Still, we'll want to spend another design action to improve it before casting any hulls off that pattern, I'd think. And when you say the PD rolled average, that means a 7, right?
We never planned to continue to make Cruisers out of the Bulk Hauler design, just to get a prototype and get the crew practice making one and learn lesson off of it. So it isn't that big a deal if we know what went wrong and can avoid those mistakes with our actual front-line cruisers.
You don't get tech off of the Strange Ship because you get the ship (otherwise you might break it for nothing and that is considered Bad by the Mechanicus).
Just re-read this, we could just send this against the Locraft and be done with it (I mean not really since we'll still send a few Lance ships as support, but depending on what this is packing we don't really need to worry too much).
-[X](Light Cruiser Hull) Martinet-class Hull: The first Calavan foray into the design of Light Cruisers, the Martinet takes much of its design elements from the purified bulk hauler captured in the initial reclamation of Bailafax. But where the heretics had simply battered the civilian hull into serviceable form, the Martinet has been streamlined and built from a foundation for warships. (2W total, 1 Broadside & 1 Prow, 3D (1 locked to Armor, 1 to Shields), 1U, 1E)
Result of 10-1 (-1 base for being a Light Cruiser, -1 for first Light Cruiser, +1 for reduced mutability)+1 (omake bonus)=10
When the Admiralty made known it's intention to develop a domestic Cruiser hull it quickly touched off numerous instances of jockeying for the privilege of contributing to the project. Such office politics were not limited only to the members of the Cult Mechanicus, even the overseers on the dockyard and the more knowledgeable of the rest of Calavar. They raised reasonable points as well for experience was as always the best teacher.
For a project of this scale it was considered prudent to assemble a second team consisting of those who would use and build the resulting ships to guide the overall development in a manner more involved than merely giving some technical specifications. It also had the benefit of quieting some outstanding disputes and agitations by those who held enough weight to demand such a position. To say that the Cult Mechanicus was happy about such a thing would be a gross overstatement… But most were mollified by being part of the development process to begin with.
The reward for good work was more work, and so Sub-Magus Argel and his retinue of trusted subordinates were put in the position of curbing enthusiasm and enforcing order to ensure that the result of the project was what was desired rather than a specialized carrier or lanceboat brought as the brainchild of a single member of the team. It took many sleepless nights and accompanying pithy statements, endless simulations using the expanded mainframe of the dockyard, and more than one doctrinal argument that ended in blows… Yet the result was all the stronger for it as weaknesses were weeded out and strengths added.
When presented to the Admiralty the template was extremely unassuming: a black block a hand length on a side. When it was converted to a visual format it was still somewhat disappointing to behold. As this was a template rather than a production order the exterior features were intentionally left fuzzy with structural anchors for any armor deemed worthy of such a design left in place and spaces set aside for shielding in an area chosen for the ease of tapping into the power grid. Yet the sheer scale of the ship, when compared to that of a modeled Indomitable, showed just how powerful such a ship would be when built.
[Martinet-class Light Cruiser Hull: While Calavar cut corners in development by using aspects of the recovered Bulk Hauler in their docks at the time the Martinet hull was an eminently serviceable base for future ship classes with a respectable mix of firepower and solid defenses. With this ship Calavar joined the ranks of developed shipbuilders. (1PW, 1BW, 3D(1A/1S), 1O, 1E)(16M).]
-[X](Defense) Corona-pattern PD Array: While our strike craft have thus far proven adequate defense against the enemy's, it has been considered prudent by the Admiralty to have additional countermeasures on ships that the Crusade could scarcely afford to have struck by torpedoes. The cogitator framework that directs the fire of the Lascannon turrets has been adapted from conventional flak arrays and spliced into the ship Sensorium's datafeeds for enhanced target acquisition and tracking.
Result of 7=7
Defending ships from enemy strikecraft had long been a concern of the Crusade. With access to Fury Interceptors from Lexicalum and the internally developed Savior Multiroles it had been countered by investing in a number of carriers. There were times, however, that ships needed coverage in excess of what could be provided as the battlefront developed. Strikecraft were at risk of being destroyed, after all, and needed to periodically return to their carriers for resupply. With the Martinet hull in development it was agreed that that was too long a time for such a valuable asset to be without defense against the hordes of craft that the enemies of the Crusade regularly fielded.
