Blood, Sweat, and Tears (WH40k Design Bureau)

[ ] Plan: Riddle of (Pla)steel
-[ ] (Ordnance) Refined Thermo-Cavitation Shells: There are literal decades of data to draw on when it comes to the performance of the now familiar plasma shells. Drawing on the experience of their manufacturing, the special ammunition has been at long last been determined to be held back by their inception design. This obviously cannot do. As such, steps have been taken to make the Thermo-Cavitation Shells live up to their Omnisiah-given potential. No longer are they going to be half-butchered plasma engines encased inside a shell, instead they are going to be equipped with a plasma reactor dedicated to economically use the space inside their shells AND explosively fail at their peak from the ground up. This comes with a rearrangement of the standard plasma engine sensors, so that the machine spirit inside of them can track and vent plasma so that the inner chamber can reach prime fusion at each individual Shell's peak.
-[ ] (Strikecraft) S-2 Interloper: An evolution of the S-1 Savior, this multirole strikecraft incorporates a number of small improvements. The engines are enlarged, and horizontally-mounted grav plating is added to serve as crude inertial compensation (though only for the main engines). The lascannons are replaced with more powerful models, and alternative clamps for anti-fighter missiles are available for when ship-killing munitions are not a priority. Perhaps most importantly, a slightly enlarged hull provides space for a copilot and some cramped crew space where the crew can eat (protein bars), drink (water), and see to their other bodily needs in the calmer moments of long deployments, extending the Interloper's effective range significantly.
-[ ] (Economy) Subsidiary shipyards: With the expansion of the Calavar-V shipyard complete, projections are that further expansion would encounter significant diminishing returns. However, building small subsidiary shipyards in Crusade-controlled systems has the potential to multiplicatively increase their contributions. Preliminary plans are to build a central foundry and factorum surrounded by a docking ring, with slipways for repairs and construction on one side and heavy cargo-handling systems on the other.
-[ ] (Ordnance) Better Torpedoes - The Indignant model torpedo has served us well, but in the face of greater threats it is time to create something stronger. Removing the built-in point defense, and using the sensors to instead help guide the torpedoes into enemy ships, increasing the chance of hitting. Create an improved engine, allowing for stronger armor combined with more powerful explosives for a faster torpedo and an even stronger jet against enemy armor.
-[ ] (Void Infantry/Armor) Calavar-pattern Chem Cannon: While burning Promethium is among the most iconic of the Imperium's tools with which to dispense death to the enemies of Humanity, it is at its core only as effective as the enemy is vulnerable to fire. Chem cannons are a superlative means of area denial and strongpoint elimination, regretfully limited by the Imperial Guard's lack of widespread chemical protection equipment. Troops in Preserver suits or Shelter Armor are not so vulnerable to friendly fire in this manner, and the environments they are called to fight in are not always conducive to incendiary armaments. As well, the Imperial Guard's Banewolves are available for construction save for their infamous munitions. The delivery method itself is quite simple, the only true obstacle is developing a serviceable mixture.
-[ ] (Utility) Wail-pattern Electronic Warfare System: An initial foray into developing a means to protect Calavan ships from weapons fire other than armor plating and Void Shields, the Wail-EWS broadcasts a vast array of signals across the span of an entire star system, to scramble enemy sensors by simply making it appear as though their target is everywhere. Since even the crudest macrobattery is reliant on logic engines to calculate the shell's trajectory, the enemy vessels would theoretically have to fire completely blind into the void or spend time to clear away the false positive auspex readings. The Hegemon's ships, of course, will have their sensors working on frequencies unaffected by the Wail.
-[ ] Sister's Auxiliaries: (Yes) +1 Design Action
-[ ] Trade Triangle Transports: (Yes) +1 Design Action
-[ ] Gehault Prototype: (Yes)
-[ ] Bagalog Officer Exchange: (Yes)

So, here's my plan for this turn's design phase. Getting us improved armor plating now that we can seems like a given. Our macrocannons have done well enough so far that I feel the torpedoes are more important, but I could be persuaded otherwise.

EDIT: Changed the plan in light of the fact we apparently get the improved armor anyway...
EDIT: Added Diplomacy responses, and added the Design Actions we get from them.
 
