Blood, Sweat, and Tears (WH40k Design Bureau)

Hmm. With that bonus I'm tempted to argue to try to design a light cruiser this turn... But after further thought, I'm going to argue we should put it off till the next turn. A cruiser, even a light cruiser, is going to be more expensive then any of our current ships and in my opinion we really need to fill out the basics a bit more before making that step up.
 
Turn Two Design Phase
Lord Admiral: Now that we have all recovered it is time to plan our next moves. First on the docket is the most pressing: the worlds we have taken need to be garrisoned. Not counting newbuilds, this will take up the entirety of our force. As such it is suggested that we build a double handful of second rate vessels, ideally squadrons of two Armed Merchants and an Escort Carrier, to form new garrisons from and keep our more experienced vessels as our offensive core.

We also have another complication, and that is fortifications. The defense platform that Lexicalum provided us has been reviewed by our branch of the Cult Mechanicus and has been deemed to be within our abilities to produce.
Trench-class Small Defense Platform (3M)
-Three Weapons (One Hangar-only)
-Two Defense
-One Utility

Should a world be deemed worthy of protecting at all times we can place these in orbit. To do so would benefit from long ranged weapons but is not necessary for low orbit fights are desperate scrums at the best of time.

High Command has been poring over the pict-records and vid-feed of our troops on our first campaigns and had some requests. Don't take these as laws, this is my branch of government and they will understand that. But giving them one project should keep them happy if you feel it prudent.

-Better fighters. We are expecting to see large numbers of converted civilian shipping in Traitor hands, and the easiest conversion is to stock small craft in their guts.
-Lances of some sort. Fixed defenses are reassuring to citizens and commodores alike, and are best built to not be outranged. Would also benefit our mobile forces.
-Improved Armor. The Haptrix shields are good but it does nothing for when a shell slips through.
-Ships built to resist boarding. Be it point defense, internal garrisons, or the God Emperor's lost cousin, having good ships does us no good if their guts are getting torn apart by menials with rusting cleavers. Of which our enemies have many to throw away on the off chance of some kind of return.

=====

Hulls
A hull is the container that everything else is poured into. It determines how many of each type of module can be mounted and can give bonuses or maluses to them depending on rolls and player goals set forth when Designed.

Converted Freighter (1E, 3O) (3M): The typical hull of a pre-Fall merchantman. The copious amounts of open space are a boon to designing new ships but the hull is not built with the rigors of combat in mind.

[Sabre-class Corvette Hull: Designed at the beginning of the Hegemon's Crusade, this was the first warship created by Calavar alone and still holds a place of honor in the System Defense Fleet even in the face of more capable hulls that have been developed since. Two Weapons, One Defense, One Engine (Two Acceleration Maximum), Two Utility. (5M)]

Trench-class Small Defense Platform: A vaguely mushroom shaped defensive installtion meant to hang over a friendly planet and use it's bulk to shield the more vulnerable hangar spire from enemy fire while it's dome resists enemy attacks from the void. (3M)
-Three Weapons (One Hangar-only)
-Two Defense
-One Utility
*Platforms do not gain any benefit from not having a Warp Drive, as they were not built to have one. Other Essentials apply.


Weapons
Put simply, these are the things that make enemies die. Here they come in three flavors: Energy, Kinetic, and Ordnance. Energy weapons do not require ammunition but are more expensive to build and maintain, Kinetic weapons require ammunition but can be built to fire multiple kinds, and Ordnance are strike craft and torpedoes and thus heavily reliant on supply to continue operating.

Self Defense Battery (Short Range, Damage 1) (1M): A thick battery of merchant grade cannon firing solid shot.

[Standard Macrocannon Battery MkI: The refined version of the previous defense guns, these weapons were an iterative development for improved power. In recognition of the manufacturing bottlenecks of the time this model makes limited use of advanced systems and instead relies on direct human supervision for troubleshooting and maintenance. Damage 2, Short Ranged. (2M)]

Atomic Warheads (Very Short Range, Damage 1.5) (2M): Broadside mounted tubes launching volleys of fusion warheads on short burn missile bodies.


