Blood, Sweat, and Tears (WH40k Design Bureau)

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.
I feel the need to point out that the Lexicalum request doesn't cost a design action for us, just 15M.
 
Can we design improved repair bays to make ship repair cheaper? Or set up ammo, strike craft, army equipment mass production for cheaper M on things we do a lot of?
 
Personally I'd prefer a plan of Shields, Armor, Macrocannon Mk2, Disruption Lance, Sensors, and Seekershards.
That's six techs, though?

I'm not sure I like going for seekershards before close-in point defense. They sound like they'll be good at whittling down strikecraft as they approach, and good against torpedoes, but not good at fighting back while swarmed. DaLintyGuy has suggested that they be for short to very short range, as opposed to very short to point-blank for most PD, and we already have fighters for that general role.

By the way, everyone voting for Macrocannon MkII: are you hoping for a damage increase or a range increase? The description seems unclear, and while I suspect a really good roll would get us both, I'm not sure what we'd wind up with if we get something middling.
 
Cheaper auspex or bridge models with decent performance might be a good investment. Or maybe not.
 
Actually, @Happerry, if you want to go all in on fighters as our sole source of point defense, we'll need way more and better carriers, so we'll want the Auceps hull. I'm seriously not convinced it's a good idea, though. It's been going okay-ish, but costing us a lot in strike craft replacements. Going for a dual-purpose mount would let us mix point defense ships in with our fleets without needing new hulls, which would take pressure off of our strike craft.
 
By the way, everyone voting for Macrocannon MkII: are you hoping for a damage increase or a range increase? The description seems unclear, and while I suspect a really good roll would get us both, I'm not sure what we'd wind up with if we get something middling.
A faster muzzle velocity will get both, because a faster shell will be accurate to a greater range, and since a projectile will not lose speed in space it will also hit harder. But I suppose if we cannot mechanics-wise get both, then increased range is easier to justify with it.
 
Now would be a good time to upgrade life support as that covers damage control and warp engines need upgrading as well as our current ones are slow and inaccurate.
Upgrades to macrocannons, shields and armour wouldn't go amiss ether.
 
That's six techs, though?
...Ok I miscounted.

Actually, @Happerry, if you want to go all in on fighters as our sole source of point defense, we'll need way more and better carriers, so we'll want the Auceps hull. I'm seriously not convinced it's a good idea, though. It's been going okay-ish, but costing us a lot in strike craft replacements.
It's less that I want to go all in on fighters so much that, as the fighters are currently working in that regard, I consider the need for a PD upgrade less then my desire to get a Disruption Lance or a MK2 Macrocannon or better sensors designed.
 
...Ok I miscounted.


It's less that I want to go all in on fighters so much that, as the fighters are currently working in that regard, I consider the need for a PD upgrade less then my desire to get a Disruption Lance or a MK2 Macrocannon or better sensors designed.
I think we need the Laser Containment Array before we go for disruption lances. Remember, electrically-neutral beams are how we solved the range issues of the original lances, so going back to charged particles for disruption would risk the same problems. Also, you're the one who wants to build a bunch of Trench stations this turn, and I think we need a long-range weapon to make that really work.
 
So how about something like Lance Range, Sensors, Shields, Armor, and Macrocannon MK2? Longer ranged lance to solve the range issue, better cannons for, well, better cannons, sensors to support the lance, and then better defenses for our defensive hardpoints?

Yes, but if we get a mediocre roll, DaLintyGuy is likely to give us one of the two but not both. Which do you think we should be prioritizing?
My choice would be damage, as traditionally Macrocannons aren't usually super long ranged, and of our enemies around half of them (mostly the orks), are still running around with weapons best at Very Short so we already have somewhat of a range advantage on them.
 
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)
So, are we gonna try this? Seems like something that could give us another in with Lexicalum.
 