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-[ ] (Defense) Plasteel Composite Scaffold Armor: With the production cap lifted on the production on hardened plasteel, the Scaffold Armor's full potential as a design is no longer limited by material shortages. The previous plating of softer alloys with a harder plasteel face has been replaced by a sheathing of hardened plasteel, with the space between them filled with a layer of ceramite to both afford greater thermal resistance to the armor and to crack from a sufficient impact, lessening armor penetration.
What are you talking about, "now that we can"? We could have done this at any time. The manufacturing complex doesn't unlock armor research; it was never locked. What it does is give us a free armor upgrade once we repair it. This is literally a complete waste of a design action.

So, when it comes to plasma shell research versus general shell research, I think the former is likely to give us a stronger weapon, but the latter is more likely to get us a free fleet-wide upgrade. Decisions, decisions...

As for torpedoes, I think improved engines should be part of the goal. That will improve accuracy and also get them through fighter screens and PD envelopes faster, improving penetration.
 
What are you talking about, "now that we can"? We could have done this at any time. The manufacturing complex doesn't unlock armor research; it was never locked. What it does is give us a free armor upgrade once we repair it. This is literally a complete waste of a design action.
Do you have a citation on us getting it by default? I don't recall that ever being stated.
 
[ ] Plan: Riddle of (Pla)steel
-[ ] (Ordnance) Refined Thermo-Cavitation Shells: There are literal decades of data to draw on when it comes to the performance of the now familiar plasma shells. Drawing on the experience of their manufacturing, the special ammunition has been at long last been determined to be held back by their inception design. This obviously cannot do. As such, steps have been taken to make the Thermo-Cavitation Shells live up to their Omnisiah-given potential. No longer are they going to be half-butchered plasma engines encased inside a shell, instead they are going to be equipped with a plasma reactor dedicated to economically use the space inside their shells AND explosively fail at their peak from the ground up. This comes with a rearrangement of the standard plasma engine sensors, so that the machine spirit inside of them can track and vent plasma so that the inner chamber can reach prime fusion at each individual Shell's peak.
-[ ] (Defense) Plasteel Composite Scaffold Armor: With the production cap lifted on the production on hardened plasteel, the Scaffold Armor's full potential as a design is no longer limited by material shortages. The previous plating of softer alloys with a harder plasteel face has been replaced by a sheathing of hardened plasteel, with the space between them filled with a layer of ceramite to afford both greater thermal resistance to the armor and to crack from a sufficient impact, lessening armor penetration.
-[ ] (Manufacturing) Subsidiary Shipyard design - Now that the shipyard overhaul is complete, it is time to consider expanding shipbuilding efforts to other systems. The Subsidiary Shipyard is a self-contained shipyard with a pair of drydocks for escort class vessels, and enough resource processing and manufacturing built-in to construct the hulls and essential components on-site.
-[ ] (Ordnance) Better Torpedoes - The Indignant model torpedo has served us well, but in the face of greater threats it is time to create something stronger. Removing the built-in point defense, and using the sensors to instead help guide the torpedoes into enemy ships, increasing the chance of hitting. Additional armor on the torpedoes is combined with more powerful explosives for an even stronger jet against enemy armor.

So, here's my plan for this turn's design phase. Getting us improved armor plating now that we can seems like a given. Our macrocannons have done well enough so far that I feel the torpedoes are more important, but I could be persuaded otherwise.
DaLintyGuy said that we do get a new armor design for free when we repair the Octan Platform.
I'm going to go with yes on this one.

So, when it comes to plasma shell research versus general shell research, I think the former is likely to give us a stronger weapon, but the latter is more likely to get us a free fleet-wide upgrade. Decisions, decisions...

As for torpedoes, I think improved engines should be part of the goal. That will improve accuracy and also get them through fighter screens and PD envelopes faster, improving penetration.
So should we say the torpedoes should have better engines, armor, and warhead? Something like this?
-[] (Ordnance) Better Torpedoes - The Indignant model torpedo has served us well, but in the face of greater threats it is time to design something stronger. Removing the built-in point defense, and using the sensors to instead help guide the torpedoes into enemy ships, increasing the chance of hitting. Create an improved engine, allowing for stronger armor combined with more powerful explosives for a faster torpedo and an even stronger jet against enemy armor.

I just don't want to try to go for so many improvement that we need a second design action for a torpedo again
 
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DaLintyGuy said that we do get a new armor design for free when we repair the Octan Platform.



