Blood, Sweat, and Tears (WH40k Design Bureau)

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
Does this mean we can build one of these and only have to pay for the empty slots?
 
[X] Plan Linebreaker
-[X] Repair all damaged vessels. (79M, 1A)
-[X] 9x Refit - Add Servitor Defense Stations to all surviving ships of the 2nd Naval Squadron and the 3rd Naval Squadron. (9M, 9A)
-[X] Create 3x Imperial Guard Infantry Armies. (9M)
-[X] Create 2x Infantry Army (4M)
-[X] 1x Resolute-A-class Corvette (29M), 3rd Patrol Squadron (new)
-[X] 1x Resolute-A-class Corvette (29M), 1rd Naval Squadron
-[X] 1x Resolute-A-class Corvette (29M), 2rd Naval Squadron
Resolute-A class Corvette, (Total: 33M, 1A) joins the 1st naval squadron
-Sabre-class Hull (2W,1D,1E (Two Acceleration Maximum), 2U. (5M)
-Weapons: 2x Standard Macrocannon Battery MkI (4M)
-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)]
- Infantry Army (2M)
-[X] Refit the CVL-1 The Causeway with 1x Starhawk Bomber Squadron and 1x Fury Interceptor Squadron (12M)
-[X] 1x Castigation-Class Torpedo Corvette (35M), 1st Naval Squadron
- 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] Move 2 Merchant Marine from 1st Naval Squadron to 3rd Patrol Squadron

235 M total. Armies is a bit more than what everybody seem to do but I think we will need them and I had some leftover after I done everything I want to do.

I am solidly moving to Gunner classes here because it is plain better than our Resolutes. Also only single torpido boat at this time. Because while I agree that we need to split them to their own squad I simply think trying to build 2-3 of those at the same time is not a good idea. Our line units needs line ships before torpidos. Next turn when we build our 2nd torpido ship we can split them up.

As I moved 2 Merchant Marine to patrol and replaced them with a Gunner Resolute-A and a Castigation. Essentially 1 Naval Squadron is full of warships a linebreaker if you will. I will move Castigation next turn and replace that with another Gunner. But this turn it is good looking.
 
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I am solidly moving to Gunner classes here because it is plain better than our Resolutes. Also only single torpido boat at this time. Because while I agree that we need to split them to their own squad I simply think trying to build 2-3 of those at the same time is not a good idea. Our line units needs line ships before torpidos. Next turn when we build our 2nd torpido ship we can split them up.
We only have enough salvaged guns to make one of them.
 
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.
Because they're cheap and we need a metric crapton of garrison ships. It's that simple, we can't put purely militarized vessels in our fleets because they're just too expensive at this juncture. We might like to phase them out at some point but it's just too soon.
 
Because they're cheap and we need a metric crapton of garrison ships. It's that simple, we can't put purely militarized vessels in our fleets because they're just too expensive at this juncture. We might like to phase them out at some point but it's just too soon.
I dunno, As long as we don't try to sprint for Torpido boats we can start rolling them back. My plan already has existing Merchant ships to patrol. And we have enough production to build 4 warships even 5 if we hadn't had to repair work. That is good enough to start rolling back the Mercants.

We are already seeing our rivals rolling out warships. I think it is time to start moving in that direction as well.
 
Because they're cheap and we need a metric crapton of garrison ships. It's that simple, we can't put purely militarized vessels in our fleets because they're just too expensive at this juncture. We might like to phase them out at some point but it's just too soon.
the current Armed Merchant Marine are even outdated for merchant ships for 1M more you can add guns to them that do double damage, and for 1M more sensors so they can hit during battles and our current Escort Carrier only cost 2M more.
 
We really should re-equip our carriers with actual strike craft, like really,really good idea that.
Didn`t notice that most plans featured this.
 
