Blood, Sweat, and Tears (WH40k Design Bureau)

I think I'll be changing that to be honest. The biggest thing I have is the nitpick about the internal workings of the turrets not being on display but that could be explained away as a stylistic choice to differentiate things for a viewer.

As for a bonus, I have nothing specific in mind.
It would make more sense to cover the accelerators in armor, or just conceal the whole thing in a giant dome, but yeah, then they wouldn't really be recognizable as Farstrikes, and that's no fun. I don't have any particular reward in mind either, but if you're asking... lance research bonus, maybe? Or just some production?

Anyway, ship histories:

Red Robert

Built 712 years ago in Calavar itself, this ship was originally a freighter named the Gliding Swan. For the next 170 years her career was largely uneventful, hauling cargo around the subsector. Then she was captured by an ambitious pirate captain calling himself Red Robert. He rebuilt the ship for combat, renamed her after himself, and gave her to a subordinate. That subordinate proved to be less loyal than he had thought, and the ship spent the next 288 years passing through the hands of one pirate or another. Eventually, she was captured by the system defense force of Markuk, a civilized world in the northern reaches of Lativa subsector. She was then added to the system's modest fleet, where she remained until the increasing chaos of the subsector brought down Markuk's government, and the ship fell into pirate hands again.

Carnival Dagger

It's not entirely clear where the Carnival Dagger was built, but she is certainly not native to Lativa Subsector. Her design indicates that she began life as a troop transport - probably Khornate - and the surviving logs suggest she originated somewhere to the galactic West. At some point she was refit to launch boarding torpedoes (though none are now available and she has been making do with Yttreum's make). Whatever her origins, she was brought to Lativa in the early stages of the collapse by her current captain, Jandik Orevan, intending to pick over the bones. Even he's not entirely sure how that lead to his current situation, but it has proven profitable enough.

Iderak Stallion

The Iderak Stallion was pulled from a space hulk near the feral world of Iderak by an unusually large and well-organized pirate gang. As the freighter had already been armed by some unknown ancient owner, they repaired her and added her to their fleet, where she plagued local shipping for over a century. Eventually, the gang dissolved in a flurry of infighting and betrayal, and the surviving captains went their separate ways. One of these captains made off with the Iderak Stallion and two other ships, but because she didn't have enough men to properly crew all three, she sold the Stallion to Yttreum in a back-alley bargain for an unspecified sum.
 
So, the moratorium's still on, but here's what I'm thinking for the turn:

First squadron negotiates with Gehault
Second squadron and both torpedo squadrons attack Octan (bring both void armies)
Third and fourth squadrons, plus second support squadron defend Lativa (bring orbital defense army, second armored army, send armies from trade once they're ready)
Send second orbital defense army, 3rd crusade bridgehead army to Homna (2nd support squadron?)
Yttreum privateers on pirate-hunting duty
Patrol squadrons to Calavar, Balagog, Uniary, Homna
Thermo-cavitation shells to Indomitable, Warrior, Stormherald

Edit:
By the way, @DaLintyGuy, I know my plan listed the cost of the Courante at 58M, but that's actually wrong. I guess it must have been a typo; it's acutally 53. (The budget is still correct, fortunately.) My fault, but you should probably fix it in the naval register post.
 
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@Vanigo Is it a good idea to rely so completely on the Heralds and the Sacred Legacy for the battle against the Locroft? Sure, all three are Lance focused ships which should do very well against the Lorcroft. But still, they do have 8(?) frigates plus a couple of carrier heavy escorts. And who knows how many more ships they will throw at us.

The fleet that we'll be sending against the Locroft is little changed from the fleet that fought it last turn.

So it'll be...

8 Wedge Frigates
2 Heavy Escort carriers

vs

1 Corvette (one of the first to be built and thus doesn't have much of the advances we've made since then)
2 Escort carriers
2 Herald corvettes
1 Ancient Frigate
2 AdMech carriers

That reminds me, wasn't the entire point of building the Courante meant to be going against the Locroft? Why was it assigned to 1st squadron anyways?
 