So should we say the torpedoes should have better engines, armor, and warhead? Something like this?
-[] (Ordnance) Better Torpedoes - The Indignant model torpedo has served us well, but in the face of greater threats it is time to create something stronger. Removing the built-in point defense, and using the sensors to instead help guide the torpedoes into enemy ships, increasing the chance of hitting. Create an improved engine, allowing for stronger armor combined with more powerful explosives for a faster torpedo and an even stronger jet against enemy armor.
Honestly, I could skip the armor. Going faster is protection in and of itself. Indignants have only Acceleration 4, Maneuverability 2; there's a lot of room for improvement. Although, hmm. The way the Indignant is described, improved armor does synergize with stronger warheads better than improved engines do...

Oh, also, I had this writeup for the shipyards:

(Economy) Subsidiary shipyards: With the expansion of the Calavar-V shipyard complete, projections are that further expansion would encounter significant diminishing returns. However, building small subsidiary shipyards in Crusade-controlled systems has the potential to multiplicatively increase their contributions. Preliminary plans are to build a central foundry and factorium surrounded by a docking ring, with slipways for repairs and construction on one side and heavy cargo-handling systems on the other.
 
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Also: We don't seem have a proposal for an upgraded fighter that doesn't have the stupid flooded cockpit, so I put this together:

(Strikecraft) S-2 Interloper: An evolution of the S-1 Savior, this multirole strikecraft incorporates a number of small improvements. The engines are enlarged, and horizontally-mounted grav plating is added to serve as crude inertial compensation (though only for the main engines). The lascannons are replaced with more powerful models, and alternative clamps for anti-fighter missiles are available for when ship-killing munitions are not a priority. Perhaps most importantly, a slightly enlarged hull provides space for a copilot and some cramped crew space where the crew can eat (protien bars), drink (water), and see to their other bodily needs in the calmer moments of long deployments, extending the Interloper's effective range significantly.
 
This sounds not entirely legal...

But I mean half the other shit we're doing isn't either.

Unless the auxiliary corps is also fully female?

We're already heretics of the worst sort in the eyes of the Adeptus Mechanicus. Taking apart holy objects to learn how to make them without permission? Our contingent of Adepts would most likely be purged if not exiled once the Mechanicus knows about us.

Also, i see that we are not doing anything about researching into better heavy infantry? Even a single Astartes will cream us. And i assume proper battle servitors...are we ok on this front? We need them to repel boarders right?
 
Report to the Admiralty: in recognition of some of the issues arming the Shrine World of Lativa with Shelter exoskeletons could cause in the future remuneration has been offered. Liquid assets such as these would be best put to the Development departments as the critical heavy industries are already at maximum capacity. [Take an extra Design action for locking 22M.]
Similarly the Eastern worlds are looking for disaster relief after their conflict. Much of what heavy industry they possessed was targeted in the fighting and civilian commerce is severely effected... What little there is left after the fall of the Subsector and the recent conflict. [Gehault wants to cooperate on a fleet support ship for carrying fuel and other naval supplies, 10M for prototyping; the Trade Triangle wants transports, specifically Bulk Haulers, and is willing to pay for the priviledge with a Design action for each Cruiser or five Escort scale protected merchants; Yttreum wants their Stuff fixed, but can offer little for the 120M cost of replacing fuel refineries and depots; Bagalog wants an officer's exchange and joint exercises before they are willing to fight alongside you.]
(I was a bit rushed for time this afternoon, so have some diplomatic events relating to your diplomatic intervention. Put responses in the Design Phase plan.)

Has this salvage been enumerated?
Not as such, no... The important parts are: +2 bonus to a power armor or walker project, unlocked compressed matter explosives (xenotech), +1 to a Superheavy project, and a look into what Locroft ground forces are like.

For example, their supply crawlers use the psychic abilities of their combined crew to smooth over issues in production and assembly. Such as keeping things unnaturally steady, preventing tool degradation, and smoothing atomic lattices in welds.

We're already heretics of the worst sort in the eyes of the Adeptus Mechanicus. Taking apart holy objects to learn how to make them without permission? Our contingent of Adepts would most likely be purged if not exiled once the Mechanicus knows about us
I think you'd be more at risk from contemplating using xenotech, as I can't think of any truly "holy" machine that was disassembled for study. Everything was Imperial Navy or civilian, both of which people other than the Mechanicus elites know of even if they likely are affiliated with the overall organization/theology.
 
