Blood, Sweat, and Tears (WH40k Design Bureau)

A Solid Foundation
Well here's the drydock omake I promised.


To the unaugmented eye, the meeting of the ranking techpriests of Calavar was simply a group of red-robed figures standing in a circle in a room tightly packed with banks of cognitors. However if one possessed the cybernetics to link to the Noosphere, the sacred wireless communication system of the Mechanicus; one would see the figures surrounded by vast streams of data, charts and readouts as they discussed current matters.

"Sub-Magus Argel, your desire towards refitting the purified bulk hauler for active duty as a cruiser equivalent is understandable; but such an endeavor is presently illogical and would have a 73.5157% probability of jeopardizing the current war effort."

Argel did not glare at Torth but it was a near thing, his restrained irritation sending the data-streams buzzing ever so slightly around the group. The Logis had something of a reputation of a bolt-counter and 'buzz-kill' as some of the initiates put it. None could deny that he was extremely effective but none enjoyed him delivering news as 86.964% of the time it revolved around limiting the amount of resources or forge-time one could use since either or both had already been assigned to vital projects.

"Please clarify and expand on this, Logis Torth. The inclusion of a cruiser-class carrier vessel would improve the offensive/defensive capability of the fleet by at least 78.435% due to the much greater ability to bring strike craft to battle. Particularly with our new-found ability to obtain Imperial Navy grade craft from Lexicalum."

"Of course" Torth replied, gesturing to expand and highlight a series of graphs and production output charts. "The primary limitation in such ventures is that Drydock Az-0-BW-sV1 was originally fabricated with the purpose of constructing and maintaining system monitors and light merchant vessels."

"Despite the expansions and enhancements headed by Chief Artisan Artemis Zulu-9-" At this the much more heavily augmented tech-priest nodded in acknowledgement. "-the station still is not equal to even the tertiary-grade escort-classed drydocks utilized by our brethren elsewhere. While the bulk-hauler could be currently converted, it woud require the overwhelming majority of our manufacturing capacity resulting in production of escort-class vessels dropping by 329.74% until completion. During a time when every fighting hull is vital."

Argel disliked the situation. He certainly couldn't deny the Torth's logic even though it was generating a pict-cast that went against his intentions. "And do you have an alternative solution to this issue?"

"Correct" rasped Artemis, joining the conversation for the first time tossing up a large holo-lith of a dry dock. It was similar in scale to Az-0 but far more streamlined and purpose-built, with additional slips and construction centers. "Based on my previous work and the technology levels available at Calavar, this is a drydock design that can be constructed with local materials and expertise while being able to construct escort-class vessels and smaller cruiser-class ships."

"Aid in the final development process, lobby for its construction and in the coming cycles sufficient resources and technology will be set aside for the carrier project." Logis said, collecting the projected data before looking at Argel, awaiting a response.



Dramatis personae:

Sub-Magus Argel: Canon in both sidestory and main story post. Has developed a love for designing ships and really wants his name on the bulk hauler carrier project.

Logis Torth: Badass bureaucrat and number cruncher extraordinar. Some say he keeps track of every bolt, screw and cog that moves through the Calavar workshops and makes Administratum toddies quiver in fear. All we know is he's called Torth.

Artisan Artemis Zulu-9: Isn't from Calavar (explaining the more 'traditional' augment quantity and designs) and was actually 'reassigned to Antarctica' from his old Forgeworld due to inadvertently ticking off somebody higher up the food chain. Main artitect in getting the hodgepdoge of our modded drydock up and running to able to produce military equipment.
 
Last edited:
I like 'War of Hangers' except for the Lance. Attempting to use Ork tech as the basis for anything never ends well.
You know the lance isn't actually based on Ork tech, right? It's 'we have data on other people using lances, so we know what stats we need, so here is our attempt at building something that has those stats'. It's ion based both because I like the picture of lightning beams, because I was playing sword of the stars recently and there are lightning beams in that game, and as a minor callout to Tau Ion Weapons.

We don't even have any captured samples of ork lances to study, so it can't be directly based on ork tech.
 
