Blood, Sweat, and Tears (WH40k Design Bureau)

I can now see Rogue Traders coming to sell us stuff... both legit and 'exotic' in nature...
Maybe. Definitely a Random Encounter, but increasing in likelihood as your campaign grows more successful and attract more attention from outside the Subsector.

On the other hand... Maybe you could sell them "exotic" Components and technology...
 
[X] Plan Garrison and Invasion

I like the idea of this quest. I do wish we knew which segmentum we are on tough for the ease of my mind if nothing else.
 
Last edited:
[]Plan Escort Carriers
-4xEscort Carriers with a mixed loadout of Furies and Starhawks (112M)
-2xAMMs (32M)
-1st and 2nd Defense Squadrons (1AMM2ECVs)
-3xInfrantry Armies (6M)
-[X] 1x Ferryman-class Transport (23M), 1st Assault Squadron (new)
- Hull: Converted Freighter (1E, 3O) (3M)
- Engines: Merchant Thrusters (1A, 1M, Fuel Efficient) (1M)
- Omni: [Defense] Haptrix-Pattern Rapid Shields (Shield 2, .5 Armor) (4M)
- Omni: [Utility] Cargo Bay Hangar (1M) + Harbinger Heavy Transport (PD2, Military Transport) (3M)
- Omni: [Utility] Troop Deck (2M)
- Bridge: Merchant (1M)
- Sensors: Merchant (1M)
- Warp: Merchant (4M)
- LS: Essential (2M) + Servitor Defense Stations (1M, 1A)
- Housing: Barracks (1M)
-[X] 1x Scorn-Class Assault Carrier (24M), 1st Assault Squadron (new)
- Hull: Converted Freighter (1E, 3O) (3M)
- Omni: [Weapon] Fusion Breaker Bombardment Cannon (Spinal Mount) (Damage 4, Very Short Range) (4M)
- Omni: [Utility] Cargo Bay Hangar (1M) + Harbinger Heavy Transport (PD2, Military Transport) (3M)
- Omni: [Defense] Haptrix-Pattern Rapid Shields (Shield 2, .5 Armor. (4M)
- Engine: Tuned Merchant Thrusters (2A, 1M, Fragile) (1M)
- Bridge: Merchant (1M)
- Sensors: Merchant (1M)
- Warp: Merchant (4M)
- LS: Essential (2M) + Servitor Defense Stations (1M, 1A)
- Housing: Barracks (1M)


Here's an idea I had.
E1. Forgot about reequipping our current carriers with actual strike craft that would cost 36M likely generated by removing the AMMs and two infranty armies.
If you're not voting for this, could you remove the X's? Its messing with the tally.
 
Looking at our corvette, I think we should do a research for new engines and armour this turn to get them better than merchant across the board. Then new bridge layout next turn.
 
Looking at our corvette, I think we should do a research for new engines and armour this turn to get them better than merchant across the board. Then new bridge layout next turn.
Engines, definitely. But the hull only has one defense slot, which we're better off having shields on. Plus we really need to start working on making cruisers soon.
 
Inserted tally
Adhoc vote count started by Sir_Travelsalot on Apr 22, 2020 at 8:34 PM, finished with 40 posts and 10 votes.
  • 11

    [X] Plan Garrison and Invasion
    -[X] 1x Raise Armor Army (6M-2=4m)
    -[X] 2x Raise Infantry Army (4m)
    -[X] 1x Resolute-class Corvette (26M), 3rd Naval Squadron
    -[X] 1x Resolute-class Corvette (26M), 1st Patrol Squadron (new)
    -[X] 2x Armed Merchant Marine (32M), 1st Patrol Squadron (new)
    -[X] 1x Resolute-class Corvette (26M), 2nd Patrol Squadron (new)
    -[X] 2x Armed Merchant Marine (32M), 2nd Patrol Squadron (new)
    -[X] 1x Ferryman-class Transport (23M), 1st Support Squadron (new)
    -[X] 1x Scorn-Class Bombardment Ship (24M), 1st Support Squadron (new)
    [X] Plan Bulking up the Fleet & Founding the Void Watch
    -[X] 1x Resolute-class Corvette (26M), 3rd Naval Squadron
    -[X] 2x Armed Merchant Marine (32M), 2nd Patrol Squadron
    -[X] 2x Awlpike-class Assault Corvette (56M), 1st & 2nd Naval Squadron
    -[X] 3x Ferryman-class Transport (69M), 1 to each Naval Squadron
    -[X] Build a Defense Station over Bailafax (20M)
    -[X] Reorganize AMM's:
    -[X] 1x Ferryman-class Transport (23M), 1st Assault Squadron (new)
    -[X] 1x Scorn-Class Assault Carrier (24M), 1st Assault Squadron (new)
 
Engines, definitely. But the hull only has one defense slot, which we're better off having shields on. Plus we really need to start working on making cruisers soon.
Trying to move Cruisers on Merchant engines will make them too slow. Better Engines is a must. Even Tuned Merchant engine without fragile flaw is not good enough.

