Blood, Sweat, and Tears (WH40k Design Bureau)

Any chance you would be willing to support a design action plan that includes 'reverse engineer the bulk hauler so we can produce our own copies' this turn? We could use more then one of those if we want a heavy carrier element.
I do not think we can afford to build two, looking at the cost of the example cruiser in the tech infopost it would cost about 50M more(40M for parts we get for free for this one/8M for better engines).
so two would be around 200M and we need some transports, expand our armies, continue work on the drydock and some defenses for the hive world.
This depends on if we need to pay the full cost in the round we start them or just what we build that turn.
 
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The Aegis of Hatred took a hit to her port side, gouging into the gun equipment on that side.
Aegis Immortal, rather. Although Aegis of Hatred is also a rather good name.
I will admit that one reason i am not very sympathetic to them is that they've yet to be shown on screen doing essentially anything besides bullying some locals into giving them supplies. They have to be doing something because they are taking combat damage, but they've not really been noted to be doing anything which makes me wonder where they're actually patrolling to get said combat damage.
We could have better realized this if we took a closer look at the lore, funnily enough. Rear Admiral is an administration and logistics position rather than a combat one, so we're dealing with a REMF in charge. No wonder they're like this.
....So, Does anybody here remember the Calamity class from Deus ex Mechanicus? What do you think that would look like under this system?
It would be a Battlecruiser Hull that specializes the Engines for superior burst acceleration and has a benefit for the overall hull to increase "HP" and limit critical hits from its internal armoring. However, it would sacrifice the traditional prow weapon slot to accomplish this, meaning the only thing firing forward would be the dorsal turrets. The actual Calamity itself would have IN-grade equipment and mount solid-shot Macro-Batteries on both the dorsal turrets and both broadside slots, sacrificing range for damage compared to the plasma macros of its cousin the Overlord.
 
(Light Cruiser Hull) Martinet-class Hull: The first Calavan foray into the design of Light Cruisers, the Martinet takes much of its design elements from the purified bulk hauler captured in the initial reclamation of Bailafax. But where the heretics had simply battered the civilian hull into serviceable form, the Martinet has been streamlined and built from a foundation for warships. The slapdash strikecraft housing is converted into proper broadside hangars, while the prow mount is reserved for a Lance. The remaining internal space is converted into room for defensive modules, with space given to ensure that the strong points of the superstructure are prepared for the mounting of armor plating. (2W total, 1 Broadside(Hangar) & 1 Prow(Lance), 3D (1 locked to Armor), 1E)
 
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Is it just me or does anyone else wanna call the Imperial Rear Admiral out for his Cowardice?

Seriously. He's sitting on multiple squadron's of Sword, Firestorm, and Claymore's with a frickin Lunar in dock, when there is nothing bigger than a Frigate in the entire subsector outside the Ork Waaagh's

He could probably have cleared out any number of traitor's, heretics, xeno's, and worse if he'd gotten up off his ass and did his Job, but instead decided to sit and hide in an out of the way outpost and twiddle his thumbs.

I want to get the Sister Superior here, alongside a few squads of Sororitas, and have this idiot declared a Coward. The Lativa Sector needs Heroes in this dark time, not Cowards who sit and hide when they hold some of the strongest ships currently in the area!
 
Is it just me or does anyone else wanna call the Imperial Rear Admiral out for his Cowardice?

Seriously. He's sitting on multiple squadron's of Sword, Firestorm, and Claymore's with a frickin Lunar in dock, when there is nothing bigger than a Frigate in the entire subsector outside the Ork Waaagh's

He could probably have cleared out any number of traitor's, heretics, xeno's, and worse if he'd gotten up off his ass and did his Job, but instead decided to sit and hide in an out of the way outpost and twiddle his thumbs.

I want to get the Sister Superior here, alongside a few squads of Sororitas, and have this idiot declared a Coward. The Lativa Sector needs Heroes in this dark time, not Cowards who sit and hide when they hold some of the strongest ships currently in the area!
It bears reminding; everyone in the 'authorities' at Gehault are IN deserters posing as Loyalists to maintain some scrap of legitimacy with the rest of the subsector. We have the actual IN's written command to dismiss them as no more than pirates and, eventually, bring them to justice.
 