Last edited:
We don't even have any captured samples of ork lances to study, so it can't be directly based on ork tech.
'Thunderclap' Pattern Ionic Particle Lance: With data from sensory intake about both Orkish 'Zap' Weapons and the recently witnessed deployment of a proper lance weapon by Bagalog loyal forces available as a guide, preliminary plans for a high impact particle projection/accelerator array with a scale usable in naval combat have now been drawn up. Utilizing magnetic containment and acceleration upon the ionized particles for both guidance and velocity, the 'Thunderclap' Pattern lance weapon should, if the projections prove correct, provide valuable and high intensity long ranged firepower projection.
Sensor data about the Ork 'Zap' weapons is used to help design it. Also we have a bunch of Ork zappa weapons:
Ork Power Fields and Zzappas (? but you have them)
 
That worry would be warranted if we were using Ork made parts to build the things, or taking their Zappas to produce the schematics. The thing is? We're not doing that.
I was under the impression that even scanning Ork stuff and/or the results of Ork tech tended to give divide by zero/the cake is a lie results.
 
Also we have a bunch of Ork zappa weapons
...Ok, I forget we had those. As the designer of the lightning lance though, I can assure you I didn't write that up intending them to actually be directly based on ork weaponry.

Long term wise, I'd 100% not mind poking a bit at ork tech, for as much as that might explode they do have some really bonkers stuff, but I wouldn't do that right now because we need stuff we can use right now.

I am probably going to want to, er 'this totally fell off a space hulk' some Xenos weapons sometime soon though. The laser weapons we've gotten samples of could be pretty useful as a basis for a laser type macrocannon battery, and I like how they also give some PD rating, while their plasma warheads could be useful for making 'lol now that ship is on fire' type weapons.

Edit :
I was under the impression that even scanning Ork stuff and/or the results of Ork tech tended to give divide by zero/the cake is a lie results.
Not really/Kinda/It depends?

Because it really depends on which item you're looking at. A gun full of bolts that functions purely off of belief that it's a gun isn't going to give you anything useful, but stuff like 'ok, a zap cannon does this effect' is perfectly usable as 'ok, we need to do at least this much energy in the stream or it will be worse then the infamously shitty ork lances and we can not have that, can we?' type stuff.

But the big thing about ork tech is that, well, it's not consistent at all. There's gonna be items that work purely off belief, and those will be useless, and there's going to be items that work kinda off belief but also have solid engineering behind them, and those can be useful... as long as you make sure you didn't take any of the stuff that works off of belief with the actual solid design principles behind said stuff.

(and if we get real unlucky, they're going to end up with items that use science more advanced then we can understand, but if we get a mek boss of that level around we're likely gonna be screwed anyway.)
 
Last edited:
*Calavar.

More or less accurate. +1 to the next drydock/infrastructure project.

I was under the impression that even scanning Ork stuff and/or the results of Ork tech tended to give divide by zero/the cake is a lie results.
It's iffy. For one, Ork stuff is about fifty percent modified stolen stuff so a lot of it ends up being Imperial weaponry recombined in dumb ways. On the other hand when you get a highly charged psychic field you can get things like that where there is a level of reality warping enabling the weapon to function at all.
 
It's iffy. For one, Ork stuff is about fifty percent modified stolen stuff so a lot of it ends up being Imperial weaponry recombined in dumb ways. On the other hand when you get a highly charged psychic field you can get things like that where there is a level of reality warping enabling the weapon to function at all.
Like that one looted Leman Russ tank that kept having to be taken down, and when investigated to see what was powering the thing there was just a drawing of an engine going 'vroom vroom'.
 
Last edited:
Note that orks actually, even without looted shit, tend to have 'better' (for certain forms of better) then imperium tech in a few areas, which is primarily seen in force field based shenanigans. But as likely to explode as stuff like Pulsa Rockets, Lifta-Droppers, Bubblechuckas, and Shokk Attack Gun tend to be, they also showcase stuff that the Imperium generally doesn't have equivalent abilities in. Whatever the issues with ork tech, and there's certainly issues with ork tech, they do have stuff like a Traktor Kannon which literally uses tractor beams to snag onto flying stuff and slap them into the ground whereas the Imperium doesn't actually have any tractor beams at all, or at least that I can remember being mentioned.

Or take the Tellyport Blasta, which is an infantry portable (for versions of infantry that include a big mek in power armor) Teleport Gib Gun. Which is just bonkers for the setting, and only 50% of that bonkersness is the traditional ork 'oopsies' value.

There's at least a few canon examples of ork tech that make the admech go 'WTF how the hell does that work' where they're not talking about shoddy construction values at all.

