Blood, Sweat, and Tears (WH40k Design Bureau)

Nothing. We don't have any sort of PD module.
Time to change that:

Calavar Typewriter: (PD)
A pair of battle cannon with an improved auto loader and a feed for either flak or sabot (depending on target) are linked together and mounted as Point Defense on ships to fire at incoming strike craft and ordinance. The turret itself is linked with a small cogitator to help the one manning it fire effectively at the quite fast targets it's intended to be used against.
 
For future reference, I have added Shelter Exoskeletons as their own Housing Add-on as an alternative to Murder Servitors. They have slightly different roles so this isn't quite a redundant move.
 
[] fast escorts and a bulk carrier
-[] (Defence) Haptrix-Alpha Interlock Shields: The Haptrix-pattern shields are a serviceable design, but are fairly expensive, and have proven somewhat unreliable in practice. Perhaps worse, they are projected to scale up poorly both in terms of cost and in ability to stop capital-scale weaponry. This redesigned version uses a smaller number of larger shields to simplify the design and strengthen each pane, and arranges them in two concentric shells with the panes offset like bricks to provide redundant coverage.
-[](Engine) Plasma Pulse Drive Array: One means of increasing the thrust of the merchant grade drives is to compress the expelled plasma and propel it through a narrower aperture in the drive nozzle. Such would even theoretically allow the new drives to retain much of the original's fuel efficiency, more so than simply making the drives bigger. The only complication to doing so is the increased thermal stress on the components, which made long burns infeasible without access to more advanced materials. Instead, the reduced size has been taken advantage of to include a greater amount of thrusters in the drive assembly, firing in short pulses in tandem to facilitate greater speed without risk of melting the drive. Because of the smaller size, each nozzle can now also be mounted on a gimbal, which allows for greater fine maneuvering mid-burn.
-[](Weapon) The mk2 marcocannon is designed by trying to copy the IN cannons we have salvaged and work focusses on the automated loading systems that give the IN cannons a greater rate of fire. A second goal is trying to match the range of the IN cannons but that is a lower priority
-[](Hull) The Rapier hull takes advantage of the lessons learned while designing the Sable and Hawk Hulls and is designed as a fast frigate with two engines. This is achived by reducing the weapon mounts to two and specialising the interior, the defense slots can hold a shield and armor and noting else and one of the weapon slots can only hold weapon batteries(2W(one locked to macrocannos),2D(one locked to shields, one locked to weapons),2E,1U) .
for this turn:

New shields to put on the bulk hauler frame as the current ones are unreliable at cruiser size. the bulk carrier can hold 15 strikecraft squadrons while our current escort carriers hold 2 squadrons each.
New engines for the escorts so they can keep up with the heretical ships(we have a +1 bonus for plasma drives)
The rapier is fast enough to hunt down raiders with its twin engines(plasma ones at that)
The bulk carrier will have one set of guns so i like to have improved guns to up on them.
 
We can use the same Frigate hull and replace the lances with Macrocannons just fine, that's just a new class and doesn't need a design action.
 
I point out that the Indomitable is the design with all Macrocannons, the Lance Hawk is the one with two lances and one set of Macrocannon.
 
Could we use an action as an explicit research action?
I.e spend a research action to poke around our warp drives to get boni we can use on an actual design next turn?
 
Could we use an action as an explicit research action?
I.e spend a research action to poke around our warp drives to get boni we can use on an actual design next turn?
Same thing as an action poking about with Warp Drives.

I point out that the Indomitable is the design with all Macrocannons, the Lance Hawk is the one with two lances and one set of Macrocannon.

Huh. Wasn't it named the Long Arm?
 
Why in the world would we want to replace our newest and bestest frigate already?
Well, the Indomitable has numerous flaws in it's layout that hinder it's performance in combat. We dedicated a design action to improve on the hull to fix these problems, then used that hull to make our lance equipped frigate. So I was wondering if we needed a design action to make a new class of ship, but it looks like we don't.
 
We also should consider upgrading our ground forces, give them special forces or specialty weapons like flamers if they don't have them already. We have not boosted them yet to my knowledge.
 
I point out that the Indomitable is the design with all Macrocannons, the Lance Hawk is the one with two lances and one set of Macrocannon.
In fairness, the Indomitable is using an older version of the hull, so there's no reason not to have any similar ships going forward being a new class (or at least an -A variant) with the upgraded hull type.
 