Think of it as a first step. We need to build up our basics before we rush to Cruiser hulls and get merchantmen in Cruiser dress.
 
Last edited:
Good news everyone, if we still have a commanding majority in, hm, fourteen hours I can update again and you can make good on this new bounty of war material.
 
Trying to move Cruisers on Merchant engines will make them too slow. Better Engines is a must. Even Tuned Merchant engine without fragile flaw is not good enough.

Think of it as a first step. We need to build up our basics before we rush to Cruiser hulls and get merchantmen in Cruiser dress.
... Okay? I was in agreement with you that better engines are a must. What I was arguing against is that better armor is the immediate priority, when Void Shields contribute far more to a ship's defenses.
 
Last edited:
... Okay? I was in agreement that better engines are a must. What I was arguing against is that better armor is the immediate priority, when Void Shields are far more important to defense.
Void Shields are useful for more esoteric defense and (usually) recharge between volleys whereas Armor reduces the damage of every incoming weapon.
More specifically, Shields are better against lances (a single ablative pool of health) where Armor is better against Weapon Battery attacks (by reducing every hit a little).

So neither is truly "better" than the other.
 
Calling for plan Invasion and Garrison.

SirTravels has spent his outstanding omake reward on the equivalent of 5M, upgrading the new Armored Army to IG Standard outside of the infantry support tanks previously earned.
 
Turn Two Construction Phase End, Strategy Phase Begins
The gears of industry turned once more, releasing nine more behemoths of might and industry into the void under the guiding hand of new crews trained on tales of the lone naval engagement and numerous patrol actions the Crusade fleet had undertaken to date. Arms and armaments were granted unto new musters from across the stabilizing realm to form new armies carrying the banner of reclamation.
The sight of these affirmations of might gave heart to the populace. Calavar and her Crusade were growing in power; eventually they would be able to crush any that stood in their path!

But other omens were not as hopeful. While the Orks to the south were distracted by whatever was happening on the other side of their space the Traitors to the West had noticed the loss and replacement of their rivals. Calavan scouts pushed further afield, finding more fallen and corrupted worlds in that direction as well as rumors and sightings of vessels unlike any that the Admiralty had records of that were battling Orks and Traitors alike in a bid for territory and salvage.

And closer to home there was another serious issue brewing. With the dissipation of the Imperial forces among the sudden hurricane of Xenos and Traitors, the Black Ships had stopped visiting Calavar. Psykers were hitting the age where they became aware of their powers and the things from beyond that would prey upon them in their insecurity. While most were incapable of doing more than spreading the whispers of corruption and heresy given to them it was inevitable that one would arise that would fall prey to dark powers and not be able to be dealt with by a squad of air mobile infantry.
Potential options and plans on how to make use of this pool of atypical recruits flow furiously between the branches of the government.

=====​

Lord Admiral: We have come far and done much over the last few years, but we must continue to struggle with all our might lest we falter before a growing tide of foes. The use of Bailafax as a jump off point to the West shows this in high relief as there is little but more corruption and Traitors in that direction.
And with the loss of their rival they are beginning to look in our direction given the number of ships seen on the borders of that patch of space.



[Ships are part of their Squadron which are the method you use to send orders. Each Task Force is assigned to one location and multiple Squadrons can be assigned to the same target if resistance is expected. Armies are assigned independently, but must go to a location alongside at least one Squadron for protection. Refer to the Naval Registry for current Squadron dispositions.
On these campaigns Squadrons can be given Rules of Engagement. Should they engage aggressively, prioritize survival, hunt enemy transports, or limit themselves to escorting friendly transports and shielding ground forces from bombardment to let cheaper forces win the day. Etcetera.]

[Friendly Territory needs a Garrison to keep the space lanes clear and prevent Manufacturing losses to raiders. Putting a Squadron into Reserve over Calavar means that it can be sent into a newly active theater but will arrive late.]