And then there's always the Beast, and any primordial pre-imperium predecessors he might have had, whom canonically gives top-tier ork technology the inclusion of little things like Attack Moons and 'time to turn an entire planet into a mobile battlestation, boys'.
 
Note that orks actually, even without looted shit, tend to have 'better' (for certain forms of better) then imperium tech in a few areas, which is primarily seen in force field based shenanigans. But as likely to explode as stuff like Pulsa Rockets, Lifta-Droppers, Bubblechuckas, and Shokk Attack Gun tend to be, they also showcase stuff that the Imperium generally doesn't have equivalent abilities in. Whatever the issues with ork tech, and there's certainly issues with ork tech, they do have stuff like a Traktor Kannon which literally uses tractor beams to snag onto flying stuff and slap them into the ground whereas the Imperium doesn't actually have any tractor beams at all, or at least that I can remember being mentioned.

Or take the Tellyport Blasta, which is an infantry portable (for versions of infantry that include a big mek in power armor) Teleport Gib Gun. Which is just bonkers for the setting, and only 50% of that bonkersness is the traditional ork 'oopsies' value.
In general, Ork tech is traditionally surprisingly good in the areas of gravity manipulation, energy shielding, and teleportation, yeah. With a secondary point of quality in cybernetics.

In this version of the setting the Krork took that up to 11, and more developed Orks could get pretty good at it. Remember what I said about them reverse-engineering that relic grav-gun?
And then there's always the Beast, and any primordial pre-imperium predecessors he might have had, whom canonically gives top-tier ork technology the inclusion of little things like Attack Moons and 'time to turn an entire planet into a mobile battlestation, boys'.
Attack Moons and a whole bunch of other stuff, including the Webway-tier semi-Warp travel dimension of Subspace, for when you need to bypass those pesky Warp Storms and Mandeville Points.
 
Inserted tally
Adhoc vote count started by Sir_Travelsalot on May 5, 2020 at 8:08 PM, finished with 60 posts and 7 votes.

  • [X] Plan the War of Hangers
    -[X] War Hawk-class Frigate Hull: As the Crusade grinds ever forward, a more advanced breed of warship is called for to bring death to the enemies of Humanity. Using lessons gleaned from the Sabre-class hull as well as examining the wreck of the looted Cobra Destroyer, a hull pattern deemed suitable for frigates has been devised. It shall have 3 Weapon, 2 Defense, 1 Engine and 2 Utility modules.
    -[X] 'Thunderclap' Pattern Ionic Particle Lance: With data from sensory intake about both Orkish 'Zap' Weapons and the recently witnessed deployment of a proper lance weapon by Bagalog loyal forces available as a guide, preliminary plans for a high impact particle projection/accelerator array with a scale usable in naval combat have now been drawn up. Utilizing magnetic containment and acceleration upon the ionized particles for both guidance and velocity, the 'Thunderclap' Pattern lance weapon should, if the projections prove correct, provide valuable and high intensity long ranged firepower projection.
    -[X] Sabre Reinforcement: With lessons learned from the battles and toil of the crusade, certain figures have decided that versatility is less important then defense. As such, a redesign of the Sabre Hull is undertaken, sacrificing component space for utility purposes in return for superior ability to mount defensive gear, as well as a reinforcement of the spine to enable it to reach speeds it can not currently reach without being broken into multiple pieces.
    -[X] 'Cove' Pattern Military Hanger
    -[X] Dry Dock Upgrade: With the amount of battlefronts that are projected to open as the Crusade progresses, eyes have turned to address the inevitable production bottlenecks that would be caused by current drydock facilities becoming insufficient. The superstructure is reinforced and expanded upon, with additional plasma generators and life support installed. Schematics adapted from the scaffold armor design are used to produce additional berths that will shield the shipbuilders from micrometeorite impacts and cosmic radiation.
    -[X] (Study the Cobra wreck, and commit to building 2 Castigation-class Torpedo Corvettes for +1 Design Action)
    [X] Plan Big Guns, Hangers, and Repair Docks
    -[X] Dry Dock Upgrade: With the amount of battlefronts that are projected to open as the Crusade progresses, eyes have turned to address the inevitable production bottlenecks that would be caused by current drydock facilities becoming insufficient. The superstructure is reinforced and expanded upon, with additional plasma generators and life support installed. Schematics adapted from the scaffold armor design are used to produce additional berths that will shield the shipbuilders from micrometeorite impacts and cosmic radiation.
    -[X] Mace Class Frigate Hull
    -[X] 'Thunderclap' Pattern Ionic Particle Lance: With data from sensory intake about both Orkish 'Zap' Weapons and the recently witnessed deployment of a proper lance weapon by Bagalog loyal forces available as a guide, preliminary plans for a high impact particle projection/accelerator array with a scale usable in naval combat have now been drawn up. Utilizing magnetic containment and acceleration upon the ionized particles for both guidance and velocity, the 'Thunderclap' Pattern lance weapon should, if the projections prove correct, provide valuable and high intensity long ranged firepower projection.
    -[X] 'Cove' Pattern Military Hanger
    -[X] Field Extendable Repair Dock
    -[X] (Study the Cobra wreck, and commit to building 2 Castigation-class Torpedo Corvettes for +1 Design Action)
 