@Vanigo Is it a good idea to rely so completely on the Heralds and the Sacred Legacy for the battle against the Locroft? Sure, all three are Lance focused ships which should do very well against the Lorcroft. But still, they do have 8(?) frigates plus a couple of carrier heavy escorts. And who knows how many more ships they will throw at us.

The fleet that we'll be sending against the Locroft is little changed from the fleet that fought it last turn.

So it'll be...

8 Wedge Frigates
2 Heavy Escort carriers

vs

1 Corvette (one of the first to be built and thus doesn't have much of the advances we've made since then)
2 Escort carriers
2 Herald corvettes
1 Ancient Frigate
2 AdMech carriers

That reminds me, wasn't the entire point of building the Courante meant to be going against the Locroft? Why was it assigned to 1st squadron anyways?
Well, we could shuffle it around. Send the Courante to the fourth squadron, and send the third along with the fourth to negotiate with Gehault, maybe? I don't want to send an understrength squadron to Gehault, but two understrength squadrons should be okay...

Given that the Locroft appear to be raiding more than invading in force, I don't expect many new ships to show up this turn. They're having their own issues with the Orks, after all.
 
You know what. Given that the Gehault situation is critical in securing our flank, I think we should send a full squadron. The window for hitting that Ork world with industrial platforms is closing so we do have to send significant forces there.

We don't have to go for completely crushing the Locroft this turn as long as we kill another couple frigates while not taking undue damage.

So... I'm thinking something like this.

[] Plan Raiding and Counter Raiding
-[] 1st Naval Squadron + 2nd Torpedo Squadron
--[] Negotiate for peace between Gehault, Yttreum, and Bagalog. Plus increase influence over the deserters.
-[] 2nd Naval Squadron + 1st Torpedo Squadron + 1st Calavar Void Army + 2nd Calavar Void Army
--[] Hive World Octan (60LY): Raid in force to liberate industrial platforms from the Orks to bring to Calavar.
-[] 3rd Naval Squadron + 4th Naval Squadron + 1st Support Squadron + 1st Auxiliary Squadron + Calavar Holy Shield Army + 1st Orbital Defense Army + 2nd Orbital Defense Army + 1st Calavar Armored Army + 2nd Calavan Armored Army + 2nd Bridgehead Army + 6th Crusade Infantry Army + Dark Star Alignment equipment armies when they are trained up.
--[] Shrine World Lativa (60LY): Keep the Locroft in check/cut them down to size in space and land reinforcements on Lativa to dislodge their ground forces.
-[] 4th Patrol Squadron
--[] Uniary (40LY): Anti-Raider Patrol
-[] 5th Bailafax Infantry Army "Survivors"
--[] Uniary (40LY): Assist in purge of traitor survivors from Uniary
-[] 2nd Patrol Squadron + 3rd Patrol Squadron + 1st Crusade Defense Army + 3rd Calavar Infantry Army
--[] Homna String Defense League (20LY): Hold the line against the Orks encroaching upon civilized lands.
-[] Yttreum Auxiliary Squadron
--[] Anti-piracy patrols/merchant shipping protection

Any glaring issues in the above?

I put in a bunch of army reinforcements into Lativa because we need the numbers to ensure a breakthrough. And the orbital defense armies are there because we can't guarantee that we'll be able to prevent the Locroft from being able to get into orbit long enough to launch orbital strikes.

And I'm putting in so many armies because I want to eliminate their beachead ASAP. Because we don't know if the Locroft can create forces in situ instead of having to ship them in.
 
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You know what. Given that the Gehault situation is critical in securing our flank, I think we should send a full squadron. The window for hitting that Ork world with industrial platforms is closing so we do have to send significant forces there.

We don't have to go for completely crushing the Locroft this turn as long as we kill another couple frigates while not taking undue damage.

So... I'm thinking something like this.