(Light Cruiser Hull) Martinet-class Hull: The first Calavan foray into the design of Light Cruisers, the Martinet takes much of its design elements from the purified bulk hauler captured in the initial reclamation of Bailafax. But where the heretics had simply battered the civilian hull into serviceable form, the Martinet has been streamlined and built from a foundation for warships. The slapdash strikecraft housing is converted into proper broadside hangars, while the prow mount is reserved for a Lance. The remaining internal space is converted into room for defensive modules, with space given to ensure that the strong points of the superstructure are prepared for the mounting of armor plating. (3W total, 2 Broadsides(Hangars) & 1 Prow(Lance), 2D (1 locked to Armor), 1E)
Hmm, while that's probably a reasonable enough design, I'm fairly certain that trying to specialise too many slots was liable to run into issues, and specialising three was only not too bad because they were all the same thing. I'm also pretty sure one broadside slot is "standard", as it counts for both sides and mixing them or having a different armament on either side is weird. Granted, more likely just counts as more guns and can work.

Actually is a prow lance with hangars a good idea? I feel like we'd want to go for one or the other rather than both. But that's not a hard fact, that's just a gut feeling based on an incomplete understanding of the doctrine.
 
(Light Cruiser Hull) Martinet-class Hull: The first Calavan foray into the design of Light Cruisers, the Martinet takes much of its design elements from the purified bulk hauler captured in the initial reclamation of Bailafax. But where the heretics had simply battered the civilian hull into serviceable form, the Martinet has been streamlined and built from a foundation for warships. The slapdash strikecraft housing is converted into proper broadside hangars, while the prow mount is reserved for a Lance. The remaining internal space is converted into room for defensive modules, with space given to ensure that the strong points of the superstructure are prepared for the mounting of armor plating. (3W total, 2 Broadsides(Hangars) & 1 Prow(Lance), 2D (1 locked to Armor), 1E)
Not bad, but as one note I'd recommend dropping the second Broadside. Broadsides are automatically symmetrical, there's no need to double up. If you do then that's accidentally actually a Cruiser, not a Light Cruiser.

I'm also not sure we want to specialize it to be carrier only. This is, if successful, likely to be our mainline capital ship for a fair while, so we probably want to be able to make a beatstick version, maybe even an all lance version to complete a knock-off Voss Trio. I mean a carrier version would still be nice but we don't need it.
Actually is a prow lance with hangars a good idea? I feel like we'd want to go for one or the other rather than both. But that's not a hard fact, that's just a gut feeling based on an incomplete understanding of the doctrine.
Hangar + Prow Lance is actually the combination the canon Imperial light carrier, the Defiant, uses. It makes it a ship very much in need of support but it's possible.

The Defiant does cheat by having its prow lance be turreted and not fixed though.
 
Hmm, while that's probably a reasonable enough design, I'm fairly certain that trying to specialise too many slots was liable to run into issues, and specialising three was only not too bad because they were all the same thing. I'm also pretty sure one broadside slot is "standard", as it counts for both sides and mixing them or having a different armament on either side is weird. Granted, more likely just counts as more guns and can work.

Actually is a prow lance with hangars a good idea? I feel like we'd want to go for one or the other rather than both. But that's not a hard fact, that's just a gut feeling based on an incomplete understanding of the doctrine.
This is actually kind of backwards, what you're thinking of. The reason the War Hawk was pushing the limits in terms of modules for warships was because it just had modules designated as Weapon and Defense. Specialising the slots for a specific component type is more forgiving, otherwise there would be no point in not just having every slot on the ship as an Omni.
Not bad, but as one note I'd recommend dropping the second Broadside. Broadsides are automatically symmetrical, there's no need to double up. If you do then that's accidentally actually a Cruiser, not a Light Cruiser.

I'm also not sure we want to specialize it to be carrier only. This is, if successful, likely to be our mainline capital ship for a fair while, so we probably want to be able to make a beatstick version, maybe even an all lance version to complete a knock-off Voss Trio. I mean a carrier version would still be nice but we don't need it.
Fair point on specialising it, but I was figuring that having the configuration be similar to how the original craft was might garner some amount of bonus to the design action. That, and I feel it makes sense in-universe to do so. But yeah, I'll take out the third Weapon slot and make it Defense, so we have room to put in a PD component whenever we get one.
 
