Blood, Sweat, and Tears (WH40k Design Bureau)

So, looking at our battles, now that we've got point defense, the other thing we're lacking besides defenses for home is some sort of boarding capacity of our own.

If we had captured one enemy ship every battle we would be ahead from our current position by like nine usable hulls by now(assuming Ork-built hulls are essentially unusable)(mostly merchant hulls)(assuming the sisters of battle can cleanse only-partly-tainted ships) though still I'm not sure whether that's a large or small number of hulls by our standards.
I heard something about this phase being primarily aimed at fighting xenos so it'd be counterproductive right now, but I'll bring it up again later on.
I've got some ideas though.
 
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We've got more then a single carrier in our inventory though, and we can bring them all to bear along with the new ones to the battle if need be.
The thing is @Vanigo 's whole plan is to kite the Locroft fleet by using our speed and lance them to death. And in order to do that we will only be able to use ships that'll outpace the Locoft frigates. Which we don't have in our inventory save for the ship that @Vanigo 's plan is making. All our carriers are converted freighters with merchant engines. So 1A 1M across the board.

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?

On the other hand my plan is to use three lance equipped ships to whittle down the enemy numbers before the clash up close and keep the ancient ship outside their range while it snipes at them. Force them to focus on fighting out other ships while we outnumber their fighters.
 
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The thing is @Vanigo 's whole plan is to kite the Locroft fleet by using our speed. And in order to do that we will only be able to use ships that'll outpace the Locoft frigates. Which we don't have in our inventory save for the ship that @Vanigo 's plan is making. All our carriers are converted freighters with merchant engines. So 1A 1M across the board.

In all honesty, I don't see how that's a problem with outpacing them? If the job of the carriers is to just taxy Saviors around and keep out of the way otherwise, it's Locroft frigates that are going to have travel catching up as, them being as fast as our merchant engines, they aren't going to be able to make headway.

Not impossible for someone to fuck up, sure, but it is possible to outpace them even with 1A and 1M across the board.
 
The thing is @Vanigo 's whole plan is to kite the Locroft fleet by using our speed and lance them to death. And in order to do that we will only be able to use ships that'll outpace the Locoft frigates. Which we don't have in our inventory save for the ship that @Vanigo 's plan is making. All our carriers are converted freighters with merchant engines. So 1A 1M across the board.
But yes, the other option would be to commit both the second and fourth squadrons, including the auxiliary/assault carrier, and just smash the hell out of them.
 
@DaLintyGuy what's up with the Dark Star Alignment's religion anyway?
Do we think they're Tyrant Star cultists or Necron cultists? Is it something based on some new prophet, or something that's existed for a long time as a suppressed human cult?
 
@DaLintyGuy what's up with the Dark Star Alignment's religion anyway?
Do we think they're Tyrant Star cultists or Necron cultists? Is it something based on some new prophet, or something that's existed for a long time as a suppressed human cult?
Emperor cultists.

...Worse than normal, in that they worship the Emperor as a Warp Entity and not as the pinnacle of what Humanity can accomplish. So, you know, heresy.
 
Emperor cultists.

...Worse than normal, in that they worship the Emperor as a Warp Entity and not as the pinnacle of what Humanity can accomplish. So, you know, heresy.
You know, I've been thinking about this for a while, and with some changes....that could work.

To wit, yes the Emperor IS the Corpse-God, dead and a Warp Entity...but none of those things stop him from being the pinnacle of what Humanity can accomplish despite that all those other points are beside the point and heretical.

So, since rituals are important when worshipping any Warp Entity....aren't the proper rituals the way the "standard" Echlisiarchy does it now?
 
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You know, I've been thinking about this for a while, and with some changes....that could work.

To wit, yes the Emperor IS the Corpse-God, dead and a Warp Entity...but none of those things stop him from being the pinnacle of what Humanity can accomplish despite that all those other points are beside the point and heretical
Slightly different from what you are thinking.

The Chaos Gods are representations of primordial, or near enough, forces. Tzeentch is Change, the ability of an aware mind to see what could be, for example. The Emperor, meanwhile, is a story of how Humanity envisions a perfect leader. He was a right terrible dad but that probably is tied to it and is almost understandable in some ways.

