Blood, Sweat, and Tears (WH40k Design Bureau)

[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
Just a note, removing the artisan cost from the Mk2 Macrocannons would remove one of the major limiters on how many ships we can build per turn. I think that is more important than making point defense cover the entire fleet, since we will still primarily rely on fighters for defense, and for now only our light cruiser will have PD guns.
 
Just a note, removing the artisan cost from the Mk2 Macrocannons would remove one of the major limiters on how many ships we can build per turn. I think that is more important than making point defense cover the entire fleet, since we will still primarily rely on fighters for defense, and for now only our light cruiser will have PD guns.
Yes, but with how much manufacturing we're commiting to spending on things other than ships this turn, we don't need it now.
 
[x] Plan Guns, Production and Upgrades
-[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] (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] (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

The above is basically @Vanigo 's plan but with the point defense replaced with removing the A cost Mk. II Macrocannons so we can get on with churning out escorts to replace our aging older model ships.
 
Last edited:
[x] Plan Guns, Production and Upgrades

This is basically the same as my plan, it just has a different write-in for how the subsidiary shipyard should be designed
 
Incidentally, here's my rough plan for our manufacturing:
Start Intercessor-class Light Cruiser (total 139M, 8A -10M omake bonus, -30M media bonus; spend 53M, 5A) (spend more than strictly necessary so we have room for better armor)
- 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)
Build watchtower-class defense station (39M, 2A)
Build Long Arm B-class Heavy Frigate (50M, 3A, -30M media bonus)
- 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)
Refit two AMMs to Armed Freighters (Cargo bay, cargo bay, Mk1 macrocannons) (7M)
Repairs (12M)
Manufacturing platform repairs (25M)
Build protected bulk hauler for Trade Triangle (68M)
Shelter armor for Lativa (22M)
Gehault collaboration (10M)
Yttreum repairs (30M)
Gehault repairs (90M)
Shipyard construction/wiggle room/etc: 44M

@DaLintyGuy, unrelated question. The Harbinger is described as having a "distinctive double canopy design". What does that mean? Two pairs of downward-curving wings like what the Valkyrie has?
 
[x] Plan Guns and Butter

Also we should remember that we can add up army group reformation plans to the design plan to make it easier to use armies. We probably should look into that.
 
@DaLintyGuy, does the officer exchange cost us anything?
Nothing physical, but it is tacitly accepting being felt out.
@DaLintyGuy, unrelated question. The Harbinger is described as having a "distinctive double canopy design". What does that mean? Two pairs of downward-curving wings like what the Valkyrie has?
Double "canopy". Two cockpits side by side, although separated a bit.
[x] Plan Guns and Butter

Also we should remember that we can add up army group reformation plans to the design plan to make it easier to use armies. We probably should look into that.
Design plan? I was just saying that if armies were given orders in groups akin to squadrons it would make my job easier keeping track of them.
 
Scorn-class assault carrier
...Actually wait, I think this is supposed to be Strife, not Scorn.

Anyway.
A) Get 20M to building something with a Bulk Hauler hull. Either a Tortoise or Angery Tortle.
B) A +2 bonus to Designing a Cruiser scale civilian hull. Useful to offset the difficulty inherent to such a project, and on a project simpler than a military Cruiser.
 
Double "canopy". Two cockpits side by side, although separated a bit.
Ah. That's going to be a problem. I've been playing with it, and these things are huge, to the point where a prominent cockpit looks completely stupid even if it's a passenger-plane-style cockpit with space to walk around. Cockpit canopies... it's going to look like someone stuck a pair of fighter cockpits on a 747.

...Actually wait, I think this is supposed to be Strife, not Scorn.

Anyway.
A) Get 20M to building something with a Bulk Hauler hull. Either a Tortoise or Angery Tortle.
B) A +2 bonus to Designing a Cruiser scale civilian hull. Useful to offset the difficulty inherent to such a project, and on a project simpler than a military Cruiser.
Whoops. Right, Scorn-class is the bombardment ship.

Hmm. I do like research bonuses, but... what would we actually do with a new cruiser scale civilian hull? Anyone have any ideas?
 
Ah. That's going to be a problem. I've been playing with it, and these things are huge, to the point where a prominent cockpit looks completely stupid even if it's a passenger-plane-style cockpit with space to walk around. Cockpit canopies... it's going to look like someone stuck a pair of fighter cockpits on a 747.


Whoops. Right, Scorn-class is the bombardment ship.