So how about something like Lance Range, Sensors, Shields, Armor, and Macrocannon MK2? Longer ranged lance to solve the range issue, better cannons for, well, better cannons, sensors to support the lance, and then better defenses for our defensive hardpoints?
That's about what I was thinking, although I feel like armor can wait another turn, and maybe refit the stations next turn. (@DaLintyGuy, do refits take stations out of action for the turn the way they do ships? I feel like it would be pretty weird if they did.) I'd like to either take a crack at our first cruiser hull or do something economic this turn (which, if it increases our dock capacity, would reduce the pressure to get a cruiser going immediately). Maybe something like:

(Economy) Manufacturing Distribution: While building the Herald-class corvettes with their salvaged macrocannons, some of the workers began wondering: if installing a salvaged set of cannons is faster than building them at the shipyard, why can't we do the same with our new-built modules? By bringing fewer raw materials and more finished equipment to the dockyard, large ships can be constructed faster, and the planetary industry of Calavar and its vassal systems can contribute more.
or:
(Economy) Dockyard militarization: Although the Calavar-V dockyard has been greatly expanded and is being expanded further, replicating and expanding the existing systems does not change the fact that they were originally designed for small civilian vessels. Although they can nonetheless produce capable warships, it is not without some difficulties, especially when casting the great structural beams of a ship's frame. This project seeks to change that, reviewing the various bottlenecks of warship construction and improving the least adequate systems.
 
How about a medicae bay utility module for putting in a few logistics/support ships. It would help recover the losses on our elite units.
 
How about a medicae bay utility module for putting in a few logistics/support ships. It would help recover the losses on our elite units.
Although introducing the concept of hospital ships to 40k would be hilarious, I don't think we can spare the design actions for a small reduction in ground forces replacement costs.
 
(Economy) Dockyard militarization
Out of the two, I like this one better.

So, say, Sensors, shields, guns, lance range, Dockyard militarization?

How about a medicae bay utility module for putting in a few logistics/support ships. It would help recover the losses on our elite units.
Not the worst, and we do need to get more troop transports sometime...

Though the point about action availability is a thing.
 
Out of the two, I like this one better.

So, say, Sensors, shields, guns, lance range, Dockyard militarization?
Sounds like a plan to me.

@DaLintyGuy, is Yttreum still using hull plating? And if so, could we give them the designs for our scaffold armor? It's not great armor, but it's okay-ish and it's cheap, so it could be a big improvement for a resource-strapped world.
 
Although introducing the concept of hospital ships to 40k would be hilarious, I don't think we can spare the design actions for a small reduction in ground forces replacement costs.
There would also be a bonus to vetrancy.

For some more details:
I'd say it would have triage bays on each flank, linked either to shuttle bays or the ship's internal transportation network.
Around the triage bays are various types of treatment rooms.
Through the middle are long term occupancy rooms.
At the top of the module are administrative offices, a small forge for basic prophetic (mostly used to fit ones already in cargo), and several small laboratories for any genators or cybernetics magi that have decided to bless the ship with their presence.
The triage bays, treatment rooms, and long term occupancy rooms are all divided into several mostly sealed off sections with their own life support so that they can be quarantined if needed.
 
I do really want to emphasize that we really should get the disruption lance soon though. Our next big enemy is the orks now that Chaos is on the backfoot, and given how violate their gear tends to normally be anyway, being able to cast 'cause malfunction' at their ships is something I consider a high priority goal.
 
I do really want to emphasize that we really should get the disruption lance soon though. Our next big enemy is the orks now that Chaos is on the backfoot, and given how violate their gear tends to normally be anyway, being able to cast 'cause malfunction' at their ships is something I consider a high priority goal.
If the argument is how useful it would be against Ork ships, the same points stand for Foreshock Shells. Causing electrical failures isn't likely to be as much of a hindrance to Ork hulls as shaking them apart would be.
 
So, say, Sensors, shields, guns, lance range, Dockyard militarization?
What will your sensor upgrade focus on?

I think designing a simple and unambitious light cruiser hull would be a good idea. We're going to need real capital ships eventually, and the sooner we start the sooner we finish. We have a comfortable lot of escorts and the ability to push out more, but a really big ship with really big guns could be the backbone of the fleet in turns to come.
 
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(@DaLintyGuy, do refits take stations out of action for the turn the way they do ships? I feel like it would be pretty weird if they did.)
Unlike a ship a station can't be easily taken back to the yards for pulling apart so it is done on site.

Although introducing the concept of hospital ships to 40k would be hilarious, I don't think we can spare the design actions for a small reduction in ground forces replacement costs.
Manufacturing spent is equipment replacement more than new soldiers. It would be a veterancy and hero protection boost in that theater so long as the ship isn't boarded or otherwise attacked.

If the argument is how useful it would be against Ork ships, the same points stand for Foreshock Shells. Causing electrical failures isn't likely to be as much of a hindrance to Ork hulls as shaking them apart would be.
I am uncertain as to the effect of HESH on a starship. At minimum it really suffers from even basic levels of Armor on the target.
 
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