Regardless. You are thinking of the Emperor in terms of his narrative and history. The Alignment worship him AS an embodiment of a concept, specifically Order, and take away the elements that tie Him On Terra to Humanity. Stripping away the nuance that separates what is considered good from that which is derided as evil.
 
Slightly different from what you are thinking.

The Chaos Gods are representations of primordial, or near enough, forces. Tzeentch is Change, the ability of an aware mind to see what could be, for example. The Emperor, meanwhile, is a story of how Humanity envisions a perfect leader. He was a right terrible dad but that probably is tied to it and is almost understandable in some ways.

Regardless. You are thinking of the Emperor in terms of his narrative and history. The Alignment worship him AS an embodiment of a concept, specifically Order, and take away the elements that tie Him On Terra to Humanity. Stripping away the nuance that separates what is considered good from that which is derided as evil.
Man. If we get back into contact with the Imperium there's going to be sooooo many Purges in the Alignment
 
Man. If we get back into contact with the Imperium there's going to be sooooo many Purges in the Alignment
Mm... Yes but also no as well as definitely. On the one hand, there is a reason they are listed as Nominally Traitor. On the other hand they could be Useful Idiots to some powerful individual should they shield them.

More likely they get broken up, resettled, and significant efforts are made to watch and convert them. Because the Imperium hasn't lasted as long as it has by being Stupid Evil and they technically still worship an aspect of the Emperor.
 
Could be worse I suppose. Its not like anybody knows that the Ecclesiarchy is itself a heretical institution. The Lectitio Divinitatus was written by Lorgar after all.
 
[x] Plan Carrier with armies.
- [x] Finish shipyard expansion (60M)
- [x] Finish Langley-class Assault Carrier (CVA) (50M)
- [x] 10 squadrons of Saviors, 1 of Harbingers for Strife (13M)
- [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] visit ballifax and swap a Savoir squadron there with a fury squadron.
- [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) (Boarding shuttles(one goes to the Langley), 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)
- [X] Void Infantry with Combat Exoskeletons (2M) Elite Infantry (0M) and Armor (1M) = 11M
-[X] refit one Armed merchant men from the 1st and 2nd patrol squadron to transport(2x cargo bay + cargo bay hanger with savoirs) = 3.5M each = 7M
-[X] refit 2 custom monitors with macrocannons MkI 2.5M each = 5M they have 0.5 damage cannons now, there are 6 in total.
-[X] Bomber Army (8M) + Mech Infantry (1M) + Military Police(0M) + Engineers (0M) = 9M
-[X] 3th Crusade Defense Army (0/3 XP) 2M -Foot Infantry (2M), Military Police (0M), Engineers (0M), Heavy Artillery (0M)
-[X] The Ashen Legion add elite infantry
-[X]Deployment:
--[X] the Courante and the ancient ship join the 4th naval squadron
--[X] the Langley joins the 1st naval squadron
--[X] the KV-4 Aegis Immortal moves from the 2nd naval squadron to the first patrol squadron
--[X] the CVL-1 The Causeway moves from the 1st to the 3th squadron
Not starting the new cruiser as we can build 70M per turn starting next turn and instead added a few more armies including a void one for our new carrier.
Also added 2 cargo ships with savoirs for protection for our more dangerous supply pickups deliveries allowing the bulk hauler to stay in the safer area near calavar.
An option is to fit them with only a single cargo bay so they can keep their existing void shields but that costs 50% of their cargo space.
Trading the dark star for a boarding shuttle we cant make those and one + a new void army will allow combat boarding.
 
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Hm. Yeah. Makes sense to not start the cruiser right now since even if we do it now it'll still take 2 more turns anyways. If we do it next turn it'll take 1 more turn after that.

Here's my updated 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, 0A

Removes the light cruiser construction and puts in a carrier frigate that's the same as the Carrier plan's frigateexcept it has a MkI macrocannon battery to save on Artisan points.

Its left with 4M
 
Could be worse I suppose. Its not like anybody knows that the Ecclesiarchy is itself a heretical institution. The Lectitio Divinitatus was written by Lorgar after all.
There are feudal worlds that worship BigE as their star so~ shrug

@DaLintyGuy can we study the Sniper Cannon or the Firestorm next design turn so we could make better Macros and Lances?
What would we get if we trade some of the loot to the Lexicalum like 3 of the Standard Macrocannon Turrets which are just longer ranged Mk2s which can be fixed by studying the Sniper cannon and making an Mk3 and maybe the Plasma Turret?
Also what is the difference between the Lance and Battery Stat on the salvage?