Report to the Admiralty: in recognition of some of the issues arming the Shrine World of Lativa with Shelter exoskeletons could cause in the future remuneration has been offered. Liquid assets such as these would be best put to the Development departments as the critical heavy industries are already at maximum capacity. [Take an extra Design action for locking 22M.]
Similarly the Eastern worlds are looking for disaster relief after their conflict. Much of what heavy industry they possessed was targeted in the fighting and civilian commerce is severely effected... What little there is left after the fall of the Subsector and the recent conflict. [Gehault wants to cooperate on a fleet support ship for carrying fuel and other naval supplies, 10M for prototyping; the Trade Triangle wants transports, specifically Bulk Haulers, and is willing to pay for the priviledge with a Design action for each Cruiser or five Escort scale protected merchants; Yttreum wants their Stuff fixed, but can offer little for the 120M cost of replacing fuel refineries and depots; Bagalog wants an officer's exchange and joint exercises before they are willing to fight alongside you.]
(I was a bit rushed for time this afternoon, so have some diplomatic events relating to your diplomatic intervention. Put responses in the Design Phase plan.)


Not as such, no... The important parts are: +2 bonus to a power armor or walker project, unlocked compressed matter explosives (xenotech), +1 to a Superheavy project, and a look into what Locroft ground forces are like.

For example, their supply crawlers use the psychic abilities of their combined crew to smooth over issues in production and assembly. Such as keeping things unnaturally steady, preventing tool degradation, and smoothing atomic lattices in welds.


I think you'd be more at risk from contemplating using xenotech, as I can't think of any truly "holy" machine that was disassembled for study. Everything was Imperial Navy or civilian, both of which people other than the Mechanicus elites know of even if they likely are affiliated with the overall organization/theology.
Ooh. 22M for a design action is a no-brainer, I think. 50+ for a second is going to hurt, but it might still be worth it. @DaLintyGuy, how are they defining "protected merchants"?
 
Ooh. 22M for a design action is a no-brainer, I think. 50+ for a second is going to hurt, but it might still be worth it. @DaLintyGuy, how are they defining "protected merchants"?
Well we were basically planning on building another Bulk Hauler anyways so might as well go for it. Make a Bulk Hauler with 70~ cost since they want a protected one.

Also, how much more does a cruiser module cost compared to escort? Is it 3x or 4x?
 
Well we were basically planning on building another Bulk Hauler anyways so might as well go for it. Make a Bulk Hauler with 70~ cost since they want a protected one.

Also, how much more does a cruiser module cost compared to escort? Is it 3x or 4x?
Depends on the slot. Warp drives cost +50%, other essentials (bridge, sensors, life support, housing) cost x4, and non-essentials cost x3.
 
Depends on the slot. Warp drives cost +50%, other essentials (bridge, sensors, life support, housing) cost x4, and non-essentials cost x3.
Got it.

Anyways, I think the following options should do for the protected hauler that the trade worlds want:

Protected Bulk Hauler (68M)
- 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)
- Bubble-type Rapid Shield (18M)
- Tuned Merchant Thrusters (3M)

Carrier Bulk Hauler (62M)
- 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 Bay Hangar (3M)
- Navigational Shields (3M)
- Tuned Merchant Thrusters (3M)
-- Savior S-1s x6 (6M)

In other news, Gehault needs 270M to fix all their ships while Yttreum needs 120M to fix all their infrastructure.

Hm...

