[ ] Cobra Hull Reconstruction Project : Torpedoes have repeatedly proven to be a very effective weapon for the crusade, and we're currently disassembling one of the Imperial Navy's choice torpedo hulls. Some people have seen a connection between these two facts, and are now supporting an attempt to, by using data gained from the Harvest Day, gain the schematics and other information needed to produce Cobra class craft of our own. [1 Weapon Slot, 1 Weapon Slot (Torpedoes only, Expanded Magazine), 1 Defense Slot (Reinforced, Armor Only), 1 Defense Slot, 1 Engine Slot.]
It would be an extremely bootleg Cobra, because even if we have the design we'd lack the components that go into the thing. But yes, this wouldn't be a bad idea.
Space Hulks seem to range from 5km long gaints that have a atmospere of their own to three cargo haulers fused together. Do we know how large the space hulk near Calavar is?
It would be an extremely bootleg Cobra, because even if we have the design we'd lack the components that go into the thing. But yes, this wouldn't be a bad idea.
In all honesty the basic premises behind the idea was 'if we are planning on reincarnating the Harvest Day as a new ship, and we are taking apart a Cobra anyway, why not just learn from that and make our own Cobra?'.
Then we really should deploy a army to it, if we can tow it to our yard we can get a lot of salvage out of it and as space hulks are ships crushed together and this one only includes a single military ship sending just the auxiliary squadron with a army should be enough. Allowing it to float in the area is a risk if it contains orcs it might appear over one of our worlds next turn leading to an invasion.
All of the plans extend us out that far, and why are you assuming Warp Storms are just going to happen out of nowhere? It's 60 LY, that's nothing for 40k FTL, it's practically adjacent to us. We're in a very densely packed area of space, although by the lack of major Forge and Hive worlds what it's packed with is mostly irrelevant fluff.
I resent the truth of this remark (even if it was on purpose).
Although as you've seen the older part of the Subsector is not quite as fallen as it first appeared and has those sorts of locations. You'll just need to get to the point to start digging into it.
On the small side, as most of those that have begun appearing tend to be. Four or so kilometers on a side, with rock and mostly recognizable civilian ships forming the bulk of the mass with a military stern sticking out of it like it accidentally rammed the thing when it appeared in front of it.
The thing is what I want out of the project is better armor alloys and shipbuilding materials in general. Because while escorts and so on might be possible to build given our current 'grade' of materials, it's most likely going to be a lot harder as we go bigger.
This sort of general improvement project would not only give us tougher ships in general but might help with developing larger vessels.
That statement kinda looks like you either meant to quote someone else or quote a different statement of mine, because I'm not sure why 'do not take a bad roll as an excuse to shut down research of new stuff' is being counter-responded to with 'hey we need better armor and hull stuff'.
That statement kinda looks like you either meant to quote someone else or quote a different statement of mine, because I'm not sure why 'do not take a bad roll as an excuse to shut down research of new stuff' is being counter-responded to with 'hey we need better armor and hull stuff'.
Could be. It was rather late at night when I wrote that.
Still let's look at the things on our 'to be studied' list along with what bonuses we have available.
These are the things that come to mind.
1. War Hawk-class Heavy Frigate 1.5: We need to iron out the bugs on this thing.
2. Disruptor weapons/thermal lances/generic lances: We've started the research but our current version isn't worth putting on ships.
3. Strike craft. The Lord Admiral pointed out that we might be better off designing native strike craft instead of always relying on Lexicalum.
4. Better hull/armor materials. Improve our ship's durability (and thus lower repair costs).
5. Macrocannons 1.5/plasma shells: The former pulls off the IN samples we have to improve range and damage output. The latter would increase damage a good deal.
The last is open. Could use it for Essential Components, a dedicated ship pattern etc.
+2 bonus to designing a Light Cruiser.
+1 to next new Hull type
+2 bonus to building a dedicated Torpedo hull
+1 to next Strike Craft project
+2 from having Imperial fighters on hand
+1 to next Fighter design
+1 to the next boarding component
+1 to next Adamantium project (-4 difficulty modifier)
+1 to next Cogitator focused project
+1 to next plasma drive
+1 to next plasma weapon design
If we want to design fighters, we'll have a +4 to add while torpedo boats get a +3.
Could be. It was rather late at night when I wrote that.
Still let's look at the things on our 'to be studied' list along with what bonuses we have available.
These are the things that come to mind.
1. War Hawk-class Heavy Frigate 1.5: We need to iron out the bugs on this thing.
2. Disruptor weapons/thermal lances/generic lances: We've started the research but our current version isn't worth putting on ships.
3. Strike craft. The Lord Admiral pointed out that we might be better off designing native strike craft instead of always relying on Lexicalum.
4. Better hull/armor materials. Improve our ship's durability (and thus lower repair costs).
5. Macrocannons 1.5/plasma shells: The former pulls off the IN samples we have to improve range and damage output. The latter would increase damage a good deal.
The last is open. Could use it for Essential Components, a dedicated ship pattern etc.
+2 bonus to designing a Light Cruiser.