With a regular budget and access to personnel the Corona Point Defense Installation was simple to put together as it made use of existing technologies. Six lascannon were bundled together, with a pair of auspex panels extending from either side of the turret to pick targets out of the black with sufficient resolution in order to engage them with laser fire.
[Corona-Pattern PD Array: The first threat to the long established dominion of Crusade aerospace frames, this early laser based ship defense system was capable of screening the carrying ship from enemy Ordnance. (PD 2, Self)(2M).]
-[X](Hull) Bulk Hauler Reverse Engineering: We have the Bulk Hauler, but we only have one of them, and it would be really useful if we could have more then one of them. So time to look at it in detail and figure out how we can build our own Bulk Haulers. Which we can then convert into cargo ships and carriers and troops transports and all the other stuff we need a good big merchant hull for.
Result of 2+1 (-1 for Light Cruiser scale, +1 for Civilian, +1 for salvage)+2 (omake)=5
It was no surprise that, if given the choice, every Calavan designer would pick working on the Martinet program over simply designing the equipment to produce Bulk Hauler hulls. One was a weapon that would be the tip of the spear against the Traitor, Witch, and Xeno. The other was a pack mule to bring Stuff to where it needed to go. That said Stuff would sometimes be soldiers was understood… But mostly the ships would move cargo about.
It was work that would never see recognition. And while a good job was it's own reward, the design team were still putting more effort into the military project they were not assigned to rather than the one they were. Or worse, taking time to go out to look at the recovered ship for themselves.
An endless source of headaches for the project leads as they shuffled and threatened their staffs to get them to cooperate. Due to the diligence of them both and the relative simplicity of the job the project was still a success… If by less than hoped for.
[Bulk Hauler Hull: While there would be no small number of lawsuits and threats about where the Calavan shipwrights got their blueprints once the Subsector reconnected with the rest of the Sector the ability to make large civilian shipping for the moving of people and goods was too important to pass up for making the future slightly easier. (1W/P, 1E, 5O)(15M).]
-[X] Examine the Strange Ship.
While the Martinet was a major project for the future, the examination of the recovered ship was almost as large. Officially speaking the ship was labeled as archaeotech once it was confirmed that it possessed features effectively standardized across the galaxy, though it is impossible to confirm when or where the craft was built. It could have been built as late as the Great Crusade that united the galaxy and secured Humanity's future against threats great and terrible.
In appearance the vessel is similar to a knife. Where an Imperial ship possesses a roughly square cross section the recovered vessel is deep and thin for most of it's length before it widens to allow a citadel for the power plant and engines. According to the most experienced members of the Cult Mechanicus there are four main points to cover in its construction: Material, Weapons, Power, and Command.
The Armor and frame of the ship are made of similar materials. But where the plating is a composite of various types, including fluids that poorly replace lost armor at the site of impacts and are theorized to function as a defense against boarding craft leaving the hull to get another round of soldiers, the frame is made of cellular structures of something close to what Adamantium is believed to be that are injected with energy absorbent yet light polymer-ceramics.
Where the armor is vaguely understandable the ship's weapons are something else entirely. Power and a little bit of reaction mass are fed into the emitters and particle streams are emitted at high relativistic speeds without the sort of accelerators that would be necessary for such velocities. A handful of damaged examples were examined but the most that could be gotten out of them were spare parts for the functioning weapons as many of the components were heavily shielded from ambient and even focused radiation. Even those sections that had been broken open over the years of entombment held few answers beyond sometimes bearing a vague similarity to the internals of the Imperial Navy Lance studied by Calavan Adepts previously.
Stranger still was the fire control systems that directed the guns. The sensors attached to the hull took the shape of flat panels layered onto the armor rather than any understandable auspex systems and possessed a great deal of infrastructure below them that had to do with cooling the mass held in suspension inside the selectively permeable layer that sealed the sensitive portions from the harshness of the void.
In terms of power the recovered vessel had a mostly recognizable plasma reactor with some extra bits tacked on that none present could identify. Running the system through some power cycles made them believe that one portion did something to increase the power output of the fusing mass while the other did something… Else, and piped the resultant matter to the engine bells in order to "spike" the energy of the outgoing streams for extra thrust in exchange for overtaxing the shielding and structure of the pressure chamber.