[] Plan Cruiser and Defenses MkII (419M 10A)
- [] Start Trailblazer-class Light Cruiser (total 129M [reduced cost by 10 from bonus],8A; spend 53M +30M Media Bonus and 5A)
-- [] Martinet-Class Light Cruiser (16M)
-- [] Groupsight Combat Bridge (16M)
-- [] Distributed Array Auspex (16M)
-- [] Merchant Warp Drive (6M)
-- [] Essential Life Support (8M)
-- [] Bastion Housing (12M)
-- [] Farstrike Lance (12M, 3A)
-- [] Plasma broadside (8M, 5A)
-- [] Scaffold Armor (6M)
-- [] Bubble-type Rapid Shield (18M)
-- [] Corona-Pattern Point Defense Array (6M)
-- [] Repair Deck (6M)
-- [] Militarized Engines (9M)
- [] 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
-[] Repair Octan Platform (25M)
-[] General Repairs (12M)
-[] 1x Sunstrike Class Terrestrial Defense (6M) [Bailafax]
-- [] Hull: Terrestrial Battery (4M)
-- [] Weapon: Atomic Warheads (2M)
-[] 1x Denier class Terrestrial Defense (6M) [Bailafax]
-- [] Hull: Terrestrial Battery (4M)
-- [] Weapon: Macrocannon MkI (2M)
-[] Watchtower-class Defense Platform (Total cost: 39M, 2A) [Bailafax]
-- [] Trench-Class Small Defense Platform (3M)
-- [] Groupsight Combat Bridge (4M)
-- [] Distributed Array Auspex (4M)
-- [] Essential Life Support (2M)
-- [] Bastion Housing (3M)
-- [] Farstrike Lance (4M, 1A)
-- [] Farstrike Lance (4M, 1A)
-- [] Cove-pattern Hangar (4M)
-- [] Bubble-type Rapid Shield (6M)
-- [] Scaffold Armor (2M)
-- [] Repair Deck (2M)
-- [] Savior S-1s (1M)
-[] 1x Sunstrike Class Terrestrial Defense (6M) [Uniary]
-- [] Hull: Terrestrial Battery (4M)
-- [] Weapon: Atomic Warheads (2M)
-[] 1x Denier Class Terrestrial Defense (6M) [Uniary]
-- [] Hull: Terrestrial Battery (4M)
-- [] Weapon: Mk. I Macrocannons (2M)
-[] Protected Bulk Hauler (68M) [Trade Worlds]
--[] 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)
--[] Bubble-type Rapid Shield (18M)
--[] Tuned Merchant Thrusters (3M)
-[] Long Arm B-class Heavy Frigate (20M+30M Media Bonus, 3A)
--[] War Hawk MkII Heavy Frigate (8M)
--[] Groupsight Combat Bridge (4M)
--[] Distributed Array Auspex (4M)
--[] Merchant Warp Drive (4M)
--[] Essential Life Support (2M)
--[] Bastion Housing (3M)
--[] Farstrike Lance (4M, 1A)
--[] Farstrike Lance (4M, 1A)
--[] Standard Macrocannon Battery MkII (4M, 1A)
--[] Bubble-type Rapid Shield (6M)
--[] Scaffold Armor (2M)
--[] Repair Deck (2M)
--[] Militarized Engines (3M)
-[] Gehault Repairs (90M)
-[] Gehault Fleet Support Ship Prototyping (10M)
-[] Lativa Shelter Armor (22M)
-[] Yttreum Repairs (40M)

I think we can afford to get both design actions with the above construction plan.

The bulk hauler cost is steep admittedly, but I think it'll be to our benefit in the future as trade will pick up in the future and thus our income will increase. And our influence will grow as well.

Edit: and getting the two extra design actions will help us get essential stuff knocked out, like enhanced life support and studying the looted engines on top of giving ourselves a across the board upgrade on weapons.

Edit: The plan as it is doesn't put nearly as much as I'd like into repairs for Gehault and Yttreum but we still need to build up defenses and build up our fleet.
 
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Ooh. 22M for a design action is a no-brainer, I think. 50+ for a second is going to hurt, but it might still be worth it. @DaLintyGuy, how are they defining "protected merchants"?
Possesses a gun and some defenses. A Bubble-type Rapid Shield for example, preferably with armor as well.
Just to make sure, this is just a Manufacturing cost and doesn't also eat up a design action because they're doing the design work?
Yes.
 
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Got it.

Anyways, I think the following options should do for the protected hauler that the trade worlds want:

Protected Bulk Hauler (68M)
- 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)
- Bubble-type Rapid Shield (18M)
- Tuned Merchant Thrusters (3M)

Carrier Bulk Hauler (62M)
- 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 Bay Hangar (3M)
- Navigational Shields (3M)
- Tuned Merchant Thrusters (3M)
-- Savior S-1s x6 (6M)

In other news, Gehault needs 270M to fix all their ships while Yttreum needs 120M to fix all their infrastructure.

Hm...

