Blood, Sweat, and Tears (WH40k Design Bureau)

As for cannon ammunition... Yeah, sure, the shells are large enough to take modification. I'll allow it. Though each ammunition type may have different profiles (range, damage, cost, etc).
Honestly, I'm not as sure about shells being good add ons, even if that is arguing against my own side I guess? Essentially, the thing I was considering were the refit rules for the Battlefleet Gothic Armada (The tabletop rulebook, to be precise and cut off confusion, not the computer game) as well as Rogue Trader, where they essentially did have 'add on' parts for torpedoes as 'use these when you want to' (ish) things, not only for Boarding Torpedoes but also stuff like Short Burn Torpedoes or Guided Torpedoes and so on.

Verses... well, there actually is a Macrocannon type in Rogue Trader that has the specialty of 'my shells are full of space napalm, enjoy having your boat be set on fire', but it's a whole different cannon type instead of a special ammo you can buy for said cannons.

I mean, a lot of cannon shells get used in each fire, so one volley of special shells is going to have a lot less effect then the less often fired torpedoes firing a single volley of special torpedoes, or something like that?

Well, it's not like I'm Linty, I just wanted to explain where my logic was coming from/thoughts were based on.

@DaLintyGuy can we use a research action to research void infantry armor? We need equipment for troops that can survive and fight in hostile environment of space hulks and other places.
This is 100% something we want to consider doing soon, but i don't think we need to do it this turn. We're probably going to be busy repairing our own fires next build phase and hitting back at chaos next mission phase, of which boarding defense is more important then boarding attack, and if we do have free ships they should probably go to keep the defense league from falling apart and getting looted (hopefully they survived this turn), because if that happens they're going to be less valuable and even if we retake them they'll give us less resources if we have to rebuild them instead of getting functional planets added to our allies list.
 
The way I see it, the first thing we need to do is knock off that other successor who's getting free top tier Imperial tech handed to them before they can snowball beyond our ability to contest, and then make sure those Khornates don't fuck us.

To that end, I think it'd be wise to continue refining our ships and bringing them up to the level that could handle the Claymores. We've got samples of actual Imperial Navy equipment now, don't we? Why don't we update our fighters and guns up to IN standards then?

Also, do we have engine samples yet that are worthwhile?

If we can get to that point, it might be wise to punch those 'Sane' Khornates in the throat so we can loot their Claymores to fully get up to IN standards, before they finish ruining them.
 
We're already in a running brawl with the 'Sane' Khornates though, we 100% are not in a position where we should be actively attacking another imperial 'loyalist' at this point given all the chaos and orks running around. If we're doing something besides dealing with the running brawl this turn it should be based on not letting the defense league collapse, we could always use more resources and it'd be better for enemies to hit them then us after all.

I mean, yes, as a long term thing we're going to need to do something about that 'totally legit' explorator, but we're not in a position to do jack shit about him/her/it right now.
 
For the 'Explorator' I think our best bet is reestablishing contact with a Forge World if there's still one that managed to weather the fall of the sector (needless to say remaining loyal to the Imperium) and alert them to what's happening once we have IC intelligence. They should get pissed off with the 'Explorator' enough for the both of us.
 
Well that's not shady as fuck. An Explorator apparently distributing top class gear freely?

Over-under on this being a Dark Mechanicus plot?
Oh high as all hell. Drone Sentinels are weird but not actually that out there, and plasma guns are frankly reasonably common in small numbers, but Laser Destroyers? That's right suspicious.
We're already in a running brawl with the 'Sane' Khornates though, we 100% are not in a position where we should be actively attacking another imperial 'loyalist' at this point given all the chaos and orks running around. If we're doing something besides dealing with the running brawl this turn it should be based on not letting the defense league collapse, we could always use more resources and it'd be better for enemies to hit them then us after all.
I mean we can absolutely send two naval squadrons to guard against the Khornates and then have 1-2 to deal with Bagalog. But yes, it might be better to try and just establish contact with them while we do something else, like align the Defense League.
 
If we just want to make contact with Bagalog, that's one thing, but it sounds like some people were talking like we should outright invade them this turn, which is another thing entirely. Because 'having 1-2 naval squadrons go deal with Bagalog' when we know they're getting a trickle of proper imperium wargear sounds like a good way to loose 1-2 naval squadrons, or at least get them chewed up and risk a counter-invasion from Bagalog. We really really aren't in a position to afford that kind of thing while we're in a running fight with chaos and at risk of also being hit by orks sometime and have an entirely different group we really should be making sure doesn't collapse on us and turn into another hostile power/string of worlds occupied by orks/fallen to chaos.