This is actually kind of backwards, what you're thinking of. The reason the War Hawk was pushing the limits in terms of modules for warships was because it just had modules designated as Weapon and Defense. Specialising the slots for a specific component type is more forgiving, otherwise there would be no point in not just having every slot on the ship as an Omni.
I, eh, kind of? Here, I'll find the quote.

Though, Specializing three Weapon slots at once might have difficulty modifiers attached. Easier because you are only doing one type of thing, harder because that is a lot of ship being modified.
I think it's something like this: Omni has to be designed to be able to take any kind of anything, and considering "anything" can range from armour to a hangar to a lance to a troop deck, that's a lot of versatility that needs to be ingrained, which is hard to do. Meanwhile a specific slot provides some guidance in what it needs to be able to do, shaping the hull and internals to accommodate three weapons of some kind, or for having a lot of utility space. But a specialised slot means the ship's design needs to focus in on supporting one thing and providing it extra capability via design choices. And while one specialised slot is manageable, maybe two, designing a ship to cater to a bunch of different tight specifications all stretching in different directions is hard as fuck, because the design is becoming more unfocused while also needing to become more focused by the simple fact that that's what specialising a slot is.

The reason the War Hawk suffered was because we tried to put in too many slots, it's just as simple as that. The -1 was "number of modules", verbatim. The fluff also directly states that the problem was that we demanded more weapons and defences while not wanting to sacrifice any utility slots.
 
According to the Naval Registry, it should have been five ships of five different classes. What happened to the Due Excise?
That would be me overlooking it, although it was directly noted as helping at various points (bombing the engines of the first freighters, Furies gobbling up boarding craft, bombers then helping as best they can with the Bulk Hauler and/or Carmine Glory) so it was a bureaucratic Oof.
Actually, speaking of building shit, @DaLintyGuy, for the siege at Uniary, does that prevent us from building fixed defenses there? Either planetside or of the 'space station' type? Because I expect putting even one planetside base in to gain a 'safe space' in orbit could be highly useful.
The siege makes it very difficult mostly due to the Raiders being very well built for sniping off newly arriving transports.
Aegis Immortal, rather. Although Aegis of Hatred is also a rather good name.
Wherps.
If you do then that's accidentally actually a Cruiser, not a Light Cruiser.
Eh... I won't put it quite that way as the slots here aren't exactly one to one with the tabletop. It'd be noted as having an exceptionally heavy gun deck for a CL though and possibly get a slight bit of extra length/depth to fit it.
 
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(Light Cruiser Hull) Martinet-class Hull: The first Calavan foray into the design of Light Cruisers, the Martinet takes much of its design elements from the purified bulk hauler captured in the initial reclamation of Bailafax. But where the heretics had simply battered the civilian hull into serviceable form, the Martinet has been streamlined and built from a foundation for warships. The slapdash strikecraft housing is converted into proper broadside hangars, while the prow mount is reserved for a Lance. The remaining internal space is converted into room for defensive modules, with space given to ensure that the strong points of the superstructure are prepared for the mounting of armor plating. (2W total, 1 Broadside(Hangar) & 1 Prow(Lance), 3D (1 locked to Armor), 1E)
Martinet? Our first cruisers are an occasion to break out not just the purple prose, but the fancy High Gothic/bad latin! Vincere class! The Vincere ex Imperator and Vincere ex Deus-Machinae!

Or we could name it Bob, or after characters from Cars, I mean that should stiffen the backbone. No one wants to die on a ship called Mater after all.
 
Martinet? Our first cruisers are an occasion to break out not just the purple prose, but the fancy High Gothic/bad latin! Vincere class! The Vincere ex Imperator and Vincere ex Deus-Machinae!

Or we could name it Bob, or after characters from Cars, I mean that should stiffen the backbone. No one wants to die on a ship called Mater after all.
This is just the name for the hull model, though. The individual ships, let alone the name of their class, will have far more impressive names. That much is assured.
 
