Blood, Sweat, and Tears (WH40k Design Bureau)

Hmm, wait, actually...

@DaLintyGuy Can we upgrade our existing Infantry Armies into Imperial Guard spec ones by buying equipment from Lexicalum at a discount? It'd only be 1-2M per and so that might actually be worth it.
Yes but at full price. Granted I'd then make a new Army from the newly leftover equipment so the difference isn't that great other than giving veteran soldiers better Stuff but you can do that.
Is the vote still going? I know it was ending today, but I don't know the exact time.
Was just coming on to close it actually.

As you may have guessed, Essentially Engines is the winning plan, update in the works.
 
Turn Three Design Phase Results, Construction Phase Begins
Plan Essential Engines


(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.

Result of 6+0 (specializing existing technology)=6



The battle at the Ork asteroid base, retroactively designated "Green Clade", showed serious drawbacks in current work flow patterns in the architecture used to fight the ship when multiple squadrons were acting in concert. The sensor systems had strain detecting, parsing, and tracking the numerous traces within a fleet action with the older schematic simply unable to handle the load, there were not enough sensor analysts studying the returns to make decisions on how to report what the ship was seeing, and there were bottlenecks in relaying information to the Captain of the Ship so that they could make a decision and hand out orders.
To solve this problem the Adepts and Fleet officers made a simple in theory and difficult in practice decision: they did what was already being done, but more.
In the finished blueprint the incoming data trunks carrying raw feed from the sensors were directed into a large central cogitator at the bottom and rear of the command deck for preprocessing and routing to the relevant work stations. Multiple arcs of screens were present ahead of the armored shell the brain of the ship was encased in for bridge ratings to pore over and mark items of interest or false positives before kicking the reports up to the upper command deck. Here the situation would be displayed for the ship officers to use to plan the ship's course in the engagement.
Their targeting decisions would be sent back down to the armored cogitator, which would do the number crunching necessary to determine vectors for the available guns based on the target course, it's expected maneuvers based on circumstances, and the actions of the Calavan vessel.
In total it was a small but marked increase in accuracy for vessels so equipped as coordination was strengthened between the weapon emplacements, accounting for the effect of recoil from other mounts on the result of the volley.

[Groupsight Combat Bridge: Created from the hard won knowledge of early battles, Calavar created the partially automated "Groupsight" bridge layout to increase effectiveness in their line warships once it became clear that the design doctrine for existing command facilities simply were incapable of keeping up with the demands of battle. (Improves accuracy of equipped weapons) (4M)]



(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.

Result of 9-1 (Complexity)+1 (Study of recovered Imperial Torpedo)+2 (Prior experience)=11



The head on pass with the Orks of Green Clade gave many lessons to the now fully formed Crusade Fleet. A not insignificant number of them were based off of the common refrain: "if we only had had X". The failures of the Adepts to come up with a functioning Torpedo that, if present, would have softened up the Ork formation or broken their cohesiveness was a sore point between the backward looking theorists and the forward looking members of the Cult Mechanicus and one that the latter swore to redress as the forming factions butted heads.
With previous experience in hand and the mostly intact innards of what was once an Imperial torpedo on the dissection table, the Sub-Magus in charge of the project redefined what was being sought. A simple atomic warhead would be insufficient for dealing with ex-Imperial warships and their equivalents; a use that the heavy weapons would frequently be called upon by commanders in the field for in order to defeat the heavily armored opponents in a hopefully timely manner.
Their project resulted in the "Duet" Torpedo Tubes and the "Indignant" model Torpedo. Compared to their Navy equivalents, and the more powerful and arcane versions that successful Rogue Traders are famed for and the Basilikon Astra is known for, they are primitive and underpowered. Still, for equipment that Calavar could produce they were well designed and capable.
The Duet Launcher was exactly as it sounded, a reinforced frame and armored magazine for the firing of torpedoes from the ship via linear induction similar to that of the Fusion Breaker Cannon. In total it had space for six weapons, carrying four in the magazine and two in the tubes.
The Indignant was it's first intended munition. Design constraints during development had led to many of the elements of it's construction to be made to serve multiple purposes. The armored shell of the body formed a chamber for the warhead to pressurize and apply a jet of superheated fluid towards the target. Sensor clusters were built into the limited traverse point defense turrets, giving them the ability to track both the target and intercepting strike craft and somewhat unreliably pick out potential point defense turrets on the target for suppression during the final approach.
When striking a target the Indignant was focused more on piercing armor than causing surface damage. The jet of superheated material produced by the warhead would, if not sufficiently degraded by punching a hole in the armor of the target, violently displace the atmosphere inside the enemy hull in a manner that was extremely destructive to soft flesh and sensitive machines even kilometers from the impact point in some cases. Of course, the name was indicative of the expected reaction of a warship that was struck by one of these weapons, but even a small and slow torpedo was something that most vessels would struggle mightily to escape.