Even beyond the optics of us opening invading another (apparently) loyalist power when there's all these chaos folk and orks and other xeno forces running around, which is basically what it would look like to most.

It's a bad idea people. Really.
 
If we just want to make contact with Bagalog, that's one thing, but it sounds like some people were talking like we should outright invade them this turn, which is another thing entirely. Because 'having 1-2 naval squadrons go deal with Bagalog' when we know they're getting a trickle of proper imperium wargear sounds like a good way to loose 1-2 naval squadrons, or at least get them chewed up and risk a counter-invasion from Bagalog. We really really aren't in a position to afford that kind of thing while we're in a running fight with chaos and at risk of also being hit by orks sometime and have an entirely different group we really should be making sure doesn't collapse on us and turn into another hostile power/string of worlds occupied by orks/fallen to chaos.

Even beyond the optics of us opening invading another (apparently) loyalist power when there's all these chaos folk and orks and other xeno forces running around, which is basically what it would look like to most.

It's a bad idea people. Really.
Yeah, we really have got too many fires to put out to be thinking about open conflict with Bagalog. What we can do is snatch up all the allies we can and beat them for influence in the Subsector.
 
Wow wow wow. I think we are going to need mortariums in this quest.

I think Engines is by far more important at this juncture since our weapons work but Khorne flakes already made use of our inferior speed at the expanse of us. So I am taking majorty of your plan and swap an engine improvement on it.

Anyway here is my plan.

[X] Plan The Essentials

-[X] (Bridge) Groupsight Bridge: Designed with future ships bearing Macrocannon and Lance Batteries in mind, this bridge improves on the shipboard weapons' fire control systems. The cogitator slaving framework has been adapted from designs of automated air defense batteries and spliced with the standard logic engines that allow a gun crew to plot a trajectory across the depths of space to its intended target. While not automating the process, reducing the gun crew's need to aim the weaponry beyond minute adjustments is projected to increase the coordination of future barrages significantly.
-[X] (Weapon) 'Duet' Pattern Torpedo Launchers: Very loosely based on the atomic armed rockets of our current missile based broadside option, the 'Duet' Pattern Torpedoes, and their associated launchers, are much, much larger. Faced with the needs of stamina for long distance flight, armor to resist enemy point defense, and power to pose a threat to enemy ships, the designs of the Duet were forced to scale their designs significantly up. The price of that is that each set of the 'Duet' pattern includes only two launchers, thus launching only two torpedoes per firing cycle. But the profit is that torpedoes can be launched at all, armored enough to survive the enemy defenses, given autocannon clusters of their own to drive away enemy fighters, and with warheads big enough not only to threaten other escorts, but enemy cruisers, defense stations, and even, when sufficiently massed, the dreaded orkish space hulks.
-[X] (Defense) Scaffold Armour: Instead of welding additional material directly onto the hull, a new method has been developed for installing armour plating on our vessels. The load-bearing struts that form the skeleton of a ship's superstructure are extended past the hull cladding, from which spreads out a framework upon which interlocking plates are then welded onto. In addition to reducing the complexity of fabricating the plates for every differently shaped hull, the space between the armour and the actual hull is projected to reduce the effectiveness of enemy lance batteries, boarding craft and even somewhat mitigate torpedo impacts.
-[X] (Engines) Fast Burn Engines: Designed to fit in to combat ships and solve issues caused by the merchant grade engines this combat engine is designed to be rugged and fast at the expanse of fuel if necessary.
 
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Adhoc vote count started by Crafter of War on Apr 26, 2020 at 7:32 PM, finished with 32 posts and 9 votes.