Defenses
Stuff to stave off your ship being turned into a half molten hulk. 'Nuff said. Armor provides damage reduction while Shields absorb punishment until they break. Point Defense target Ordnance and can technically do damage to a hostile ship in a pinch.

Navigational Shields (Shield 1) (1M): A single layer of weak Void Shielding meant to protect against mundane hazards and light weapon fire.

[Haptrix-Pattern Rapid Shields: Named for the fallen homeworld of the refugee team that aided in their design, the Rapid Shields were another case of early Calavar taking something that already existed and modifying it to suit their purposes. Using numerous overlapping shield emitters taken from midscale planetary defenses the Haptrix had a small weakness to significant force from a single source, such as a powerful Lance, but made up for it by getting back fallen sections in a fraction of the time as standard naval bubble shields. Shield 2, .5 Armor. (4M)]

Hull Armor (Armor .5) (1M): Structural material forged into plates and welded onto the sides of your ships in useful locations.


Engines
The ship's Engines are an integral part of how they perform their duties as warfare is motion. They provide Acceleration (straight line speed) and Maneuverability (how fast they can change course).

Merchant Thrusters (1A, 1M, Fuel Efficient) (1M): Standard thrusters for small civilian shipping, built for economy over all other concerns.

Tuned Merchant Thrusters (2A, 1M, Fragile) (1M): Standard engines overhauled for additional speed, based off of "field refits" by criminal and civilian shipping.


Utility
Anything that is not directly military falls under this category, be it high gain sensor mounts, cargo holds beyond what is necessary for a ship that size, or an onboard manufactorum for minor repairs in the field.

Cargo Hold (0M): An open compartment with the necessary equipment for moving loads.

[Cargo Bay Hangar: A cavernous hold containing a small complement of small craft or void craft. Provides the Repair rule to its complement. Civilian hulls only. (1M)]
- [Calavar-Pattern Arvus Combat Lighter: As Calavar possessed little to no aerospace development before the Hegemon's Crusade the response to the threat of strike craft was answered in typical form. This variant of the Arvus Lighter carries fixed lascannon of local make, autocannon for self defense, and external hardpoints for mission packages. PD 1. (1M)]

Repair Deck (2M): A minor production line for repairing common damage and restoring basic functionality to engines.

Troop Deck (2M): The necessary housing and life support systems for an Army Group worth of extra bodies, as well as some landers to unload them under noncombat conditions.



Essential Components
Critical infrastructure every ship needs one of: Bridge, Sensors, Life Support, Housing, and Warp Drive.


Bridge
The seat of power of a starship, where orders are given and the command crew dwells. Includes cogitator support for bridge personnel among other leadership type buffs or modifiers.

Merchant (1M): Basic command and control elements with limited redundancy.


Sensors
Every ship needs a way to see what happens beyond, or even inside, it's hull. Also can be made to include Electronic Warfare duties.

Merchant (1M): Simple and rugged systems meant to last in the face of the harshness of the void, with a dual stage passive and active sensor package with limited resolution.

[T-100 Auspex: Additional and slightly improved sensor clusters allow for more than the simple recognition of a potential enemy presence. The new mark of sensorium allows crews to record and potentially analyze enemy auspex signals, do more detailed battle damage analysis on other hulls, and track targets with greater precision. Passive 1, Active 1.5, Medium Range. (2M)]


Warp Drive
While not every ship will be given the means to leave the system of it's birth, it is a vital asset for any warship.

Merchant (4M): A truly massive piece of arcane engineering that allows for the carrying ship to be carried through the Warp at minimal passive risk to itself and it's crew, at a slow pace.