Yet for all this the command deck was the most confusing portion of the vessel. For one it barely rose out of the top of the ship, an understandable decision perhaps as it still possessed much the same layout of internal defenses as an Imperial vessel if more compact. More concerning was the layout of the deck, as there was an immersion tank that could serve up to four individuals and attached living quarters for five times that. Skeletal remains were all that were left of the previous crew and the immense cogitator the implants of the crew linked to when plugged into the damaged cabling of the immersion tank had been savaged by daemonic presences whose origins were traced to the damaged remains.
Similarly, there were few to none other locations set up for Human habitation. The rest of the ship was built to be remotely commanded by the bridge crew and numerous destroyed wrecks of servitorized automata were located among the spacious service halls where they had fallen against whatever had set the ship adrift to form the core of a Space Hulk.
A poor end indeed for so worthy a vessel. Lost in transit to the malignant entities that so vexed the denizens of the Materium.
There was a great deal of celebration as it was realized that the ship was, with a lot of very precise work, capable of being fielded once more in the service of Humanity.
[Strange Ship->Recovered Ship: Found in the remains of one of the Space Hulks that had propagated across the Subsector as the Warp spat out the accumulated wreckage of an entire campaign, this vessel looks akin to a blade where the hilt holds advanced engines and power plant while weapons line the dorsal and ventral edges. (1E, 2W, 3D)
Current modules and known stats of each:
-2x Relativistic Diodes (Lance 6, Very Long Range)
-Composite Armor (Armor 4, Self Sealing)
-Absorption Fields (Shield 2, Recycles Power)
-Laser Panels (PD 4, VS Range)
-Spiked Thrusters (Accel 4, Maneuver 6)
Refurbishing costs to bring the ship back into combat capability: 6M,8A.]
-[x] Spare Parts
Useful but less flashy are the results of the examination of the assorted ship components recovered during the Hulkbusting of last campaign season.
Cruiser Turrets->Bombardment Cannons: Fires slow but heavy ordnance that is best suited to breaking fortifications or erasing ground features under the weight of atomic fire. Or worse. (Lance 4 with domestic ordnance, Lance 5 using the small stock of recovered melta ammunition. Very Short Range. 3M,1A.) One Cruiser or three Escort modules.
3x Escort Turrets->Macrocannon Turrets: Standard weapons of the Imperial Navy, though a bit worse for wear after being shot out of their ships. (Battery 3, Medium Range. 4M,1A)
1x Escort Turret->Sniper Cannon: A long range, anti-armor variant of a Macrocannon. It can pull it off with the Adamantium spikes it is supposed to shoot, though Calavan munitions won't achieve anything close. (Lance 2, Medium Range, -3 Armor when using Adamantium shells, -1 otherwise. 3M,2A)
1x Escort Turret->Lance Mount: An only slightly damaged Firestorm Lance. (Lance 3, Long Range)(5M,2A)
1x Escort Turret->Plasma Turret: Powerful, long ranged, but power hungry and temperamental even before it was set adrift. (Battery 4, Medium Range, Aggressive Spirit. 5M,4A)
-[X](Yttreum + Dark Star Ship Purchases) Offer to sell Spatha-class hulls to Yttreum and the Dark Star Alignment in return for a fair price.
As soon as the point had been reached for a least-time turnaround on the news orders were placed by Calavar's neighbors and possibly allies. Yttreum wanted two bare hulls and were forced to grudgingly agree to a long term payment plan, while the Alignment wished to purchase hulls with shielding and hangars in place in exchange for material from their caches, or spoils from their ongoing skirmishing with Orks.
[Cost and reward will be determined by amount of Manufacturing set aside to service foreign demand.]
=====
Lord Admiral: To think that we could have such blasphemy occurring so near to our borders... It is good that it was expunged in such a manner though the cost was grave. We will need more ships to push the Locroft out of the Lativa system and reestablish the culling patrols nearby, cargo ships to move our resources about, and perhaps additional ships to protect our space.
At least the gap between what we want is becoming smaller as our investment in the dockyards pays off.