[] Plan Raiding and Counter Raiding
-[] 1st Naval Squadron
--[] Negotiate for peace between Gehault, Yttreum, and Bagalog. Plus increase influence over the deserters.
-[] 2nd Naval Squadron + 1st Torpedo Squadron + 2nd Torpedo Squadron + 2nd Support Squadron + 1st Calavar Void Army + 2nd Calavar Void Army
--[] Hive World Octan (60LY): Raid in force to liberate industrial platforms from the Orks to bring to Calavar.
-[] 3rd Naval Squadron + 4th Naval Squadron + 1st Support Squadron + 1st Auxiliary Squadron + Calavar Holy Shield Army + 1st Orbital Defense Army + 2nd Orbital Defense Army + 1st Calavar Armored Army + 2nd Calavan Armored Army + 2nd Bridgehead Army + 6th Crusade Infantry Army
--[] Shrine World Lativa (60LY): Keep the Locroft in check/cut them down to size in space and land reinforcements on Lativa to dislodge their ground forces.
-[] 4th Patrol Squadron
--[] Uniary (40LY): Anti-Raider Patrol
-[] 2nd Patrol Squadron + 1st Crusade Defense Army + 3rd Calavar Infantry Army
--[] Homna String Defense League (20LY): Hold the line against the Orks encroaching upon civilized lands.
-[] Yttreum Auxiliary Squadron
--[] Anti-piracy patrols/merchant shipping protection

Any glaring issues in the above?
Well, I don't think we can count on the 2nd patrol squadron doing much against more than a trickle of orks. The fourth is stronger, but still not strong enough to handle much.

The Strife has plenty of space for troops; we don't need the 2nd support squadron at Octan.

Here's what I'm thinking:

[] Plan Highway Robbery
-[] Transfer Courante to fourth squadron
-[] 1st Naval Squadron, 3rd Naval Squadron:
--[] Negotiate with Gehault
-[] 2nd Naval Squadron + 1st Torpedo Squadron + 2nd Torpedo Squadron + 1st Calavar Void Army + 2nd Calavar Void Army
--[] Hive World Octan (60LY): Raid in force to liberate industrial platforms from the Orks to bring to Calavar.
-[] 4th Naval Squadron + 1st Support Squadron + 2nd Armored Army + 1st Orbital Defense Army + new armies from Dark Star trade (when available)
--[] Defend Lativa
- [] 2nd Patrol Squadron
-- [] Patrol Uniary
- [] 4th Patrol Squadron + 2nd Support Squadron + 2nd Orbital Defense Army + 3rd crusade bridgehead army (+ other forces from Uniary?)
-- [] Defend Homna
-[] Yttreum Auxiliary Squadron
--[] Anti-piracy patrols/merchant shipping protection

However, it's probably asking for trouble in Homna. I'm not sure how many orks are heading that way, but I doubt a patrol squadron will be able to hack it. I'm not sure what else we can shake loose, though.

@DaLintyGuy, do we still need the anti-piracy patrols now that we've built our own shipping? Also, do we have an estimate on the strength of the forces in Octan?
 
@DaLintyGuy, do we still need the anti-piracy patrols now that we've built our own shipping? Also, do we have an estimate on the strength of the forces in Octan?
Yes as it's also "wellness checks" on your planets. Tasking a force to close protection of your Bulk Hauler would be a wise choice as well.

Octan possesses numerous small craft and sometimes has passing Freebootas or ships from one of the nearish WAAAGH!!s on a rekruitin' mission.
 
Yes as it's also "wellness checks" on your planets.

Octan possesses numerous small craft and sometimes has passing Freebootas or ships from one of the nearish WAAAGH!!s on a rekruitin' mission.
Hmm. Our ten squadrons of Saviors should be able to handle ork small craft, so if there are no proper naval assets reliably present and only whatever randomly happens to be in the system, we probably don't need both torpedo squadrons. Maybe we send the first naval squadron and a torpedo squadron to Gehault, reattach the fourth patrol squadron to the third naval, and have them defend Homna.
 
@Vanigo I'm against sending the Sacred Legacy against the Orks. Its hideously vulnerable to boarding due to its relatively small crew size. And I do NOT want to lose that ship to Orks.

Also, why do you keep on stripping forces from facing the Locroft at Lativa? The 3rd and 4th squadrons could force a stalemate in space but if you reduce our fleet there there's nothing stopping the Locroft from establishing orbital dominance and starting to land additional forces. Now isn't the time to penny packet Lativa. If we can overwhelm their ground presence the Locroft might well move onto easier prey instead of continuing to invest in Lativa.