None (0M): Termed either monitors or SDF ships, ships that do not possess Warp capability are locked into the same system they were built in. Doing so provides an extra Omni slot to the ship class.


Life Support
Equipment meant to preserve the atmosphere of the ship goes under this category, such as automated fire fighting equipment, secondary shutters to prevent bleeding pressure into the void, and so on.

Essential (2M): Unlike the venerable ships that develop entire cities in their bellies, this provides for exactly the range of life forms that make up the average crew.


Housing
Crews need somewhere to live for the possibly decades they spend away from friendly ports. As well, this category accepts to the living space such as the addition of minor onboard garrisons.

Barracks (1M): Minimal amounts of space and mass go into maintaining the morale of the ratings and deckhands, with high density housing made the norm.


=====


Fixed Defenses
Ships move and patrol, and so may not always be on call when the enemy arrives. Fixed defenses will be there to rebuff them.

-Cannon Battery: 1 Weapon, Base Cost 4M
Armed Merchant Marine
-Converted Freighter (1E, 3O) (3M)
-Engine: Merchant (1A 1M, Fuel Efficient) (1M)
-Omni: Self Defense Battery (Short Range, Damage 1) (1M), Navigational Shields (Shield 1) (1M), Hull Armor (Armor .5) (1M)
-Bridge: Merchant (1M)
-LS: Essential (2M)
-Sensors: Merchant(1M)
-Warp: Budget (4M)
-Housing: Barracks (1M)
Total: 16M

Escort Carrier
Armed Merchant Marine
-Converted Freighter (1E, 3O) (3M)
-Engine: Merchant (1A 1M, Fuel Efficient) (1M)
-Omni: Navigational Shields (Shield 1) (1M), 2x Cargo Bay Hangar (2M)
-Bridge: Merchant (1M)
-LS: Essential (2M)
-Sensors: Merchant(1M)
-Warp: Budget (4M)
-Housing: Barracks (1M)
Total: 16M (without strike craft)


Resolute-class Corvettes
-Sabre-class Hull (2W,1D,1E (Two Acceleration Maximum), 2U. (5M)
-Weapons: 2x Standard Macrocannon Battery MkI (4M)
-Defense: Haptrix Rapid Shields (4M)
-Engine: Merchant (1M)
-Utility: Cargo Hold (0M), Repair Deck (2M)
-Bridge: Merchant (1M)
-Sensors: T-100 (2M)
-Warp: Merchant (4M)
-Life Support: Essential (2M)
-Housing: Barracks (1M)
Total: 26M
Infantry Army (2M)
-Infantry: Autoguns, T2 Heavy Weapons (rocket launchers, autocannon, heavy stubbers)
-Elite Infantry: Lasguns, T2/3 Heavy Weapons
-Artillery: Light and Medium towed guns
-Armor: Default

Armored Army (6M)
-Armor: Default
-Mechanized Infantry: Autoguns, T2 Heavy Weapons (rocket launchers, autocannon, heavy stubbers)
-Artillery: Light and Medium towed guns

*2M discount for first Armored Army using Malcador Defenders


We have four (4) Design actions this turn.
 
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Hmm. With that bonus I'm tempted to argue to try to design a light cruiser this turn... But after further thought, I'm going to argue we should put it off till the next turn. A cruiser, even a light cruiser, is going to be more expensive then any of our current ships and in my opinion we really need to fill out the basics a bit more before making that step up.
I mean... Designing one doesn't mean we have to build it right away...
 
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Would some type of guided missile cruiser (or destroyer) be possible? Because we don't have any stand off weapons platforms. (Discounting strike craft)
 
Now that you have territory to defend, Fixed Defenses are now in play. As might be imagined they are stationary fortifications that will always be present if an enemy vessel arrives in system. Fixed Defenses do not necessarily need to be Designed but will be broken into size categories by the GM (me). Fixed Defenses guarded by a Ground Army magnifies the effectiveness of both significantly.