  • [X] Plan The Essentials
    -[X] (Bridge) Groupsight Bridge: Designed with future ships bearing Macrocannon and Lance Batteries in mind, this bridge improves on the shipboard weapons' fire control systems. The cogitator slaving framework has been adapted from designs of automated air defense batteries and spliced with the standard logic engines that allow a gun crew to plot a trajectory across the depths of space to its intended target. While not automating the process, reducing the gun crew's need to aim the weaponry beyond minute adjustments is projected to increase the coordination of future barrages significantly.
    -[X] (Weapon) 'Duet' Pattern Torpedo Launchers: Very loosely based on the atomic armed rockets of our current missile based broadside option, the 'Duet' Pattern Torpedoes, and their associated launchers, are much, much larger. Faced with the needs of stamina for long distance flight, armor to resist enemy point defense, and power to pose a threat to enemy ships, the designs of the Duet were forced to scale their designs significantly up. The price of that is that each set of the 'Duet' pattern includes only two launchers, thus launching only two torpedoes per firing cycle. But the profit is that torpedoes can be launched at all, armored enough to survive the enemy defenses, given autocannon clusters of their own to drive away enemy fighters, and with warheads big enough not only to threaten other escorts, but enemy cruisers, defense stations, and even, when sufficiently massed, the dreaded orkish space hulks.
    -[X] (Defense) Scaffold Armour: Instead of welding additional material directly onto the hull, a new method has been developed for installing armour plating on our vessels. The load-bearing struts that form the skeleton of a ship's superstructure are extended past the hull cladding, from which spreads out a framework upon which interlocking plates are then welded onto. In addition to reducing the complexity of fabricating the plates for every differently shaped hull, the space between the armour and the actual hull is projected to reduce the effectiveness of enemy lance batteries, boarding craft and even somewhat mitigate torpedo impacts.
    -[X] (Engines) Fast Burn Engines: Designed to fit in to combat ships and solve issues caused by the merchant grade engines this combat engine is designed to be rugged and fast at the expanse of fuel if necessary.
    [X] Plan: Work Smarter not Harder
    -[X] (Bridge) Groupsight Bridge: Designed with future ships bearing Macrocannon and Lance Batteries in mind, this bridge improves on the shipboard weapons' fire control systems. The cogitator slaving framework has been adapted from designs of automated air defense batteries and spliced with the standard logic engines that allow a gun crew to plot a trajectory across the depths of space to its intended target. While not automating the process, reducing the gun crew's need to aim the weaponry beyond minute adjustments is projected to increase the coordination of future barrages significantly.
    -[X] (Weapon) 'Duet' Pattern Torpedo Launchers: Very loosely based on the atomic armed rockets of our current missile based broadside option, the 'Duet' Pattern Torpedoes, and their associated launchers, are much, much larger. Faced with the needs of stamina for long distance flight, armor to resist enemy point defense, and power to pose a threat to enemy ships, the designs of the Duet were forced to scale their designs significantly up. The price of that is that each set of the 'Duet' pattern includes only two launchers, thus launching only two torpedoes per firing cycle. But the profit is that torpedoes can be launched at all, armored enough to survive the enemy defenses, given autocannon clusters of their own to drive away enemy fighters, and with warheads big enough not only to threaten other escorts, but enemy cruisers, defense stations, and even, when sufficiently massed, the dreaded orkish space hulks.
    -[X] (Macrocannon Add-on) Plasma Bore Shells: While cheap to make and more than sufficient for battering down enemy Void Shields, the kinetic penetrators that are being used in our current Macrocannon Batteries are not sufficient for the armour plating that is present on proper warships. To that end, a new specialty munition has been designed to be used on vessels that have lost or never possessed shielding. A Macrocannon solid shell has been hollowed out, with a compact plasma generator stripped of its safety features and emergency shutoffs installed at the core. A proximity fuze at the shells tip will trigger at the point of imminent impact, activating a scaled-up version of the handheld plasma torches used by void bound technicians, to form a globe of plasma that acts as a plasma 'drill', driven by the shells momentum. Once the shell has penetrated into the hull, the plasma generator will eventually burn out its magnetic containment fields and unleash a blast of plasma within the target.
    -[X] (Defense) Scaffold Armour: Instead of welding additional material directly onto the hull, a new method has been developed for installing armour plating on our vessels. The load-bearing struts that form the skeleton of a ship's superstructure are extended past the hull cladding, from which spreads out a framework upon which interlocking plates are then welded onto. In addition to reducing the complexity of fabricating the plates for every differently shaped hull, the space between the armour and the actual hull is projected to reduce the effectiveness of enemy lance batteries, boarding craft and even somewhat mitigate torpedo impacts.
 
I am not a fan of the Fast Burn Engines or any design that goes 'oh just dump fuel in it'. Even if you didn't want to use my already written Militarized Merchant Engines is it too wrong to expect more then one line of description for a design?