[Duet Torpedo Tubes: The result of a decade of work, the Duet was the first foray into Torpedo weaponry by Calavar during the Hegemon's Crusade. Fires two weapons per salvo from an internal magazine and carries six torpedos in total. (2M)
-"Indignant"-model Torpedo: Mimicking the standard Imperial Navy plasma torpedo, the Indignant takes the idea of a "jet" coring through armor further and nearly eschews damage to the outer hull entirely in order to attempt to kill its likely targets rather than merely softening them for the gunnery duel to come. Possesses a measure of integral point defense for protection during it's trip towards the enemy. (Torpedo 3, if exceeding enemy armor rating gain extra damage, Accel 4, Maneuver 2) (1M per Torpedo)]



(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.

Result of 5+1 (Simplicity of change)=6



The protection of Calavan ships had been highlighted in stark relief in the recent engagements and found lacking. The Haptrix Rapid Shields were useful against even large numbers of weak guns, such as those that most Traitor vessels had shown themselves to carry, but the rapid flurries of close range Ork batteries raked the bare hulls after overloading the sections facing the enemy warships and endagnered the all important generators. The current tactic of simply overlaying the base hull with thick sheets of the same material was likewise insufficient.
Instead it was determined to have multiple discrete layers of armor, each given a facing of Plasteel and anchored some meters away from the next layer on exptensions of the ship's skeleton. As shells impacted the armor scheme they would either deform from the hardened face of the outside layer and be defeated by the next ones down, detonate early after passing through a layer of armor and hitting dead space, or at least have their momentum reduced after passing through. These layers of vacuum would also give some resistance to torpedoes and boarding craft as both would have to penetrate much deeper in order to start dealing damage to vulnerable systems.

[Scaffold Armor: A system of tiered armor introduced by Calavar in order to address concerns about the effectiveness of the Haptrix Rapid Shields. It made use of multiple layers of primitive armor with hardened plasteel facing to reduce the impact of incoming weapon fire before it reached the hull. (Armor 1.5) (2M)]



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.

Result of 10-1 (Serious restructuring)=9


It was not the Battle of Green Clade that prompted this design request from the Admiralty, but that of Defense of Bailafax where it became a battle of maneuver after the weight of numbers of the attacking force successfully displaced the Calavan Naval Squadron for a time and resulted in the loss of AMM-7. The current designs were simply not enough and so the mandate went out for superior propulsion for new generations of Calavan combat craft.
What was delivered was, while not a masterpiece, a decided step up from current equipment. Most importantly the fuel efficiency of current models was maintained, although sustained combat maneuvers would drain fuel bunkers at a rate equivalent to the momentum generated. This was achieved primarily through after action studies of what the Carmine Glory's engine was doing and pushing the design in the direction of less fuel emitted at a higher speed. A few extra engine bells were added to keep up with the needed rate of flow to achieve the required acceleration, which came at a nominal increase in the price of the assembly.

