Blood, Sweat, and Tears (WH40k Design Bureau)

Personally I'm pretty sure that'd just be a defense part, not an add on, but the actual write up looks decent to me.
 
If we want a PD option that fits on our current hulls, a dual-purpose battery is probably the way to go. War Hawks and Trenches could mount them without issue, and corvettes and escort carriers could use them without totally disabling their offense.

(Weapon) Dual-purpose laser battery: These laser battery mounts consist of clusters of small lasers focusing on a single point. Although a single larger beam would be more efficient, the advantage of this layout is that the constituent lasers can also be aimed independently for point defense work. (Intended stats: battery 1, PD 2+, range ideally short, very short is acceptable)
 
I am going to be honest; Looking for a technological "solution" to the Orks is a massive over reaction, IMHO. Instead of trying to find a hard counter, we should use the ample tools that we have at this time to simply stack things in our favour as much as we can. Like retrofitting all our ships with our new crew quarters and then using the ships most likely to do damage to the Ork fleets in as little time possible. Checkmate them with our Strategy phase orders rather then our Design AND Construction ones.
 
I am going to be honest; Looking for a technological "solution" to the Orks is a massive over reaction, IMHO. Instead of trying to find a hard counter, we should use the ample tools that we have at this time to simply stack things in our favour as much as we can. Like retrofitting all our ships with our new crew quarters and then using the ships most likely to do damage to the Ork fleets in as little time possible. Checkmate them with our Strategy phase orders rather then our Design AND Construction ones.
And spend the design and construction actions on... what, exactly? Defeating our various enemies is kind of the point. If we were talking about overspecialized anti-ork solutions it'd be another matter, but "hey, we keep fighting swarms of boarding craft, maybe we should have some PD" doesn't really qualify in my mind. Good against the torpedoes that Gehault will undoubtedly be throwing at us, too.
 
PD isn't the worst idea, I just don't currently consider it a big target to do right now because so far our fighter cover has dealt with enemy torpedoes and we just did do a new part that makes us harder targets for boarding, as well as the issue that our current combat craft don't have three different defense slots.
 
Again, Seekershard Shells could remedy this quite easily, so long as the design roll doesn't fail us.
Yah, but they're an actual add on, not a point defense part. That kinda thing, our ability to actually use them without needing either a whole new hull or sacrificing on other defensive fronts, is why I'm a lot more likely to support them then any sort of PD turret design at this point.
 
And spend the design and construction actions on... what, exactly? Defeating our various enemies is kind of the point. If we were talking about overspecialized anti-ork solutions it'd be another matter, but "hey, we keep fighting swarms of boarding craft, maybe we should have some PD" doesn't really qualify in my mind. Good against the torpedoes that Gehault will undoubtedly be throwing at us, too.

At some point we are going to have to upgrade our PD, yes, but reactive measure to problems are always substandard. In all honesty, if we are setting out for space craft coverage, then we are far better off sprucing up our aging Carriers then making PD, as fighters and bombers are good at more then just defending against fighters, bombers, boarders and torpedoes.

All of which is beside the point, I think; Didn't we say that we are going to use this turn to consolidate? Do you really believe we can't research the PD next turn?
 
Turn Seven Design Phase
The Crusade was victorious. It's enemies had amassed and been broken in turn. Yet the success was not total. Broken ships flowed into the Calavar system in a sobering display of what the Crusade was fighting against: unnaturally corroded flanks, protruding boarding craft, and many, many body bags with the tens of thousands of casualties the elite of the Crusade had suffered. Repair queues balked at the sudden load and captains made subtle and overt attempts to increase the priority of their own vessels in order to get back into the field. A handful had been killed by Traitor or Ork boarders and so had to be replaced.

Despite the damage the effect of the battle had been a serious one. The Traitor cults, never ones to build new works instead of corrupting what was already present, had had their ranks gutted. No doubt there would be internecine warfare to cut them down even further. To the North the forces loyal to Legcutta had gotten to work on splashing fresh licks of paint on the hulks they had stolen as well as jamming guns wherever they wouldn't fit.