New anthem of Bailafax. Mostly.
Which version of the setting do you mean here? I don't remember Linty doing that in this quest and it's not ringing any bells for me.
He's referring to my preference of the War of the Krork continuity over canon choices (Primaris Marines versus Aegis Marines, for example). I think.

As of this point in the timeline there is very little or no difference though.
 
Though the next design phase we probably want to use the Imperial macrocannons to try and improve our own.
[Standard Macrocannon Battery MkI: The refined version of the previous defense guns, these weapons were an iterative development for improved power. In recognition of the manufacturing bottlenecks of the time this model makes limited use of advanced systems and instead relies on direct human supervision for troubleshooting and maintenance. Damage 2, Short Ranged. (2M)]
Compared to:
2x IN Macrocannons (Damage 3 with available shells, Medium Range)(4M,1A)
Yes, they're more expensive but do more damage even with the same shells and have medium range compared to our short.
 
We've several potential paths for upgrading our Macrocannons. Personally I'd like to do the Plasma Shells next turn, because if they do function as an add on that means we can upgrade all our current combat ships with them without loosing them to a major refit for a turn, but it could well be worth doing a new right up macrocannon design as well for new builds.

Though if we design a full up new cannon next turn I'm more inclined to make it laser based so we can use our examples of the xenos laser batteries as a guide. Those are lower tech then proper naval gear, but it would still be an upgrade and it'd be a lot easier then trying to imitate naval class gear.

Could be worth doing both the laser battery and the shells, the shells to upgrade our old ships and the laser battery for the new ships? Or mix laser and shell depending on what special traits they end up with.
 
We've several potential paths for upgrading our Macrocannons. Personally I'd like to do the Plasma Shells next turn, because if they do function as an add on that means we can upgrade all our current combat ships with them without loosing them to a major refit for a turn, but it could well be worth doing a new right up macrocannon design as well for new builds.
That would increase damage sure but there is something inherantly better about the IN guns that give them better range and damage with the same shells as ours. So the improvements are in the cannons themselves.
Though if we design a full up new cannon next turn I'm more inclined to make it laser based so we can use our examples of the xenos laser batteries as a guide. Those are lower tech then proper naval gear, but it would still be an upgrade and it'd be a lot easier then trying to imitate naval class gear.

Could be worth doing both the laser battery and the shells, the shells to upgrade our old ships and the laser battery for the new ships? Or mix laser and shell depending on what special traits they end up with.
Possible. It just depends on how much energy a laser battery would take compared to conventional macrocannons. Depending on how much juice they draw, RoF might suffer until we get better ships.
 
That would increase damage sure but there is something inherantly better about the IN guns that give them better range and damage with the same shells as ours. So the improvements are in the cannons themselves.

Possible. It just depends on how much energy a laser battery would take compared to conventional macrocannons. Depending on how much juice they draw, RoF might suffer until we get better ships.
We could pair the laser batteries with a Utility module that gives the ship more capacitors exclusively for the purpose of supporting the onboard energy weapons. Or something to that effect.
 
We could pair the laser batteries with a Utility module that gives the ship more capacitors exclusively for the purpose of supporting the onboard energy weapons. Or something to that effect.
Decent stop-gap but improving reactors and other inherent systems is something we going to want to do as MC capacity gets to 'we can build cruisers without breaking the bank' levels.
 
Possible. It just depends on how much energy a laser battery would take compared to conventional macrocannons. Depending on how much juice they draw, RoF might suffer until we get better ships.
If a ship can power a Lance, it can power an energy type battery. Unless we start using super exotic particle cannons or mega-concentrated plasma or other fancy technobabble.
 
Back
Top