Blood, Sweat, and Tears (WH40k Design Bureau)

Would a mat-sci project to create a high temp resistant ceramic be a good research project for next turn?

Because I think that would be the best way to improve our current plasma drives as it would allow for longer burns or as an alternative allow us to burn on all drives simultaneously.

It might even allow us to put in some sort of afterburner, were we temporarily sacrifice some fuel efficient y for short spikes in thrust.
 
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@DaLintyGuy, Just finished editting my last omake and I have a plot bunny about the Bailifax regiment having a fun massacring the Tzeentch and Nurgle invaders using Scorched Earth tactics, like booby trapping buildings with a demolition charge worths of high explosives, having remote controlled satchel charges like the German Goliath in Company of Heroes, and just a whole lot of traps for blobs of infantry to die on. Can you help by telling me what the Nurgle and Tzennch cultist have brought to the meat grinder and the genereal disposition of the Bailifax? it would help to know about this before I started writing.
 
This is my plan for the turn anyone willing to check my math or have any other remarks?


[] Plan preparations
-[] 46M repairs/other costs
-[] 40M Bulk carrier rebuild
-Hull: Rebuilt Bulk Hauler (3U,1W,1D,1E,1O)
- Utility: 1x broadside Cargo Hangar (2x3x2=12M)
- Utility: 1x broadside Cargo Hangar (2x3x2=12M)
- Utility: 1x Troop Deck (2x3=6M)
- Weapon: Standard Macrocannon Battery MkI (2x3=6M)
- Defense: Haptrix-Alpha Rapid Shields 6x3=18M
- Omni: Scaffold Armor (Armor 1.5) (2x3=6M)
- Engine: Tuned Merchant Thrusters 1x4M
- Bridge: Merchant (1x4M)
- Sensors: Sensors: T-100 (2x4=8M)
- Life Support: Expansive
- Housing: Barracks
- Warp: Merchant
-[] 60M Drydock
-[] Spatha Class (39M,2A) x2 one each to the 1st and 2nd naval squadrons
-Spatha-class Hull (5M)
-Weapon: IN Macrocannon Battery MkI (4M,1A)
-Weapon: Farstrike Lance (3M,1A)
-Defense: Scaffold Armor (2M)
-Defense: [Haptrix-Alpha Rapid Shields (6M)
-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: Bastion (3M)
-[] Add the lance armed merchant to the 3th naval squadron
-[] Add both modernized escort carriers to 4th patrol squadron
-[] Move the KV-2 Wage of Dissent from the 1st naval squadron to the 4th patrol squadron
-[] Add one modernized escort carrier to
-[] Ferryman-A-class Transport (22M) add to the 2nd naval squadron
-Hull: Converted Freighter (1E, 3O) (3M)
-Engines: Militarized Engine (Acceleration 2, Maneuver 2, Fuel Efficient) (3M)
-Omni: [Defense] Haptrix-Pattern Rapid Shields (Shield 2, .5 Armor) (4M)
-Omni: [Utility] Cargo Bay Hangar (1M) + Harbinger Heavy Transport (PD2, Military Transport) (1M) take them from the bombardment ship replace those with saviors
-Omni: [Utility] Troop Deck (2M)
-Bridge: Merchant (1M)
-Sensors: Merchant (1M)
-Warp: Merchant (4M)
-LS: Essential (2M)
-Housing: Barracks (1M)
-[] Add the Knights to the 1st void army(replacing the engineers)
-[] Add the 1st void arm to the 2nd naval squadron for boarding and/or ground combat
-[] Warrior Class (13M) for Yttreum
-Spatha-class Hull
-Weapon: empty
-Weapon: empty
-Defense: empty
-Defense: empty
-Utility: Cargo Hold (0M)
-Engine: Militarized Engine (Acceleration 2, Maneuver 2, Fuel Efficient) (3M)
-Bridge: Merchant (1M)
-Sensors: T-100 Auspex (2M)
-Warp: Merchant (4M)
-LS: Essential (2M)
-Housing: Barracks (1M)
-[] 2x saviors for Yttreum 2M
-[] Add mechanized infantry(spotters, 1M), Engineer (base construction 0M), Military Police (base security 0M) to the 1st Aerial Combat Army
-[] The Ashen Legion add Elite Infantry(0M)
-[] 1st Calavar Armored Army add Void Infantry (1M) and Elite Infantry(0M)