Central: The immediate vicinity of Calavar.
-Calavar: Homeworld and critical production center. If this is lost, you lose. Even successful defenses can result in a loss of production and morale. Current Defenses are estimated as "Light". [Owned by Calavar]
-Surrounding Calavar: Similarly cast adrift but not as well blessed by their leadership these worlds need an affirmation of order and hope so that we can profit from their manufacturing capacity. [Owned by Calavar, provides 50M] [Requests a Garrison Squadron and Army]

North: The core of what was once and what may again be Lativa. Overrun by a myriad of small Ork forces in the wake of the final defeat after centuries of encroachment.
-Homna String Defense League (20LY): A fragile defensive pact has emerged and has been somewhat successful at keeping disorganised and small Ork forces from making gains against it's members. In recent years some of their component members have begun making covert pleas for aid from the growing power to their South. [Independent]
-Dark Star Alignment (20LY): Followers of a heretical version of the Imperial Cult based around the former Imperial Guard depot on the Feudal World of Calsum. Their ground forces and marines are well equipped, but they lack a true shipyard for the Adeptus Mechanicus in their territory refuse to aid them. [Nominally Traitor]
-WAAAGH!! Jawbreaka (40LY): The farthest point that has been tainted by Orks spilling from the North. Jawbreaka leads a small WAAAGH!! as these things go, even for Lativa. Defenses are estimated to be "Light" with a notable mobile force element due to the WAAAGH!!s small territory. [Ork Held]
-The Starved (40LY): A Hive World that has fallen to starvation and, subsequently, a Warp entity outside of the Four Powers. Now it's skeletal slaves seek to conquer other worlds. A moderate amount of weak combat craft have been reported subjugating nearby worlds. [Traitor]
-WAAAGH!! Legcutta (40LY): An Ork force that is said to use such "unOrky" tactics as ambushes, bombs, and regular Kommando forces and has been claiming poorly defended worlds among the southern portion of the core worlds from rivals and Humans alike. [Ork Held]
-Minor Xenos (40LY): Heavily built ships with severe appearnaces have clawed out a few systems for their own purposes. [Xenos]

West: A string of fallen worlds shows the interest of the Ruinous Powers in the Subsector, surrounded by worlds they plunder for slaves and material as their corruption deepens.
-Civilized World Oprechna (20LY): A backwater off the shipping lanes that only is dimly aware of how far the Subsector has fallen in recent years. [Independent]
-Khornate Cult (20LY): Only newly come into their madness these Traitors retain most of their discipline and technical skill even as they war against all near them. Defenses are judged to be "Light" with notable numbers of converted civilian shipping lead by a pair of ex-Imperial Navy escorts of unknown class. [Traitor]
-Bailafax (20LY): Reclaimed from it's heretical overlords, Bailafax is still recovering. An Infantry Army has been raised from the sparse few survivors and have been tasked with purging the last of the taint from their world under the careful eyes of their liberators. [Owned by Calavar, provides 20M] [Requests a Garrison Squadron and to keep either the 2nd or 3rd Army]
-Khornate Cult (40LY): Squatting among the wreckage of what was once a prosperous if small Hive World these Traitors seem to be more interested in hunting down the remaining civilians and soldiery than offensive actions beyond their nominal space. Defenses are judged to be "Light". [Traitor]
-Tzeentchian Cult (40LY): A rare example of the people in the Subsector who were most vulnerable to the temptations of Tzeentch. Defenses are judged to be "Moderate", mostly through the use of sorcery. [Traitor]
-Asteroid Base (40LY): Ork raiders stop here to rest and fight before heading out to plunder Human worlds, fight Traitors over plundering Human worlds, or head south to exchange plunder for equipment and ships. Defenses are judged to be "Moderate". [Ork Held]
-Nurglish Cult (60LY): Previously a Civilized World, this group has at least one Squadron of Imperial Navy classes in good repair and use them to aggressively patrol their territory, regularly clashing with their red neighbors. Defenses are judged to be "Light", but with quality mobile forces. [Traitor]
-Khornate Cult (60LY): When all hope is lost anger can become stifling. This roving fleet of followers of the Blood God pay little attention to anything but where the next place to shed blood may be. At least one military vessel was spotted in the small horde of transports. [Traitor]
-Forge World Incleon (60LY): To call this a true Forge World does the Mechanicus a disservice, but it was one of their distribution and lesser production nodes in the Southwestern portion of the Subsector. Now it sees regular visits from the lesser cults in the vicinity in order to buy bulk produced small transports and bears defenses in excess of what it previously did under Imperial authority, estimated at at least "Moderate". [Traitor]
-Fleet Bastion Kandahar (60LY): Once supporting the actions of Navy vessels rooting out piracy this minor fortress has been overtaken by Nurglish cultists. Defenses and mobile forces are not well understood, though the former should be at least "Medium" from repurposing existing defenses. Navigators report ill omens for the future when near this location. [Traitor]