Would some type of guided missile cruiser (or destroyer) be possible? Because we don't have any stand off weapons platforms. (Discounting strike craft)
That is typically the role of Torpedoes.
 
[ ] Plan Torpedoes and Invasion Gear
-[ ] (Utility) Combat Servitor Bay: While all ships carry armsmen aboard, they are primarily meant to combat human-scale opponents and lack the strength and melee prowess of some xenos and heretic forces. Supplementing onboard troops with monotask combat servitors outfitted with integrated chain-weapons and heavy firearms will give our troops means to contend with hostile invaders and supplement our boarding forces with readily available and obedient forces stationed across the ship. Their numbers can also be maintained by a built-in servitor processing facility where Adeptus Mechanicus adepts can recycle the gravely wounded into functional combat servitors.
-[ ] (Utility) Fusion Breaker Cannons: Based on the new Calavar Pattern Standard Macrocannon Battery, the Fusion Breaker Cannons achieve superior shell size and velocity by the simple expedient of being utterly fixed in position. This allows for bracing and reinforcements unable to be used on weapons that can actually be meaningfully aimed at other ships to be applied to the guns, thus allowing their increased capability. Of course, this also makes them unable to be used against other voidcraft, but that was never their purpose in the first place. Instead, the Fusion Breaker Cannons, and their enlarged shells which now have room for Fusion Warheads taken from the broadside armament nicknamed as 'Atomic Warheads', are meant to utterly devastate ground targets. Such targets can not meaningfully run or otherwise dodge, and thus the whole ship can be adjusted to aim the Breaker Cannons at them... and then from them deliver enough firepower to give even a warboss a very bad day.
-[ ] (Weapon) 'Duet' Pattern Torpedo Launchers: Very loosely based on the atomic armed rockets of our current missile based broadside option, the 'Duet' Pattern Torpedoes, and their associated launchers, are much much larger. Faced with the needs of stamina for long distance flight, armor to resist enemy point defense, and power to pose a threat to enemy ships, the designs of the Duet were forced to scale their designs significantly up. The price of that is that each set of the 'Duet' pattern includes only two launchers, thus launching only two torpedoes per firing cycle. But the profit is that torpedoes can be launched at all, armored enough to survive the enemy defenses, given autocannon clusters of their own to drive away enemy fighters, and with warheads big enough not only to threaten other escorts, but enemy cruisers, defense stations, and even, when sufficiently massed, the dreaded orkish space hulks.
-[ ] (Ordinance) Arvus Combat Lander Refit: With lessons learned from the process of refitting the Arvus into a makeshift interceptor, the same design crews are now assigned to revise this civilian cargo hauler into a shuttle capable of dropping armed soldiers and armored vehicles through hostile air onto enemy held planets, and then returning to their motherships to do it again. While already meant to haul things, expected enemy efforts to interfere with landing armies requires additional armor, point defense clusters for protection, and advanced sensors and ECM gear to help detect, avoid, and divert enemy AA fire. And of course, the Combat Lander still has to be able to carry troops as well.


For the reasons and objectives explained before, but for a repeat, I want torpedoes for range and anti-heavy duties, the cyborgs to resist ork borders, and the breaker guns and transport landers to invade enemy worlds and stations.

Edit : No longer being voted for as a result of GM feedback.
 
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on things, we could design
Exo suits for our guard
that cannon that sir suggested
a new fighter/bomber
maybe a railgun
anti boarding measures
guard gear
expend into plasma and las tech
heavy weapons
...

am I missing something?
 
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Do we have the industrial capacity to set aside for dedicated strike craft rather than converting civilian craft into fighters?
 
First, @DaLintyGuy this is a pretty good quest. Thanks for writing it.

Second...

I'd advocate for boarding countermeasures. Our primary enemies are the traitors and the barbaric Orks. Both of whom would think of nothing at throwing waves of shuttlecraft and boarding assaults in order to slay our crews. We must have better defenses or else we may find our ships being turned against us.
 