Edit: Also, keep in mind, the Homna deployment is all about *buying time* they don't have to be able to fully defeat the Orks there. Merely contesting them is enough.

@DaLintyGuy are the Orks in Homna merely 'homegrown' Orks that are growing from spores? Or are there actual Ork warships entering the area from surrounding space?
 
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First squadron negotiates with Gehault and one torpedo squadron(a few more ships to impress them, with the new light carrier as main piece(look what we can build)
Second, fourth naval squadrons, and one torpedo squadron attack Locroft homeword (capture or destroy their shipyard bombard any industry on the world) (bring both void armies)
second support + auxillary squadron defend Lativa (bring orbital defense army, second armored army, send armies from trade once they're ready)
Send second orbital defense army to Homna (1st support squadron) bombardment cannons and harbringer squadrons might not be what you use against 1st line forces but against orc scrap ships they help the local patrol squadron
Yttreum privateers on pirate-hunting duty
Patrol squadrons to Calavar, Balagog, Uniary, one to escort shipping/the bulk carrier.
Third naval squadron to Homna
Thermo-cavitation shells to Indomitable, Warrior, Stormherald

The Locroft have a single know homeworld and taking its orbid to capture or destroy their shipbuilding would be the best way to end their raiding. With a pair of void armies they might even capture some loot, dragging their shipyard to Latvia would be the ideal outcome, destroying it removing their access to repairs and replacements for their fleet would cripple them.
 
[X] Plan Raiding and Counter Raiding
-[X] 1st Naval Squadron + 2nd Torpedo Squadron
--[X] Negotiate for peace between Gehault, Yttreum, and Bagalog. Plus increase influence over the deserters.
-[X] 2nd Naval Squadron + 1st Torpedo Squadron + 1st Calavar Void Army + 2nd Calavar Void Army
--[X] Hive World Octan (60LY): Raid in force to liberate industrial platforms from the Orks to bring to Calavar.
-[X] 3rd Naval Squadron + 4th Naval Squadron + 1st Support Squadron + Calavar Holy Shield Army + 1st Orbital Defense Army + 2nd Orbital Defense Army + 1st Calavar Armored Army + 2nd Calavan Armored Army + 2nd Bridgehead Army + 6th Crusade Infantry Army + Dark Star Alignment equipment armies when they are trained up.
--[X] Shrine World Lativa (60LY): Keep the Locroft in check/cut them down to size in space and land reinforcements on Lativa to dislodge their ground forces.
-[X] 3rd Patrol Squadron
--[X] Uniary (40LY): Anti-Raider Patrol
-[X] 5th Bailafax Infantry Army "Survivors"
--[X] Uniary (40LY): Assist in purge of traitor survivors from Uniary
-[X] 4th Patrol Squadron + 1st Crusade Defense Army + 3rd Calavar Infantry Army + 1st Calavar Infantry Army
--[X] Homna String Defense League (20LY): Hold the line against the Orks encroaching upon civilized lands.
-[X] Yttreum Auxiliary Squadron
--[X] Anti-piracy patrols/merchant shipping protection

So, with the time passing here's my plan.

Essentially, this plan seeks to do the following:

1. Bring an end to the useless conflict among the loyalist and 'loyalist' groups in our flank, plus hopefully gain influence over the deserters.
2. Launch a raid against Octan in order to gain some of the industrial platforms before the opportunity is lost. Hopefully allowing us to gain the resources to build more ships next turn.
3. Come to grips with the Locroft attack against Lativa. This deployment has a lot of ground forces because I'm hoping that if we can annihilate them on the ground the Locroft will leave for easier prey. Taking out their warships are a bonus. But the ancient frigate should be able to make a good showing for itself against the armor dependent Locroft frigates. This also keeps the Sacred Legacy away from boarding happy bastards like the Orks or Chaos.
4. Reinforce the Homna String in order to at least buy time against the Orks. Since the Ork ships there are predominantly scrapships with the occasional Rocs the patrol squadron should be able to handle things. But the whole point of this deployment is to again, gain time.