My plan for the turn and how i we could deploy them next vote.
2 new sparta class corvettes one each for the 1st and 2nd naval squadron(both will go to the hive)
a new patrol squadron for the hive world using the refit ships + one resolute from the 1st naval squadron(will fight at the hive this turn but intended to stay as guards there)
The 3th naval squadron gets the lance armed merchant ship(probably deployed to Lativa)
2nd patrol squadron moves from Lexicalum to Homna and 1st support squadron joins them(we cant trade with Lexicalum without a fleet there but they have enough to defend themselves).
The void army with the most modern transport is added to the 2nd naval squadron for boarding operations/ point defense assistance. They need existing damage to enter but they might help secure a damaged ship for salvaging there and can land at the hive after the battle.
1st Calavar Armored Army has tanks specialized for hive fighting providing them with elite void infantry will help at the hive.
 
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Would a mat-sci project to create a high temp resistant ceramic be a good research project for next turn?

Because I think that would be the best way to improve our current plasma drives as it would allow for longer burns or as an alternative allow us to burn on all drives simultaneously.

It might even allow us to put in some sort of afterburner, were we temporarily sacrifice some fuel efficient y for short spikes in thrust.
I have a metalic foam armor design that would be a great and cheap armor against thermal weapons due to air pockets acting as excellent insulator and the armor being more likely to crumble when hit with kinetic impacts and absorb more of the kinetic energy.
 
I have a metalic foam armor design that would be a great and cheap armor against thermal weapons due to air pockets acting as excellent insulator and the armor being more likely to crumble when hit with kinetic impacts and absorb more of the kinetic energy.

But that wouldn't really improve the drives. I just wanted to know if it would be beneficial to undertake a research project to create heat resistent materials for drive components.

The goal would be to either allow all drives to burn at the same time or more powerful bursts from select drives.

The improved materials might also lead to the introduction of vectored thrust, making gimballed drives even better at maneuvering or to allow static drives a degree of maneuvering. This could be done through specialized drive nozzles or movable sectional ns to selectively restricted the plasma flow.

Finally a sort of afterburner could be installed that can increase burst speed at the cost of some fuel efficiency.

Alternatively, our drive clusters could be build with a mix of high efficient marching drives that are specced for reliability and endurance and gimballed drives that are specced for maximum maneuverabity and high trust for maximum acceleration in sprints.


However all said, heat resident materials such as metalic foam armor could be used to increase the resilience of the drives and making them more resistant to weapons damage.

But all that would probably take several actions.
 
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Materials do not take specific actions to make.

we have this in the loot list, what would it cost to get it into a shape Yttreum can use it?
The structure and engines along with a new Warp drive? 7M.
@DaLintyGuy, Just finished editting my last omake and I have a plot bunny about the Bailifax regiment having a fun massacring the Tzeentch and Nurgle invaders using Scorched Earth tactics, like booby trapping buildings with a demolition charge worths of high explosives, having remote controlled satchel charges like the German Goliath in Company of Heroes, and just a whole lot of traps for blobs of infantry to die on. Can you help by telling me what the Nurgle and Tzennch cultist have brought to the meat grinder and the genereal disposition of the Bailifax? it would help to know about this before I started writing.
The first waves of Nurgle and Tzeentchian troops, as always, were the chaff. Guard pattern Armies hold the rear alongside "least" and Lesser Daemons of both Gods. These elite forces typically are used for exploitation rather than attempting direct attacks on the Hive walls.

40M Bulk carrier rebuild
-Hull: Rebuilt Bulk Hauler (3U,1W,1D,1E,1O)
- Utility: 1x broadside Cargo Hangar (2x3x2=12M)
- Utility: 1x broadside Cargo Hangar (2x3x2=12M)
- Utility: 1x Troop Deck (2x3=6M)
- Weapon: Standard Macrocannon Battery MkI (2x3=6M)
- Defense: Haptrix-Alpha Rapid Shields 6x3=18M
- Omni: Scaffold Armor (Armor 1.5) (2x3=6M)
- Engine: Tuned Merchant Thrusters 1x4M
- Bridge: Merchant (1x4M)
- Sensors: Sensors: T-100 (2x4=8M)
- Life Support: Expansive
- Housing: Barracks
- Warp: Merchant
Why build a carrier and not give it strike craft? Although maybe you did without saying so now that I look closer.
 