Do we have the industrial capacity to set aside for dedicated strike craft rather than converting civilian craft into fighters?
Buying them is setting aside the industrial capacity, designing them is more or less making the tooling so you can set aside industrial capacity for them.

Although starting this turn you can buy Lexicalum fighters and bombers from them (with the implicit "don't try to reverse engineer our products otherwise Bad Things").
 
-[X] (Ordinance) Arvus Combat Lander Refit: With lessons learned from the process of refitting the Arvus into a makeshift interceptor, the same design crews are now assigned to revise this civilian cargo hauler into a shuttle capable of dropping armed soldiers and armored vehicles through hostile air onto enemy held planets, and then returning to their motherships to do it again. While already meant to haul things, expected enemy efforts to interfere with landing armies requires additional armor, point defense clusters for protection, and advanced sensors and ECM gear to help detect, avoid, and divert enemy AA fire. And of course, the Combat Lander still has to be able to carry troops as well.
The main problem here is that this is a Huey equivalent (carries a squad and their equipment), rather than something capable of bringing A Lot of troops planetside, quickly, through contested air space.
 
[X] Plan Torpedoes and Invasion Gear Revised


I'm not sure if the reprocessing bit is going to cause morale issues.
 
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[X] For Guarding and boarding
[X](Utility) as traitor and Ork forces try to initiate boarding combat and the inevitable conflict in the ground perhaps we can adapt some industrial Exo suits for combat operations for anti boarding teams and heavy weapons in the guard, a plated Exo suit seems best for that kind of conflict, upgrading the wearer strength and allowing him to carry heavier weapons and more equipment, it would allow a soldier to fight a low-level boy in single combat and depending on training and equipment almost always win, although the plate cannot stop direct hits it can deflect and tank shrapnel
[X] (Life Support) AirGuard Ventilation: What is, apart from expanded oxygen stores, a completely standard life support has been altered to provide a deadly last-ditch deterrent against boarding parties. If boarders have occupied a chamber, it can be isolated from the rest of the system, flooded with oxygen and have a spark introduced within. Gas baffles will disperse the explosive force without damaging internal bulkheads. It is also noted that the description of such serves as an excellent deterrent for crew mutinies.
[X] (Weapon) 'Duet' Pattern Torpedo Launchers: Very loosely based on the atomic armed rockets of our current missile based broadside option, the 'Duet' Pattern Torpedoes, and their associated launchers, are much, much larger. Faced with the needs of stamina for long distance flight, armor to resist enemy point defense, and power to pose a threat to enemy ships, the designs of the Duet were forced to scale their designs significantly up. The price of that is that each set of the 'Duet' pattern includes only two launchers, thus launching only two torpedoes per firing cycle. But the profit is that torpedoes can be launched at all, armored enough to survive the enemy defenses, given autocannon clusters of their own to drive away enemy fighters, and with warheads big enough not only to threaten other escorts, but enemy cruisers, defense stations, and even, when sufficiently massed, the dreaded orkish space hulks.
[X] (Weapon) Fusion Breaker Cannons: Based on the new Calavar Pattern Standard Macrocannon Battery, the Fusion Breaker Cannons achieve superior shell size and velocity by the simple expedient of being utterly fixed in position. This allows for bracing and reinforcements unable to be used on weapons that can actually be meaningfully aimed at other ships to be applied to the guns, thus allowing their increased capability. Of course, this also makes them unable to be used against other voidcraft, but that was never their purpose in the first place. Instead, the Fusion Breaker Cannons, and their enlarged shells which now have room for Fusion Warheads taken from the broadside armament nicknamed as 'Atomic Warheads', are meant to utterly devastate ground targets. Such targets can not meaningfully run or otherwise dodge, and thus the whole ship can be adjusted to aim the Breaker Cannons at them... and then from them deliver enough firepower to give even a warboss a very bad day.
 