There is a budget of 160 from Calavar+120 from the Industrial Platform upgrades+60 from her neighbors+25 from the Bailafax region+20 from Uniary=385M and 10A to spend on new ships and Stuff. The Build Limit is currently 50M.
A bunch of Stuff needs fixing. There is a ship partially completed in the docks. Diplomatic agreements are available to be filled.
[There will be a six hour moratorium on voting to encourage discussion.]
A bulk carrier cargo ship will cost:
Bulk Hauler Hull: (1W/P, 1E, 5O)(15M)
Mk1 marco cannons 3x2M
5x0M for the cargo bays
-Engine: Merchant Engine (3M)(Acceleration 0.75, Maneuver 0.75)
-Bridge: Merchant Bridge (4M)
-Sensors: Merchant (4M)
-Warp: Merchant (4*1.5=6M)
-Life Support: Essential (2*4=8M)
-Housing: Barracks(4M)
50M for 3x5 cargo bays(150M transported) unless some can be broadside cargobays adding 30 more for each one.
Fitting into what we can build per turn now a version with void shields/additional weapons should wait till next turn when we can build 70M per turn.
Throughout time, People and Monsters have come up with Good Stuff to kill each other with. This isn't close to the top but it is a lot better than what you can make.
Throughout time, People and Monsters have come up with Good Stuff to kill each other with. This isn't close to the top but it is a lot better than what you can make.
Throughout time, People and Monsters have come up with Good Stuff to kill each other with. This isn't close to the top but it is a lot better than what you can make.
Even better, I like to think that the DAoT Humanity could pull off a lesser version of the Necron quantum tunneling trick. You would likely understand it best as "nanolathing".
If nothing else it explains why STCs are so fragging hard to understand.
I think one way of doing thing this turn is repair that archeotech ship up, load up on carriers and repair the other ships, and use the archeotech ship as our sniper while our carriers and the rest of the fleet act as bodyguards. And only use the archeotech ship against the Locroft. No risking the ship against Chaos.
Its too valuable to do so since we'd get shitloads of goodies from a forgeworld if we hand it over.
Edit: Also, another point about deploying the archeotech ship is we get sensor data and combat data from the battle and we can use that to inspire more research during our research turns.
And the rest of the materials will be spent making hulls for our allies or as we gonna spend them to start making Martinets/Bulk Haulers to deal with our Pirate problem?
Assaying, Priming & All Manner of Hazing -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The frigid gales that are characteristic of Lithuan nights rush past, effortlessly piercing through Moll's bodyglove and dancing like knives across her flesh. The natural response is to shiver at the sensation. She suppresses it. There is too much at stake to allow for any chance of a slip-up. The one saving grace she has been allowed is the photovisor keeping her from stumbling in the dark.
She is closing in on the compound where her target is sequestered. From the outside, a somewhat fortified coastal hamlet, innocuous in appearance. In truth, a secure compound occupied by a paramilitary force with an unknown objective and methodology. Beneath the buildings is a bunker network connected by tunnels large enough to drive a Leman Russ tank through. Thankfully, not something the defenders could make a demonstration of.
Hm. The guard detail on the perimeter seems oddly light, even taking into account the desire to keep their true numbers obscured. What could be the cause for it? Perhaps the majority are training underground. Mobilizing for an offensive action? Uncharacteristic of them, but possible. There have been no reports of any kind that she was provided with to suggest they were receiving supplies to this place, but who could say where all the tunnels lead? ...Hopefully her, by the end of the mission.
Steadily she crept forward, the heath muffling her steps, down the slope of the hill until she encountered a sight that gave her pause. An automated turret of some make, with a multilaser's barrel swiveling back and forth, scanning the area with its machine senses. Right, that would certainly explain the smaller than expected night watch. Mundane sneaking would not bring her further than this.
Practiced hands fished the psy-focus from her belt. Words without sound were shaped by her lips, the movements triggering mnemonics to focus her psychic powers into the desired form. Unseen by her, light now seamlessly bent around a barrier shaped over her body. Infrared radiation was rebounded off the same, instead steadily drawn into the Warp. One by one, all spectrums of mundane sense were rendered blind to her. It was time to keep moving.
