Blood, Sweat, and Tears (WH40k Design Bureau)

An excellent question, although... I think I had ruled it to give +.5 Armor to all existing Designs at one point.
Just as long as it's not forgotten and all that.

Anyway, have a anti-stompa tank design. Opinions on it are, as always, welcome.

Beowulf Super-Heavy Armored Vehicle
Named after a figure of local mythology that slew a fell monster of great size and power, the Beowulf Super-Heavy Armored Vehicle is an attempt to design a locally produced vehicle capable of dueling with the Orc Stompas that have caused much devastation in the past years. Despite this purpose, Beowulf class vehicles are not designed to duel Stompas one on one, as it was widely agreed that while it was theoretically possible to design such a vehicle, it would likely be too uneconomical in both production and maintenance to actually have enough numbers to match said Stompas one on one. Instead, they are designed to fight Stompas in teams, with support and as a distraction from the super-heavy artillery that was originally used to fight the ork super heavy walkers.

Still, the Beowulf is a Super-Heavy tank, and against enemies lighter then a Stompa it should be quite devastating.

The Beowulf's primary armament is a battle cannon based on, if much simplified and enlarged, the one carried by the Knight Paladin recovered earlier in the crusade, as well as the Leman Russ Battle Tank's battle cannon. It does lack the rapid fire abilities of the one carried by the Knight Paladin, but it was never expected for that capability to be successfully replicated. However, while it is quite able to fire the normal high explosive or armor piercing shells akin to those fired by normal tanks, the most important ammunition type this cannon can fire are the specialized anti-stompa plasma warheads the project has developed. Based on the Thermo-Cavitation Shells used in naval conflicts, if considerable weaker and smaller, they are designed to (attempt to) penetrate a Stompa's outer hull and cause havoc in its innards. Of course, like other Super-Heavy Vehicles, the Beowulf has more then just its primary armament.

As will as the super-heavy battle cannon it carries on its turret, the Beowulf has two heavy stubbers for anti-infantry fire, one mounted coaxial to the main cannon and one on an independent pintle mount, a front mounted flamer to ward off orcish close assaults (alternatively, the front mount can carry a heavy bolter), and two sponson mounts for one on each side that carry either autocannons, heavy flamers, or twin linked lasercannons. While these weapons are all minor compared to the great power of the Beowulf's primary cannon, they are still enough to see of lesser foes then a Stompa, of which there are many, or provide supporting fire while engaged with a Stompa.



If no one else does one, I'll try to write up a Disruption Lance in the morning.
 
Combat Engine
Calavar has long been reliant on upgraded and militarized merchant engines. While they have sufficed, they have for the most part reached the limits to how much the fundamental technology, the humble merchant engines, can be pushed into accomplishing. The techpriests of Calavar needed a new avenue of research and inspiration to improve the engines of the ships of the Crusade.

The recovery of a previously Imperial engine from the grubby hands of the Orks would provide the inspiration and path forward. Studying the engine, the techpriests of Calavar and the various lay engineers from the companies and noble houses worked together to create a new, superior engine. Focusing on the improvement of acceleration while maintaining the current level of maneuverability, the engine power was boosted by utilizing the availability of better materials brought on by the recovery of the industrial platform to create more sturdy primary engine bells which could withstand more engine thrust. Much of the design of the improved engine bells were lifted from the recovered engines.

Gist of it: By studying the looted engine and utilizing more advanced materials made available by the industrial platform, improve standard Calavan engine to create a true combat engine which improves on speed without sacrificing maneuverability.
 
Beowulf Super-Heavy Armored Vehicle
No offense, but this 'super-heavy' armored vehicle seems atrociously undergunned. Like, even in comparison to a standard Leman Russ. We've been fully capable of making standard IG equipment for several turns now, why are we designing anything to use Heavy Stubbers instead of, say, Heavy Bolters or Multilasers which are outright superior?