I named it the Long Arm when I first proposed the idea, no clue if it got renamed somewhere along the line.

I like the idea of trying to upgrade our Macrocannons.
 
I say that with the War Hawk Hull MkII we research some PD and use that hull as the default, 2 weapon systems and 1 PD system (unless that goes into defence)
 
[Cruiser Plasma Broadside available for trade with Lexicalum or a Forge World.]
All Lexicalum has that we lack are strikecraft so getting the ability to build those is one option.
trading with a forge world takes ships to escort the traders there and i do not think we can free up a squadron soon.
Can we ask for a team of tech priest to help us recreate naval gear or to help increase our production?
 
Huh. Wasn't it named the Long Arm?
...Yes it was. My point on the 'we made the macrocannon design first' still stands though.

In fairness, the Indomitable is using an older version of the hull, so there's no reason not to have any similar ships going forward being a new class (or at least an -A variant) with the upgraded hull type.
It's still the same ship class though? Same amount of slots and same things filling said slots, unless we actually make a macrocannon mkII this turn.
Well, the Indomitable has numerous flaws in it's layout that hinder it's performance in combat. We dedicated a design action to improve on the hull to fix these problems, then used that hull to make our lance equipped frigate. So I was wondering if we needed a design action to make a new class of ship, but it looks like we don't.
Ah, fair enough.

For the new people here, as long as we have a hull we can fill them up with whatever components we can produce or have pulled out of a wreck. The 'classes' are more of a 'it makes it a lot easier to remember what they do' thing then anything mechanical.
Can we use our utility slot to mount Point defenses?
That's called 'we use the utility slot for a hanger and then the fighters shoot the torpedoes or boarding shuttles down', which has been our current point defense practice so far.
 
Here's the preliminary design plan I had in mind:

[ ] Plan: The War in the Void
-[ ] (Void Infantry/Armor) Calavar-pattern Chem Cannon: While burning Promethium is among the most iconic of the Imperium's tools with which to dispense death to the enemies of Humanity, it is at its core only as effective as the enemy is vulnerable to fire. Chem cannons are a superlative means of area denial and strongpoint elimination, regretfully limited by the Imperial Guard's lack of widespread chemical protection equipment. Troops in Preserver suits or Shelter Armor are not so vulnerable to friendly fire in this manner, and the environments they are called to fight in are not always conducive to incendiary armaments. As well, the Imperial Guard's Banewolves are available for construction save for their infamous munitions. The delivery method itself is quite simple, the only true obstacle is developing a serviceable mixture.
-[ ] (Strikecraft) Savior S-2: While the Savior has proven to be an effective multirole aerospace frame, it is not yet to the standards that the Admiralty have become accustomed to with Lexicalum imported Furies, most notably in its range. In terms of the mechanics, distances, and timeframes that void combat is fought in, pilot endurance becomes the core limitation to the craft's performance. The S-2 model of Savior endeavors to rectify this by means of a modified cockpit that will be flooded before launch, shielding the pilot from G-forces by means of fluid immersion. The pilot's helmets will plug into the craft itself, through which they are supplied oxygen, nutrients, water, and stimulants by an onboard supply of such during the flight. With an augmented capacity to withstand the stresses of high power maneuvers, the engines are also tuned for greater performance.
-[ ] (Defense) Thunderhead Disruptor Array: While the Thunderclap was rather disappointing as a lance, new avenues of research to pursue have been uncovered by this first attempt to develop our own domestically produced void combat scale direct energy weapons. In particular, the properties of the energy transfer on target have aroused some speculation. In any case, the weapon is much too large in its current state to be serviceable, so the first stage of development for the Thunderhead array is to attempt to miniaturize the weapon to a scale not much larger than conventional point defense guns. While such would make the weapon useless against true voidships, it would allow the Thunderclap to be used as a point defense weapon, especially if the energy transfer were to be enhanced, to say nothing of the possibility of mounting such weapons to smaller platforms than warships...
-[ ] (Boarding Craft) Narwhale Breacher Craft: The first dedicated boarding craft developed in the Crusade, the Narwhale outwardly bears a great deal of resemblance to the Harbinger Transport, because it uses the same hull configuration. Internal space has been sacrificed to add additional reinforcement to the superstructure, more powerful engines, and even install a small Void Shield. An array of hull cutters is affixed to the prow to force entry onto an enemy vessel and deliver its cargo of boarding parties.