[Militarized Engine: The march of progress continued and so the sights of Calavar finally fell on the propulsion for their ships. Performance was on par with that of the blockade runner engines that the world had studied, with additional maneuvering ability stemming from the extra engine bells on the stern and their increased distance from the centerline. (Acceleration 2, Maneuver 2, Fuel Efficient) (3M)]

=====​

Lord Admiral: I have been made aware of the results of the latest round of development and am impressed by the results. While I admit they have none of the refinements and safeties a Forge World or Naval Base would apply to their product we have nonetheless exceeded every expectation of productivity and innovation that was not from a world with a pedigree ten times longer than what we have survived this far.

In more distressing news, our neighbor has revealed their hand. Bagalog, and it's warlord, has an Explorator in their service. A troubling development to be sure as those rarified exemplars of the Omnissiah's tenets rarely bother to engage with Imperial society at large. That they have allied with a potential rival of ours is of concern, but possibly of use to us. Establishing a more reliable line of communication with Bagalog's leadership may prove beneficial.
And then there is... Worse, news: the Homnans have collapsed. In the face of concerted attack from WAAAGH!! Jawbreaka their fragile defense has broken and now their remnants clamor for safety. The Dark Star Alignment has answered but their aid has been of limited use against warships they do not have an answer to. Current reports have them leaning on fielding Imperial Navy Marauders as ad hoc naval bombers and pushing crippled and captured Ork attack ships back into action after what repairs they can manage. A move of desperation if I have ever seen one...
As well, there is the matter of the ongoing campaign over the ownership of Bailafax. The enemy has been bled badly but there are signs of overt Warp manifestations, and they are growing in power.


[There is a budget of 235 Manufacturing Capacity (160 from Calavar+60 from her neighbors that have bent the knee+15 from the grateful worlds near renamed Bailafax) to be spent and 10 Artisanal Workmanship available.]
[There is an outstanding total of 79M,1A in fleet repairs, including crippled ships that can not be fielded until repaired.]

[As a reminder, as there is no action economy limiting the creation of new variants the "Current Ship Classes" are not mandatory now that you have Stuff to put in them that you didn't have before.]



Opportunity: Purified Bulk Hauler Frame
Sometimes salvage will be available for refit, an option which is cheaper than building your own in exchange for being more limited in options due to existing structure.

Bulk Hauler Frame
-Hull: Rebuilt Bulk Hauler (3U,1W,1D,1E,1O)
-Utilities: Empty
-Weapon: Empty
-Defense: Locked to Shield
-Omni: Empty
-Engine: Locked to Merchant
-Bridge: Empty
-Sensors: Empty
-Life Support: Expansive
-Housing: Barracks
-Warp: Merchant
 
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Poor Homnans, overrun by Orks and in need of aid provided by traitors. Better go check on them if only to ensure they don't something heretical.
 
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Yeesh, just 156M to work with this turn. Really puts into perspective how well previous battles had gone for us.
Also the relative level of quality being thrown around. Seeing as a Claymore with substandard ammunition was a nearly insurmountable threat.

Makes you think twice at fielding some of the IN gear you picked up now on poor hulls rather than later on good ones, huh?
 
Also the relative level of quality being thrown around. Seeing as a Claymore with substandard ammunition was a nearly insurmountable threat.

Makes you think twice at fielding some of the IN gear you picked up now on poor hulls rather than later on good ones, huh?
Quick question: Can we replace the Arvus Combat Lighters in our carriers with Furies and Starhawks? And how does the pricing for that work?
 
This is what was said last time refitting came up. Could refitting rules be added to a threadmark somewhere so they're easier to reference?
Retrofitting existing ships is possible, although it does cost half of the old module(s), rounded up, plus the entirety of the new one (possibly with some restrictions about what can be put in in place of what). And lays up the ship for the campaign season.
 
Will re-equipping our hangars put the carriers out of action for this turn or do they count as add-ons?
It's pretty much as simple as flying out the old small craft and flying in the new ones. Except maybe if you make a hyperspecialized Hangar module in the future, somehow. Even launch rails would have a large degree of interchangeability so... Yeah, unless you get creative, minimal need for structural change.