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I'm not sure if the reprocessing bit is going to cause morale issues.
I'd probably GM-Fiat it to doing so to enemy casualties and providing optional augmentation to friendly troops post combat.

(utility?) as traitor and Ork forces try to initiate boarding combat and the inevitable conflict in the ground perhaps we can adapt some industrial Exo suits for combat operations for anti boarding teams and heavy weapons in the guard, a plated Exo suit seems best for that kind of conflict, upgrading the wearer strength and allowing him to carry heavier weapons and more equipment, it would allow a soldier to fight a low-level boy in single combat and depending on training and equipment almost always win, although the plate cannot stop direct hits it can deflect and tank shrapnel
Utility works, for when you want A Lot of this type of soldier on a ship class. Supplementary teams would be as a modification or add on to Housing.
 
[X] Plan: C4 (Command, Control & Colossal Cannons)
-[X] (Life Support) AirGuard Ventilation: What is, apart from expanded oxygen stores, a completely standard life support system has been altered to provide a deadly last-ditch deterrent against boarding parties. If boarders have occupied a chamber, it can be isolated from the rest of the system, flooded with oxygen and have a spark introduced within. Gas baffles will disperse the explosive force without damaging internal bulkheads. It is also noted that the description of such serves as an excellent deterrent for crew mutinies.
-[X] (Bridge) Groupsight Bridge: Designed with future ships bearing Macrocannon and Lance Batteries in mind, this bridge improves on the shipboard weapons' fire control systems. The cogitator slaving framework has been adapted from designs of automated air defense batteries and spliced with the standard logic engines that allow a gun crew to plot a trajectory across the depths of space to its intended target. While not automating the process, reducing the gun crew's need to aim the weaponry beyond minute adjustments is projected to increase the coordination of future barrages significantly.
-[X] (Weapon) 'Duet' Pattern Torpedo Launchers: Very loosely based on the atomic armed rockets of our current missile based broadside option, the 'Duet' Pattern Torpedoes, and their associated launchers, are much, much larger. Faced with the needs of stamina for long distance flight, armor to resist enemy point defense, and power to pose a threat to enemy ships, the designs of the Duet were forced to scale their designs significantly up. The price of that is that each set of the 'Duet' pattern includes only two launchers, thus launching only two torpedoes per firing cycle. But the profit is that torpedoes can be launched at all, armored enough to survive the enemy defenses, given autocannon clusters of their own to drive away enemy fighters, and with warheads big enough not only to threaten other escorts, but enemy cruisers, defense stations, and even, when sufficiently massed, the dreaded orkish space hulks.
-[X] (Weapon) Fusion Breaker Cannons: Based on the new Calavar Pattern Standard Macrocannon Battery, the Fusion Breaker Cannons achieve superior shell size and velocity by the simple expedient of being utterly fixed in position. This allows for bracing and reinforcements unable to be used on weapons that can actually be meaningfully aimed at other ships to be applied to the guns, thus allowing their increased capability. Of course, this also makes them unable to be used against other voidcraft, but that was never their purpose in the first place. Instead, the Fusion Breaker Cannons, and their enlarged shells which now have room for Fusion Warheads taken from the broadside armament nicknamed as 'Atomic Warheads', are meant to utterly devastate ground targets. Such targets can not meaningfully run or otherwise dodge, and thus the whole ship can be adjusted to aim the Breaker Cannons at them... and then from them deliver enough firepower to give even a warboss a very bad day.
 