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Okay, here's my plan:

[x] Plan Showdown Preparation v2
-[x] Repairs, rearming, etc. (46M)
-[x] Herald-I class corvette x2 (76M, 4A), assigned to 4th Naval Squadron
--[x] Spatha-Class Corvette Hull (5M)
--[x] Groupsight Combat Bridge (4M)
--[x] T-100 Auspex (2M)
--[x] Merchant Warp Drive (4M)
--[x] Essential Life Support (2M)
--[x] Bastion Housing (3M)
--[x] Farstrike Lance (3M, 1A)
--[x] IN Macrocannons (4M, 1A)
--[x] Haptrix-Alpha Rapid Shields (6M)
--[x] Scaffold Armor (2M)
--[x] Cargo Hold (0M)
--[x] Militarized Engines (3M)
-[x] Ferryman-B class transport (25M), assigned to 2nd Support "Squadron"
--[x] Hull: Converted Freighter (1E, 3O) (3M)
--[x] Engines: Militarized Engines (3M)
--[x] Omni: Haptrix-Pattern Rapid Shields (4M)
--[x] Omni: Cargo Bay Hangar (1M) + Harbinger Heavy Transport (3M)
--[x] Omni: Troop Deck (2M)
--[x] Bridge: Merchant (1M)
--[x] Sensors: Merchant (1M)
--[x] Warp: Merchant (4M)
--[x] LS: Essential (2M)
--[x] Housing: Barracks (1M)
-[x] Incomplete Spatha Frigates for Yttreum x3 (45M)
--[x] Spatha-class hull, merchant engines, sensors, warp, essential life support barracks
-[x] Savior S-2s for Yttreum
-[x] Sunstrike-class terrestrial battery on Latvia (6M)
--[x] Weapon: Atomic Warheads
-[x] Dock upgrades +60
-[x] Combat Servitor Stations x3 (3M, 3A) (KV-9 Sharp Retort, KV-10 Blade of Justice, FF-2 Long Arm)
-[x] Thermo-Cavitation Shells x3 (3M, 3A)
-[x] Assign Voidwright and Starstrider to 4th Naval Squadron
-[x] Assign Camilla's Courier Cruiser IV to 1st Naval Squadron
-[x] Assign House Noctris Lance to First Void Army, replacing Elite Infantry

It occurred to me that most of our options for the bulk hauler cost more that 40M but less than 55, so if we spend 15 now we can finish it up next turn, hopefully under a bit less of a budget crunch.


The I in Herald-I is for Imperial; future ships without the salvaged macrocannons would just be Heralds.

Also: We've lost access to the 10M we got from Uniary last turn. If someone wants to write an omake about the men on the ground doing something locally with that manufacturing (a terrestrial battery, raising some more armies from the survivors, whatever), it might be pretty helpful.

Edit: Updated since apparently the Haptrix-Alpha shields don't do the one thing I wanted most out of the redesign.
Edit 2: Added squadron assignments, used the House Noctris lance
 
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I don't think we'd actually need 12. Those are utility mounts, not broadside weapons; I doubt they get the doubling effect.
They can benefit from Broadside arrangements.

-[x] Begin Bulk Hauler rebuild (15M)
--[x] Merchant Bridge
--[x] Merchant Sensors
--[x] Merchant Warp Drive
--[x] Essential Life Support
--[x] Barracks Housing
--[x] Haptrix-Alpha Rapid Shields
--[x] Merchant Thrusters
--[x] Other modules TBD
This costs a lot more than 15M on a Cruiser. Haptrix-Alpha alone should cost 6*3*2, or 36M.
 
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They can benefit from Broadside arrangements.


This costs a lot more than 15M on a Cruiser. Haptrix-Alpha alone should cost 6*3*2, or 36M.
Oh, hmm. My plan doesn't actually have space for doubled hangars...

I know 15M isn't enough to finish all of it this turn, the idea is to make enough progress that we can finish next turn. Shouldn't Haptrix-Alpha shields be 18M on a light cruiser, though? I thought they didn't have the extra doubling.
 
With the new shields costing 36M on a cruiser and being unreliable i do not consider them worth the price on a carrier at will cost only 49M without them. We will refit it later when we have proper cruiser shields.