Maybe you can spend that 4M on Exoskeleton Support Bay Add-Ons on the LArm2 and LCarrier which costs 2M each?
 
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[x] Plan Carrier Support

One thing to note for the other plans, aren't you supposed to mark which squadron the ship will be assigned to after construction?
 
Is there any sort of garrison left at home normally?
This is the defense force:
Old Defense Platform (In orbit above capital)
-Self Defense Battery (Damage 1, Short Range), Platform Plating (Armor 1), Navigational Shield (Shield 1)
6x Customs Monitors
-Self Defense Guns (Damage .5, Short Range), Navigational Shields (Shield 1), Plasteel Composite (Armor 1.5), Engine (Accel 1.5, Maneuver 1)

Upgrading the guns on the custom monitors is a cheap way to improve our defenses there.
 
Hm. Yeah. Makes sense to not start the cruiser right now since even if we do it now it'll still take 2 more turns anyways. If we do it next turn it'll take 1 more turn after that.

Here's my updated 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, 0A

Removes the light cruiser construction and puts in a carrier frigate that's the same as the Carrier plan's frigateexcept it has a MkI macrocannon battery to save on Artisan points.

Its left with 4M
Aren't you spending 13 A not 10?
 
@DaLintyGuy can we study the Sniper Cannon or the Firestorm next design turn so we could make better Macros and Lances?
What would we get if we trade some of the loot to the Lexicalum like 3 of the Standard Macrocannon Turrets which are just longer ranged Mk2s which can be fixed by studying the Sniper cannon and making an Mk3 and maybe the Plasma Turret?
Also what is the difference between the Lance and Battery Stat on the salvage
Of course.

As Lexicalum is merely an outpost... Better armor, at least. Technical help (so a hefty bonus to a single action), laser weaponry, possibly some measure of Manufacturing purchase...
For anything really crazy you will need to cut your way to the Forge Worlds and back.

It's a difference in operation. Lances fire slower but each shot is more powerful and tend to have more range, while Batteries fire lots of shots that are better against Shields and unarmored hull.
 
Of course.

As Lexicalum is merely an outpost... Better armor, at least. Technical help (so a hefty bonus to a single action), laser weaponry, possibly some measure of Manufacturing purchase...
For anything really crazy you will need to cut your way to the Forge Worlds and back.

It's a difference in operation. Lances fire slower but each shot is more powerful and tend to have more range, while Batteries fire lots of shots that are better against Shields and unarmored hull.

You know, I wanted to ask about that but, well, given our long partnership with them and how much the Admech of our own world has started to mingle with theirs and by how much our economies so to speak have started to blend.....is Lexicalum growing out of being an outpost at all? Or are they just becoming this island of Calavan radicalism?
 
You know, I wanted to ask about that but, well, given our long partnership with them and how much the Admech of our own world has started to mingle with theirs and by how much our economies so to speak have started to blend.....is Lexicalum growing out of being an outpost at all? Or are they just becoming this island of Calavan radicalism?
With the Radicals coming to power, so to speak, Lexicalum is starting to expand from it's existing facilities. So while one could say that they are growing out of an outpost they do not have the traditions and knowledge of a full Forge World. Such as basically every interesting or powerful Mechanicus only technology: grav-cannon, rad-weapons, and so forth.

The case could be made either way.
 
Would Lexicalum be open to a deal where we send the STC ship to them for a turn and they give us copies of the research results in a few turns once we beat the minor Xenos that lack shields.
 
Would Lexicalum be open to a deal where we send the STC ship to them for a turn and they give us copies of the research results in a few turns once we beat the minor Xenos that lack shields.
What research results? Studying archaeotech is the work of centuries by Magi who at least can grasp the basics of how the stuff does what it does.
 
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At best what we'll be able to get from studying the ship is monkey model inspiration tech that attempts to ape what we can observe of the tech. The only ones that can straight up copy the tech on it is probably the Magi on Mars.
 
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