Blood, Sweat, and Tears (WH40k Design Bureau)

I'd go for that.

I'm not against selling Yttreum or the Dark Star stuff, but I don't know if we have the budget to make stuff to sell to them right now...
If we're selling to Dark Star, well, we need some new armies anyway. I'm not sure what's available from Yttreum, but depending on what it is and what we would have to pay it might be worth, say, trading a working hull for a wrecked IN escort and fixing that up instead of building from scratch.
 
While they wouldn't say no, now they aren't fighting for their existence and so would like to represent themselves as at least worth something rather than only existing at the whims of their betters. Standard political stuff.
How often does Yttreum see Gehault flotillas go by these days? Could we, say, trade ships with them in exchange for sensor readings on the IN ships?
 
Could we just spend all four actions on the ship and just grab a bunch of stuff all in one go?
 
How often does Yttreum see Gehault flotillas go by these days? Could we, say, trade ships with them in exchange for sensor readings on the IN ships?
They've been at war with them, so sort of?

Could we just spend all four actions on the ship and just grab a bunch of stuff all in one go?
You will need to clarify your statement so I can confidently reply to what you mean, rather than what I think you mean.
 
You will need to clarify your statement so I can confidently reply to what you mean, rather than what I think you mean.
Taking a look at the ship we pulled out of the Hulk takes a design action, right? I'm asking if we could use all four of our design actions on examining the ship (I assume it has more than a single actions worth of stuff in it) and potentially end the turn coming away with four new techs?
 
Definitely examine the strange ship. I can see point defense and cruiser design as good too. Not sure what the fourth design slot should go for - what are we lacking?
 
Definitely examine the strange ship. I can see point defense and cruiser design as good too. Not sure what the fourth design slot should go for - what are we lacking?
A better Warp Drive for one, we have a design for making a Mk2 of the Savior multirole too, or a dedicated boarding craft. One thing we could go for is improved armor, or in that same vein, a ramming prow. Or we could branch out into stealth systems, there's been a few designs for those...
 
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IIRC "A better warp drive" goes better if we focus on one specific aspect, and we have a +2 to studying warp drives, but a critical fail means Warpy Stuff happens on our planet.

What would a better warp drive look like?
 
Other than PD, we have all of the real fundamentals in at least tolerable form. However, we don't have boarding shuttles or naval garrisons, and we have no disruption weapons. We have armor but it's of middling quality. Our torpedoes are on the sluggish side, and although they're hilariously effective against thin-skinned ships like raiders and ork garbage heaps, they probably aren't very good against heavy armor.

And for the record, the MkII savior design in the roundup post doesn't make sense to me. I'm pretty sure the pilot's ability to withstand g-forces is not the limiting factor there.
 
And for the record, the MkII savior design in the roundup post doesn't make sense to me. I'm pretty sure the pilot's ability to withstand g-forces is not the limiting factor there.
It's supposed to be flavor text for why the Savior-2 would have longer range without redesigning the craft from the ground up, since the pilot is also being fed, watered and supplied stimulants through the helmet. And a greater endurance to g-forces would contribute to this too, since it would let them accelerate harder.
 
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It's supposed to be flavor text for why the Savior-2 would have longer range, since the pilot is also being fed, watered and supplied stimulants through the helmet. And a greater endurance to g-forces would contribute to this too, since it would let them accelerate harder.
I mean, I don't think greater endurance for g-forces is what would let them accelerate harder. I think bigger engines and/or trimming excess mass is what would let them accelerate harder. And if we expect them to be out there long enough for needing food to be an issue, then obviously there's plenty of downtime between fights and they could just bring an MRE or two.

And if the pilot's g-force tolerance really is what's holding the fighter back, then flooding the cockpit still wouldn't be the way to go, because it's heavy, we'd have to waterproof all the controls which is also heavy, and battle damage would have a tendency to cause leaks and then short stuff out. We should use grav plating as a rough inertial dampener instead.
 
I still think we should throw an action on reverse-engineering the bulk hauler myself. Not just for cargo, but for transporting troops too because we're going to need more troop ships soon, arguably we already do, and being able to use bulk hauler frames for that would be better then needing a dozen small ships for it.
 
So far, i'm for 1) ship exam 2)cruiser design 3) a point defense option (preferably one of the laser options to save on resupply and maintenance)...the fourth design option i think should go towards some kind of economy expansion like designing an actual military shipyard, rather than the militarized one we've got. I'm not entirely sure we need better warp capability yet since our region of responsibility is currently not that large, and I'd rather not risk gribblying ourselves unless we need to.
 
3) a point defense option (preferably one of the laser options to save on resupply and maintenance)
It'd be minor at this stage of capability, but a laser PD is more maintenance intensive than a similar projectile system due to making use of advanced components of much higher complexities rather than cast and lightly machined metal parts.
 
I figured non-superheavy laser weapons would be more expensive to produce, but need less frequent maintenance. Or at least, if going by autogun vs lasgun, the same amount of maintenance but in different ways. And saving on ammunition resupply certainly doesnt hurt.
 
I'd agree on strange ship exam, cruiser, PD and... can we improve the Lances we have again or should we wait until we've got more practice and combat data out of them?

The upcoming construction turn will likely be predominantly lance armed frigates to counter the armor heavy xeno ships so we can save the shrine world.
 
The idea was that the heat sinks and faraday cages would hide the emissions of it's military systems while it waits for someone to take the bait that a fat, practically unarmed and escort less freighter represents, most pirates and raiders aren't going to bother hiding their approach when they see such a thing.
Which does mean that yes it would be rallying on passives until the enemy where within range.
The objective of a Q-ship is to ambush the raiders.
We could accomplish the same thing by just turning off the active sensors and lowering engine output to civilian engine speeds. A better investment would be to increase the structural integrity so that it can survive long enough to fight back from an ambush.
 
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