[] Plan Cruiser and Defenses MkII (419M 10A)
- [] Start Trailblazer-class Light Cruiser (total 129M [reduced cost by 10 from bonus],8A; spend 70M and 5A)
-- [] Martinet-Class Light Cruiser (16M)
-- [] Groupsight Combat Bridge (16M)
-- [] Distributed Array Auspex (16M)
-- [] Merchant Warp Drive (6M)
-- [] Essential Life Support (8M)
-- [] Bastion Housing (12M)
-- [] Farstrike Lance (12M, 3A)
-- [] Plasma broadside (8M, 5A)
-- [] Scaffold Armor (6M)
-- [] Bubble-type Rapid Shield (18M)
-- [] Corona-Pattern Point Defense Array (6M)
-- [] Repair Deck (6M)
-- [] Militarized Engines (9M)
- [] 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
-[] Repair Octan Platform (25M)
-[] General Repairs (12M)
-[] 1x Sunstrike Class Terrestrial Defense (6M) [Bailafax]
-- [] Hull: Terrestrial Battery (4M)
-- [] Weapon: Atomic Warheads (2M)
-[] 1x Denier class Terrestrial Defense (6M) [Bailafax]
-- [] Hull: Terrestrial Battery (4M)
-- [] Weapon: Macrocannon MkI (2M)
-[] Watchtower-class Defense Platform (Total cost: 39M, 2A) [Bailafax]
-- [] Trench-Class Small Defense Platform (3M)
-- [] Groupsight Combat Bridge (4M)
-- [] Distributed Array Auspex (4M)
-- [] Essential Life Support (2M)
-- [] Bastion Housing (3M)
-- [] Farstrike Lance (4M, 1A)
-- [] Farstrike Lance (4M, 1A)
-- [] Cove-pattern Hangar (4M)
-- [] Bubble-type Rapid Shield (6M)
-- [] Scaffold Armor (2M)
-- [] Repair Deck (2M)
-- [] Savior S-1s (1M)
-[] 2x Sunstrike Class Terrestrial Defense (12M) [Uniary]
-- [] Hull: Terrestrial Battery (4M)
-- [] Weapon: Atomic Warheads (2M)
-[] Protected Bulk Hauler (68M) [Trade Worlds]
--[] 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)
--[] Bubble-type Rapid Shield (18M)
--[] Tuned Merchant Thrusters (3M)
-[] Indomitable II-class Frigate (52M 3A) [1st Naval Squadron]
-- [] War Hawk MkII Heavy Frigate (8M)
-- [] Groupsight Combat Bridge (4M)
-- [] Distributed Array Auspex (4M)
-- [] Merchant Warp Drive (4M)
-- [] Essential Life Support (2M)
-- [] Bastion Housing (3M)
-- [] Standard Macrocannon Battery MkII (4M, 1A)
-- [] Standard Macrocannon Battery MkII (4M, 1A)
-- [] Farstrike Lance (4M, 1A)
-- [] Bubble-type Rapid Shield (6M)
-- [] Scaffold Armor (2M)
-- [] Repair Deck (2M)
-- [] Militarized Engines (3M)
-[] Gehault Repairs (50M)
-[] Gehault Fleet Support Ship Prototyping (10M)
-[] Lativa Shelter Armor (22M)
-[] Yttreum Repairs (30M)

I think we can afford to get both design actions with the above construction plan.

The bulk hauler cost is steep admittedly, but I think it'll be to our benefit in the future as trade will pick up in the future and thus our income will increase. And our influence will grow as well.

Edit: and getting the two extra design actions will help us get essential stuff knocked out, like enhanced life support and studying the looted engines on top of giving ourselves a across the board upgrade on weapons.

Edit: The plan as it is doesn't put nearly as much as I'd like into repairs for Gehault and Yttreum but we still need to build up defenses and build up our fleet.
Don't forget, we're also going to want to start a subsidiary shipyard next turn. So many things we need...

@DaLintyGuy, does the officer exchange cost us anything?
 