Here, something a bit more fitting:

Cataphract Super-Heavy Armored Vehicle: In the face of the emergence of the Orkish 'Stompa', and the grievous casualties they have wrought, Calavar's minds turned to design a vehicle that could stem the advance of the green tide's newest creations. The Cataphract makes use of the cutting edge of Hegemon's technological base to become a tank that, while not individually the match of a Stompa, could fight on parity with them and win as a full squadron of three. The Cataphract's main armament consists of the ubiquitous Earthshaker Cannon, fully mounted on a turret large enough to contain the necessary recoil dampeners. The key difference to the main gun found on a Basilisk is the ammunition; the new Giantlancer shells are based on a miniaturized version of the Thermo-Cavitation Shells that have served Calavar's warships long and well. As well, the large turret allows for the inclusion of a coaxial twin-linked Lascannon and a new development; an autoloader for the gun's shells that will allow for an unprecedented rate of fire. To save room within the hull for ammunition, the rest of the armament on the Cataphract is energy-based, mounting several Multilasers in sponsons and in smaller secondary turrets to secure the tank against infantry assaults. The most advanced technology is found in it's fire control systems, however. Without need to calculate fire solutions for guns firing building-sized shells through the depths of space, the cogitator framework that has been derived from the design of the Groupsight Bridge has been miniaturized. Combined with state of the art communications systems, all tanks within a squadron are able to share target telemetry to focus fire on breaches in enemy armor. In addition to extensive armour plating, the Cataphract also features the protection of a Void Shield.
 
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I prefer an improvement to our strike craft because those can be rolled out fast with a large part of this turns budget going to repairs and ground armies improved strike craft are cheaper to roll out to existing ships not requiring us to put them into the yards for a turn for a refit.
Our pile of loot includes:
-Plasma Turret: Powerful, long ranged, but power hungry and temperamental even before it was set adrift. (Battery 4, Medium Range, Aggressive Spirit. 5M,4A)
2x Looted Lances (Battery 3, Medium Range. 3M)
1x Looted Engines (Accel 3, Maneuver 2. 4M)
So we can use those parts for a single new escort.
 
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The heavy artillery can destroy the stompas just fine, the problem is soaking the damage long enough to let them do so. So here is an overspecialized design.

Bulwark Super-Heavy Tank: It has one massive hull-mounted cannon, large enough to demand attention from its targets, but not large enough to act as a mini-ordinatus. The Bulwark's main purpose is to carry extremely heavy armour of the highest quality Calavar can source. It even has a small (though large for the tank's size) rapid bubble shield generator to prolong the battle as long as possible to allow supporting artillery to destroy the enemy. As the target of titan class firepower, it does not have secondary weapons: they would be wiped off the hull the moment it entered real combat.
In combat, it points at a titan, stops, then diverts all freed up power to the cannon and shields. Then it just signals the target's location while trading fire.

I based this design on heavily armoured assault guns like the T95 and Tortoise.
 
Vote is open. Please vote by plan.

Actually, I have a quick question: If the engine we research is also a pulsed plasma one, would we get a bonus for familiarity with it?


I prefer an improvement to our strike craft because those can be rolled out fast with a large part of this turns budget going to repairs and ground armies improved strike craft are cheaper to roll out to existing ships not requiring us to put them into the yards for a turn for a refit.
Our pile of loot includes:

So we can use those parts for a single new escort.
Hmmmmmm....

Indomitable-X-class Heavy Frigate (53M)
- Hull: War Hawk-class Heavy Frigate Hull (9M)
- Weapon: Looted Lances (Battery 3, Medium Range. 3M)
- Weapon: Looted Lances (Battery 3, Medium Range. 3M)
- Weapon: Plasma Turret (Battery 4, Medium Range, Aggressive Spirit. 5M,4A)
- Defense: Bubble-type Rapid Shield (6M)
- Defense: Scaffold Armor (Armor 2) (2M)
- Utility: Repair Deck (2M)
- Engine: Militarized Engine (Acceleration 2, Maneuver 2, Fuel Efficient) (3M)
- Bridge: Groupsight Combat Bridge (4M)
- Sensors: Distributed Array Auspex (4M)
- Warp: Merchant (4M)
- LS: Redoubt Life Support (3M)
- Housing: Bastion Pattern Housing (3M) with Exoskeleton Support Bays (2M, Housing Add-on)

Assuming that we want to use the Looted engines as a bonus towards researching our next set, this cheaper then a "normal" Heavy frigate while being better. I call it an Indomitable, though, because while the batteries are Lances they are still Batteries and therefore still fill out the same role. This thing would be a complete monster though, goddamn.