This is what was said last time refitting came up. Could refitting rules be added to a threadmark somewhere so they're easier to reference?
Wilco. Added to the Construction phase explanation in the Mechanics Informational.
 
We need armies to dump on the heretics infesting Bailafax. So any build plan has to include army build for that.

We also need to design a new battle escort using the new engine to allow us to build ships that can match or at least contest the speed of the heretics and Ork ships.

We can and should still build our first design but they will be a decidedly second line design in terms of offensive operations.

We need both a battle escort and a torpedo boat.

Edit: wait. Never mind. We should still be able to refit the Sabre with the new engine tech since its still 2 Acceleration.
 
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Anyway, here's my plan. It buys another 2 Infantry armies because I had 4M left over at the end, but mainly what it does is add a third patrol squadron allowing us to, in the future, put one patrol squadron into each of our current defensive areas while keeping one of our main naval squadrons back on reserve duties to reinforce whatever area gets attacked, as well as upgrade all of said naval squadrons with the anti-boarding defense module and build two torpedo ships to make our first torpedo squadron.

For right now, a third patrol squadron allows us to either send a patrol squadron with whatever squadron (plus the 1st Support Squadron for orbital anti-army support) we send to finish fighting off the chaos invasion while sending our other two squadrons to help preserve what's left of the defense league and keep them from falling to heresy, or to keep one patrol squadron home in the reserves to protect our other areas if they get attacked while sending two squadrons to beat off the chaos cultists while sending the third to help the defense league.

Or at least, those two are my basic plans for the strategy phase if this plan wins.

[X] Defenses, Anti-Boarding, and Torpedoes.
-[X] Create 2x Imperial Guard Infantry Army. (3M)
-[X] Repair all damaged vessels. (79M, 1A)
-[X] 6x Refit - Add Servitor Defense Stations to all surviving non-AMM ships of the 2nd Naval Squadron and the 3rd Naval Squadron. (6M, 6A)
-[X] Refit the CVL-1 The Causeway with 1x Starhawk Bomber Squadron and 1x Fury Interceptor Squadron (12M)
-[X] 2x Castigation-Class Torpedo Corvette (70M), 1st Torpedo Squadron (new)
- Hull: Sabre-class Corvette Hull (2U) (5M)
- Weapon: Duet Torpedo Tubes (2M) + 6x "Indignant"-model Torpedo (1M per Torpedo)
- Weapon: Standard Macrocannon Battery MkI (2M)
- Defense: Scaffold Armor (Armor 1.5) (2M)
- Utility: Repair Deck (2M)
- Utility: Cargo Hold (0M)
- Engine: Militarized Engine (Acceleration 2, Maneuver 2, Fuel Efficient) (3M)
- Bridge: Groupsight Combat Bridge (4M)
- Sensors: T-100 Auspex (2M)
- Warp: Merchant (4M)
- LS: Essential (2M)
- Housing: Barracks (1M)
-[X] 2x Resolute-A (62M) (First Naval Squadron)
- Hull: Sabre-class Corvette Hull (2U) (5M)
- Weapon: Standard Macrocannon Battery MkI (2M)
- Weapon: Standard Macrocannon Battery MkI (2M)
- Defense: Haptrix-Pattern Rapid Shields (Shield 2, .5 Armor.) (4M)
- Utility: Repair Deck (2M)
- Utility: Cargo Hold (0M)
- Engine: Militarized Engine (Acceleration 2, Maneuver 2, Fuel Efficient) (3M)
- Bridge: Groupsight Combat Bridge (4M)
- Sensors: T-100 Auspex (2M)
- Warp: Merchant (4M)
- LS: Essential (2M)
- Housing: Barracks (1M)
-[X] Take the two AMMs (AMM-4 and AMM-5) and the KV-3 Unbowed Supplicant from the Second Naval Squadron and move them to the new 3rd Patrol Squadron.
-[X] Move the AMM-1 and AMM-2 to the 2nd Naval Squadron

We need armies to dump on the heretics infesting Bailafax. So any build plan has to include army build for that.
We have 6 infantry armies plus an armor army, plus the orbital bombardment ship. Bailafax's ground situation is perfectly possible to handle with our current ground compliment given we blew ten of the enemy armies apart in orbit. Drop 4 infantry armies and the armor army on them and they're screwed even without the orbital fire support and we'll still have two armies left to do other things. Probably one for home defense and one for sending over to the defense league to help pull them out of the fire at first thought?