[X] Plan Shipyard and Plasma shells and Diplomacy
-[X] (Production) Remove Artisan cost from Macrocannons Mk2 - Specialized manufacturing facilities can enable us to produce our newer macrocannon designs without needing major oversight from the Mechanicus adepts, freeing them to work on other projects
-[X] (Production) Plasma Explosive Manufacturing Protocols - Thermo-cavitation shells have proven their value in Calavar's arsenal, but the high cost of manufacture prevents a widespread rollout. In order to make them more widely available, a standardized manufacturing process and associated specialized machinery will be created (possibly requiring some small tweaks to the design). In particular, automation of the most delicate parts of the reactor production should remove the need for direct Mechanicus involvement in every shell. In addition, adapt Thermo-cavitation shells for use in the Mk2 Macrocannons.
-[X] (Ordnance) "Intolerant"-model Torpedo - The Indignant model torpedo has served us well, but in the face of greater threats it is time to design something stronger. Removing the built-in point defense, and using the sensors to instead help guide the torpedoes into enemy ships, increasing the chance of hitting. Create an improved engine, allowing for stronger armor combined with more powerful explosives for a faster torpedo and an even stronger jet against enemy armor.
-[X] (Manufacturing) Subsidiary Shipyard design - Now that the shipyard overhaul is complete, it is time to consider expanding shipbuilding efforts to other systems. The Subsidiary Shipyard is a self-contained shipyard with a pair of drydocks for escort class vessels, and enough resource processing and manufacturing built-in to construct the hulls and essential components on-site.
-[x] (Life Support) Redoubt life support - Built with an eye towards redundancy and damage control, this improved life support system incorporates improved compartmentalization to more easily seal off damaged sections, fire suppression systems, numerous caches of repair tools and spare parts, and a few machine shops for supplying them. As it is not unusual for a ship to have months of relative downtime between engagements, training much of the crew to assist in damage control as needed should be straightforward. Although the additional air scrubbers and water purifiers are intended primarily for redundancy in case of damage, they also provide increased capacity, improving living conditions on board and therefore morale.
-[X] (Strikecraft) S-2 Interloper - An evolution of the S-1 Savior, this multirole strikecraft incorporates a number of small improvements. The engines are enlarged, and horizontally-mounted grav plating is added to serve as crude inertial compensation (though only for the main engines). The lascannons are replaced with more powerful models, and alternative clamps for anti-fighter missiles are available for when ship-killing munitions are not a priority. Perhaps most importantly, a slightly enlarged hull provides space for a copilot and some cramped crew space where the crew can eat (protein bars), drink (water), and see to their other bodily needs in the calmer moments of long deployments, extending the Interloper's effective range significantly.
-[X] Sister's Auxiliaries: (Yes) +1 Design Action
-[X] Trade Triangle Transports: (Yes) +1 Design Action
-[X] Gehault Prototype: (Yes)
-[X] Bagalog Officer Exchange: (Yes)

Here is my plan, tried to incorporate things that people were asking for, works on making plasma shells able to be used more widely instead of designing explosive shells. Feel free to suggest changes

Edit: copied Vanigo's name for the torpedo and his proposal for life support because they were better than my ideas were
 
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[X] Plan: Riddle of (Pla)steel
-[X] (Ordnance) Refined Thermo-Cavitation Shells: There are literal decades of data to draw on when it comes to the performance of the now familiar plasma shells. Drawing on the experience of their manufacturing, the special ammunition has been at long last been determined to be held back by their inception design. This obviously cannot do. As such, steps have been taken to make the Thermo-Cavitation Shells live up to their Omnisiah-given potential. No longer are they going to be half-butchered plasma engines encased inside a shell, instead they are going to be equipped with a plasma reactor dedicated to economically use the space inside their shells AND explosively fail at their peak from the ground up. This comes with a rearrangement of the standard plasma engine sensors, so that the machine spirit inside of them can track and vent plasma so that the inner chamber can reach prime fusion at each individual Shell's peak.
-[X] (Strikecraft) S-2 Interloper: An evolution of the S-1 Savior, this multirole strikecraft incorporates a number of small improvements. The engines are enlarged, and horizontally-mounted grav plating is added to serve as crude inertial compensation (though only for the main engines). The lascannons are replaced with more powerful models, and alternative clamps for anti-fighter missiles are available for when ship-killing munitions are not a priority. Perhaps most importantly, a slightly enlarged hull provides space for a copilot and some cramped crew space where the crew can eat (protein bars), drink (water), and see to their other bodily needs in the calmer moments of long deployments, extending the Interloper's effective range significantly.
-[X] (Economy) Subsidiary shipyards: With the expansion of the Calavar-V shipyard complete, projections are that further expansion would encounter significant diminishing returns. However, building small subsidiary shipyards in Crusade-controlled systems has the potential to multiplicatively increase their contributions. Preliminary plans are to build a central foundry and factorum surrounded by a docking ring, with slipways for repairs and construction on one side and heavy cargo-handling systems on the other.
-[X] (Ordnance) Better Torpedoes - The Indignant model torpedo has served us well, but in the face of greater threats it is time to create something stronger. Removing the built-in point defense, and using the sensors to instead help guide the torpedoes into enemy ships, increasing the chance of hitting. Create an improved engine, allowing for stronger armor combined with more powerful explosives for a faster torpedo and an even stronger jet against enemy armor.
-[X] (Void Infantry/Armor) Calavar-pattern Chem Cannon: While burning Promethium is among the most iconic of the Imperium's tools with which to dispense death to the enemies of Humanity, it is at its core only as effective as the enemy is vulnerable to fire. Chem cannons are a superlative means of area denial and strongpoint elimination, regretfully limited by the Imperial Guard's lack of widespread chemical protection equipment. Troops in Preserver suits or Shelter Armor are not so vulnerable to friendly fire in this manner, and the environments they are called to fight in are not always conducive to incendiary armaments. As well, the Imperial Guard's Banewolves are available for construction save for their infamous munitions. The delivery method itself is quite simple, the only true obstacle is developing a serviceable mixture.
-[X] (Utility) Wail-pattern Electronic Warfare System: An initial foray into developing a means to protect Calavan ships from weapons fire other than armor plating and Void Shields, the Wail-EWS broadcasts a vast array of signals across the span of an entire star system, to scramble enemy sensors by simply making it appear as though their target is everywhere. Since even the crudest macrobattery is reliant on logic engines to calculate the shell's trajectory, the enemy vessels would theoretically have to fire completely blind into the void or spend time to clear away the false positive auspex readings. The Hegemon's ships, of course, will have their sensors working on frequencies unaffected by the Wail.
-[X] Sister's Auxiliaries: (Yes) +1 Design Action
-[X] Trade Triangle Transports: (Yes) +1 Design Action
-[X] Gehault Prototype: (Yes)
-[X] Bagalog Officer Exchange: (Yes)
 
