Blood, Sweat, and Tears (WH40k Design Bureau)

Shitty carrier in 20 years not worth good ship today. Several, if you remember other expenses.
Even fit with navigation shields it can take more damage then a frigate due the double armor, has the same firepower as one, 5 escort carriers worth of strikecraft and 3 troop decks with 2 squadrons of transports to deploy them for less then 60M.
 
Hey mang, if we sent Preserver armor and or our version of powered armor, how much good will capital would that net us?
Army groups are not Yttreum's concern, although... Matched with Dark Star investment, you could make something happen. Although IN ships are typically given a sizable amount of PD so it still wouldn't be too useful.

Maybe if you had a boarding craft meant to get through said PD nets of Imperial Escorts.
 
Army groups are not Yttreum's concern, although... Matched with Dark Star investment, you could make something happen. Although IN ships are typically given a sizable amount of PD so it still wouldn't be too useful.

Maybe if you had a boarding craft meant to get through said PD nets of Imperial Escorts.
Do we know what the PD rating of the average Sword-class Frigate is?
 
-[x] Assign Voidwright and Starstrider to 4th Naval Squadron
-[x] Assign Camilla's Courier Cruiser IV to 1st Naval Squadron
So while I overall support your plan I want to remind people that these came from the second naval squadron (thus why it's only three ships in it right now) and were supposed to go back to it.
 
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So while I overall support your plan I want to remind people that these came from the second naval squadron (thus why it's only three ships in it right now) and were supposed to go back to it.

[x] Plan Showdown Preparation v2
But the 2nd squadron has 5 ships in it? Do you mean the 3rd squadron? We could do that, but I don't think it needs three carriers, so I guess then we'd pull the Fugax Cymba into the 4th. Do you think that would be better?
 
Made one major change as the new Spatha are going to the battle over the hive am putting the Light IN Armor (Armor 3, 2M,2A) on one of the two.

[X] Plan preparations v2
-[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) to the 1st 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] Spatha Class (38M,4A) 2nd naval squadrons
-Spatha-class Hull (5M)
-Weapon: IN Macrocannon Battery MkI (4M,1A)
-Weapon: Farstrike Lance (3M,1A)
-Defense: Light IN Armor (Armor 3, 2M,2A)
-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] 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] 2x saviors for Yttreum 2M
-[X] 4x Thermo-Cavitation Shells 4M,4A
-[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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Made one major change as the new Spatha are going to the battle over the hive am putting the Light IN Armor (Armor 3, 2M,2A) on one of the two.
Yeah, I considered doing that, but then I wouldn't have had enough Artisinal left for three sets of combat servitors, and I think having boarding defenses on all our line ships is going to be important pretty soon. I could replace a couple with preserver bays, but that costs extra Manufacturing, and...

Wait a minute...

@DaLintyGuy, are you sure we have 46M outstanding in repairs and rearming? I see 2 from the Space Hulk, 5 from the Homnan League, 2+2+6=10 from Latvia, and 18+9=27 from Uniary. That comes to only 44M. Did we leave some undone on turn 5 or something?
 
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But the 2nd squadron has 5 ships in it? Do you mean the 3rd squadron? We could do that, but I don't think it needs three carriers, so I guess then we'd pull the Fugax Cymba into the 4th. Do you think that would be better?
Uuuh... one second, I need to go check my notes/the ship records to make sure I'm remembering this right.

...Ok, right. Yah, I meant 3rd Squadron. Please excuse my typo.

And yah, the 3rd probably doesn't need three carriers, so putting the Fugax Cymba into the 4th makes sense. But the 3rd does need at least some ships back, because otherwise it's going to be a pretty small naval squadron, and the lance armed merchant ship was specifically refit to get a 'poke holes in enemy good ships' weapon into that squad. (Yes, first squadron doesn't have a lance either, but it does have more ships in general in it.) On the other hand, there was also some talk on getting a heavy/specialist carrier squadron a while back. The 'ends up with three carriers' thing might have been intended as a way to do that? I forget if that was my intention or not when I did the refit plan.

Edit : On the other hand, given the big fight, putting the AMM-8 into the first squadron for this turn and then moving it back to the 3rd next would also make sense.
 
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Do we know what the PD rating of the average Sword-class Frigate is?
An Imperial Sword typically has a three or four depending on where it was made.

@DaLintyGuy, are you sure we have 46M outstanding in repairs and rearming? I see 2 from the Space Hulk, 5 from the Homnan League, 2+2+6=10 from Latvia, and 18+7=27 from Uniary. That comes to only 44M. Did we leave some undone on turn 5 or something?
I could have bodged the math, so if you are sure there is an error go with it.
 