[X] Plan preparations
-[X] 46M repairs/other costs
-[X] 9M of the Bulk carrier rebuild(build the broadside Cargo Hangars first)(49M total cost)
-Hull: Rebuilt Bulk Hauler (3U,1W,1D,1E,1O)
- Utility: 1x broadside Cargo Hangar (3x2=6M)
- Utility: 1x broadside Cargo Hangar (3x2=6M)
- Utility: 1x Troop Deck (2x3=6M)
- Weapon: Standard Macrocannon Battery MkI (2x3=6M)
- Defense: Navigational Shields (Shield 1) (1M) 1x3=3M
- Omni: Scaffold Armor (Armor 1.5) (2x3=6M)
- Engine: Tuned Merchant Thrusters 1x4M
- Bridge: Merchant (1x4M)
- Sensors: Sensors: T-100 (2x4=8M)
- Life Support: Expansive
- Housing: Barracks
- Warp: Merchant
-[X] 60M Drydock
-[X] Spatha Class (38M,2A) x2 one each to the 1st and 2nd naval squadrons
-Spatha-class Hull (5M)
-Weapon: IN Macrocannon Battery MkI (4M,1A)
-Weapon: Farstrike Lance (3M,1A)
-Defense: Scaffold Armor (2M)
-Defense: [Haptrix-Alpha Rapid Shields (6M)
-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: Bastion (3M)
-[X] Add the lance armed merchant to the 3th naval squadron
-[X] Add both modernized escort carriers to 4th patrol squadron
-[X] Move the KV-2 Wage of Dissent from the 1st naval squadron to the 4th patrol squadron
-[X] Ferryman-A-class Transport (23M) add to the 2nd naval squadron
-Hull: Converted Freighter (1E, 3O) (3M)
-Engines: Militarized Engine (Acceleration 2, Maneuver 2, Fuel Efficient) (3M)
-Omni: [Defense] Haptrix-Pattern Rapid Shields (Shield 2, .5 Armor) (4M)
-Omni: [Utility] Cargo Bay Hangar + Harbinger Heavy Transport (PD2, Military Transport) (2M) take them from the bombardment ship replace those with saviors
-Omni: [Utility] Troop Deck (2M)
-Bridge: Merchant (1M)
-Sensors: Merchant (1M)
-Warp: Merchant (4M)
-LS: Essential (2M)
-Housing: Barracks (1M)
-[X] Add the Knights to the 1st void army(replacing the engineers)
-[X] Add the 1st void arm to the 2nd naval squadron for boarding and/or ground combat
-[X] Khornate Armed Merchant Hull for Yttreum 7M
-[X] Warrior Class (18M) for Yttreum x2
-Spatha-class Hull 5M
-Weapon: empty
-Weapon: empty
-Defense: empty
-Defense: empty
-Utility: Cargo Hold (0M)
-Engine: Militarized Engine (Acceleration 2, Maneuver 2, Fuel Efficient) (3M)
-Bridge: Merchant (1M)
-Sensors: T-100 Auspex (2M)
-Warp: Merchant (4M)
-LS: Essential (2M)
-Housing: Barracks (1M)
-[X] 1x saviors for Yttreum 1M
-[X] 5x Thermo-Cavitation Shells 5M,5A
-[X] Add mechanized infantry(spotters, 1M), Engineer (base construction 0M), Military Police (base security 0M) to the 1st Aerial Combat Army
-[X] The Ashen Legion add Elite Infantry(0M)
-[X] 1st Calavar Armored Army add Void Infantry (1M) and Elite Infantry(0M)
 
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The new version still has doubled cost on cruisers?
Yes. It's a Distributed shield after all.

I know 15M isn't enough to finish all of it this turn, the idea is to make enough progress that we can finish next turn. Shouldn't Haptrix-Alpha shields be 18M on a light cruiser,
They get the extra doubling and keep Unreliable on Cruisers because of how they work. The extra cost comes from needing to line the hull with precisely built shield generators, and Unreliable comes from how not all of the rating will always be applied to incoming attacks.
This problem wasn't fixed because of the below average roll, though now you know how to do so for a Cruiser scale model.
 
Oh, hey, about that Khornate freighter hull: What would it cost to rebuild it into a Ferryman? And if we did, that would count as a refit and it wouldn't be available until next turn, right?
 
They get the extra doubling and keep Unreliable on Cruisers because of how they work. The extra cost comes from needing to line the hull with precisely built shield generators, and Unreliable comes from how not all of the rating will always be applied to incoming attacks.
This problem wasn't fixed because of the below average roll, though now you know how to do so for a Cruiser scale model.

Shit, it failed the exact thing why we voted for them in first place!
36M is insane, it's brand new ship's worth!
 
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