One last thing before I go to bed and forget it on the morrow. I don't know if it's strictly necessary but whatever, it feels like the right thing to do/say.
If I gave this impression I deeply apologize, for it was not intended at all. Everyone should feel free to post and argue for their cool ideas, whatever the ideas are. That is, in fact, one of the reasons I was super not-enthused against 'hey lets stop telling the GM what we want to do' because that super-felt like 'hey, lets have people stop posting their fun ideas' though there's no way you meant it to be like that.
You did give that impression, but I understand that it was a miscommunication rather than ill intent and both accept and appreciate your apology. It's a little on me for seeing that how I did, too. But more, I'm realising I came down a bit harsh myself. "Flight of fancy", in hindsight, was an unnecessarily dismissive turn of phrase, which I didn't really consciously register or intend. Communication is hard. I do more or less stand by my annoyed words in response to what I saw as condescension, but I recognise they were fairly caustic, even if they acknowledged the likelihood of mistake over malice, and should have been toned down in the interests of courtesy and amiable discussion. So I'll extend an apology as well. I apologise for the lack of grace with which I handled that. No hard feelings on this side.

That felt stilted as fuck. Right, anyway, I need to get to bed, it's very late.
 
I think your quote tags got messed up, I didn't say that. But it's for putting them on a ship. It'd cost 6 out of 10 Artisan to do that, thus the statement of 'about half'.

My personal preference would be for putting them on different ships for the flexibility, which is why none of my construction plans have used them yet because I was hoping that one of these turns we'd be able to afford right up producing a fourth naval squadron with which those 'different ships' could be part of. Of course, we never seem to have the manufacturing to do that, and given the need to build troop ships soon, plus the 'we probably should sell Yttreum some ships' thing means we probably won't be able to do it next turn... even if we really could use one.

I might still end up arguing to make a, say. 'half squadron' with two or three Warriors, two of which having the IN Macrocannons, and then assigning them as reinforcements for the chaos fight though. We might have the budget for that. We've got 44M in repair and replenishment costs this turn, which isn't the best but it's been higher in the past, so... hmm.

Maybe just a 4th Patrol Squadron? Even one of those would help with our 'being over-stretched' ness. If we took the AMM and replaced the armor with Scaffold Armor and the guns with proper MK1 Macro-cannons that'd only increase the cost by two, for 18 in all, and we might be able to slip two of those in and either a Resolute-A or a Warrior class ship for the third one. Given the new Ork leaders in the Homnan League we probably can't/shouldn't move that naval squadron out, but if we could assign the new patrol squadron as convoy escorts to Uniary that'd prevent the 2nd naval from needing to do such, allowing them to remain concentrated, which can only help in contesting the orbits there.
Well, we've got a pair of escort carriers coming out of refit. If give them to the Second Squadron and demote the Due Excise and to patrol duty, then pair it with a new Warrior, that's a decent patrol squadron right there. Depending on how much we need to spend on troop transports, we could probably do that and at least one frigate for reinforcements. (And on that subject, @DaLintyGuy, how much troop transport do we need to build?)

Also, I'd like to point out that since the War Hawk II is 1M cheaper than the original, we can build an Indomitable-B with one IN macrocannon and still sneak in under the 40M limit, so we probably shouldn't be putting them on corvettes.

What, you mean the Resolutes with the Cargo Bays? I'd really prefer not to get rid of those, because 'having cargo bays' lets us bring home the loot easier. The other reason for taking Ferryman-class Transports instead is that they come with troop landing ships in the form of the Harbinger and having a hanger to put said Harbingers in, which the Resolutes really don't have the spare slot for unless we want to compromise their gun line. Which, er, I think we can all agree is a bad idea.

It's better to keep the armies on the ships that can deploy them, instead of having to relay through civilian ships, especially as enemy groundside defense gets nastier. In all honesty I'm not exactly happy to hear that the local chaos factions have worked up to minor demons and demonhosts.
What do you think of the Viator design I put together, then? Much cheaper per troop deck, still has Harbingers, and actually able to defend itself somewhat, I think it's a strict upgrade over the Ferryman. Only downside is fewer landing craft per army, so it'll take longer to unload, but I don't think that's a big problem.

