Blood, Sweat, and Tears (WH40k Design Bureau)

Negotiations, for brevity sake, will be handled on site by whoever is handing the goods over, so give a "wishlist" of stuff with what you sell them. Specify that you want Armor, assault shuttles, try for some Superheavies, whatever an Imperial depot might have around.
Hmm, all right. So, when they say they want hangars mounted, do they mean on both weapon slots, or just one?

Also, what happened with the Lexicalum research action?
 
Hmm, all right. So, when they say they want hangars mounted, do they mean on both weapon slots, or just one?

Also, what happened with the Lexicalum research action?
One or two. Hangars are simple enough you could pretty much just not, if you don't want to send them Coves.

They went with a small ship foundry to be able to build more and/or better ships.
 
Here's my edited plan.

[X] Plan Hauling and Deny the Xeno
- [X] Spend 50M, to finish Auxiliary Carrier
-- Auxiliary Carrier (Total cost: 69M)
-- Bulk Hauler (0M)
-- Merchant Bridge (4M)
-- T-100 Auspex (8M)
-- Merchant Warp Drive (0M)
-- Expansive Life Support (0M)
-- Barracks Housing (0M)
-- Standard Macrocannons MkII (12M, 3A)
-- Cargo Bay Hangar 1 (broadside) (6M)
-- Cargo Bay Hangar 2 (broadside) (6M)
-- Troop Deck (6M)
-- Bubble-type Rapid Shield (18M)
-- Scaffold Armor (6M)
-- Merchant Thrusters (3M)
-[X] 10 squadrons of Saviors, 2 of Harbingers (16M)
-[X] 1x "Long Arm II" class War Hawk (48M, 2A)
- Hull: War Hawk-class Heavy Frigate Hull Mk II (8M)
- Weapon: Farstrike Lance (4M, 1A)
- Weapon: Farstrike Lance (4M, 1A)
- Weapon: Standard Macrocannon Battery MkI (2M)
- Defense: Bubble type Rapid Shields (Shield 3, 1 Armor.) (6M)
- Defense: Scaffold Armor (Armor 1.5) (2M)
- Utility: Repair Deck (2M)
- Engine: Militarized Engine (Acceleration 2, Maneuver 2, Fuel Efficient) (3M)
- Bridge: Groupsight Combat Bridge (4M)
- Sensors: Distributed Array Auspex (4M)
- Warp: Merchant (4M)
- LS: Essential (2M)
- Housing: Bastion Pattern Housing (3M)
- [x] Build Courante-class Light Carrier (46M)
-- [x] War Hawk MkII Heavy Frigate (8M)
-- [x] Groupsight Combat Bridge (4M)
-- [x] T-100 Auspex (2M)
-- [x] Merchant Warp Drive (4M)
-- [x] Essential Life Support (2M)
-- [x] Bastion Housing (3M)
-- [x] Cove-pattern Hangar x2 (8M)
-- [x] Standard Macrocannon Battery MkI (2M)
-- [x] Bubble-type Rapid Shield (6M)
-- [x] Scaffold Armor (2M)
-- [x] Cargo Hold (0M)
-- [x] Militarized Engines (3M)
-- [x] Savior S-1s x2 (2M)
-[X] Train 1 Heavy Assault Armies (9M)
-Mechanized Infantry (6M), Elite Infantry (0M), Powered Exoskeleton (2M), Armor (1M)
- [X] 1x Incomplete Spatha hull with better engines for Yttreum (17M) [Exchange for Yttreum auxiliaries protecting Calavar shipping]
-- Spatha-class hull, militarized engines, merchant sensors, warp, essential life support, barracks
-[X] Recovered Ship Refurbishment (6M, 8A)
-[X] Repairs (79M)
-[X] Dockyard (60M)
-[X] 1x Bulkhauler (50M)
- Bulk Hauler (15M)
- Merchant Bridge (4M)
- Merchant Sensors (4M)
- Merchant Warp Drive (6M)
- Essential Life Support (8M)
- Barracks Housing (4M)
- Standard Macrocannon Battery MkI (6M)
- Cargo Hold (0M)
- Cargo Hold (0M)
- Cargo Hold (0M)
- Cargo Hold (0M)
- Cargo Hold (0M)
- Merchant Thrusters (3M)
Spent Resources: 381M, 10A
Remaining resources: 4M
 
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Here's my edited plan.

[X] Plan Deny the Xeno
Moratorium is still going.