Threats abounded as they always had but the stories of the crewmen brought back for treatment and soldiers who had been invalided out due to injuries had stiffened the support of the righteousness of the cause. There could be no negotiation, only annihilation under the indifferent looks of distant stars.

=====

Lord Admiral: Our greatest battle to date and it is a victory. Unfortunately the greenskins have probably gotten the best part of the deal, using the works of others to make their mockeries of the Machine... Pah.
With the exemplary showing we have made High Command has squeezed some additional funding from war bonds and the like. Enough to run an additional project in parallel.

Speaking of projects our friends over in Lexicalum have approached our own Mechanicus complement with an offer. Something of a Radical suggestion I am told, but something that could be of use to us. Their people have looked over a handful of our Shelter exoskeletons along with what information they could get of the House Noctris Knights through close observation and manufacturing parts. So of course what they want now is some of our manufacturing to try and prototype a production model... Since their own leadership did not approve of such a project while repairing their squadron of carriers and filling orders for the Dark Stars in exchange for battlefield salvage and opening their vaults of equipment. So there are political as well as material costs. Except it might give us an angle of influence into their command structure should it succeed.
Long term planning is always critical and now doubly so now that we seem to be cutting back the threats in our region.
(Get an extra action for light/medium walkers for 15 Production from the upcoming build phase)

Yttreum has continued their begging for more equipment. Our token offering has garnered more than a few bites as they have only lost one of them to their foes in their first campaign. Such an auspicious beginning has made them desired it seems.

Salvage is still being tallied but the engineers are not hopeful. The Traitor's equipment is tainted by their long association with their sins and the ability to purify them is simply not there. It doesn't help that it's near universally of lesser use than our own equipment. Some minor scraps have been pulled from the hulks of the Ork ships but they are just that: scraps. Perhaps they may find purpose in the service of our allies.

[Gained: 2x 'Eavy Gunz (a Dark Star inspired, selective salvage of Ork kannons to find the largest and most easily repaired guns in order to save some manufacturing capacity and get some ability that might not be available)(Damage 3, VS Range; 1M), +1 to next macrocannon project, +2 to next bomb pumped laser project from studying Ork Looted lances, +1 to next Torpedo design from study of Ork "torpedoes", +1 to next engine design OR engine focused hull from looking at the Incleon Raider wrecks]




Current Technology available in the matching Informational Threadmark.
Current ship classes are present in the Naval Registry Threadmark.


[You have five (5) Design actions available.]
[Six hour moratorium on voting to encourage discussion.]

[Cruiser Plasma Broadside available for trade with Lexicalum or a Forge World.]
 
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I have to ask, are we capable of doing a research action to build a bigger hull? Because at this point we are going to need Actual full on Line ships. Legcutta pulled out a Cruiser, we need something that can at least vaguely punch in the same weight class
 
I have to ask, are we capable of doing a research action to build a bigger hull? Because at this point we are going to need Actual full on Line ships. Legcutta pulled out a Cruiser, we need something that can at least vaguely punch in the same weight class
Need is a strong word, but yes you can relatively (base difficulty mod is -2 and you have a +2 bonus to CLs banked IIRC) simply make a Light Cruiser weight hull. Plus you already have the bones of a Bulk Hauler to build off of.
 
I am super against doing so this turn, and probably the next, because between repairs and setting up the fixed defenses we need so we can actually reliably concentrate our forces without leaving areas dreadfully uncovered we don't have the needed resources to do a capital ship and if we design one, there's going to be a big push to build one.
 
Its not just the hull thats needed to be upgraded though. Engines, shields, weapons, basically every level of technology needs an upgrade if we hope to build a proper Ship of the Line.

and a proper Light Ctuiser would do wonders for us strategically. Its a concentration of force that we just don't have right now.

That said, i am aware build orders are tied up fir a while. I just want to get the design started in case a terrible roll fucks us on it.
 