Oh, and if we throw in the engines, the cost goes up by 1M, making it 54M.
 
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Right, here's my vote:



[X] Plan Engines, Warmachine, and Fighter Redux
-[X] Combat Engine
Calavar has long been reliant on upgraded and militarized merchant engines. While they have sufficed, they have for the most part reached the limits to how much the fundamental technology, the humble merchant engines, can be pushed into accomplishing. The techpriests of Calavar needed a new avenue of research and inspiration to improve the engines of the ships of the Crusade.

The recovery of a previously Imperial engine from the grubby hands of the Orks would provide the inspiration and path forward. Studying the engine, the techpriests of Calavar and the various lay engineers from the companies and noble houses worked together to create a new, superior engine. Focusing on the improvement of acceleration while maintaining the current level of maneuverability, the engine power was boosted by utilizing the availability of better materials brought on by the recovery of the industrial platform to create more sturdy primary engine bells which could withstand more engine thrust. Much of the design of the improved engine bells were lifted from the recovered engines.

Summary: By studying the looted engine and utilizing more advanced materials made available by the industrial platform, improve standard Calavan engine to create a true combat engine which improves on speed without sacrificing maneuverability.

-[X] Bulwalk Super-Heavy Tank: It has one massive sponson/hull-mounted cannon, large enough to demand attention from its targets but not enough to eliminate the stompas on their own, as their primary armament. The Bulwark's main purpose is to carry extremely heavy armour of the highest quality Calavar can source. It even has a small (though large for the tank's size) rapid bubble shield generator to prolong the battle as long as possible to allow supporting artillery to destroy the enemy. In that vein the Bulwalk possesses a relatively advanced yet affordable amount of field communications capacity to allow any of the Bulkwalks to interface with the theatre artillery commands. As a afterthought a number of anti-infantry and anti-light vehicle weaponry such as multi-lasers are mounted on small turrets to prevent it from being helpless against Orkish infantry and vehicles while it is moving into position to interdict stompa assaults.

In combat, it points at a titan, stops, then diverts all freed up power to the cannon and shields and then coordinates fire of heavy artillery to smash and overwhelm the enemy titan. In effect acting as a mobile barricade against the stompas it is expected to face.

-[X] S-2 Interloper redesign: The S-2 Interloper was a disappointing design. While it met the bare requirements it did not excel. And it also had massive cost overruns. With the need of a affordable next generation fighter craft to replace the ubiquitous Saviors, the Crusade decided to go back to the drawing board in order to fix the problems which the Interloper was criticized for. Namely the cost overruns and merely meeting the bare standards of the required design. With new avenues of research and materials opening up thanks to the recovery of the industrial platform it was deemed expedient to revisit the craft to make it actually affordable as well as improve on its capabilities.

@adsfhgjlk175 I changed up the fluff of your tank design, namely putting in some turrets with multi-lasers as a anti-light vehicle and anti-infantry weapon to give the Bulwalk a self defense capacity. Because it wouldn't do for the Bulwalk to get blown up by a suicide Ork or something before even seeing a stompa.
 