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Updated my plan replace a corvette with a new carrier using the salvaged bulk freigter Frame:
Bulk Hauler Frame - Langley 33M for the 1st naval squadron
-Hull: Rebuilt Bulk Hauler (3U,1W,1D,1E,1O)
-Utility: 2x Cargo Hangar w/ Starhawk Bomber Squadron (16M)
-Utility: 1x Cargo Hangar w/ 1 Fury Squadron (8M)
-Weapon: Standard Macrocannon Battery MkI (Damage 2, Short Ranged. (2M)
-Defense: Locked to Shield
-Omni: Scaffold Armor (Armor 1.5) (2M)
-Engine: Locked to Merchant
-Bridge: Merchant (1M)
-Sensors: Sensors: T-100 (2M)
-Life Support: Expansive
-Housing: Barracks
-Warp: Merchant
 
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Updated my plan replace a corvette with a new carrier using the salvaged bulk freigter Frame:
Bulk Hauler Frame - Lexington 33M for the 1st naval squadron
-Hull: Rebuilt Bulk Hauler (3U,1W,1D,1E,1O)
-Utility: 2x Cargo Hangar w/ Starhawk Bomber Squadron (16M)
-Utility: 1x Cargo Hangar w/ 1 Fury Squadron (8M)
-Weapon: Standard Macrocannon Battery MkI (Damage 2, Short Ranged. (2M)
-Defense: Locked to Shield
-Omni: Scaffold Armor (Armor 1.5) (2M)
-Engine: Locked to Merchant
-Bridge: Merchant (1M)
-Sensors: Sensors: T-100 (2M)
-Life Support: Expansive
-Housing: Barracks
-Warp: Merchant
Could I persuade you to call it Langley instead? It IS going to be a carrier that's been converted from a bulk cargo ship...
 
's in my plan, 1 Starhawk Squadron and 1 Fury Squadron for each of our carriers. Only costs 36M to do it.
Yeah, I cribbed that for my plan although not wholesale yet. If you guys think it is more important I can shift my plan to that.

I was thinking we can build Bulk Hauler next turn tough and I was thinking more of fleet tender than pure carrier..

We need line ships at the moment how ever so it should wait methinks.
 
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We need line ships at the moment how ever so it should wait methinks.
As 2/3 of its cost are in the fighters and bombers you can build it now with Arvus Combat Lighters freed up from upgrading the carriers and buy the bombers/fighters for it next turn if you want more line ships.
It is only 12M that way and has 1/2 the guns of a corvette while being heavier armored.
 
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
You need to pay the mounting/repair costs on the IN Macrocannons.

The Imperial fighters you picked up are not quite functional, due to being Looted, shot down, or disassembled.
Does this mean we can build one of these and only have to pay for the empty slots?
Yes, although... This one I'll give as a freebie because it's salvage, but a Cruiser, due to it's larger size, is going to cost more for the Essential Systems and have some rules regarding Engine strength.

Speaking of which, your design has no Engine nor a Shield. "Locked" means that the hull is already built to accept that, not that it still has it.

We really should re-equip our arriers with actual strike craft, like really,really good idea that.

This has indeed been a problem in your Navy, although Furies and Starhawks are not built to do atmospheric combat.
 
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Inserted tally to get all plans thus far on the same page.
Adhoc vote count started by Sir_Travelsalot on Apr 29, 2020 at 10:49 AM, finished with 36 posts and 4 votes.

  • [X] Defenses, Anti-Boarding, and Torpedoes.
    -[X] Create 2x Imperial Guard Infantry Armies. (6M)
    -[X] Repair all damaged vessels. (79M, 1A)
    -[X] 9x Refit - Add Servitor Defense Stations to all surviving ships of the 2nd Naval Squadron and the 3rd Naval Squadron. (9M, 9A)
    -[X] 2x Armed Merchant Marine (32M), 3rd Patrol Squadron (new)
    -[X] 1x Resolute-class Corvette (26M), 3rd Patrol Squadron (new)
    -[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)
    [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
    -[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)
    [X] Using salvage and variants
    [X] Plan Linebreaker
    -[X] Repair all damaged vessels. (79M, 1A)
    -[X] 9x Refit - Add Servitor Defense Stations to all surviving ships of the 2nd Naval Squadron and the 3rd Naval Squadron. (9M, 9A)
    -[X] Create 3x Imperial Guard Infantry Armies. (9M)
    -[X] Create 2x Infantry Army (4M)
    -[X] 1x Resolute-A-class Corvette (29M), 3rd Patrol Squadron (new)
    -[X] 1x Resolute-A-class Corvette (29M), 1rd Naval Squadron
    -[X] 1x Resolute-A-class Corvette (29M), 2rd Naval Squadron
    -[X] Refit the CVL-1 The Causeway with 1x Starhawk Bomber Squadron and 1x Fury Interceptor Squadron (12M)
    -[X] 1x Castigation-Class Torpedo Corvette (35M), 1st Naval Squadron
    -[X] Move 2 Merchant Marine from 1st Naval Squadron to 3rd Patrol Squadron
 