Hmm. I do like research bonuses, but... what would we actually do with a new cruiser scale civilian hull? Anyone have any ideas?
Might be something that'll be needed to move a Forgeworld's worth of material. Basically a Mass Conveyor lite once we've helped one of the Forge Worlds that are under siege.
 
[X] Engens and weapon pd system.
-[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] (Weapon) Nova-Pattern Point Defense Network: The Corona-pattern point defense turrets are tolerably effective, but their effective power limites them to point defense only the nova pattern uses higher powered guns allowing them to target ships and engage at a longer range.
-[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](Engines) The improved plasma drive is an improved military drive that takes inspiration from several sources, from the harvest day engine, the engine captured at Uniary, to the salvaged engine bought from the dark star alignment increased speed and the Pulsed Plasma Array Drive for maneuverability.
-[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] (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] Sister's Auxiliaries: (Yes) +1 Design Action
-[X] Trade Triangle Transports: (Yes) +1 Design Action
-[X] Gehault Prototype: (Yes)
-[X] Bagalog Officer Exchange: (Yes)
 
Some more tech ideas for future turns:

(Ordnance) Airburst Shells: Currently deployed point defense weapons are somewhat anemic, and rectifying this without compromising armor structure and the power feeds for shield generators is projected to be a challenge. Our macrocannons on the other hand are relatively excellent, and we are already looking into an expanded repertoire of specialty ammunition; An obvious solution would be to introduce macroshells with integrated time- and proximity-fuses, intended to destroy entire strike craft wings and torpedo salvos in a single proximity hit. Workable solutions range from modified plasma shells that fill a volume of space with searing gas, compact nuclear warheads to fry systems and outright melt airframes with radiation, to fragmentation rounds to project cone-shaped hailstorms of metal.
Even with these shells though, rate of fire and tracking speeds likely limit the role of dual-purpose guns to turrets of relatively small calibers (escort size, possibly light cruisers at the utmost).
This is not to say however that larger guns can't gain use out of them; Big enough that the area of effect of shells of this size becomes noticeable even on the scale of ships, removing the need for a direct hit would in turn increase the effective range of these guns. Such hits would suffer against any kind of armor, but should still be capable of ablating shields, destroying exterior components such as sensor masts, and damaging lightly-defended hulls.

Mechanical effect: Small-caliber macrocannons and Self Defense Batteries gain a PD stat. Large-caliber macrocannons as well as Fusion Breakers gain an increase in range, albeit at the cost of damage and armor-piercing ability.
Projected difficulty: Low. A relatively simple permutation of existing shells, with multiple different avenues of approach.
Projected cost: Same as existing shells.


(Lance Add-On) Rapid-Fire Mode: Another approach for making main weaponry pull double duty as point defense. Lances already excel at taking precise shots at targets the size of a reactor, magazine, or shield generator, even at long range against rapidly maneuvering targets. In theory, the only thing that stops them from easily dealing with strike craft and torpedos is their extremely limited rate of fire. Adding the ability to discharge small fractions of the capacitator in rapid succession instead of discharging the whole capacitator once should easily solve this, albeit the reduced beam intensity likely leads to a reduced maximum range before dispersion overcomes it's ability to inflict damage at all.

Mechanical effect: Lances gain a PD stat, but with less than their full range, possibly also with minimum range due to limited traverse.
Projected difficulty: Low. Relatively easy trigger modification.
Projected cost: Low. Some alternate or added electrical components.


(Weapon Add-On) Secondary battery: With the introduction of dual-purpose guns, a warship's main armament becomes a capable supplement for point defense, but only on lighter vessels. For capital ships to take advantage of this, some of their armament will need to be drastically reduced in caliber, making up for the reduced firepower per shot with number of barrels and reload speed, and mounted in turrets to have good all-round coverage.

Prerequisite: Airburst Shells
Mechanical effect: Modifies a slot's worth of turret or broadside macrobattery to consist of many escort/light cruiser-sized turrets instead of the normal small number of heavy guns; Reduces armor-piercing ability, possibly reduces range and damage (though sheer volume of fire may offset that), in exchange the modified weapons gain a PD stat. Can only be mounted on cruisers and larger, light cruisers at absolute minimum. Broadside turrets have a 180° field of fire, to the front and the respective side.
Projected difficulty: Lowish. Mostly consists of figuring out how to cram as many guns as possible into limited volume without compromising fields of fire, armor, or ammo and power feeds.
Projected cost: Same as conventional batteries, or possibly cheaper.