Also, issues. No fighters for the carrier. You're using the old cost for Farstrike lances. You didn't build any cargo ships. You've put a cargo bay hangar on a sabre hull, but it can only go on civilian hulls. You're selling a ship to the Dark Star (which will get us ground forces equipment) while also spending a bunch on ground forces equipment.

Speaking of freighters, @DaLintyGuy, I'm not sure how our existing ships are holding up. Do we need to build enough freighters for everything this turn, or can some of it wait?
 
Moratorium is still going.

Also, issues. No fighters for the carrier. You're using the old cost for Farstrike lances. You didn't build any cargo ships. You've put a cargo bay hangar on a sabre hull, but it can only go on civilian hulls. You're selling a ship to the Dark Star (which will get us ground forces equipment) while also spending a bunch on ground forces equipment.

Speaking of freighters, @DaLintyGuy, I'm not sure how our existing ships are holding up. Do we need to build enough freighters for everything this turn, or can some of it wait?
Fixed on fighters for the carrier. As for the Fairstrike lances, fair enough. Fixed. Also, whats the cost of cargo ships? Do you have any design for them? @DaLintyGuy for cargo ships do we just build converted merchant men or something?

For the ground troops, getting equipment=/=having a army ready for operation. We need to train men. And I'm selling a ship to Darkstar to potentially get stuff that we might be able study.
 
Fixed on fighters for the carrier. As for the Fairstrike lances, fair enough. Fixed. Also, whats the cost of cargo ships? Do you have any design for them? @DaLintyGuy for cargo ships do we just build converted merchant men or something?

For the ground troops, getting equipment=/=having a army ready for operation. We need to train men. And I'm selling a ship to Darkstar to potentially get stuff that we might be able study.
Once again, I made a ship design spreadsheet you can use. Cargo ships are just civilian ships with lots of cargo decks.

Edit:
More or less. You technically can use the Bulk Hauler hull as well, they just need Cargo space in order to haul Stuff.
Technically? Why technically, is it not a good idea? Do cargo decks on the bulk hauler not handle 30M each?
 
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Technically? Why technically, is it not a good idea? Do cargo decks on the bulk hauler not handle 30M each?
Word choice, plus I haven't run the numbers, and I am not sure if I want to have one ship for all your routes rather than each ship being in a specific route.

Though, a single vessel loaded with three Cargo bays would move 90M per turn, which might be enough to gather all your income from outside Calavar... Meh, I'll allow it I guess.
 
From Where Designs Are Born (reward: 10M to first CL)
Aaaaaaand another omake. Enjoy!

From Where Designs are Born.

The alcoves of the establishment ran red and blue with silk and synthetic threads. As well as, if you looked close enough, a little blood.

It was here that the minds, lords and tyrants of the industry in Calavan congregated to talk, barter and entreat or threatened, blackmail and gamble. It was here where all their conflicts sparked and also where they were solved. It was here where newly born ideas hatched and where they were ultimately killed. And where the few worthy ones where instead carefully cultivated and later implemented.

In this building, which was jointly owned by the various weapons industries of Calavan and had what was in all but name a Mechanicum embassy to the "vulgar" manufacturers of Calavan, laid a room. It was a big a room too, big enough at least to park 8 chimeras in two rows side to side. It had at 5 entrances, for when a matter of discussion was so fragmenting that the different interests here didn't want to walk out with each other. It had a gigantic "hollow" oval table in the middle, with an "entrance" for staff to walk into the empty area in the middle of the table so that they could serve their masters, and a set of consoles that could freely be move around it's whole length.

A series of humongous screens descending from a very high ceiling, showed pertinent information that did not require holograms to properly convey. Like, for example, the minutes of the many, many meetings that were had here.

And in this case?

It was no different.

"The issue remains the same; We can't go off of half guesses and suppositions about experiences you had a century ago!" A woman almost shouted from her sit on one of the ends of the oval table. Her hair was snow white albeit with black roots that were evidence of a Juvenat treatment starting to take hold.

"I assure the head of the Martinet-Hass compendium that my recollection module is still functioning adequately and that I can access my memories with perfect clarity," The electric hiss of the red robed Magus sitted at the end of the other calmly responded. It was a calm, however, that betrayed immense agitation.