As for our first cruiser, I'd recommend prow torpedoes rather than lances, for one very simple reason: We have +2 to our next torpedo hull design. Our first cruiser hull is undoubtedly going to be the hardest to design, so let's stack as many bonuses on it as we can. (Also, torpedoes seem to have more synergy with fighters, but that's honestly a secondary concern in my mind.) Something like:

(Hull) Bellator-class Light Cruiser Hull: This light cruiser hull is clearly derived from a common bulk hauler design, giving it a somewhat amateurish cast to its lines, but it has been capably militarized from the keel up. Built with a torpedo armament in mind, the prow flares out a bit on the underside to fit additional launchers. [1W(Prow, locked to torpedoes), 1W(Broadside), 2D (one locked to shields), 1U, 1E]
(Fewer total slots than the bulk hauler because I figure a broadside weapon mount is worth two utility slots, and I don't think we should be over-aggressive with our first capital ship design project.)

Anyway, what do people want to research this turn? I'm thinking new shields, new sensors, small craft rearmament, and maybe boarding craft.
 
Armour Superiority
AN: Here is another omake for you @DaLintyGuy and various other readers. This is from the perspective of a Noble Tank Commander in the Uniary campaign during Turn 4, hope you enjoy.
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Armour Superiority
Lieuetenant Gaius Solomon is a loyal and pious son of Calavar that has been given the honor and priveledge of commanding one of the ancient and venerable Malcador Defender tanks that have been found and returned to their former glory in Calavar. The Defender named Stormbringer is also crewed by my personal attendant and sons of minor noble houses that have been loyal allies of house Solomon for many generations. This ensures that there is no risk of betrayal while also elevating the prestige of the minor houses that ally with house Solomon by having one of their sons serve the Imperium in an ancient warmachine. The other Defenders are piloted by other major noble houses of Calavar and their attendants, mostly to ensure that the status quo is kept between the major houses and keep the peace.

Lieuetenant Gaius's Stormbringer has been assigned to help the Bailifax Army in clearing the Lower Hive of Hive City Rhine of traitors. With how big a regular Hive City is, it will probably take a few years of campaigning before all of the Hives are clear. He and the other officers have received word that reinforcements will arrive during the next shipment so the campaign might not take as long as it was estimated. However that still meant months of clearing a section of a level of a Lower Hive, waiting for the engineers to secure it with fortifications, and then continue. The ganger kept throwing everything they have at the various guns of Calavar, which meant that we don't have to work as hard in dragging them out of their holes. It does keep slowing the march of the Crusade down however.

"Marcus, we are taking fire from a cute little truck armed with a Heavy Stubber."
"I see it."
"Fraking adorable like a puppy. Kill it."
"On it, sir."

The roar of the Heavy Bolter quickly signal the Stormbringer's ire with the technical that dared to peck at it. The barrage of Bolters quickly punctured the vehicle and exploded inside, resulting in the complete destruction of the hostile vehicle. Once the nuisance was eliminated,Marcus returned to scanning the buildings for infantry garrisonned inside them.

Colonel Granger, the officer put in charge of clearing this section of the Lower Hive have scouts find the location of the Traitor Stronghold, that was initially an Arbites station, the traitors use to launch their attacks against us. The Stronghold have many defenses in the form of the buildings surrounding it becoming improvised bunkers. Because the station is also connected to the level above by a load bearing pillar, it is imperitive that we do not damage the tower or we run the risk of a section of the hive coming down a crushing an entire block. Once their center of command is neutralized, the traitors will be far less organised and in capable of being resupplied, will be easy pickings for the Bailifax and Calivar regiments or simply retreat to the lower levels of the Hive allowing us to take this level with minimal resistance.

And so with the Defender at the front of the column, with a screen of infantry to check for explosives on the road, the Calivar and Bailifax army march to the Ganger Stronghold. We were met with stiff resistance as soon as we enter traitor territory, many buildings are used as bunkers and are promptly surpressed with the Stormbringer's Heavy Bolters, while the Bailifax and Calivar Infantry clears and secures the buildings.

"Jeeves, that bunker offends me. Remove it."
"Yes, sir."

The blast of the Stormbringer's Demolisher cannon is both terrifying and awe inspring. The power of a storm in a pull of a trigger. The Demolisher promptly demolish that bunker, causing it to crumble as its supports are blasted away.