I considered hitting the Locroft worlds, but relieving Lativa and striking the Orks to gain more industry is more important.

@DaLintyGuy I'm not listing the currently existing garrisons because they won't be changed. (i.e. 2nd Patrol squadron)
 
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@Vanigo I'm against sending the Sacred Legacy against the Orks. Its hideously vulnerable to boarding due to its relatively small crew size. And I do NOT want to lose that ship to Orks.

Also, why do you keep on stripping forces from facing the Locroft at Lativa? The 3rd and 4th squadrons could force a stalemate in space but if you reduce our fleet there there's nothing stopping the Locroft from establishing orbital dominance and starting to land additional forces. Now isn't the time to penny packet Lativa. If we can overwhelm their ground presence the Locroft might well move onto easier prey instead of continuing to invest in Lativa.

Edit: Also, keep in mind, the Homna deployment is all about *buying time* they don't have to be able to fully defeat the Orks there. Merely contesting them is enough.

@DaLintyGuy are the Orks in Homna merely 'homegrown' Orks that are growing from spores? Or are there actual Ork warships entering the area from surrounding space?
I never said we should send the Sacred Legacy against the Orks, though? Not sure where you're getting that idea.

As for Lativa, we know that they aren't launching a full-scale naval assault, just heavy raids, and that they're also busy fighting Legcutta this turn. We can commit forces accordingly. The fourth squadron (with the Sacred Legacy) is very well equipped to contest Locroft raids, but the third is very, very, not. One Resolute and two modernized escort carriers? None of those ships even have armor, nor are their Mk1 macrocannons likely to do much to the Locroft's Armor 4. And they don't have a mobility advantage, either. We've seen that the Saviors can do good work against Wedges, but even so we can't expect much from the third squadron there.

In Homna, I think you're just straight-up throwing the third patrol squadron in the garbage. It's one resolute and one AMM; they can't deal with much, they have no defense against boarding shuttles, they're just going to get captured. We've never tried to fight Orks without some level of strike craft support to thin out their boarding shuttles, and I don't think we should start. The fourth patrol squadron, which is stronger thanks to having the lance-armed merchant marine, plus an escort carrier (transferred from the first or second squadron, which don't really need them anymore) could probably do it, at least if they don't have to deal with more than one ship at a time.

Anyway, here's my plan:

[X] Plan Highway Robbery
-[X] 1st Naval Squadron + 2nd Torpedo Squadron
--[X] Negotiate for peace between Gehault, Yttreum, and Bagalog. Plus increase influence over the deserters.
--[X] Bring psyker cadre, representatives from Lativa
-[X] 2nd Naval Squadron + 1st Torpedo Squadron + 1st Calavar Void Army + 2nd Calavar Void Army
--[X] Hive World Octan (60LY): Raid in force to liberate industrial platforms from the Orks to bring to Calavar.
-[X] 4th Naval Squadron + 1st Support Squadron + Calavar Holy Shield Army + 1st Orbital Defense Army + 1st Calavar Armored Army + 2nd Calavan Armored Army + 2nd Bridgehead Army + 6th Crusade Infantry Army + Dark Star Alignment equipment armies when they are trained up.
--[X] Shrine World Lativa (60LY): Keep the Locroft in check/cut them down to size in space and land reinforcements on Lativa to dislodge their ground forces.
-[X] 3th Patrol Squadron
--[X] Uniary (40LY): Anti-Raider Patrol
-[X] 3rd Naval Squadron + 4th Patrol Squadron + 2nd Support Squadron + 1st Crusade Defense Army + 3rd Calavar Infantry Army + 1st Calavar Infantry Army + 2nd Orbital Defense Army
--[X] Homna String Defense League (20LY): Hold the line against the Orks encroaching upon civilized lands.
-[X] Yttreum Auxiliary Squadron
--[X] Anti-piracy patrols/merchant shipping protection
-[X] Thermo-Cavitation shells to Indomitable, Stormherald, Courante
 
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It occurs to me that we have a now low hanging fruit that we could snatch if we were so inclined; To wit, our torpedo boats are no longer maximized to be torpedo boats. Not what we have available now.