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An Imperial Sword typically has a three or four depending on where it was made.
Wait, how many defense slots does an Imperial Sword have? Because I thought you'd said earlier that only cruisers and such usually spent a defense slot on PD generally, especially since you've also PD can't generally be an add on and needs a full slot?
 
Wait, how many defense slots does an Imperial Sword have? Because I thought you'd said earlier that only cruisers and such usually spent a defense slot on PD generally, especially since you've also PD can't generally be an add on and needs a full slot?
Three.
The Sword class Hull for the IN is 2W,3D,1E (and has the Reinforced tag but nevermind). It is an old and optimized design used the galaxy over.
 
Wait, how many defense slots does an Imperial Sword have? Because I thought you'd said earlier that only cruisers and such usually spent a defense slot on PD generally, especially since you've also PD can't generally be an add on and needs a full slot?
Yeah, I'm starting to think that we'll need to design combination modules that get PD and armor for example as a 2-in-1 deal.
 
Oh, also, before i forget...
-[X] Add mechanized infantry(spotters, 1M), Engineer (base construction 0M), Military Police (base security 0M) to the 1st Aerial Combat Army
Could you add something like this to your plan Vanigo? I didn't realize until things were closed/it was to late that Aerial Armies could have attachments, so, well, it doesn't have any attachments. If you did Foot Infantry, Engineer, Military Police it should be completely free and yet still allow them to build and police their own airbases and have some local defense and stuff, so would be a better army.
 
(Macrocannon Add-on) Seekershard Shells: Though thus far the foes encountered by the Crusade have been largely a non-issue with regards to repelling strikecraft, the Admiralty has expressed interest in countermeasures that would be ready for rapid deployment among existing fleet elements. As the amounts of required space for allocation of proper point defense arrays is at a premium in the Hegemon's warships, an alternative has been proposed in the form of a unique form of macrocannon munitions. The Seekershard Shell consists of a fairing that ensconces the shell's payload, in effect a communications receiver pylon, which will feed targeting telemetry from the ship's sensorium to the dozen anti-fighter rocket pods mounted on it. Upon receiving their target locks, the missiles, alone far too weak in propulsion to achieve meaningful range, will fire towards the enemy craft. While the system is reliant on the ship in question spotting the enemy strikecraft prior to engamement and the missiles themselves are projected to rely more upon area denial than advanced targeting to achieve their objective, there are high hopes for the project.

Another one for the list @Warmach1ne32
 
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Okay, updating my plan again:

[x] Plan Showdown Preparation v3
-[x] Repairs, rearming, etc. (44M)
-[x] Herald-Ia class corvette and Herald-Ib class corvette (76M, 6A), 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) on the Ia / Light IN Armor (2M, 2A) on the Ib
--[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 (1M, 1A) (FF-2 Long Arm)
-[x] Exoskeleton Support Bays x2 (4M) (KV-9 Sharp Retort, KV-10 Blade of Justice)
-[x] Thermo-Cavitation Shells x3 (3M, 3A)
-[x] Assign Voidwright, Starstrider, and Camilla's Courier Cruiser IV to 3rd Naval Squadron
-[x] Assign Fugax Cymba to 4th Naval Squadron
-[x] Assign House Noctris Lance to First Void Army, replacing Elite Infantry
-[x] Add Foot Infantry, Engineers, Military Police to 1st Aerial Combat Army

By the way, this is definitely not something we can accomplish in the next couple of turns, but as a long-term goal I think we should establish a standard fleet speed for our combat squadrons and make sure we don't add anything slower than that. Right now the acceleration on our faster ships is probably kind of wasted because they have to let the escort carriers keep up.
 
-[x] Assign House Noctris Lance to First Void Army, replacing Elite Infantry
Will the Knight Lance actually work well with a Void Army? They could fight well on the Space Hulk, but most places a Void Army will be fighting will probably be a lot tighter.

Plus, losing Elite Infantry for them seems like a pretty major cost. We want our Void Infantry to be the best, considering the jobs they do.
 
Will the Knight Lance actually work well with a Void Army? They could fight well on the Space Hulk, but most places a Void Army will be fighting will probably be a lot tighter.