"What of it? If you actually had enough knowledge about Defiants we'd be building them instead of designing our own," She shot back as she forced herself to calm down. In most other places of the Imperium it would be unthinkable to not take a member of the Mechanicus at his word when it came to the topic of holy machinery and the space craft that populated the Imperium of man. But in this place, at this time, arguing purely from ethos would not suffice.

They might not be members of the Mechanicum, but at least the manufacturers in Calavan knew enough about the Omnisiah's work to at least deserve the respect of being argued in Logos.

"Water always travels in the path of least resistance Head Tournique, surely a greater familiarity with a certain type of ship from our experts would imply that building a ship of that type would be a wiser choice?" Magus Hoit relentlessly carried on. In the middle of the room was the super structure of the ship they had been working on for years. Or rather, a hologram show casing it. Normally blue, there were parts "inked" in red that indicated proposed segments under consideration. There were rows of data at the sides displaying different variables like the dimensions involved as well as as the type of the materials proposed for it's construction. There were annotated tabs that anyone of the people there could open on their consoles to review the information, and this had all been compiled after years of testing and arguing back and forth.

It was one of a handful of proposal still left pending on the board, and that was after a downright Darwinian process of elimination. There honestly was no more Logos to argue with, as whatever was left was mechanically, economically and politically sound. All that was left was the Ethos of the different visions vying to head the light cruiser.

"Yes, and since WE have been building platforms built around carrying as many weapons as they can, that clearly is the wiser choice," The old young-ing woman curtly replied, refusing her opponent the moral standing of being the "expert" in this matter.

"...are you challenging our expertise miss Tournique?" The Magus couldn't help but coldly and calmly replied, as his replaced voice box wouldn't do otherwise. But his immission of the title that she bore informed of an explosive fury.

"Order on the table!" The still fleshy voice of a man standing on a side mid way to the table called out, bringing everyone's attention to him, "Your expertise is not being challenged Magus and so I declare that we will not venture there, we will keep this argument solely concentrated on the diagrams X102-34 to X109-23"

"But she implied-"

"-If she implied anything about the Brotherhood here in Calavan or those visiting us from Lexicanum is that we have more experience building line-ships then carriers in these docks and nothing more. Which is true," Sub-Magus Argel said with as close to tiredness as a Mechanicum adept could get, "Or so I declare, understood?"

"Clearly Arbitrator," Tournique not quietly smuggly complied as she relaxed in her sit.

"Compliance sub-Magus," Hoit stiffly agreed, his use of the Argel's technical Mechanicum rank and not his role in this discussions being something of a passive aggressive insult. With almost inhuman tolerance, the sub-magus sighed and then waved a mechandendrite at them.

"Continue."

As the person that both those of the Mechanicum and the Calavan manufacturers decided to install as Arbitrator of this project, he held ultimate authority over the people working on them. Being ultimately a Mechanicum priest, the brotherhood had accepted him. And being ultimately of the original Calavan Mechanicum presence, the Calavan manufacturers had accepted him as well.

This fortunately resulted in an individual who did not favor one side over the other. Sometimes this sat well with some. Other times, like this one, it did not.

Unlike a lot of the time, the planners and designers for the light cruiser hadn't divided along the lines of Radical and Conservative, with the Calavan interests divided into whichever one allowed them the most opportunities, which was usually the Radicals. This time, the whole thing had been divided into the competing naval paragrims, with most of Lexicanum's priesthood banding behind the concept of a dedicated carrier. And with most of the Calavan manufacturers grouping behind a dedicated weapon plataform.

Significantly less prevalent and more quiet were those that had studied Bagalog's designs and desired to evolve towards a more defensive minded ship. They kept to the sides ready to back up whichever one let them implemented their ideals or to take the lead should one group or the other fall to unfortunate politics or dissension.

Hoit was usually a member of the Radicals and actually got rather well with the head of the Martinet-Hass compendium usually. Point in fact, they were pretty often on the same side. But today he stood with most of the priesthood from Lexicanum. The Calavan Manufacturers on the other hand had quickly rallied behind Tournique as she took the lead in representing what could only be described as the Calavan Weapon Mafia.

"I have a proposal," Head Tournique said after a while, deciding that she had exhausted all other means available to break this impasse.

"...and I listen Head Tournique," The Magos carefully replied, having gathered a calm at a match with his tone of voice.

"We build the first hull here In Calavan," She said, causing her opposition to tilt his head because well, yes, the dockyard was here in Calavan, "And by that I mean here in the ground. We supply the workers, the materials, the supplies and the means to get it up into the docks."