[x] Plan Guns and Butter
-[x] (Ordnance) Plasma Explosive Manufacturing Protocols: Thermo-cavitation shells have proven their value in Calavar's arsenal, but the high cost of manufacture prevents a widespread rollout. In order to make them more widely available, a standardized manufacturing process and associated specialized machinery will be created (possibly requiring some small tweaks to the design). In particular, automation of the most delicate parts of the reactor production should remove the need for direct Mechanicus involvement in every shell. In addition, the shells will be adapted for use in the Mk2 Macrocannons.
-[x] (Defense) Hekatoncheiros-Pattern Point Defense Network: The Corona-pattern point defense turrets are tolerably effective, but their effective range is sharply limited by the low power of their small integrated sensors. By tying the point defenses into the ship's sensor network instead, it should be possible to extend their targeting range enough for ships in formation to protect each other.
-[x] (Economy) Subsidiary Shipyards: With the expansion of the Calavar-V shipyard complete, projections are that further expansion would encounter significant diminishing returns. However, building small subsidiary shipyards in Crusade-controlled systems has the potential to multiplicatively increase their contributions. Preliminary plans are to build a central foundry and factorum surrounded by a docking ring, with slipways for repairs and construction on one side and heavy cargo-handling systems on the other.
-[x] (Ordnance) "Intolerant"-model Torpedo: The Indignant model torpedo has served us well, but in the face of greater threats it is time to create something stronger. Removing the built-in point defense, and using the sensors to instead help guide the torpedoes into enemy ships, increasing the chance of hitting. Create an improved engine, allowing for stronger armor combined with more powerful explosives for a faster torpedo and an even stronger jet against enemy armor.
-[x] (Life Support) Redoubt life support: Built with an eye towards redundancy and damage control, this improved life support system incorporates improved compartmentalization to more easily seal off damaged sections, fire suppression systems, numerous caches of repair tools and spare parts, and a few machine shops for supplying them. As it is not unusual for a ship to have months of relative downtime between engagements, training much of the crew to assist in damage control as needed should be straightforward. Although the additional air scrubbers and water purifiers are intended primarily for redundancy in case of damage, they also provide increased capacity, improving living conditions on board and therefore morale.
-[x] (Strikecraft) S-2 Interloper: An evolution of the S-1 Savior, this multirole strikecraft incorporates a number of small improvements. The engines are enlarged, and horizontally-mounted grav plating is added to serve as crude inertial compensation (though only for the main engines). The lascannons are replaced with more powerful models, and alternative clamps for anti-fighter missiles are available for when ship-killing munitions are not a priority. Perhaps most importantly, a slightly enlarged hull provides space for a copilot and some cramped crew space where the crew can eat (protein bars), drink (water), and see to their other bodily needs in the calmer moments of long deployments, extending the Interloper's effective range significantly.
-[x] Lativa Auxiliaries: Yes
-[x] Trade Triangle transports: Yes
-[x] Gehault prototype: Yes
-[x] Bagalog officer exchange: Yes
-[x] Trade Firestorm lance, sniper cannon, 1 IN macrocannons to Lexicalum for bonus to subsidiary shipyards
 
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