Blood, Sweat, and Tears (WH40k Design Bureau)

Do you, uh, do you know how particle accelerators work? The smaller a ring is, the more power it takes to keep the particles moving at high speed. We're not using the main accelerator rings to produce exotic particles - the output is nanoscopic, and they tend to decay in moments anyway. We're using them to accelerate perfectly normal particles to high fractions of light speed and then shoot them at the enemy.
I thought it was similar enough to plasma so I thought up a plasma set up. As you can see, I am not a physicist.
 
I thought it was similar enough to plasma so I thought up a plasma set up. As you can see, I am not a physicist.
They don't have a whole lot in common. Producing plasma is easy. The hard part with plasma is keeping it from exploding while it's on its way from you to the enemy. (I'm not certain, but I believe canon 40k plasma weapons accomplish this through handwaving.) Particle accelerators, although they also produce high energy particles, do it in a much more orderly fashion. The key difference is, instead of moving every which way (as in plasma and other typical high-temperature substances), the particles are all at least initially moving in the same direction. This helps a lot getting them from point A to point B through empty space, but it means you need to keep them being orderly until you're ready to fire, which is not easy. (Particle accelerators also tend to bring far smaller amounts of matter to far higher energy levels, but that's less relevant to the matter at hand.)

Also, here's a weapon writeup we can work on... probably never, honestly:

(Weapon) Doublestrike Lance: By increasing the power of the Farstrike lance's containment lasers, it should be possible to produce a dual-action lance that inflicts damage with both the particle beam itself and the lasers surrounding it. Some Mechanicus believe they can go further, and use the lasers to continue accelerating the beam as it travels, while at the same time improving containment further. Well, actually they start talking about precisely aligned polarization, and interference patterns, and quantum wave-guides, and probability troughs, but "make the particles go faster" is about all that normal people can get out of it.
 
Aargh, down by one. Come on, guys, is lances on the bulk hauler really more important than not cutting Yttreum off? (I mean, yes, there's the freighter hull, but let's be honest, that's almost nothing.)
 
We really do need to stop putting off building defense stations. And the freighter hull isn't nothing.
My plan also builds a defense station, though? I didn't take the manufacturing for Yttreum out of the defense station, I economized on the auxiliary carrier (which is why my plan still has maybe half the support for Yttreum I'd like). And the freighter hull isn't literally nothing, but it's the next-worst thing.

Edit:
By the way, @DaLintyGuy, you never did answer: Are we working with 300 manufacturing this turn, or 310? My plan uses 300, and plan Building The Bulwark... says it uses 302 but is spending 2 on medium walkers that we have for free from my omake bonus. Sorry, my mistake, I forgot how much industry it was to begin with.
 
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My plan also builds a defense station, though? I didn't take the manufacturing for Yttreum out of the defense station, I economized on the auxiliary carrier (which is why my plan still has maybe half the support for Yttreum I'd like). And the freighter hull isn't literally nothing, but it's the next-worst thing.

Edit:
By the way, @DaLintyGuy, you never did answer: Are we working with 300 manufacturing this turn, or 310? My plan uses 300, and plan Building The Bulwark... says it uses 302 but is spending 2 on medium walkers that we have for free from my omake bonus. Sorry, my mistake, I forgot how much industry it was to begin with.
Sorry, misremembered who made what plan. Still, I don't know what you're talking about with lances on the bulk carrier? My plan doesn't have lances on anything but the station... Anyway, I prefer my station layout.
 
Sorry, misremembered who made what plan. Still, I don't know what you're talking about with lances on the bulk carrier? My plan doesn't have lances on anything but the station... Anyway, I prefer my station layout.
Your plan does put the long-range sensors on it, though, and spends 32M this turn, which is probably overkill unless we're going to put lances on it.
 
Your plan does put the long-range sensors on it, though, and spends 32M this turn, which is probably overkill unless we're going to put lances on it.
...No? It's a carrier, and one that will have minimal armament on top of being converted from a civilian hull. Long-range sensors means that it can hang back and isn't at as much risk of being ambushed. If we see the enemy coming sooner, we can also send out strikecraft to respond to them before they can close in. Detection capabilities are almost as vital to the use of a carrier as the actual strikecraft.

So no, I don't consider the sensors overkill. And even if we were to mount a lance on it in the end, that's a weapon that pairs well with the ship regardless given the increased range to our lance armament.
 
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...No? It's a carrier, and one that will have minimal armament on top of being converted from a civilian hull. Long-range sensors means that it can hang back and isn't at as much risk of being ambushed. If we see the enemy coming sooner, we can also send out strikecraft to respond to them before they can close in. Detection capabilities are almost as vital to the use of a carrier as the actual strikecraft.

So no, I don't consider the sensors overkill. And even if we were to mount a lance on it in the end, that's a weapon that pairs well with the ship regardless given the increased range to our lance armament.
I do agree that, in the absence of budget constraints, lances on the carrier would be better than macrocannons. However, we do have budget constraints to worry about, and given that cruiser-scale sensors cost quadruple for some reason, yet don't seem to have improved performance, there's a big incentive to put our good sensors on escorts instead of cruisers unless the cruisers need the range. And yeah, macrocannons won't get a lot of use in the ideal case, but if we're in a giant furball (which seems to happen a lot), they give the carrier a much better loadout for close in fighting.
 