So, I made this:

Punishing-Class Torpedo Corvette (46M)
- Hull: Spatha-class Hull [2W,2D,1E(+.5A),1U](5M)
-Weapon: Duet Torpedo Tubes (2M) + 6x "Indignant"-model Torpedo (1M per Torpedo)= (8M)
-Weapon (Spinal): Fusion Breaker Bombardment Cannon (4M) + Atomic Warheads (Very Short Range, Damage 1.5) (2M)= (6M)
-Defense: Bubble-type Rapid Shield: Shield 3, Armor 1. (6M)
-Defense: Corona-Pattern PD Array (PD 2, Self) (2M)
-Utility: Repair Deck (2M)
-Engine: Pulsed Plasma Array Drive: (Accel 1.5, Maneuver 3, Fuel Efficient) (4M)
-Bridge: Groupsight Combat Bridge (4M)
-Sensors: T-100 Auspex (Passive 1, Active 1.5, Medium Range) (2M)
- Warp: Merchant (4M)
- LS: Essential (2M)
- Housing: Barracks (1M)

THIS is what a torpedo boat specced towards just being the best Torpedo Escort that we can have would look like, IMHO. The logic is as follows: You aim Torpedos by aiming the ship. Similarly, that's how you would aim the Fusion Bombarment Cannon. As our Torpedos are woefully unprepared to go against line ships now, the way to keep their concept of "punching above their weight" shtick that they are usually build with is to, well, install something that benefits from the same things that torpedos would benefit that has a big punch and that is the Fusion Cannon.

Now, we are not using the Pulse Plasma Drive for anything right now as our naval stategem more or less relies on kiting to a certain degree. It's why we upgraded our Auspex to the degree that we did, it's why our standard drive is still the Militarized one and it's why we have gone so heavily on Carriers. But if it wasn't for the Pulsed Plasma Drive then this whole concept simply wouldn't work. Without that (Maneuver 3) this torpedo boat wouldn't be a low hanging fruit because, again, both torpedos and Fusion cannons are aimed with the ship and more maneuvering is effectively better and more aiming for the Torpedo boat. Point in fact, even if this proposal doesn't take off, I honestly think that we should refitt all our torpedo boat at some point in the future with Pulse Plasma Drives as that alone should make them way for effective.

Being that the ranges that we can expect this bad boy to engage either varies (Torpedo range can probably be stated as "circumstantial") and very short range, a fantastic Auspex isn't really needed. Point in fact, a merchant Auspex wouldn't honestly be bad so long as we paired this dude up with ships with better Auspex. What it does need however is the Groupsight Combat bridged to maximize the accuracy in the range in which it can engage.

The Bubble shields already provide some armor and, along with the inherent +.5 of the hull, it makes the Scaffolding armor on Spatha Hulls superfluous. And lastly, as this is basically a bulldog, PD array should be able to cover up the parasite craft and ordance weakness that other torpedo boats have if paired up with them.

What we have here, essentially, is a torpedo boat that doesn't necessarily replace our existent torpedo boats, even though it's a superior specimen, so much as compliment them.
 
It occurs to me that we have a now low hanging fruit that we could snatch if we were so inclined; To wit, our torpedo boats are no longer maximized to be torpedo boats. Not what we have available now.

So, I made this:

Punishing-Class Torpedo Corvette (46M)
- Hull: Spatha-class Hull [2W,2D,1E(+.5A),1U](5M)
-Weapon: Duet Torpedo Tubes (2M) + 6x "Indignant"-model Torpedo (1M per Torpedo)= (8M)
-Weapon (Spinal): Fusion Breaker Bombardment Cannon (4M) + Atomic Warheads (Very Short Range, Damage 1.5) (2M)= (6M)
-Defense: Bubble-type Rapid Shield: Shield 3, Armor 1. (6M)
-Defense: Corona-Pattern PD Array (PD 2, Self) (2M)
-Utility: Repair Deck (2M)
-Engine: Pulsed Plasma Array Drive: (Accel 1.5, Maneuver 3, Fuel Efficient) (4M)
-Bridge: Groupsight Combat Bridge (4M)
-Sensors: T-100 Auspex (Passive 1, Active 1.5, Medium Range) (2M)
- Warp: Merchant (4M)
- LS: Essential (2M)
- Housing: Barracks (1M)