Looks great, but I'm pretty sure there were multiple smaller bells.
There are multiple smaller bells with the new engines, but I'm fairly certain there were was only a single bell on the original Resolute. Even things like Swords only have the two bells after all.
That was my plan until i actually drew the thing by the time i realized "Wait aint there supposed to be more than one?" id alredy drawn only one. Then i looked at it and decided to stick with it, my rationale is that its easier to maintain one large engine bell as opposed to multiple smaller ones due to (relatively) simpler construction. When we get ships with better engines ill make the bells longer,change the coloration and add smaller secondary ones.

E-Im working on the Scorn but i have a test in 15min so im going to have to continue it later.
 
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[X] Defenses, Anti-Boarding, and Torpedoes.

I think we most need the additional ships at this junction.
That was my plan until i actually drew the thing by the time i realized "Wait aint there supposed to be more than one?" id alredy drawn only one. Then i looked at it and decided to stick with it, my rationale is that its easier to maintain one large engine bell as opposed to multiple smaller ones due to (relatively) simpler construction. When we get ships with better engines ill make the bells longer,change the coloration and add smaller secondary ones.
Yeah makes sense. Like I said, if we create larger ships or use the new engines then it'll be time for multiple bells.
 
-[X] 2x Armed Merchant Marine (32M), 3rd Patrol Squadron (new)
You can build this instead of one of those if you want a lot of ships:
Bulk Hauler Frame Langley 15M
Hull: Rebuilt Bulk Hauler (3U,1W,1D,1E,1O)
Utility: 3x Cargo Hangar w/ Arvus Combat Lighters (6M)
Weapon: Standard Macrocannon Battery MkI (Damage 2, Short Ranged. (2M)
Defense: Shield 1M
Omni: Scaffold Armor (Armor 1.5) (2M)
Engine: Merchant 1M
Bridge: Merchant (1M)
Sensors: Sensors: T-100 (2M)
Life Support: Expansive
Housing: Barracks
Warp: Merchant
 
You can build this instead of one of those if you want a lot of ships:
While turning that hulk into a heavy carrier appeals, if I do so it'll so it can anchor a carrier unit. It's our only non-escort grade hull we have available right now, and even if we don't have the stuff to put it into full use yet sending it over to the garrison unit would be a waste.

I was thinking we can build Bulk Hauler next turn tough and I was thinking more of fleet tender than pure carrier..
Or as this if we upgrade the repair deck to be able to repair other vessels or suchlike.

Either way, I'm hoping we can start building up the fourth naval squadron next turn with the recovered macrocannons, lance, the bulk carrier instead of a merchant frame escort carrier, and then some more normal Resolutes if we can afford them, so I don't want to use that hull up this turn, nor the other scavenged gear.

Personally instead of the Gunner Class I'd prefer to make a version that has one imperial guard macrocannon and one normal macrocannon to prevent overkilling our normal opposition as much as two of them on the same vessel would do, then another ship for the Lance, then the bulk carrier, which would be four ships there and if we can fit another Resolute in that'd be another five ship Squadron. Depending on budget we could even add in the two 'traditional' cheaper merchant ships as well (though with the new armor rather then the old armor) for bulk and get a heavy naval squadron for facepunching while our other ones can do more support duties maybe?

Though that'll depend on what we design next and what new crisis flares up by then anyway, so it can't be too solid a plan until we see that stuff.

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.
As was said before price concerns keep us from being able to casually roll them out of our line units as of now. We're still going to be building them the next few turns because we have too many fires and not enough money. As well, our Corvettes only have one defensive slot, so our armed merchant ships are actually better defended then they are right now. They're not the best possible, but if we could always build the best possible we'd be in a far better situation then we're currently in, and they yet and will yet serve to bulk out our numbers both for patrol and for line combat.

Adding new ships to the line units is a good goal, but I think stripping the line units at the same time isn't worth the cheaper garrision units when we could have larger and stronger line units instead. Given that our enemies are escalating almost as fast, or faster, then we are even when they're not orks and all that.
 
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