I did buy two more armies even beyond what I said above, granted, but that's because I had nothing else I could spend 4M on unless I wanted to have one left over by spending 3M on an imperial guard army.

Edit: Actually, wait, if we don't have to pay extra to replace old strike craft, that frees up 2M, so...

Swapped from buying two infantry armies to buying two Imperial Guard armies.

Switched from the two Imperial Guard Armies to one Imperial Guard Army ane one infantry army, and from making two AMMs to making two Resolute-A ships, though I also had to remove giving the killbot addons to the AMMs.
 
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[X] Plan: The New Class
-[X] Repair all damaged vessels. (79M, 1A)
-[X] Construct 3x Arbalest-Class Torpedo Destroyers (111M), one to each Naval Squadron
- Hull: Sabre-class Corvette Hull (2 W, 1 D, 1 E (2 Accel Max), 2 U (5M)
- Weapon: Standard Macrocannon Battery MkI (Damage 2, Short Ranged. (2M)
- Weapon: Duet Torpedo Tubes (2M) + 6x "Indignant"-model Torpedo: (Torpedo 3, Accel 4, Maneuver 2) (1M per Torpedo)
- Defense: Haptrix-Pattern Rapid Shields (Shield 2, .5 Armor. (4M)
- Engine: Militarized Engine (Acceleration 2, Maneuver 2, Fuel Efficient) (3M)
- Utility: Repair Deck (2M)
- Utility: Cargo Hold (0M)
- Bridge: Groupsight Combat Bridge (4M)
- Sensors: T-100 Auspex (2M)
- Warp: Merchant (4M)
- LS: Essential (2M)
- Housing: Barracks (1M)
-[X] Retrofit all 3 Escort Carrier's Hangars with 1 Fury Squadron and 1 Starhawk Squadron each (36M)
-[X] Buy 1 IG Standard Armoured Army (9M)

Overall: 235M

Disagree with making a Torpedo Squadron, feels like it would limit our ability to deploy them more than just having them as part of the Naval Squadrons. Support Squadron's fine, since the ships are very specialized, but doesn't make sense not to get more capable ships into our main fighting force. Am not replacing the armed merchant ship because I feel like the MC is better spent bulking up our fleet with new ships than building the increasingly obsolete ones.
 
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Don't we need more upgraded Sabres than torpedo ships? Iirc torpedos are great against bigger ships but underwhelming against escorts because they can dodge.

Edit: can we squeeze in a Sabre?
 
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Don't we need more upgraded Sabres than torpedo ships? Iirc torpedos are great against bigger ships but underwhelming against escorts because they can dodge.

Edit: can we squeeze in a Sabre?
It's on my to-do list, certainly. But it's better long term to do the upgrading in one go, and we can't really do that before we've upgraded the hull design to add a defense slot so we can put armor on the things and hopefully remove the acceleration limit. The torpedo ships can be pushed out there as-is because as torps ships, they're not going to be in the line of fire as much as the Resolutes.
 
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On the subject of mixing torpedo ships in verses having them be their own squadron, I'm going to point out that torpedo volleys absolutely benefit and scale from volume of fire far more then essentially any other weapon we have. Both for area denial and forcing enemies to take a hit and things like concentrating fire on a space hulk.

The other big complaint I have with Sir_Travelsalot's plan is that we're almost certainly going to have a new area we need to defend after this turn, unless we actually do leave the defense league out to hang which I think is a very bad idea, and without making a third defense squadron that is going to tie two of our normal naval squadrons down for defensive duties at minimum. Which will definitely have a negative effect on our ability to project power and deal with whatever the crisis of that turn is.
 