THIS is what a torpedo boat specced towards just being the best Torpedo Escort that we can have would look like, IMHO. The logic is as follows: You aim Torpedos by aiming the ship. Similarly, that's how you would aim the Fusion Bombarment Cannon. As our Torpedos are woefully unprepared to go against line ships now, the way to keep their concept of "punching above their weight" shtick that they are usually build with is to, well, install something that benefits from the same things that torpedos would benefit that has a big punch and that is the Fusion Cannon.

Now, we are not using the Pulse Plasma Drive for anything right now as our naval stategem more or less relies on kiting to a certain degree. It's why we upgraded our Auspex to the degree that we did, it's why our standard drive is still the Militarized one and it's why we have gone so heavily on Carriers. But if it wasn't for the Pulsed Plasma Drive then this whole concept simply wouldn't work. Without that (Maneuver 3) this torpedo boat wouldn't be a low hanging fruit because, again, both torpedos and Fusion cannons are aimed with the ship and more maneuvering is effectively better and more aiming for the Torpedo boat. Point in fact, even if this proposal doesn't take off, I honestly think that we should refitt all our torpedo boat at some point in the future with Pulse Plasma Drives as that alone should make them way for effective.

Being that the ranges that we can expect this bad boy to engage either varies (Torpedo range can probably be stated as "circumstantial") and very short range, a fantastic Auspex isn't really needed. Point in fact, a merchant Auspex wouldn't honestly be bad so long as we paired this dude up with ships with better Auspex. What it does need however is the Groupsight Combat bridged to maximize the accuracy in the range in which it can engage.

The Bubble shields already provide some armor and, along with the inherent +.5 of the hull, it makes the Scaffolding armor on Spatha Hulls superfluous. And lastly, as this is basically a bulldog, PD array should be able to cover up the parasite craft and ordance weakness that other torpedo boats have if paired up with them.

What we have here, essentially, is a torpedo boat that doesn't necessarily replace our existent torpedo boats, even though it's a superior specimen, so much as compliment them.
First, Atomic Warheads are an independent battery weapon, not ammo for the bombardment cannon. It's a battery of nuclear missiles. Second, the Spatha's +.5A isn't armor, it's acceleration - that's why it's on the engine slot. Of course, this is arguably better for the pulsed plasma array drive, with it's mediocre base acceleration, but it means that actual armor is more important - especially if you're hoping this thing will get into very close range to use the bombardment cannon as a naval weapon. I do agree that the high maneuverability would be crucial to making that actually work, though. And it would be nice to have more bombardment cannons around; only having the one Scorn-class is kind of a bummer.
 
@Vanigo fair enough. Good points. Hope things work out as you hope.

Hm...

@DaLintyGuy Is there any way to speed up elimination of traitor remnants from Uniary? Like put in the 5th Bailafax Infantry Army on Uniary? Or is it always going to be a thing?
 
First, Atomic Warheads are an independent battery weapon, not ammo for the bombardment cannon. It's a battery of nuclear missiles. Second, the Spatha's +.5A isn't armor, it's acceleration - that's why it's on the engine slot. Of course, this is arguably better for the pulsed plasma array drive, with it's mediocre base acceleration, but it means that actual armor is more important - especially if you're hoping this thing will get into very close range to use the bombardment cannon as a naval weapon. I do agree that the high maneuverability would be crucial to making that actually work, though. And it would be nice to have more bombardment cannons around; only having the one Scorn-class is kind of a bummer.

Right-o!