I feel we are at the stage where it would be beneficial to give some upgrades to things other than warships. Our current fleet lineup is for the moment in a good placce in terms of tech, so I'd advocate improving our own strikecraft, really work on making the Saviors good enough that we can keep using them for a long time, as well as getting our first boarding craft done. The chem cannon will be an improvement to both our Void Infantry and Armored units, with the PD module as something for the future.
I'm still utterly non-enthused at the idea of voting for a boarding thing without also making a part to provide boarding troops.

Hmmmmmm.....

[ ] (Void Infantry/Armor) Calavar-pattern basic Auspex display complex: Gehault is the living embodiment that making yourself too defensible can make you more vulnerable, as losing the initiative can be deadly. Soldiers that are completely armored up also lose situational and battlefield awareness that soldiers who don't have many kilos worth of protective equipment have by the simple of dint of being able to better use their Emperor exalted human ears and eyes. Luckily this is a problem with a solution: Auspexes. The Calavan twist, due toe giving each soldier their own being unteneable due to expense and difficulty of manufactoring is this: Spreading the Auspex between a whole squad and simply sharing the display of the results between everyone. Passive sensors mixed with low frequency communication signals feeds data into the collective parts of a sensor network compromised of a whole squad. This means that soldiers can enjoy battlefield clarity when at full strength but are going to be as blind as everyone else as they start taking casualties. Still, it is better to conditionally have good information then not at all.

This here is my attempt to make them somewhat better at boarding as well as in general as well. Not sure this makes boarding an attractive prospect on it's own, but I think it's a good step in the right direction.

The escort grade carriers we've been throwing around don't really have the space for that, I think? Well, there is the repair deck but I meant more the manufacturing idea. I also feel driven to point out that basically none of the local powers, baring Gehault, can be said to akin to the normal imperial navy.

Well, yeah, that's why I think we should make a better Escort Carrier based on a bigger plataform then what we made our currents one with.
 
All Lexicalum has that we lack are strikecraft so getting the ability to build those is one option.
trading with a forge world takes ships to escort the traders there and i do not think we can free up a squadron soon.
Can we ask for a team of tech priest to help us recreate naval gear or to help increase our production?
I mean, we don't have to trade it, couple of successful design actions and the Saviors will be on par with the Furies and Starhawks while being both cheaper and usable in atmospheric flight.
 
Last edited:
Can we ask for a team of tech priest to help us recreate naval gear or to help increase our production?
A technical mission... Possibly.

Can we use our utility slot to mount Point defenses?
That... Not without a compelling argument.

I mean, we don't have to trade it, couple of successful design actions and the saviors will be on par with the Furies and Starhawks while being both cheaper and usable in atmospheric flight.
Seems a bit optimistic, but we'll see I suppose.
 
[ ] (Void Infantry/Armor) Calavar-pattern basic Auspex display complex: Gehault is the living embodiment that making yourself too defensible can make you more vulnerable, as losing the initiative can be deadly. Soldiers that are completely armored up also lose situational and battlefield awareness that soldiers who don't have many kilos worth of protective equipment have by the simple of dint of being able to better use their Emperor exalted human ears and eyes. Luckily this is a problem with a solution: Auspexes. The Calavan twist, due toe giving each soldier their own being unteneable due to expense and difficulty of manufactoring is this: Spreading the Auspex between a whole squad and simply sharing the display of the results between everyone. Passive sensors mixed with low frequency communication signals feeds data into the collective parts of a sensor network compromised of a whole squad. This means that soldiers can enjoy battlefield clarity when at full strength but are going to be as blind as everyone else as they start taking casualties. Still, it is better to conditionally have good information then not at all.
While not a bad idea in and of itself, this doesn't actually address the issue of 'we need a dedicated part for boarding troops if we're going to make boarding shuttles', because my issue and complaint isn't troop quality, it's having enough troops to go send them out to board other ships when we're already having defense issues when we get boarded before we strip the onboard garrisons to go board someone else.

Whether it's a utility part full of murder servitors or a living quarters part that explicitly sets aside space for 'boarding other ships' troops, I'm 100% sure we need one of those if we want to go board other people.
 
Last edited:
Whether it's a utility part full of murder servitors or a living quarters part that explicitly sets aside space for 'boarding other ships' troops, I'm 100% sure we need one of those if we want to go board other people.
As you are not Orks, yes. Ships get a default number of soldiers and cross trained crewmen but that is only enough for basic self defense.
 
Back
Top