions

A. Focus on building highways and roads
B. Focus on the naval recruiting issue
C. Focus on reforming the Geno-warrior forces
D. Other(Write-in)
>>
>>4306419
>C. Focus on reforming the Geno-warrior forces
So long as we focus on bolstering food production and industry, towns will just keep popping up, and we'll eventually be able to draw more people from our own planet(s). In a few decades that is.
Maybe there's some ways the Geno-warriors could be convinced to change things a bit? It might be an improvement.
>>
>>4306419
Wait. Idea time. We suggest a mock battle against the Geno-warriors. If they don't like new strategies and equipment then we can show them why it better. Would we have any takers among the geno-lords willing to take the challenge?
>>
>>4306473
Yes they could be persuaded to do that
>>
>>4306016
I was not opposing use, I just thought it strange that in doctrine lase weaponry was banned inside ships.
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>>4306419
>C. Focus on reforming the Geno-warrior forces

>making them reform into a modern standardized military structure and take on modern equipment and tactics could potentially ruffle some feathers

This is the thing though, I thought we trained them enough or they were trained in warfare. So instead of training them we, are going to soldier them?
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>>4307025
I recall something about laser weapons utilized in boarding actions, but not if they were banned or not.
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>>4307029
While they are skilled warriors many still haven’t adopted some of the more modern warfare techniques, in addition they are not well integrated into our forces in standardized formations

Many warriors still harken back to the era before your arrival, where they were mostly fighting poorly armed bandits and rebellious slaves rather than vicious Xenos with advanced weaponry or humans empowered by chaos
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>>4306419
>C. Focus on reforming the Geno-warrior forces
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>>4306396
>>4306027
Going to resolve this next post to begin the new thread expect it around 6-7pm eastern time tonight
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>>4307817
Does the space station have any sensory arrays? If no, how much to outfit it with something on par with what the Firey Hand has? If theres not enough space then can we mound a sensory array on the moon?

As far as long term uses for the moon goes, I can only think to use it for:
>mining for ores
>wall of guns: lasers
>reinforced solar panels resistant to space debris to power lasers
>possible small secondary outpost/station
>possible mini colony to breed void born unless the gravity is so weak it would prove to be detrimental to long term human survival
>sensory array to detect anything within the system
>super secret labs and storage.
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>>4307825
That’s in line with my ideas on how the moon could be used as well

As far as the station sensors it has a basic sensor array, able to Scan the system, not as powerful as the fiery hand though. It also has a blind spot ass it cannot see through/around planets and large objects like space debris and asteroids creating some blind spots.

That can be improved by either upgrading the sensor array to be more like fiery hand or having sensor arrays in other places or doing regular patrols of the system
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>>4307817
>4271854
>>4308075

New thread



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