"I am not understanding what we get out of it," The Magos Hoit replied not seeing where the woman was getting at.

"You, or whomever you please, gets to direct the construction of it," The woman finally laid her bait and proposition bare, "In exchange for letting our preferred modifications hold."

Having heard this, Hoit paused as he was for once indecisive.

It was a little bit late in the game, as most of the planning and design had already been done, but it was exactly for that reason why this proposal was so tempting; In exchange for letting his opponents in this project dictate the rest of what little remained of the design...why, it would be THEM actually building it!

Without having to fight Calavan manufacturing interests for roles, jobs or duties. All of it done on their dime and efforts.

The Magos looked at the Hologram being displayed, at his Calavan brother arbitrating matters and finally at what turned out to be once of his most difficult opponents.

How could he not take it?

"Head Martinet-Hass, you have yourself a deal."
-------------------------------

Right, so, I am pretty much using names and characters from the quest now to connect the omake to the events that happen. DaLintyGuy, if any of the names that I use and apply are incorrect let me know so that I can use them more correctly.

With that said, writing political conflict of this kind was pretty fun!
 
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Word choice, plus I haven't run the numbers, and I am not sure if I want to have one ship for all your routes rather than each ship being in a specific route.

Though, a single vessel loaded with three Cargo bays would move 90M per turn, which might be enough to gather all your income from outside Calavar... Meh, I'll allow it I guess.
It isn't; we got 105 this turn, and probably a bit more next turn. But a single vessel with four cargo bays is, and that's totally a thing we can do for 50M, exactly fitting into our build limit. It's by far the cheapest way to do it with new-built ships, and we don't have enough unmodified AMMs left to cover it all by refitting them.
 
Right, changed the plan. Added in fighters for the aux carrier, 2 armed cargo ships (2x cargo and 1x Mk.I Macrocannon battery each). Reduced army training to just 1 heavy assault army.
 
Right, changed the plan. Added in fighters for the aux carrier, 2 armed cargo ships (2x cargo and 1x Mk.I Macrocannon battery each). Reduced army training to just 1 heavy assault army.
Two armed cargo ships is nowhere near enough. We need 11 cargo decks to haul everything, or four bulk hauler cargo decks. We absolutely cannot afford to leave 65M lying around next turn.

(If we can't do it with one bulk hauler, then we're going to have to cut a big chunk of our other construction. I'm thinking refit all five remaining AMMs, build one new armed freighter, transfer the Resolutes to the patrol squadrons to replace them, and build some Warriors to replace the Resolutes in the combat squadrons, which would cost more than just building six freighters, but at least we'd upgrade our fleets a bit in the process.)
 
Two armed cargo ships is nowhere near enough. We need 11 cargo decks to haul everything, or four bulk hauler cargo decks. We absolutely cannot afford to leave 65M lying around next turn.

(If we can't do it with one bulk hauler, then we're going to have to cut a big chunk of our other construction. I'm thinking refit all five remaining AMMs, build one new armed freighter, transfer the Resolutes to the patrol squadrons to replace them, and build some Warriors to replace the Resolutes in the combat squadrons, which would cost more than just building six freighters, but at least we'd upgrade our fleets a bit in the process.)
Hm... Okay. Screw it. I'm putting in a bulkhauler. Costs exactly 50M but is going to need some dedicated defenders since it'll be pretty much a single point of failure.

Edit: Plan edited and renamed Plan Hauling and Deny the Xeno
 
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The one I'm making has navigation shields, but I take your point.

We may want to try to upgrade the shielding of the one in my plan next turn if possible as well as building another.
Ooh, you used a self-defense battery? I don't think that's going to keep the pirates off. They're just bad. One pirate, sure, but in addition to being bigger and more powerful, bulk haulers are also more tempting, and if somebody gets a little flotilla together...
 
Ooh, you used a self-defense battery? I don't think that's going to keep the pirates off. They're just bad. One pirate, sure, but in addition to being bigger and more powerful, bulk haulers are also more tempting, and if somebody gets a little flotilla together...
Hm... Ah screw it then. I'm swapping out the navigation shield to upgrade the guns. We can swap out a cargobay for a shield generator next turn when we build another bulkhauler.
 
So folks, its need 8 hours since the update was posted, the moratorium is over. Anyone else have anything else to add to the discussion or plans to post up? Or anyone want to vote?
 