(Macrocannon Add-on) Seekershard Shells: Though thus far the foes encountered by the Crusade have been largely a non-issue with regards to repelling strikecraft, the Admiralty has expressed interest in countermeasures that would be ready for rapid deployment among existing fleet elements. As the amounts of required space for allocation of proper point defense arrays is at a premium in the Hegemon's warships, an alternative has been proposed in the form of a unique form of macrocannon munitions. The Seekershard Shell consists of a fairing that ensconces the shell's payload, in effect a communications receiver pylon, which will feed targeting telemetry from the ship's sensorium to the dozen anti-fighter rocket pods mounted on it. Upon receiving their target locks, the missiles, alone far too weak in propulsion to achieve meaningful range, will fire towards the enemy craft. While the system is reliant on the ship in question spotting the enemy strikecraft prior to engagement and the missiles themselves are projected to rely more upon area denial than advanced targeting to achieve their objective, there are high hopes for the project.
(Utility) Vault-pattern Magazine: As the Thermo-Cavitation shells have proven to be of great use in improving the firepower of Calavan warships, the admiralty is keen to continue additional research into special munitions. However, the concerns of having to dedicate entire gun batteries to storing specialized shells being a limit to their tactical versatility have necessitated designing a workaround to the usual practice of each cannon having its own munition stocks. The Vault-pattern Magazine takes the form of a cargo bay, modified with additional armored bulkheads and reinforced to mitigate the tremors of impacts on the hull. A network of overhead crane lines kept isolated in non-grav plated sections convey the shells to the gun crews in preparation for a volley.
(Weapon) Standard Macrocannon Battery Mk2: A natural iterative development of earlier Calavan macrocannons, the Mk2 utilizes many of the same components as the Mk1 to ease logistics concerns regarding spare parts. The key difference is two-fold; the electromagnetic coils in the gun's barrel have been wound twice as tightly to provide a significant increase to projectile velocity, and the batteries themselves have been installed with shock dampeners not unlike those in structures built on seismically active regions, so as to mitigate an incoming impact's effects on accuracy.
(Light Cruiser Hull) Martinet-class Hull: The first Calavan foray into the design of Light Cruisers, the Martinet takes much of its design elements from the purified bulk hauler captured in the initial reclamation of Bailafax. But where the heretics had simply battered the civilian hull into serviceable form, the Martinet has been streamlined and built from a foundation for warships. (2W total, 1 Broadside & 1 Prow, 3D (1 locked to Armor), 1E)
(Defense) Corona-pattern PD Array: While our strike craft have thus far proven adequate defense against the enemy's, it has been considered prudent by the Admiralty to have additional countermeasures on ships that the Crusade could scarcely afford to have struck by torpedoes. The cogitator framework that directs the fire of the Lascannon turrets has been adapted from conventional flak arrays and spliced into the ship Sensorium's datafeeds for enhanced target acquisition and tracking.

Here's my list for what I plan to vote for during this design phase. RNG willing, we'll have everything we need to bring our fleet to modern spec for the most part with these.
 
I am super against doing so this turn, and probably the next, because between repairs and setting up the fixed defenses we need so we can actually reliably concentrate our forces without leaving areas dreadfully uncovered we don't have the needed resources to do a capital ship and if we design one, there's going to be a big push to build one.
I think we need to do it next turn. A cruiser is going to take us three turns to build, so if we want it ready before turn 11 we need to start it no later than turn 8. If we had the manufacturing to spare this turn I'd say do it now, but... we don't.

Five design actions this turn definitely helps, though. I'm thinking shields, macrocannon range, sensors, lance range, and either dual-purpose lasers or cruiser hull mark 1. If we want fixed defenses to be effective, we need good range on their weapons and sensor range to match. Or we could go with SDF ships instead of Trench stations, which would let us skip at least the lance range project and we could do engines instead.
 
Personally I'd prefer a plan of Shields, Armor, Macrocannon Mk2, Disruption Lance, Sensors, and Seekershards. It's a good point about the SDF ships though, even if I still prefer Trench stations for the orbital dominance factor.
 
Also, instead of specialty munitions or what have you, i think we need to do a basic system upgrade. Hit up Shields, engines, possibly another armor action. Or heck, go for the forge world radical request. Figuring out how to make knock off Knight's would be amazingly useful.
 
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