[X] Plan Back To The Drawing Board
-[X] Cataphract Super-Heavy Armored Vehicle: In the face of the emergence of the Orkish 'Stompa', and the grievous casualties they have wrought, Calavar's minds turned to design a vehicle that could stem the advance of the green tide's newest creations. The Cataphract makes use of the cutting edge of Hegemon's technological base to become a tank that, while not individually the match of a Stompa, could fight on parity with them and win as a full squadron of three. The Cataphract's main armament consists of the ubiquitous Earthshaker Cannon, fully mounted on a turret large enough to contain the necessary recoil dampeners. The key difference to the main gun found on a Basilisk is the ammunition; the new Giantlancer shells are based on a miniaturized version of the Thermo-Cavitation Shells that have served Calavar's warships long and well. As well, the large turret allows for the inclusion of a coaxial twin-linked Lascannon and a new development; an autoloader for the gun's shells that will allow for an unprecedented rate of fire. To save room within the hull for ammunition, the rest of the armament on the Cataphract is energy-based, mounting several Multilasers in sponsons and in smaller secondary turrets to secure the tank against infantry assaults. The most advanced technology is found in its fire control systems, however. Without the need to calculate fire solutions for guns firing building-sized shells through the depths of space, the cogitator framework that has been derived from the design of the Groupsight Bridge has been miniaturized. Combined with state of the art communications systems, all tanks within a squadron are able to share target telemetry to focus fire on breaches in enemy armor. In addition to extensive armour plating, the Cataphract also features the protection of a Void Shield.
-[X] Combat Engine
Calavar has long been reliant on upgraded and militarized merchant engines. While they have sufficed, they have for the most part reached the limits to how much the fundamental technology, the humble merchant engines, can be pushed into accomplishing. The techpriests of Calavar needed a new avenue of research and inspiration to improve the engines of the ships of the Crusade. The recovery of a previously Imperial engine from the grubby hands of the Orks would provide the inspiration and path forward. Studying the engine, the techpriests of Calavar and the various lay engineers from the companies and noble houses worked together to create a new, superior engine. Focusing on the improvement of acceleration while maintaining the current level of maneuverability, the engine power was boosted by utilizing the availability of better materials brought on by the recovery of the industrial platform to create more sturdy primary engine bells which could withstand more engine thrust. Much of the design of the improved engine bells were lifted from the recovered engines.
-[X] S-2 Interloper redesign: The S-2 Interloper was a disappointing design. While it met the bare requirements it did not excel. And it also had massive cost overruns. With the need of an affordable next-generation fighter craft to replace the ubiquitous Saviors, the Crusade decided to go back to the drawing board in order to fix the problems which the Interloper was criticized for. Namely the cost overruns and merely meeting the bare standards of the required design. With new avenues of research and materials opening up thanks to the recovery of the industrial platform, it was deemed expedient to revisit the craft to make it actually affordable as well as improve on its capabilities.

Much as the plan above, but I'd much rather have the Cataphract, since it would be a design better able to coordinate with other units and having a more flexible tactical role than just 'deployable bunker'.
 
[X] Plan Surviving and Advancing.
- Pulsed Torch Plasma Drive: Although the maneuvering thrusters of the Pulsed Plasma Array Drive have proven more than satisfactory, the main bank of engines leaves something to be desired. Finally, after years of using the more standard Militarized Engines, a more voracious and powerful main thrust has been thought of that provides the speed that the old Array didn't. A veritable torch, if one would, while still having the same over all set up.
- Cataphract Super-Heavy Armored Vehicle: In the face of the emergence of the Orkish 'Stompa', and the grievous casualties they have wrought, Calavar's minds turned to design a vehicle that could stem the advance of the green tide's newest creations. The Cataphract makes use of the cutting edge of Hegemon's technological base to become a tank that, while not individually the match of a Stompa, could fight on parity with them and win as a full squadron of three. The Cataphract's main armament consists of the ubiquitous Earthshaker Cannon, fully mounted on a turret large enough to contain the necessary recoil dampeners. The key difference to the main gun found on a Basilisk is the ammunition; the new Giantlancer shells are based on a miniaturized version of the Thermo-Cavitation Shells that have served Calavar's warships long and well. As well, the large turret allows for the inclusion of a coaxial twin-linked Lascannon and a new development; an autoloader for the gun's shells that will allow for an unprecedented rate of fire. To save room within the hull for ammunition, the rest of the armament on the Cataphract is energy-based, mounting several Multilasers in sponsons and in smaller secondary turrets to secure the tank against infantry assaults. The most advanced technology is found in its fire control systems, however. Without the need to calculate fire solutions for guns firing building-sized shells through the depths of space, the cogitator framework that has been derived from the design of the Groupsight Bridge has been miniaturized. Combined with state of the art communications systems, all tanks within a squadron are able to share target telemetry to focus fire on breaches in enemy armor. In addition to extensive armour plating, the Cataphract also features the protection of a Void Shield.
-MK.III Macrocannons: The MK.II and even MK.Is have proven a success beyond all thought and doubt. But recent struggles with the Orks suggest that their short range renders any ship with them somewhat...vulnerable. The MK.III aim to fix that. Using data collected from a score and more clashes, both big and small, raids or actual battles, cognitator banks as well as more streamlined data proccesors will hopefully allow the Macrocannons to gain target acquisition at a much farther distance as well at a much faster rate.