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Well, it kind of depends on what @mithril-blade gets for his latest omake, but here's my preliminary plan:

[x] Plan Carrier Support
- [x] Finish shipyard expansion (60M)
- [x] Finish Strife-class Assault Carrier (CVA) (50M)
- [x] 10 squadrons of Saviors, 2 of Harbingers for Strife (16M)
- [x] Start Intercessor-class Light Cruiser (total 139M, 8A -10M omake bonus; spend 22M)
-- [x] Martinet-Class Light Cruiser (16M)
-- [x] Groupsight Combat Bridge (16M)
-- [x] Distributed Array Auspex (16M)
-- [x] Merchant Warp Drive (6M)
-- [x] Essential Life Support (8M)
-- [x] Bastion Housing (12M)
-- [x] Farstrike Lance (12M, 3A)
-- [x] Plasma broadside (8M, 5A)
-- [x] Scaffold Armor (6M)
-- [x] Bubble-type Rapid Shield (18M)
-- [x] Corona-Pattern Point Defense Array (6M)
-- [x] Repair deck (6M)
-- [x] Militarized Engines (9M)
- [x] Repairs, etc (79M)
- [x] Repair ancient ship (6M, 8A)
- [x] Build Courante-class Light Carrier (48M, 1A)
-- [x] War Hawk MkII Heavy Frigate (8M)
-- [x] Groupsight Combat Bridge (4M)
-- [x] T-100 Auspex (2M)
-- [x] Merchant Warp Drive (4M)
-- [x] Essential Life Support (2M)
-- [x] Bastion Housing (3M)
-- [x] Cove-pattern Hangar x2 (8M)
-- [x] Standard Macrocannon Battery MkII (4M, 1A)
-- [x] Bubble-type Rapid Shield (6M)
-- [x] Scaffold Armor (2M)
-- [x] Cargo Hold (0M)
-- [x] Militarized Engines (3M)
-- [x] Savior S-1s x2 (2M)
- [x] Build bulk hauler
-- [x] Bulk Hauler (15M)
-- [x] Merchant Bridge (4M)
-- [x] Merchant Sensors (4M)
-- [x] Merchant Warp Drive (6M)
-- [x] Essential Life Support (8M)
-- [x] Barracks Housing (4M)
-- [x] Standard Macrocannon Battery MkI (6M)
-- [x] Cargo Hold x5 (0M)
-- [x] Merchant Thrusters (3M)
- [x] Orbital defense army (Foot Infantry core, Strategic Command, Anti-Air, Heavy Artillery) (5M)
- [x] 2nd Armored army (Armored core, Baneblades, engineers, elite infantry)
- [x] Spatha for Dark Star (23M) (Armor and APCs are priorities, salvage is good, foot infantry equipment is okay)
-- [x] Spatha-Class Corvette (5M)
-- [x] Merchant Bridge (1M)
-- [x] Merchant Sensors (1M)
-- [x] Merchant Warp Drive (4M)
-- [x] Essential Life Support (2M)
-- [x] Barracks Housing (1M)
-- [x] Cove-pattern Hangar (4M)
-- [x] Haptrix-Pattern Rapid Shields (4M)
-- [x] Merchant Thrusters (1M)
- [X] 1x Incomplete Spatha hull with better engines for Yttreum (17M) [Exchange for Yttreum auxiliaries protecting Calavar shipping]
-- Spatha-class hull, militarized engines, merchant sensors, warp, essential life support, barracks
- [x] Thermo-Cavitation shells x1 (1M, 1A)

Much as I'd like to also get a new lance ship, I think our best tactic against the Locroft (at least in the early stages of the engagement) is to maintain distance and use lances to do terrible things to them from outside their range. To pull that off, we'll want fighters to ward off theirs, which means we need a faster carrier than the escort carriers we're currently working with.

@DaLintyGuy, we can immediately form armies with equipment we get from the Dark Star, right?
 
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So, something that isn't a current issue, but it might be a good idea to get some orbital defence platforms around the shipyard at some point. Preferably before any conflict with the local imperial navy can get going, as they're likely to have the strategic sense to just attack the system where we do our production.
Is there any sort of garrison left at home normally?
 
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So, something that isn't a current issue, but it might be a good idea to get some orbital defence platforms around the shipyard at some point. Preferably before any conflict with the local imperial navy can get going.
Is there any sort of garrison left at home normally?
Yes, but not much of one. It's definitely a concern, but we just have so much stuff we need to do...
 
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