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On the subject of mixing torpedo ships in verses having them be their own squadron, I'm going to point out that torpedo volleys absolutely benefit and scale from volume of fire far more then essentially any other weapon we have. Both for area denial and forcing enemies to take a hit and things like concentrating fire on a space hulk.
While this is true, I contest the notion we need to have them in their own squadrons for this, instead of just building more of them for Naval Squadrons. Makes organising future fleet actions less clunky to have our Squadrons streamlined.
The other big complaint I have with Sir_Travelsalot's plan is that we're almost certainly going to have a new area we need to defend after this turn, unless we actually do leave the defense league out to hang which I think is a very bad idea, and without making a third defense squadron that is going to tie two of our normal naval squadrons down for defensive duties at minimum. Which will definitely have a negative effect on our ability to project power and deal with whatever the crisis of that turn is.
Yes, but before we get them as a Territory that needs defending, we have to make contact with them, which we'd use the Naval Squadron for anyways. Needing more Patrol Squadrons is an issue that can be addressed next turn, when we have more MC to work with.
 
Makes organising future fleet actions less clunky to have our Squadrons streamlined.
...er, what? You don't seem to be using that word properly. Streamlined is the exact opposite of 'stick everything into the main squadrons until they've got a bit of every capability'. Streamlined means, you know, specialized? Focused? Clear in capability instead of being a big mass of everything jammed together?

There's good reasons in the tabletop game Torpedo ships ran in separate squadrons, and the same reasons of salvo size and area coverage continue to apply in this game. We're already mixing in carriers into our normal squadrons instead of massing them for superiority, we don't need to stick another specialist type of ship into our generalist squadrons.

Yes, but before we get them as a Territory that needs defending, we have to make contact with them, which we'd use the Naval Squadron for anyways. Needing more Patrol Squadrons is an issue that can be addressed next turn, when we have more MC to work with.
Yes, we need to meet with them, but right now we've got three areas to defend and two patrol squads. It's 100% worth getting out a third patrol squad we can use to back up efforts in punching chaos or whatever while still having two naval squadrons to use beyond that, not just a thing which will pay off later on.

We're always going to have something 'better' to make then boring garrison units, or pressing repair needs, or whatever else turns up. That doesn't mean it's actually a good idea to put off making them.
 
...er, what? You don't seem to be using that word properly. Streamlined is the exact opposite of 'stick everything into the main squadrons until they've got a bit of every capability'. Streamlined means, you know, specialized? Focused? Clear in capability instead of being a big mass of everything jammed together?
Fair enough. I meant streamlined in the sense of "not having to list each and every squadron separately if we want to deploy them to a theatre."
 
We have some salvage we can use and can make new variants of existing ships so i was thinking of building the following ship, with improved engines and longer ranged salvaged guns the lack of armor would matter less and we can research the IN Macrocannons by the time we unlock better hulls. We also got a group of fighters as salvage can we add those to one of our carriers for free?

Gunner class Corvette(29M, 1A),
-Sabre-class Hull (2W,1D,1E (Two Acceleration Maximum), 2U. (5M)
-Weapons: 2x IN Macrocannons (Damage 3 with available shells, Medium Range)(salvaged)
-Defense: Haptrix Rapid Shields (4M)
-Engine: Militarized Engine (Acceleration 2, Maneuver 2, Fuel Efficient) (3M)
-Utility: Cargo Hold (0M), Repair Deck (2M)
-Bridge: Groupsight Combat Bridge (4M)
-Sensors: T-100 (2M)
-Warp: Merchant (4M)
-Life Support: Essential (2M)
-Housing: Barracks (1M)
-Servitor Defense Stations (1M,1A, Housing Add-on)]
Total: 29M, 1A
 
