Blood, Sweat, and Tears (WH40k Design Bureau)

Maybe we should make some diplomatic overtures to Forgeworld Grudan and/or start thinking of a relief force for Forgeworld Laskin. True expertise in various production fields could help us ramp up our own native industry. Plus trade with a true forgeworld could open access to navy standard gear. Maybe get a high ranking magus on our side so we're not all considered hereteks if/when we rejoin the imperium proper.
 
Space Hulks aren't what one would call structurally sound. They also tend to be chock full of environmental hazards and unsuitable for habitation even without all the various horrors that tend to have occupied them. Not even mentioning that they might end up going back in the Warp at any time.

Can we salvage a few then, see if there is any ships we can cut out relatively intact?
 
(Hull) Sai: With the rise in pirate activity and more territory to cover, a dedicated Patrol Vessel that is low cost yet adaptable will become a necessity in the near future. The Sai is one of the proposed solutions. It is a Corvette sized hull meant to be used as a Patrol vessel. This Corvette have dedicated mountings and space for a Hangar for Saviors but will have the option of either a Macrocannon battery or a Lance as its primary weapon. With its 2 engines it can chase down pirates or escape enemy vessels while on patrol. And its Haptrix shields should be able to protect the vessel from light damage while relying on its maneuverability from the twin engines to allow it to dodge much slower forms of damage. (1W(Hangar) & 1 Weapon, 1 Shield, 2 Engines)

This is just the preliminary design, does anyone have anything to add? Didn't feel like it needed armor so a basic merchant hull for this, it will also have the last generation Haptrix shield to cut down cost, will probably have the upgraded sensors since it will be our patrol vessel, and a team of 2 Sais can have 1 Macrocannon and the other have a Hangar for extra PD.
 
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I think that the Hangar should be the hardmounted "weapon" since a Lance is generally pretty overkill against most pirates. The air group allows for increased reach (so that we dont overcommit with an unarmored hull) and can delay anything too dangerous to engage while the ships disengage. Plus having a patrol wing increases the range at which a pirate patrol can find raiders, and well....Its cheaper to replace an air wing than a corvette. I think ideal squadron setup would be 2 Sais with macrocannons and one with a lance.
 
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I think he meant, can we tow literal pieces off of it so that we can melt it down and be used to make more ships?
Yeah, and I replied that that is something we already do. It's just that most Space Hulks are only held together by sheer size, and a lot of the material's been degraded from Warp exposure, since most Hulks don't have Gellar Fields.
 
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Generally speaking, a true space hulk would take a LOT of killing, more than we can probably afford to dedicate to the task. If we decide to go a-hulk-looting, what we're actually doing is sending in a literal army of dudes to clear out sections of the hulk, loot anything that looks valuable, maybe set some cutting charges to cut out a salvagable hull or two and then scarpering before the hulk falls back into the warp or worse. Only a truly massive navy would have the resources to clear a hulk, tow it into a breaking yard, and then actually sift through the whole thing lookin for fancy gubbinz. Cuz its not always just orks in a hulk after all, and you'd need a LOT of security overlooking it to make sure horrors from beyond time and space dont gribble a planet to death.
 
Generally speaking, a true space hulk would take a LOT of killing, more than we can probably afford to dedicate to the task. If we decide to go a-hulk-looting, what we're actually doing is sending in a literal army of dudes to clear out sections of the hulk, loot anything that looks valuable, maybe set some cutting charges to cut out a salvagable hull or two and then scarpering before the hulk falls back into the warp or worse. Only a truly massive navy would have the resources to clear a hulk, tow it into a breaking yard, and then actually sift through the whole thing lookin for fancy gubbinz. Cuz its not always just orks in a hulk after all, and you'd need a LOT of security overlooking it to make sure horrors from beyond time and space dont gribble a planet to death.

Do you mean space hulks like "The Judgement of Carrion" from Dawn of War series?
 
Do you mean space hulks like "The Judgement of Carrion" from Dawn of War series?
The Judgement of Carrion is definitely an archetypal example of a larger space hulk. Infested with orks, possibly as well as genestealers. Chaos adherants descended from survivors living in the blasted out wrecks that compose portions of the hulk. Imperial loyalists doing the same. All on a conglomeration of asteroid, ice, and ships possibly older than the imperium itself which regularly spends a portion of its time stewing mostly unprotected in the literal hellscape that is the Immaterium.

To put things into perspective, in Battlefleet Gothic, any escort-type vessel like the Sword-class frigate (which is better than anything we can currently build) can absorb but a single "hit" to its hull before being rendered combat ineffective. A space hulk controlled by orks (which is probably a smaller example of space hulk than the Judgement) can absorb FORTY hits before breaking up. Sure these are tabletop abstractions and no two space hulks are actually alike but it decent image of what to take into account when trying to say we want to "destroy" a space hulk.
 
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Would make it one part smaller then the sparta as it has one more engine but one less defense and one less utility.
This will be our Patrol and scout vessels so it relies on its relatively small size to dodge most shots or run away if they are outmatched. Should I change the 2E into 1E1O? would make it more versatile as Pirate Hunters & Patrols get their Omni slot for a 2nd engine while ones that are assigned with a squadron get a 2nd hangar or a troop bay?
 
This will be our Patrol and scout vessels so it relies on its relatively small size to dodge most shots or run away if they are outmatched. Should I change the 2E into 1E1O? would make it more versatile as Pirate Hunters & Patrols get their Omni slot for a 2nd engine while ones that are assigned with a squadron get a 2nd hangar or a troop bay?
Would probably be easier to just say that the Spatha hull had its Utility slot replaced with another Engine. that way, it also gets to have both armor and shields.
 
So, I'm thinking we go for the Space Hulks again, since all that requires is to assign the Void Army to it.
Requires the Void Army, benefits from warships dedicated to tracking down Hulks rather than relying on patrolling ships reporting them as well as additional Armies.
I wouldnt mind Legcutta poking Incleon a bit, if for no other reason than to buy us a turn of non-kommando breathing room.
You were already getting that, but alright.
 
Not sure an Indignant-type macroshell would do us any good. The Indignant does most of of damage via depopulation and systems damage, not blowing pieces of ship away. We already have an anti-armor specialist shell in the thermo-cavitation shells, so it seems kind of redundant to pursue tech in this direction as well. I also feel that the Indignant and related weaponry is probably as good as its ever going to be; against anything larger than an escort its effectiveness is going to fall off extremely fast since bulkheads and other damage control systems will effectively no-sell the overpressure kills that the Indignant relies on to do damage. Unless we can actually get it to perform as a true Melta torpedo and set some really nasty internal fires I suppose.
 
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