South: This is the shortest route to Imperial territory from Calavar, in terms of objective distance.
-Bagalog (20LY): An opportunistic warlord has risen to power over the Civilized World of Bagalog. Nearby worlds have been yoked or willingly come to the banner of it's leader, the new leader of a middling merchant cartel by the name of Loree Mulyran. Combined with reduced communication with our scouts it is unsure whether this is a good sign. Defenses are judged to be "Light" with a small number of newly built hulls coming from a recently operational construction dock in orbit. [Independent]
-Outpost Station Lexicalum (20LY): An Adeptus Mechanicus outpost that is supplying and organizing a small stretch of Loyalist worlds against attack. Orkish raiders and Traitors threaten their shipping in hopes of acquiring war material for their own designs. [Allied with Calavar] [Requests a Naval Garrison]
-Feral World Jurgenz (40LY): Taken by WAAAGH!! Gunbreaka this is now the beginnings of a fortress world. At least by Orkish standards. Current Defenses are judged to be a low "Moderate" (a handful of small defense platforms and what are probably monitors of some description), with the signs of that going up in coming years. [Held by WAAAGH!! Gunbreaka] [Sits on the Warp Current leading towards Imperial space and deeper into Gunbreaka territory]
-Minor Xenos (40LY): Smooth and flowing ships have emerged, wresting a handful of frontier worlds from Human and Ork alike. [Xenos]
-Civilized World Ungaunt (40LY): A lone beacon of civilization amidst a string of Feudal and Feral Worlds, Ungaunt has taken to providing weapons for the faithful of it's neighbors to provide the hearty folk with the weapons to resist Ork and Traitor attacks that are seeking slaves over territory. [Independent]
-Civilized World Allient (40LY): Fallen to the perfidious greenskins Allient now provides for the raiding fleets sent out by it's barbarous overlords with it's maintenance platform of similar design to Calavar's. Defenses are judged to be "Light" and increasing slowly, but with mobile elements returning from attacks at unpredictable intervals. [Held by WAAAGH!! Gunbreaka]
-Agri World Blackim (60LY): Once feeding the Human residents of the Subsector this world now provides fodder for the biological monsters of the Orkish horde. [Held by WAAAGH!! Gunbreaka]

East: The least affected portion of the Subsector due to distance from the main threats.
-Civilized World Yttreum (20LY): Having taken the lead over several Agri and Mining Worlds Yttreum eyes the Imperial deserters at Gehault with caution. [Independent]
-Stream Trade Triangle (20LY): A collection of worlds bound by trade ties and pacts into a rough oligarchy. Under pressure from Gehault to supply their forces. [Independent]
-Fleet Bastion Gehault (40LY): Several squadrons of the Imperial Navy continue their protection of their homeworlds where the Sector battlefleets do not out of the logistical base at Gehault. Several vicious punishments against rebellious worlds have been reported by local shipping, including at least one life eater bombardment, but they commonly range outside of their nominal territory in order to destroy Traitor raiders and collaborators. Their Read Admiral keeps a wary eye on the growing power of their neighbor. [Independent]
-Silent Stars (40LY): Rare is the Human ship, Loyalist, Secessionist, or Traitor, that returns from this region. Entry is unthinkable during these times.
 
Last edited:
I'm thinking we destroy either the asteroid base or the "fortress" world this turn, for which we ought to send 2 Naval Squadrons and the Support Squadron + 2 Infantry Armies, while the third Naval Squadron takes the auxiliary squadron and at least our armoured force to smash the warlord at Bagalog, and the Patrol squadrons pull garrison duty.

Thoughts?
 
Last edited:
I'd like to put forth the idea of attacking the Dark Star alignment to get more Mechanicus assistance.
 
Others have indeed been active. To summarize the changes other than new targets becoming visible to the west and some worlds falling under our sway:

-The Homna String Defense League has some members reaching out to us on the low down for aid.
-Minor Xenos to the north and south. Look to be difference species too.
-The warlord of Bagalog is building up a navy much like we are.
-The Stream Trade Triangle is under pressure from Gehault to give them stuff.
-Speaking of, Gehault is eyeing us with suspicion.

Hmm. How long are these turns, Linty? I was assuming something like one year per turn but I feel like it could be longer. Definitely not shorter.
I'm thinking we destroy either the asteroid base or the "fortress" world this turn, for which we ought to send 2 Naval Squadrons and the Support Squadron + 2 Infantry Armies, while the third Naval Squadron takes the auxiliary squadron and at least our armoured force to smash the warlord at Bagalog, and the Patrol squadrons pull garrison duty.