A short summery of the plan below:
- 2 new torpedo ship in their own squadron
- From a new patrol squadron using ships for the 1st naval squadron
- Build a variants the resolute with military engines and a improved bridge with joining the 1st naval squadron
-Builds one new carrier for the 1st naval squadron, larger and better armored then the existing ones.
- spend the remaining money on fighters for our carriers
- build one army for the last 3M


[X] Using salvage and variants
-[X] Repair all damaged vessels. (79M, 1A)
-[X] Move 2 Armed Merchant Marine ships and the resolute form the 1st naval squadron to from the 3th patrol squadron
-[X] 1x Imperial Guard Infantry 3M
-[X] Construct 2x Arbalest-Class Torpedo Destroyers (74M), to the 1st torpedo squadron
-[X] Hull: Sabre-class Corvette Hull (2 W, 1 D, 1 E (2 Accel Max), 2 U (5M)
-[X] Weapon: Standard Macrocannon Battery MkI (Damage 2, Short Ranged. (2M)
-[X] Weapon: Duet Torpedo Tubes (2M) + 6x "Indignant"-[X]model Torpedo: (Torpedo 3, Accel 4, Maneuver 2) (1M per Torpedo)
-[X] Defense: Haptrix-Pattern Rapid Shields (Shield 2, .5 Armor. (4M)
-[X] Engine: Militarized Engine (Acceleration 2, Maneuver 2, Fuel Efficient) (3M)
-[X] Utility: Repair Deck (2M)
-[X] Utility: Cargo Hold (0M)
-[X] Bridge: Groupsight Combat Bridge (4M)
-[X] Sensors: T-100 Auspex (2M)
-[X] Warp: Merchant (4M)
-[X] LS: Essential (2M)
-[X] Housing: Barracks (1M)
-[X] Retrofit all 3 Escort Carrier's Hangars with 1 Fury Squadron AND 1 Starhawk Bomber Squadron (36M)
-[X] Resolute-A class Corvette(35M, 1A), to the 1st naval squadron
-[X] Sabre-class Hull (2W,1D,1E (Two Acceleration Maximum), 2U. (5M)
-[X] Weapons: 2x Standard Macrocannon Battery MkI (Damage 2, Short Ranged. (4M)
-[X] Defense: Haptrix Rapid Shields (4M)
-[X] Engine: Militarized Engine (Acceleration 2, Maneuver 2, Fuel Efficient) (3M)
-[X] Utility: Cargo Hold (0M), Repair Deck (2M)
-[X] Bridge: Groupsight Combat Bridge (4M)
-[X] Sensors: T-100 (2M)
-[X] Warp: Merchant (4M)
-[X] Life Support: Essential (2M)
-[X] Housing: Barracks (1M)
-[X] Servitor Defense Stations (1M,1A, Housing Add-[X]on)]
-[X] Bulk Hauler Frame Langley 24M for the 1st naval squadron
-[X] Hull: Rebuilt Bulk Hauler (3U,1W,1D,1E,1O)
-[X] Utility: 1x Cargo Hangar w/ Starhawk Bomber Squadron (7M)
-[X] Utility: 1x Cargo Hangar w/ 1 Fury Squadron (7M)
-[X] Utility: 1x Cargo Hangar w/ Arvus Combat Lighters (1M)
-[X] Weapon: Standard Macrocannon Battery MkI (Damage 2, Short Ranged. (2M)
-[X] Defense: Shield 1M
-[X] Omni: Scaffold Armor (Armor 1.5) (2M)
-[X] Engine: Merchant 1M
-[X] Bridge: Merchant (1M)
-[X] Sensors: Sensors: T-100 (2M)
-[X] Life Support: Expansive
-[X] Housing: Barracks
-[X] Warp: Merchant
 
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[X] 2x Armed Merchant Marine (32M), 3rd Patrol Squadron (new)
Do we need obselete ships like this that much? Can't we just build corvettes? Move existing Merchant ships from line fleet to patrol fleet and new build Corvettes to line units and we should become much stronger.

I mean we have 5 Merchant Marines in our line fleets. Which is too much I think. We can to roll them back to patrol fleets to in next 5 turns without hurrying.
 
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