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[X] Plan Torpedoes and Invasion Gear Revised
-[X] (Housing Add-On) Servitor Defense Stations: While all ships carry armsmen aboard, they are primarily meant to combat human-scale opponents and lack the strength and melee prowess of some xenos and heretic forces. Spreading stations full of combat servitors across a ship can provide some much needed heavy combat assets to oppose ork boarders or hordes of weaker enemies that seek to overwhelm crews through sheer numbers. As well, a few servitor maintenance bays are added to the larger internal defense stations to allow onboard tech priests to keep the defending cyborgs in good condition. While such defense stations lack the numbers and conversion abilities of a full on combat servitor bay, and are generally unable to support offensive boarding options, they are both cheaper and easier to fit onto a ship then said larger bays.
-[X] (Utility) Fusion Breaker Cannons: Based on the new Calavar Pattern Standard Macrocannon Battery, the Fusion Breaker Cannons achieve superior shell size and velocity by the simple expedient of being utterly fixed in position. This allows for bracing and reinforcements unable to be used on weapons that can actually be meaningfully aimed at other ships to be applied to the guns, thus allowing their increased capability. Of course, this also makes them unable to be used against other voidcraft, but that was never their purpose in the first place. Instead, the Fusion Breaker Cannons, and their enlarged shells which now have room for Fusion Warheads taken from the broadside armament nicknamed as 'Atomic Warheads', are meant to utterly devastate ground targets. Such targets can not meaningfully run or otherwise dodge, and thus the whole ship can be adjusted to aim the Breaker Cannons at them... and then from them deliver enough firepower to give even a warboss a very bad day.
-[X] (Weapon) 'Duet' Pattern Torpedo Launchers: Very loosely based on the atomic armed rockets of our current missile based broadside option, the 'Duet' Pattern Torpedoes, and their associated launchers, are much much larger. Faced with the needs of stamina for long distance flight, armor to resist enemy point defense, and power to pose a threat to enemy ships, the designs of the Duet were forced to scale their designs significantly up. The price of that is that each set of the 'Duet' pattern includes only two launchers, thus launching only two torpedoes per firing cycle. But the profit is that torpedoes can be launched at all, armored enough to survive the enemy defenses, given autocannon clusters of their own to drive away enemy fighters, and with warheads big enough not only to threaten other escorts, but enemy cruisers, defense stations, and even, when sufficiently massed, the dreaded orkish space hulks.
-[X] (Ordinance) Mass Cargo Lander Refit: While it is one of the most famous, the Arvus is not the only cargo lander in the imperium... and some are much larger. Drawing on lessons learned during our first refit of a civilian craft to combat specs, we have taken one of these larger bulk transport designs and added armor and point defense gear, as well as military grade sensors and ECM, while ensuring that each is still capable of carrying an entire company at once, as well as the companies gear and vehicles. And when working together, they can land a lot more then a single company onto enemy held planets or stations.

Here's a revised plan with a much larger invasion lander and a new version of the Combat Servitor part that makes it a bit weaker in return for being a Housing Add On instead of a full on utility part.

Though I'd still like to do the utility part sometime to support offensive boarding options and for when we need even greater defenses, like say for the light cruisers we should make soon.
 
I like the Groupsight Bridge. If it doesn't win this turn I'll happily support it the next turn. It'd be a good amplifier for the larger weapon outfits on a light cruiser.
 
I like the Groupsight Bridge. If it doesn't win this turn I'll happily support it the next turn. It'd be a good amplifier for the larger weapon outfits on a light cruiser.
Yeah, the idea behind it and the AirGuard was to enhance ships without using those valuable Utility slots, with the Groupsight possibly being improved in the future to help with coordination between the ships in a fleet. The AirGuard I just thought up since High Command wants a boarding deterrent.
 
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Not really a fan of the f-off big orbital bombardment cannon. At that scale you'd be destroying so much of the planet you're trying to take you might as well not bother invading and just scorch the place from orbit.
 
Not really a fan of the f-off big orbital bombardment cannon. At that scale you'd be destroying so much of the planet you're trying to take you might as well not bother invading and just scorch the place from orbit.
I mean, between the Orks, Chaos and who knows what else, that job alone will likely be of considerable use and justification enough, so why not design the thing?
 
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