Love this quest, so my first contribution will be this brainfart;

Hekatoncheiros-Pattern Point Defense Network
An outgrowth from the work done on recreating military-grade sensoriums by means of distributed sensors and networked cogitators, a group of junior Magi managed to put together a proposal for the point defenses to be fully tied into the network as well. This should significantly increase the effectiveness of existing point defences, which would in turn free up the strikecraft and interceptors to pursue more aggressive strategies against enemy ships...
... If successful, that is.
 
Love this quest, so my first contribution will be this brainfart;

Hekatoncheiros-Pattern Point Defense Network
An outgrowth from the work done on recreating military-grade sensoriums by means of distributed sensors and networked cogitators, a group of junior Magi managed to put together a proposal for the point defenses to be fully tied into the network as well. This should significantly increase the effectiveness of existing point defences, which would in turn free up the strikecraft and interceptors to pursue more aggressive strategies against enemy ships...
... If successful, that is.
Existing point defenses... yeah, uh, about that...
 
some one can probably come up with a better one but this is what I've got.

DPDT 36 Point Defense Cannon
This cannon is made up of 6 liquid cooled rotating barrels that fire 6000 rounds per minute, mounted on a turret capable 360' of rotation and also capable of fire straight up (relative to the mounting point) and adjusting their aim rapidly to track the target and acquire new targets.Due to the nature of these cannons intended target they cannot be used to manually, unless you are targeting large ships at very close range but considering the armor of such vessels this gun would have very little effect.The intended target of these cannons are enemy strike craft and munitions which move too fast for a normal human therefore a computer targeting system is necessary.
 
some one can probably come up with a better one but this is what I've got.

DPDT 36 Point Defense Cannon
This cannon is made up of 6 liquid cooled rotating barrels that fire 6000 rounds per minute, mounted on a turret capable 360' of rotation and also capable of fire straight up (relative to the mounting point) and adjusting their aim rapidly to track the target and acquire new targets.Due to the nature of these cannons intended target they cannot be used to manually, unless you are targeting large ships at very close range but considering the armor of such vessels this gun would have very little effect.The intended target of these cannons are enemy strike craft and munitions which move too fast for a normal human therefore a computer targeting system is necessary.
This seems too specific. We already have standard Imperial Guard flak cannons, which aren't all that different from point defense autocannons, so the easiest way to get point defense cannons would be to start there, not engineer a new gatling gun. The other easy option would be to start with the lascannons we're using on our interceptors.
 
An idea, it won't yield immediate results, but will greatly reduce the difficult of some future sensor upgrades.

[]Sensor Technology Review: We have access to a large number of advanced sensor technologies that aren't used in our ships' auger arrays to to either impracticality or expense. The problem is we do not know which of those reasons apply. Can the warp energy sensors used to navigate the immaterium be used to detect void shields? Can the electrogravitic field probes used to calibrate gravity plating be upscale to detect the mass of enemy ships? We don't know. It is time to do a review of known sensor technologies to identify which ones can be incorporate into our combat auger arrays to improve their performance.
 
Right so I've rewritten my las battery anyone have any suggestions for improvement

(Weapon) "Blaze Lock" Las Battery

As our development of naval scale las weapons stalled due to the complications in developing several of the components, some cleaver clogs tech-priest decided to try to solve the issue by doing what the mechanicus has always done in this situation, by looking to the past. Taking inspiration from precursors of the humble lasgun these weapons sidestep the complications in creating naval scale las weapons by replacing the complicated power feeds usually used by las weapons of this size with a series of swappable capacitors.
The relatively small size and lack of weight the capacitors have in comparison to macrocannon shells means that these guns can be loaded and fired at a much faster rate then a solid shot type weapon.
Now if only he would stop making "pew pew" noises every time the guns fired, the gun crews have started to copy him thinking it's some kind of ritual.

Also since we've going to finish upgrading our dockyard in a turn or two I thought I would offer this

(Economy) "Smithy" Military Shipyard

While the shipwrights of Calavar have preformed miracles in both converting Calavar's shipyards to military use and expanding them we are starting to approach the limits of what a converted civilian shipyard is capable of and a number of production bottlenecks are making themselves known especially with concerns to the production of cruisers, so a new military shipyard was proposed.
The smithy is designed using all the experience accrued by Calavar's ship building industry over the course of the crusade with an eye towards modularity not only to ease the difficulty of upgrading and expanding it's facilities but to also allow it's berths to be easily adjusted to the needs of any vessels they play host to.
 
"Blaze Lock" Las Battery
This seems like a regular las battery but with extra steps. Because having swappable capacitors mean that once the shot is fired, that capacitor is empty, so what will recharge it? the ship's reactor. Why not just hook the reactor to the Las weapon so it doesn't need to reload. It would be like converting a belt-fed heavy machine gun into a magazine fed machine gun with more time spent reloading than firing. Our problem we have is that we were more focused on kill ships rather than PD so Lances are the primary focus. Las Batteries will be good PD as they just blast any fighter craft out of the sky, but it would be a terrible ship-to-ship weapon because of its lower power output.

I don't have anything to say about the Smithy though.
 
The only advantage i can see for the "Blaze Lock" is that if the ship is crippled, the gun crews can get off one or two more shots if the batteries are still semi-functional. As far as I can tell though, Calavar's biggest problem with energy weapons is getting the science in to scale from vehicle to macro grade, not power generation, which a capacitor system doesnt really address. If we really want energy based macrobatteries, best choice would be to invest in reverse engineering the plasma broadside salvage and then focusing on improving plasma containment for better range.

Question: how feasible is it to convert macrocannon shells to a Casaba Howiter? If its possible to do, all we'd really need to do is shoot the shell out far enough so that the nuke wont damage the ship.
 
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