"Take a left on the next intersection and then carry on."

This is generally how things go with commanding a Defender tank, anything that can pose a threat to us, like an Autocannon emplacement, are usually spotted and surpressed by the infantry screen in front of the tank before the Defender is informed about the threat and then is promptly demolished by the Demolisher Cannon. The 3 Bolter gunners usually just shoot anything that moves in their field of view, with 1 being assigned to the 2 Bolters at the front, 1 handles the Bolters on the left and right, and 1 assigned to the Bolter at the back and occasionally help man the left Bolter when the tank is part of a column or in an entreched position. The Loader's job is to make sure all of the guns are loaded, from the loading a Demolisher shell into the breach and to attaching fresh belts of Bolter rounds for the top and sponson Bolters.

With all of the weapons, ammunition, and crew the Defender is very cramped. However, with a small payment to a Calivar Tech Priest, managed to instal a boiling vessel that is powered by the tank's engine, this creates a convinient way to heat rations and water without having to leave the tank and becoming vulnerable to enemy assassins. Why would you want to heat water inside of a cramped and hot tank, you may ask? Why for tea of course, granted it is effervesent tablet tea but it tastes acceptable enough and the fizz adds a unique sensation that is not available in regular brewed tea. All that is required to brew it is to pop a tablet or two in a canteen, give it several seconds and a few shakes, and you get to enjoy Calivar Army Tea.

"Ground Command to Armour Detail, how copy?"
"Armour Detail, reporting."
"You are closing in on the Arbites station, procede with caution."
"Roger that."

As soon as we turn the corner, the Defender is immediately pelted by numerous autoguns and autocannons as the gate of the Arbites compund is bristling with weapon emplacements. The Defender retaliates with 3 of its Bolters firing at the Arbites Gate whilst slowly advancing forwards. With the various feeds, the Bailifax can be seen using the Defender as cover and applying covering fire to those finding positions to take cover behind. Even with the venerable Defender's ancient armor, the racket is starting to be irritating.

"I suppose if they are very lucky they could give us a headache with their Autocannons."
"Yes, sir."
"Bolter crew, shoot all hostiles, Jeeves blow a hole in that wall."
"Right away, sir."

With that blast, the Arbites gate house and wall comes crumbling down. The Bolter Gunners contribute by firing their holy Bolters at any traitor in their field of fire. With the way open, Jeeves drived the Defender into the Arbites courtyard, where it is met with blistering autogun and cannon fire from the sides and front. The Bailifax regiment followed behind and throw plenty of smoke grenades to cover their position. This is where the venerable Defender shines as it makes use of its total coverage to rake the courtyard with Bolter fire.

A massive jolt slammed into the defender before a wave of heat filled the cre compartment from the left side.

"Frak, hothothot." Francis immedietely used his fire suppresion canister and hosed his station. A look to the left shows a hole in one of the windows which shows a heavy weapons team trying to reload a Plasma Cannon.

"Oh frak, that is a Plasma Cannon... OH FRAK, THAT'S A PLASMA CANNON!"
"Jeeves, 60 degrees to the left, 2nd floor. Put a Demolisher round up their ass! Everyone else Suppress them so they don't get to shoot again!"

With the command given, the crew obeyed. The top Bolter gunners quickly orient themselves, spot the window in question and proceeded to blast it with extreme prejudice. Those that doesn't have the angle, settle for covering the Defender's flank and supporting the Bailifax Guardsmen that are entering the station through breaches in the wall. In 3 seconds the Demolisher cannon has the Heavy weapon team in its sight and fired.

"Ground Command this is Armor Detail, how copy?"
"This is GroundCom send traffic."
"Arbites Courtyard secured and infantry are currently securing the interior. Got hit with a Plasma Cannon at our side plating, I don't know the full extent of the damage but I fear it may be a cause of concern until it is repaired."
"Copy that, once the all clear is sounded, we'll send your repair team over with the garrison force to inspect the damage. ETA will be in an hour so sit tight."
"Roger, over and out."