We really don't need another engine if it's likely to pick up a bad fuel economy trait, and that's what that kind of description is likely to do.

Come on people don't vote for Essentials, because the essential it gives us is badly written and we can do better then that.
 
[X] Plan Essentially Engines

Just throwing this out there for next round (yes it is an expanse reference):

Rocinante Class Strike-fighter: The Arvus refit has served us well, but it is hardly a true void fighter. While the naval designers only had the most general understanding of what made the fury interceptor so effective, they were aware that it was many times the size of their current designs. With this in mind they decided to strip down a Harbringer instead of size up an Arvus. The cargo hold was largely stripped away and replaced with improved engines and armor. Lascannon are mounted in a twin turret in the nose and three forward mounted on each of the "wings". Two twin Auto cannon turrets serve as point defense on the top and belly of the craft. What little cargo space remains is used for an internal bomb bay capable of carrying larger versions of the missiles used by the Arvus. In the end they had a craft a bit larger than the Fury that inspired it and capable of serving as a fighter-bomber. In honor of is origin as a bulk hauling craft they christened it the Rocinante.
 
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[X] Plan Essentially Engines

-[X] (Bridge) Groupsight Bridge: Designed with future ships bearing Macrocannon and Lance Batteries in mind, this bridge improves on the shipboard weapons' fire control systems. The cogitator slaving framework has been adapted from designs of automated air defense batteries and spliced with the standard logic engines that allow a gun crew to plot a trajectory across the depths of space to its intended target. While not automating the process, reducing the gun crew's need to aim the weaponry beyond minute adjustments is projected to increase the coordination of future barrages significantly.
-[X] (Weapon) 'Duet' Pattern Torpedo Launchers: Very loosely based on the atomic armed rockets of our current missile based broadside option, the 'Duet' Pattern Torpedoes, and their associated launchers, are much, much larger. Faced with the needs of stamina for long distance flight, armor to resist enemy point defense, and power to pose a threat to enemy ships, the designs of the Duet were forced to scale their designs significantly up. The price of that is that each set of the 'Duet' pattern includes only two launchers, thus launching only two torpedoes per firing cycle. But the profit is that torpedoes can be launched at all, armored enough to survive the enemy defenses, given autocannon clusters of their own to drive away enemy fighters, and with warheads big enough not only to threaten other escorts, but enemy cruisers, defense stations, and even, when sufficiently massed, the dreaded orkish space hulks.
-[X] (Defense) Scaffold Armour: Instead of welding additional material directly onto the hull, a new method has been developed for installing armour plating on our vessels. The load-bearing struts that form the skeleton of a ship's superstructure are extended past the hull cladding, from which spreads out a framework upon which interlocking plates are then welded onto. In addition to reducing the complexity of fabricating the plates for every differently shaped hull, the space between the armour and the actual hull is projected to reduce the effectiveness of enemy lance batteries, boarding craft and even somewhat mitigate torpedo impacts.
-[X] Militarized Merchant Engines (Engines) : No matter how tuned, Merchant Grade engines were not designed for military duty. Meant primarily for economy of use, they were never meant to face some of the challenges the Crusade is now facing, which means new engines are required. While these designs can still be traced to their roots as merchant engines, the Mechanicus of Calavar has done a substantial reconfiguration in search for the qualities needed in military engines. This triad of traits are hardiness, reliability, and power, which will allow the ships of the Calavar Crusade to progress triumphantly through the void for yet more years.
 
Came up with my own idea for engines. If my plan still wins this turn, I'm going to have it as part of next turn's design phase.

(Engine) Plasma Pulse Drive Array: One means of increasing the thrust of the merchant grade drives is to compress the expelled plasma and propel it through a narrower aperture in the drive nozzle. Such would even theoretically allow the new drives to retain much of the original's fuel efficiency, more so than simply making the drives bigger. The only complication to doing so is the increased thermal stress on the components, which made long burns infeasible without access to more advanced materials. Instead, the reduced size has been taken advantage of to include a greater amount of thrusters in the drive assembly, firing in short pulses in tandem to facilitate greater speed without risk of melting the drive. Because of the smaller size, each nozzle can now also be mounted on a gimbal, which allows for greater fine maneuvering mid-burn.

So, thoughts?
 
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