(Defense) Echelon-Type Rapid Shield: While the Bubble-type shield does represent an improvement over the earlier Haptrix-type, it is not a straight upgrade; Part of the cost of the switch from pane- to bubble-geometry was the inherent redundancy of the former. This project aims to integrate the two types, retaining the advantages of both and the weaknesses of neither.
Overall, it retains the concentric multilayered bubble layout of the Bubble, giving it that shield's resistance to lance strikes. However, each bubble is in turn made up of multiple panes as in the Haptrix, albeit with relatively large panes and few generators per layer - both scale with ship size, so that a larger ship doesn't necessarily have more emitters than a smaller one. The edges between panes are chosen so that they overlap the panes of adjacent layers.
Perhaps the biggest innovation of the Echelon, however, is each emitter's ability to adjust in which direction exactly it projects it's section, allowing the pane to either be centered over the emitter, or offset to the side. In this way, adjacent panes can be shifted over holes and weakspots, or the entire canopy can be adjusted to strengthen coverage in one direction at the cost of weakening it towards the opposite.

Mechanical effect: Straight improvement of the Bubble-type Rapid Shield.
Projected difficulty: Medium to high. Known technology, but a significant advance within that.
Projected cost: Same as current shields, or possibly somewhat higher.

Shieldpane traverse ability:
---------....---------....---------
........o........o.........o......


Shieldpane angling:
./...-----...\.
/.o....o...o..\

/
, -, \ = shield panes
o = emitter
... = empty space


Directional focusing ability, stylized:
../.-------.\........,----.--
./././...\.\.\.....///.,---.\.\
|.|./.OOO.\.|.|.../.|./.OOO..|.
..|...OOO...|....{..|{..OOO..|.
|.|.\.OOO./.|.|...\.|.\.OOO..|.
.\.\.\.../././.....\\\.`---././
..\.-------./........`----.--´

Normal mode left, focused mode right.
3 layers of 4 panes each.

O = Ship
|, /, -, \ = Shield panes
. = open space


Paging @Warmach1ne32 for archival. Also, if it isn't too much work would you mind categorizing the tech ideas list a bit? It's currently slightly unwieldy.
 
Last edited:
What do people think are the reasons behind the diplomatic proposals given? Some are more obvious than others admittedly but still. Aren't politics fun?
 
What do people think are the reasons behind the diplomatic proposals given? Some are more obvious than others admittedly but still. Aren't politics fun?
Sisters want to slay the Emperor's foes, Gehault wants to keep existing, Trade Triangle wants to engage in trade and Yttreum would like their stuff fixed. In all of these cases, we're the guys with the machinery to make that happen.

Bagalog either wants to spy on or subvert us, which an officer exchange isn't hugely useful for because it gives us the chance for it too, or they genuinely want to work together more closely.
 
What do people think are the reasons behind the diplomatic proposals given? Some are more obvious than others admittedly but still. Aren't politics fun?
The Shrine World of Lativa is embarrassed we have to keep saving them. If they pay us for services, it lets them feel more in control of their destiny.

Gehault's fleet support ship idea will give them more expertise to support their own equipment. (Industrial espionage.) That said, we do need to upgrade our support ships.

The Trade Triangle needs to rebuild, and want to move the center of trading toward themselves.
Yttreum are beggars at this point and we've been quite generous. Are they amenable to becoming more closely tied to Calavar?

Bagalog has already fought alongside us in the defense of the Homnan League remnants. They just want to learn about our battle plans. I expect they will take a turn or two to rearm and prepare to take our shipyard away. We are quite vulnerable to having our head chopped off and Explorator bullshit will only increase that. If the Explorator has heard about the Sacred Legacy, that might be their target instead. Under no circumstances should we include it in our joint exercises.
There is a possibility of getting the Explorator to jump ship by offering it the Legacy, but I think that will put us all out of a job.
 
Yttreum are beggars at this point and we've been quite generous. Are they amenable to becoming more closely tied to Calavar?

I was actually thinking about this. As a "shoe in the doorstep" kind of move, couldn't we start trading ship manufactoring in exchange for movements orders for their fleets? Obviously, they need to protect themselves, so they should keep a minimum of ships in hand. And, since we are the ones taking the fleets away, obviously it would behoove us to come to their rescue should a bigger threat come in.

It's a, whatcha ma call it? A yes, a tithe trade. :)
 
Back
Top