+1 to next new Hull type
+2 bonus to building a dedicated Torpedo hull
+1 to next Strike Craft project
+2 from having Imperial fighters on hand
+1 to next Fighter design
+1 to the next boarding component
+1 to next Adamantium project (-4 difficulty modifier)
+1 to next Cogitator focused project
+1 to next plasma drive
+1 to next plasma weapon design
If we want to design fighters, we'll have a +4 to add while torpedo boats get a +3.
we have a lot of armed merchant men that only deal 1 damage, even the guns on our torpedo craft do at least twice that(they have a better bridge and sensors) so we should start refitting those soon.
What in particular? Because the Fury itself is pretty dead simple: fairly well armored, decent range and speed while being armed with a bunch of lascannons.
What in particular? Because the Fury itself is pretty dead simple: fairly well armored, decent range and speed while being armed with a bunch of lascannons.
Well, the thing that makes better interceptor craft is speed and maneuverability. The idea I had in mind would (dice willing) improve on that. Because if you read up on the Fury, it actually turns out to have quite a lot of space to spare, enough that each one comes with full sleeping berths, toilet etc. Basically, use up more of the space to have bigger engines, possibly a Void shield of their own, and make the crew more resistant to high-G maneuvers.
Barring all that, strikecraft we can make ourselves would be nice to have by default.
Well, the thing that makes better interceptor craft is speed and maneuverability. The idea I had in mind would (dice willing) improve on that. Because if you read up on the Fury, it actually turns out to have quite a lot of space to spare, enough that each one comes with full sleeping berths, toilet etc. Basically, use up more of the space to have bigger engines, possibly a Void shield of their own, and make the crew more resistant to high-G maneuvers.
Barring all that, strikecraft we can make ourselves would be nice to have by default.
I mean if you're willing to lose most of your strike craft's range, sure? Then we're back to the current setup where they're more floating PD than offensive units though.
I mean if you're willing to lose most of your strike craft's range, sure? Then we're back to the current setup where they're more floating PD than offensive units though.
Yeah due to them sometimes being used for (relatively) long term scouting missions form what I understand. And it does that time to get from one ship to another in the (rather large) distances of space. I mean even the space shuttle had a toilet and they travel far shorter distances then what the Fury has to.
Well if we want better maneuverability on the fighter, we'd want more veneer thrusters not bigger engines. For the void shield, apparently some patterns have them so it'l be a question to the dice if we can make shields that compact.
Yeah due to them sometimes being used for (relatively) long term scouting missions form what I understand. And it does that time to get from one ship to another in the (rather large) distances of space. I mean even the space shuttle had a toilet and they travel far shorter distances then what the Fury has to.
I do suggest we remember that we don't actually have blueprints for the Fury/Starhawk and trying to reverse engineer them without conclusively bribing Lexicalum first is going to get Lexicalum all mad at us before we start drawing up plans to make Fury+ Strikecraft.
Anyway, if we want strike craft, i do have a write up for people to consider.
Wasp Strike Fighter : With recent combat including performance data from both Fury and Starhawk Squadrons, home grown combat craft, and heretic converted civilian strike craft, as well as orkinoid crafted fighter-bombers, it has been decided to try once more to design a new form of strike craft for Calavar. Unlike former efforts the new 'Wasp' class craft are not based a on converted civilian hull, but instead designed from ground up to meet the projected performance needs of a dedicated space combat parasite, using heavy laser projectors and light plasma armaments derived from the collection of superheavy plasma weaponry retrieved from the orks to be a proper threat to other small craft. As well, attachments based on the external hardpoints for mission packages that the Arvus Combat Lighter possesses are included to enable the Wasp to carry short ranged unrotated projectiles based on the Indigent class Torpedo to allow properly equipped Wasps to damage, at least somewhat, enemy naval assets.
(Intended Statline - Fighter 1 or 2, Bomber 1)
And yes I know the Fury and Starhawks are both a lot better, but for our first proper carrier smallcraft I don't want to aim for large numbers.
What specifically do you want to iron out? Because I expect fixing the speed debuff would be easier if we just made a new heavy frigate unless we want to sacrifice some components, given the information we have on such redesigns, and until this it does seem like a serviceable heavy (relatively) combatant.
True.
Step one would be 'let's get the ability to build Furies (and Starhawk bombers if we can)' locally. Step two would be working on any potential improvements.
What specifically do you want to iron out? Because I expect fixing the speed debuff would be easier if we just made a new heavy frigate unless we want to sacrifice some components, given the information we have on such redesigns, and until this it does seem like a serviceable heavy (relatively) combatant.
With the success of the Resolutes their limitations became known, and so a heavier warship was developed to increase durability and capability for open fleet battles. This early pattern was not favored by it's commanders and crew due to limited power shared between systems and an inefficient internal layout. (3W,2D,1E(-.5A,M),1U. 9M)]
Fair enough, though personally I believe we've got enough other stuff that could use a design action I don't see fixing that as being currently urgent.
Fair enough, though personally I believe we've got enough other stuff that could use a design action I don't see fixing that as being currently urgent.