Punishing-Class β Torpedo Corvette (40M)
- Hull: Spatha-class Hull [2W,2D,1E(+.5A),1U](5M)
-Weapon: Duet Torpedo Tubes (2M) + 6x "Indignant"-model Torpedo (1M per Torpedo)= (8M)
-Weapon (Spinal): Fusion Breaker Bombardment Cannon (4M)= (4M)
-Defense: Scaffold Armor: (Armor 1.5) (2M)
-Defense: Corona-Pattern PD Array (PD 2, Self) (2M)
-Utility: Repair Deck (2M)
-Engine: Pulsed Plasma Array Drive: (Accel 1.5, Maneuver 3, Fuel Efficient) (4M)
-Bridge: Groupsight Combat Bridge (4M)
-Sensors: T-100 Auspex (Passive 1, Active 1.5, Medium Range) (2M)
- Warp: Merchant (4M)
- LS: Essential (2M)
- Housing: Barracks (1M)

With those considerations in mind, then I can bring this fella down to 40M. While I would argue the shields over the armor from a stat point of view, I cannot deny that in it's Torpedo boat role, the reduced cost more then makes up for what it loses on general survavility. Because, yes, getting close in to vomit death and destruction is what should be maximize.
 
Right-o!

Punishing-Class β Torpedo Corvette (40M)
- Hull: Spatha-class Hull [2W,2D,1E(+.5A),1U](5M)
-Weapon: Duet Torpedo Tubes (2M) + 6x "Indignant"-model Torpedo (1M per Torpedo)= (8M)
-Weapon (Spinal): Fusion Breaker Bombardment Cannon (4M)= (4M)
-Defense: Scaffold Armor: (Armor 1.5) (2M)
-Defense: Corona-Pattern PD Array (PD 2, Self) (2M)
-Utility: Repair Deck (2M)
-Engine: Pulsed Plasma Array Drive: (Accel 1.5, Maneuver 3, Fuel Efficient) (4M)
-Bridge: Groupsight Combat Bridge (4M)
-Sensors: T-100 Auspex (Passive 1, Active 1.5, Medium Range) (2M)
- Warp: Merchant (4M)
- LS: Essential (2M)
- Housing: Barracks (1M)

With those considerations in mind, then I can bring this fella down to 40M. While I would argue the shields over the armor from a stat point of view, I cannot deny that in it's Torpedo boat role, the reduced cost more then makes up for what it loses on general survavility. Because, yes, getting close in to vomit death and destruction is what should be maximize.
Eeeh. We just saw what can go wrong when you don't have void shields at all. Our Castigatons have mostly been getting away with it, but man, when it goes wrong, it goes incredibly wrong. I feel like shields and armor are both much more important than point defense, especially since our current PD has a range of "self" and can't protect other ships in the fleet.
 
Eeeh. We just saw what can go wrong when you don't have void shields at all. Our Castigatons have mostly been getting away with it, but man, when it goes wrong, it goes incredibly wrong. I feel like shields and armor are both much more important than point defense, especially since our current PD has a range of "self" and can't protect other ships in the fleet.
I thought the self thing was to indicate that it couldn't straight up attack with it like the merchant defense batteries could both target fighters and bigger ships?

Hey GM! Can the PD array protect nearby ships?

That aside, the idea here is to make a Torpedo boat capable of synchronizing with our existent ones. If the PD can't cover other ships then obviously going for both armor and shields would best. But if it can? I say we would get more bang for our buck from having shields and PD over shields and armor.
 
@DaLintyGuy Is there any way to speed up elimination of traitor remnants from Uniary? Like put in the 5th Bailafax Infantry Army on Uniary? Or is it always going to be a thing?
Uniary is, essentially, always going to have some minor population of beastmen. Akin to Orks, it is very hard to actually eliminate an infestation unless you Have The Technology to go over every cubic meter of volume in the afflicted space.
We just saw what can go wrong when you don't have void shields at all. Our Castigatons have mostly been getting away with it, but man, when it goes wrong, it goes incredibly wrong.
Part of the stated duties of Void Shields, due to their nature as Warp Tech, is to protect against Weird Stuff. Obviously they still can be overwhelmed but most esoteric affects have to batter through the shields to do damage to the hull. Mental effects are still a bit hit and miss though.

Hey GM! Can the PD array protect nearby ships?
The Corona PD Array only protects the ship that is carrying it unless you get in an inadvisably close formation.
 
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