Plus, losing Elite Infantry for them seems like a pretty major cost. We want our Void Infantry to be the best, considering the jobs they do.
Well, DaLintyGuy suggested it at the start of the turn:
The recovery of Dervaius Noctris has given us a powerful asset and future friend. Limited as he is by being a ground formation, it may be worth attaching his troops to our Void army. Give those Traitor slag-brains a taste of their own boarding but with Knights rather than rabble. Otherwise, I have no preferences. He has accepted serving under our banner and that is good enough for me.
So I think it's a safe bet that they'll do fine. As for losing the Elite Infantry, it was either that or the Engineers, and I think capabilities like "blowing through bulkheads" and "knowing which bulkheads are safe to blow through" are going to be really helpful. Plus, I feel like the role of the Noctris lance is basically "elite infantry, but better".
 
Plus, I feel like the role of the Noctris lance is basically "elite infantry, but better".
Sort of, they will do better at taking a specific target due to force concentration. Which, given boarding is often simply making the most out of limited units, can be very good if you can ensure that the less numerous units can reach the target intact.
 
The tech and idea seems fine, but I have to admit every time I see the name I wonder when this turned into an Eldar quest.

By the way, this is definitely not something we can accomplish in the next couple of turns, but as a long-term goal I think we should establish a standard fleet speed for our combat squadrons and make sure we don't add anything slower than that. Right now the acceleration on our faster ships is probably kind of wasted because they have to let the escort carriers keep up.
Makes sense. I probably should have fixed that when I did the modernized escort carriers, but it didn't come to mind.

Personally, my current 'long term goal' is to get enough slack to build defensive stations (stations, not ground batteries) on each of our planets, and maybe some system defense boats as well, so that next time we're in a siege position like our current one, or when we want to open a new front, we can fall back on them to hold our territory and mass our mobile forces to go do that stuff instead of needing most of them to hold our current territory.
 
Personally, my current 'long term goal' is to get enough slack to build defensive stations (stations, not ground batteries) on each of our planets, and maybe some system defense boats as well, so that next time we're in a siege position like our current one, or when we want to open a new front, we can fall back on them to hold our territory and mass our mobile forces to go do that stuff instead of needing most of them to hold our current territory.
That'd be nice to have, but keep in mind, most of our "planets" are really small clusters of worlds around one central system. There's no way we can put fixed defenses on all the nameless minor worlds around Baliafax, Latvia, and Calavar (although the latter do at least have names). On the other hand, so far control of these clusters has been determined entirely by fighting over the central world, so maybe that trend will continue?

Sudden topic change!

@Warmach1ne32, it looks like you missed some suggested techs from the last few days:

-[ ] (Ordnance) Macrocannon Shell Manufacturing: The macrocannons of the Imperial Navy are clearly a cut above Calavar's best, but it's clear that in this sector, even they are functioning below their usual standards, let down by poor-quality ammunition. With reformulated propellant, improved shell geometry, some adjustments to the quenching process, and robust quality control, this project seeks to bring Calavar's macrocannon shells up to Imperial standards. This should not only allow salvaged macrocannons to perform to their full potential, but improve the performance of natively-built ones as well.
-[X](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 achieved by reducing the weapon mounts to two and specializing 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) .
(You did add this one, but you used the original, vote-script-breaking description.)
(Life Support) "Cistern" Life Support System: Typical civilian life support systems are adequate for day-to-day use, but leave something to be desired in crisis situations. To better deal with the stresses of naval combat, this improved system incorporates reinforced bulkheads, strategically placed emergency shutters, specialized cogitators, and various pumps throughout the ship. This allows the crew to more easily seal off decompressed sections, starve out fires, and coincidentally delay and disrupt enemy boarding parties. Additionally, enhanced and expanded air scrubbers and water recyclers reduce the danger of smoke and chemical hazards, allow the ship to support additional personnel, and noticeably improve crew morale.
(Hull) Truncheon-class Frigate Hull: Although the Indomitable is a powerful combatant, its size and complexity make it quite expensive for an escort. It is believed that a more specialized hull design could mount nearly as much macrocannon firepower in a smaller, less expensive ship. The Truncheon-class hull is only slightly larger than a Sabre or Spatha, but its reinforced turret hardpoints allow it to handle the recoil of significantly larger shells, and space is set aside for well-laid-out magazines and shell elevators to streamline the reloading process and improve firing rate. This comes at the cost of flexibility, since the turrets are ill-suited for any other type of weapon, but as macrocannons are the mainstay of the navy, this is of little concern. The prow mounts are less specialized, allowing for split armaments, and can even be omitted to free up space for other systems. [1W (Macrocannons only, increased firepower), 2D (one armor only, one shields only), 1U, 1O, 1E]
 
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