Thoughts?
We need to garrison three places and only have two patrol squadrons is my thought.
 
I think that, while we should try to rescue as many Imperial-loyal worlds as we can, I think we should pick a direction and focus our attentions there before moving on. Perhaps raid some of the Waaghs to keep their defenses down? Also, we need to diplomance the Admiral in the east and let them know we're loyal. If they're tossing around life-eater virus rounds as 'punishment,' then at the very least we need to have them not look our way, if not ally in order to rein them in from doing something stupid. Or keep them from attacking us in paranoia, one of the two.
 
[X] Plan: The Big Guns Never Tire
-[X] West: 1st & 2nd Naval Squadron + 1st Support Squadron + 1st Auxiliary Squadron + 1st & 2nd Calavar Infantry Army + 6th Crusade Infantry Army
-Asteroid Base (40LY): Ork raiders stop here to rest and fight before heading out to plunder Human worlds, fight Traitors over plundering Human worlds, or head south to exchange plunder for equipment and ships. Defenses are judged to be "Moderate". [Ork Held]
-[X] West: 3rd Naval Squadron + 3rd Calavar Infantry Army
-Bailafax (20LY): Reclaimed from it's heretical overlords, Bailafax is still recovering. An Infantry Army has been raised from the sparse few survivors and have been tasked with purging the last of the taint from their world under the careful eyes of their liberators. [Owned by Calavar, provides 20M] [Requests a Garrison Squadron and to keep either the 2nd or 3rd Army]
-[X] Central: 1st Patrol Squadron + 4th Calavar Infantry Army
-Surrounding Calavar: Similarly cast adrift but not as well blessed by their leadership these worlds need an affirmation of order and hope so that we can profit from their manufacturing capacity. [Owned by Calavar, provides 50M] [Requests a Garrison Squadron and Army]
-[X] South: 2nd Patrol Squadron
-Outpost Station Lexicalum (20LY): An Adeptus Mechanicus outpost that is supplying and organizing a small stretch of Loyalist worlds against attack. Orkish raiders and Traitors threaten their shipping in hopes of acquiring war material for their own designs. [Allied with Calavar] [Requests a Naval Garrison]

OR

[] Plan: Bringing Down the Sky
-[] South: 1st & 2nd Naval Squadron + 1st Support Squadron + 1st Auxiliary Squadron + 1st & 2nd Calavar Infantry Army & 1st Calavar Armored Army + 6th Crusade Infantry Army
-Feral World Jurgenz (40LY): Taken by WAAAGH!! Gunbreaka this is now the beginnings of a fortress world. At least by Orkish standards. Current Defenses are judged to be a low "Moderate" (a handful of small defense platforms and what are probably monitors of some description), with the signs of that going up in coming years. [Held by WAAAGH!! Gunbreaka] [Sits on the Warp Current leading towards Imperial space and deeper into Gunbreaka territory]
-[] West: 3rd Naval Squadron + 3rd Calavar Infantry Army
-Bailafax (20LY): Reclaimed from it's heretical overlords, Bailafax is still recovering. An Infantry Army has been raised from the sparse few survivors and have been tasked with purging the last of the taint from their world under the careful eyes of their liberators. [Owned by Calavar, provides 20M] [Requests a Garrison Squadron and to keep either the 2nd or 3rd Army]
-[] Central: 1st Patrol Squadron + 4th Calavar Infantry Army
-Surrounding Calavar: Similarly cast adrift but not as well blessed by their leadership these worlds need an affirmation of order and hope so that we can profit from their manufacturing capacity. [Owned by Calavar, provides 50M] [Requests a Garrison Squadron and Army]
-[] South: 2nd Patrol Squadron
-Outpost Station Lexicalum (20LY): An Adeptus Mechanicus outpost that is supplying and organizing a small stretch of Loyalist worlds against attack. Orkish raiders and Traitors threaten their shipping in hopes of acquiring war material for their own designs. [Allied with Calavar] [Requests a Naval Garrison]
 
Last edited:
[X] Plan: Bringing Down the Sky

I think letting a Fortress world happen on our doorstep is a mistake. We should knock it out. Also it is a way out. We might get some help if we go that way and we badly need it considering how many enemies we seem to be surrounded by.

also; @DaLintyGuy

Hey can you add 40k to title? That should draw some more players. Also I think we need a Technologies tab in the Information threadmarks for quick refference.
 
Back
Top