It didn't take long before the Bailifax reported that they have cleared the station and have now begun to fortify it. While the poor groundpounders are busy constructing walls from the rubble and setting up defensive emplacements. My crew are currently enjoying a hot flask of tea and a strip of Calivar jerky. Overall, other than that scare with the Plasma Cannon it is just another regular day as a the operators of the Stormbringer.

AN: This took several days but I finally finished it. I have a very limited idea about Imperial heirarchy in a tank battalion so if anyone can correct me if I made any lore mistakes, please let me know. I read the wiki that the crew of a Malcador is 1 Commander(probably also the vox operator), 1 Loader (probably for the Demolisher and secondary weapons), 1 Driver, and 5 Gunners for 1 Demolisher, 2 Sponsons, and 5 Bolters at the top of the tank. So I think the Driver would both drive and aim the Demolisher since he is the one that can turn the tank and aim the Demolisher, 3 Gunners would handle the 5 Bolters at the top of the tank, and the remaining 2 Gunners will man the Sponson weapons. Since there isn't any picture of the insides of a Malcador I had to guess and use my imagination. Yes the Boiling Vessel is real and in use inside British tanks so they don't have to exit their tank to cook their rations. I am also adapting Company of Heroes 2 funny quotes because it is funny.
 
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@Warmach1ne32, it was good work and all, but a few things:

- Show don't tell, and things like the detail of the entire crew being minor nobility could stand to not just be said out of the blue.

- Formatting could use some work, and the tone of the text is such that I can't figure out if it is meant to be the commander's POV, his memoirs or an AAR he made.

- Writing out sound effects as onomatopoeia outside of dialogue is less than ideal outside of a graphic novel or comic, just describe the sounds.
 
@Warmach1ne32, it was good work and all, but a few things:
- Show don't tell, and things like the detail of the entire crew being minor nobility could stand to not just be said out of the blue.
- Formatting could use some work, and the tone of the text is such that I can't figure out if it is meant to be the commander's POV, his memoirs or an AAR he made.
- Writing out sound effects as onomatopoeia outside of dialogue is less than ideal outside of a graphic novel or comic, just describe the sounds.
Thanks for the feedback
- I have no idea how to show that the entire crew being minor nobility without some exposition. I could describe them having the heraldry of their family sewn into their uniforms but that it would have been similar to just saying some exposition. Can you think of a few examples to do that?
- This is always a problem I have when writing, I always forget it I was writing in 1st or 3rd halfway through writing. I'll fix that tommorow morning.
- Those sounds are meant to speed up the flow of the story and move it along. I don't think people want to read a sentence describing a Demolisher cannon blasting a building when the reader could just imagine it in a second or 2. Much faster and flows mch more smoothly to let the reader fill in the blanks instead of having them read a sentence describing the sounds.
 
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The spacehulk is done right? Then we should send the Void army to Uniary next to help finish clearing out the depths of the Hives. The environmental sealing should assist alot with the dangerous depths of the Hives and the myriad of environmental hazards.
 
The spacehulk is done right? Then we should send the Void army to Uniary next to help finish clearing out the depths of the Hives. The environmental sealing should assist alot with the dangerous depths of the Hives and the myriad of environmental hazards.
They still have to kill a Chaos Ork and actually clear it first.
 
I think they mistook the knight for something else first and the hulk is cleared now.
No, it's what the Knight was fighting.
This Knight was revealed to the Calavans as more than just a man when a squad travelling down the transfer halls in the ship came across a walker locked in combat with an equally massive monster. An Orkoid creature at fist look, further study showed the sickly taint of the Great Enemy across it's rippling hide even as an oversized chainsword hacked at the unnaturally durable hide. It was distinctly unsettling and awe inspiring in equal measure to see a machine that fought like a man rather than the simple movements of the Shelter exoskeletons, as the Knight wove away from bites and parried claw strikes with it's weapon. The addition of the firepower of several platoons of exoskeletons sent the foul thing scurrying back into the depths of the ship to avoid the righteous doom the defenders carried in their hands.
But is there anything else we particularly want in that Space Hulk?
 
@DaLintyGuy
Something I need to make sure of. In regards to creating the plasteel armor that proper naval vessels have, which is the element that Calavar is missing; the forumala/process for making said military-grade plasteel or the type and scale of facilities needed to make it in large enough quantities (while still retaining quality) for ships?
 
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