Here is my plan. Honestly, unfucking the Saviors would also be a good investment instead of the Macros, as would a hypothetical Disruption Lance. But as is? I cannot not vote for better direct firepower.
 
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On the other hand, fighters are such a big part of our navy that they are an arguably bigger priority? Or, at least, one that easier to "upgrade", so to speak?

I don't know, what do ya guys think? Batteries, Disruption, or Saviors?
 
On the other hand, fighters are such a big part of our navy that they are an arguably bigger priority? Or, at least, one that easier to "upgrade", so to speak?

I don't know, what do ya guys think? Batteries, Disruption, or Saviors?
Considering how many ships we have to replace regardless, we're not likely to have a better time for upgrading either the batteries or lances, since strikecraft complements can be switched out without retrofits. And as nice as the Disruption Lance would be, we need to get something out immediately, and we're likely to have more bonuses to the batteries.

So as far as I can tell, your plan is good as-is.
 
Honestly I'd prefer to just buy more Furies if we need better fighters, instead of insisting on being 100% homegrown.

Also, here's a disruption lance write up.

Ionstrike Lance
Based directly on the Farstrike Lance, the Ionstrike uses the same systems, but in a different matter. Instead of being a particle lance, it is an ionized particle lance, not just damaging targets with the impact of the particles but also dumping huge amounts of charge into whatever target the lance shoots at. This ionic overload... well, overloads equipment around wherever the lances hits, causing cascading malfunctions around the impact zone. Granted, against a well designed, well maintained target this first stride in the direction of disruption weapons will likely have only minimal effect, but neither ork freebooters or cultist scum are known for well maintained and well designed vessels.
 
[X] Plan Engines, Warmachine, and Fighter Redux

We could do a improved/cheaper fury we know enough about strikecraft that we might improve on that design or make it cheaper to build (and keep it a pure fighter vs the multi role savior)
 
Honestly I'd prefer to just buy more Furies if we need better fighters, instead of insisting on being 100% homegrown.

Also, here's a disruption lance write up.

Ionstrike Lance
Based directly on the Farstrike Lance, the Ionstrike uses the same systems, but in a different matter. Instead of being a particle lance, it is an ionized particle lance, not just damaging targets with the impact of the particles but also dumping huge amounts of charge into whatever target the lance shoots at. This ionic overload... well, overloads equipment around wherever the lances hits, causing cascading malfunctions around the impact zone. Granted, against a well designed, well maintained target this first stride in the direction of disruption weapons will likely have only minimal effect, but neither ork freebooters or cultist scum are known for well maintained and well designed vessels.
The idea for the upgraded Savior is to have a cheaper multi-role craft that we can spam. Lightnings are expensive. If we can cut down the price of the Interloper to sat, 3 (at a enhanced statline) or even 2 (at its current stat line), it would be really worth it. Instead of having to bring a mix of fighters and bombers we'd be able to just spam one type of craft.

The ability for our mainstay fighters to fight against enemy fighters while also being able to act as light bombers is a boon. Especially when facing against the Orks and their numerous scrapships.
 
As i've said before, i want a disruption lance.