The first steps into the turret's field of view are hesitant, as much out of an even greater need for silence as simple nervousness. She dares not even sigh in relief when the automated defense shows no sign of response to stimuli she could have caused. She steps into the compound's lights, the photovisor dimming in response. The guards show no wariness, quietly chatting amongst themselves amid occasional glances into the night's darkness. Even without rain, the sky is overcast enough to render the wilderness impenetrable to human eyesight. The timing for this operation was fortuitously picked, indeed.
Taking care not to make a sound or stray near anything she could have bumped into, Moll crept within the compound. Patrols pass by on the sidewalks with regular frequency, so she decides to simply walk in the middle of the road itself. Her lips have not stopped moving. Her focus has not wavered. Finally, she reaches her destination.
From the outside, the building appears to be no more than a repair shop for civilian groundcars. Unassuming and unfortified, the only discrepancy the amount of armed personnel going into and out of its confines. There hasn't been a single groundcar in this settlement that she has seen.
Getting past the security doors within the building proves to be as simple as following right behind the guards passing through them. There is now ironically enough background noise that she feels safe to breathe a little easier. Still, it wouldn't do to alert the guards to something being amiss. The security footage from the cameras would look suspicious if doors and elevators suddenly started moving seemingly of their own volition.
Finding the commander's office is almost disappointingly easy; simply look for where the grunts aren't going but security increases nonetheless. Granted, this approach only works on the third try, the first two results being a small and securely locked archive and what seems like the officer's mess respectively.
Almost, because she isn't sure how much longer she could hope to sustain the field with her powers. Already, she can feel the blood pounding within her skull, the everpresent whispers now trying more than ever to make her make a mistake in maintaining the psychic weave, letting it unravel and unleash the raw energies of the Empyrean coursing within her upon the hallway, and the room at the end of it. Whispers that only grow louder as she waits for the door to open, stepping to the side as it slides open. A man in finer uniform than the rest steps out, the door closing behind him. With her on the other side at last, face to face with her target. A hand is already drawing the gun from a holster.
And just like that, as a genial smile emerges on the face of her teacher, she knows it is over. "This was all a test? All this effort, just for another evaluation?" She says as she lets the field fade, the whispers growing outraged before fading back into indiscernible noise at the back of her mind.
"Not just an evaluation. The last one. And you succeeded beyond all my expectations, I'm happy to say." That smile stays on him as he pulls the photovisor from her face, the sudden feeling of relief letting her know she's got a mask-shaped groove on the skin around her eyes. Her bunkmates will undoubtedly take the chance to mock her for it. "So what is this place, then?" A possibility has occurred to her, but surely that wouldn't be the case.
"Our new home, I'm happy to say. Or at the very least, the foyer," Here the smile fades just slightly, "Our gracious overlords have given unto us a most inconspicuous and heavily fortified home. What you've snuck through, and coincidentally helped improve, is the external security, meant to keep us effectively unassailable from the outside... and to contain us, should the worst come to pass." No more need be said than that, they both know what is meant. What the worst outcome for a Psyker will always be. An outcome that her teacher, and those he serves, have sought to prevent by means other than death on the mob's pyre.
Her teacher walks over to the desk and does... something. The headache has not yet dissipated, leaving her sense and attention wavering. Not enough to obscure an entire section of the floor sliding down into a set of stairs leading further down into the depths of the planet. Her teacher's smile is back again, and she can only give a nod at his question: "Would you like to have a tour of the place?"
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AN: Been a while since I wrote one of these, but I wanted to do something with our Psyker population at long last. Hope you enjoyed this!
Psykers are the single most dangerous asset a military can field. In terms of damaging the enemy... And risking their own assets. Yet the rewards often outweight the risks as precognition alone can make or break a campaign it is deployed with.
The time has come for Calavar to deploy it's first crop of military psykers, trained painfully over the decades from hedge witches into a cadre of military assets to be deployed as the Admiralty wishes.
The second part. According to Lexicanum, it was found on an ancient Forge World, and its machine spirit contains within it a DAOT database. Odd things to be found on something of xenotech make, no?
Exact prices vary with parts used but this gives a ballpark for the cost.
the first one will most likely be armed with: Plasma Broadside (Cruiser, Broadside, Damage 5, Short Range)(8M,5A) we have salvaged a while back