[X] Plan Full Lance Ahead
-[X] Beowulf Super-Heavy Armored Vehicle
-[X] Pulsed Torch Plasma Drive
-[X] Ionstrike Lance


The idea for the upgraded Savior is to have a cheaper multi-role craft that we can spam. Lightnings are expensive. If we can cut down the price of the Interloper to sat, 3 (at a enhanced statline) or even 2 (at its current stat line), it would be really worth it. Instead of having to bring a mix of fighters and bombers we'd be able to just spam one type of craft.
My point is that while mutli-role stuff is useful, we already can fill the fighter issue with good fighters, and there's lots of other stuff that also really needs a design roll, so I'd prefer to put off fighters for now, especially when i don't think we're going to be building carriers this turn, and put the design roll on other things.
 
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As i've said before, i want a disruption lance.

[X] Plan Full Lance Ahead
-[X] Cataphract Super-Heavy Armored Vehicle: In the face of the emergence of the Orkish 'Stompa', and the grievous casualties they have wrought, Calavar's minds turned to design a vehicle that could stem the advance of the green tide's newest creations. The Cataphract makes use of the cutting edge of Hegemon's technological base to become a tank that, while not individually the match of a Stompa, could fight on parity with them and win as a full squadron of three. The Cataphract's main armament consists of the ubiquitous Earthshaker Cannon, fully mounted on a turret large enough to contain the necessary recoil dampeners. The key difference to the main gun found on a Basilisk is the ammunition; the new Giantlancer shells are based on a miniaturized version of the Thermo-Cavitation Shells that have served Calavar's warships long and well. As well, the large turret allows for the inclusion of a coaxial twin-linked Lascannon and a new development; an autoloader for the gun's shells that will allow for an unprecedented rate of fire. To save room within the hull for ammunition, the rest of the armament on the Cataphract is energy-based, mounting several Multilasers in sponsons and in smaller secondary turrets to secure the tank against infantry assaults. The most advanced technology is found in its fire control systems, however. Without the need to calculate fire solutions for guns firing building-sized shells through the depths of space, the cogitator framework that has been derived from the design of the Groupsight Bridge has been miniaturized. Combined with state of the art communications systems, all tanks within a squadron are able to share target telemetry to focus fire on breaches in enemy armor. In addition to extensive armour plating, the Cataphract also features the protection of a Void Shield.
-[X] Combat Engine
Calavar has long been reliant on upgraded and militarized merchant engines. While they have sufficed, they have for the most part reached the limits to how much the fundamental technology, the humble merchant engines, can be pushed into accomplishing. The techpriests of Calavar needed a new avenue of research and inspiration to improve the engines of the ships of the Crusade. The recovery of a previously Imperial engine from the grubby hands of the Orks would provide the inspiration and path forward. Studying the engine, the techpriests of Calavar and the various lay engineers from the companies and noble houses worked together to create a new, superior engine. Focusing on the improvement of acceleration while maintaining the current level of maneuverability, the engine power was boosted by utilizing the availability of better materials brought on by the recovery of the industrial platform to create more sturdy primary engine bells which could withstand more engine thrust. Much of the design of the improved engine bells were lifted from the recovered engines.
-[X] Ionstrike Lance
Based directly on the Farstrike Lance, the Ionstrike uses the same systems, but in a different matter. Instead of being a particle lance, it is an ionized particle lance, not just damaging targets with the impact of the particles but also dumping huge amounts of charge into whatever target the lance shoots at. This ionic overload... well, overloads equipment around wherever the lances hits, causing cascading malfunctions around the impact zone. Granted, against a well designed, well maintained target this first stride in the direction of disruption weapons will likely have only minimal effect, but neither ork freebooters or cultist scum are known for well maintained and well designed vessels.




My point is that while mutli-role stuff is useful, we already can fill the fighter issue with good fighters, and there's lots of other stuff that also really needs a design roll, so I'd prefer to put off fighters for now, especially when i don't think we're going to be building carriers this turn, and put the design roll on other things.
The combat engine doesn't get the bonus from trying to work on a known designed like mine does, just fyi.
 
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