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So I figure our ship should be the anchor for any fleet we build, and I designed around that.

Lances as the primary weapon for the long range and hitscan accuracy so we can contest and support a large sphere of the battle. If we do need to wade-in, the heavy plasma cannons should make short work of lesser ships or and swiftly drop the shields of peers.

From there we can teleport over boarders while our machine spirits scramble their ships.

It is medium on the defense for a grand cruiser, but if we are in the main line of battle against other grand cruisers / battleships something has gone wrong. With 10 batteries of point defense we can comfortable protect a bubble of the fleet against any long range threats.

Outside of combat we are ready to explore anywhere in the galaxy, with enough hangers and teleporters to get us anywhere we want to be. The ship has all the labs we need, that aren't fire hazards anyways.

We also have enough build and repair capacity to setup industry anywhere we travel.

Questions/Suggestions/Improvements?
 
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You'll find based on my writeup, that there's not much more I could have spent on this as it happens. That's almost exactly the budget we need for a 6 action beast of a Grand Cruiser.

And after I corrected some fuckups in the Modular budget, we've got 47 points worth for non-combat utility, more than enough to make it a fully featured mobile factory-lab. I've recieved an argument as well that maybe I should swap medium boarding for light boarding and add light jamming, which I'll chew over.
I don't think that's that awesome. MS jammers are... niche use for Imperials only. I think we can stuff a few into mod-slots, anyways. I prefer medium-boarding.
 
For if we want to do something other than maximum beeg, this one is built for fast. 4Gs of acceleration and just enough machine spirit jammers to fuck with sensors might not let us win fights but it will let us escape them. High maneuverability thrusters is also for dodging and generally being shockingly adroit for something of that size. I skipped the boarding preparations because this ship design isn't intended as a line combatant and has at least a modicum of point defense, but could add them back in... The idea is to make it a fast science vessel with a solid amount of modular slots still open, rather than a fleet flagship. In terms of weapons, the idea is to poke something's vitals out with the double heavy lances and then YEET yourself away, maybe hang out at extreme range and keep doing drip damage? With a few shuttles for utility, and missiles, PD, and fighters for close-in defense against fast movers.

[] Medium Cruiser Noodling = max 6000 cp
-[] Engines max, 4G (For the Joseph Joestar special maneuver!) 500
-[] Shields medium 400
-[] Armor medium 400
-[] Non Combat equipment: 2100/6000 cp
--[] Warp drive 600cp
--[] Warp Abacus mount 300 cp
--[] Psychic shielding 1200 cp
-[] Combat equipment: 900 + 2100 = 3000/6000 cp
--[] Light machine spirit jammers 300 cp
--[] High Maneuverability thrusters 600 cp
-[] Weapons 1100 --> 990 CP
--[] Heavy Lances x2 800
--[] Point Defense 50
--[] Light Missiles 50
--[] Shuttles x1 100
--[] Fighters x1 100
-[] Modular Slots remaining: 20 (plenty for SCIENCE!)
 
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I don't think that's that awesome. MS jammers are... niche use for Imperials only. I think we can stuff a few into mod-slots, anyways. I prefer medium-boarding.

Fair enough, that's why it's a draft.

A lot depends if we commit to a six action build or a seven action build. My build is exactly the amount of BP we'll have with six build actions, so there's no room to spare. But moving to a seven action build means we'll sacrifice a flex action next turn if we want it ready in two turns, which might be wise.
 
A lot depends if we commit to a six action build or a seven action build. My build is exactly the amount of BP we'll have with six build actions, so there's no room to spare. But moving to a seven action build means we'll sacrifice a flex action next turn if we want it ready in two turns, which might be wise.

Hadn't thought about the implications of that, will create a 6-action variant of my build that drops some weapons. I want to keep the module slots built out, because if we do have to run those will be the most important (especially the manufactories)

edit: had to take out more than that, forgot the 2,500 no shipyard tax.
 
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Right, 4,850 BP per construction action, so hypothetically, we could produce 19,400 worth of construction in a single turn if we committed to it.

Realistically, we're probably looking at three construction actions per turn over two turns to complete this, which should give us a budget of just under 30K to work with. More than enough to make one hell of a sweet ride.
Or we could do 2 build actions and 1 diplo/whatever + 1 research action.
Would let us still build the ship readonably fast while also interleaving other thing (/other peoples priorities).
Like research cooperation, monastery followup, picking best from cogitare exploratum for ship Staff so Anexa can have some friends to lead.
 
[ ] design Mothership
-[ ]A sleek black design with orange highlights
-[ ] Grand Cruiser 12,000 BP, 9000x2000 meters,500 CP
-[ ] 2.5 gravities 1,100 BP
-[ ] Medium shields 800 BP
-[ ] Medium Armor 800 BP
-[ ] budget of 12,000 BP for weapons and combat equipment
-[ ] Noncombat equipment: Warp Drive 1,200 BP, Warp Abacus mounting 600 BP, Psychic Shielding 2,400BP
-[ ] Weapons: Heavy Teleportarium 400 BP, Medium TorpedoesX2 600 BP, Medium LancesX3 600BP, Heavy Lances 400 BP, Assault shuttlesX4 600 BP, Point DefenseX6 300 BP, ShuttlesX3 300 BP, Medium MacrocannonsX2 400BP, Light MacrocannonsX2 200BP
-[ ] Combat equipment: Plasma payloads Macrocannons 600 BP, Heavy Machine Spirit Jammers 2,400 BP, Medium Boarding Preparations 1,200 BP
Weapons + Combat Equipment = 8,000 BP
-[ ] Installations (12,000-7200=4,800 BP) 48 slots
--[ ] Observatory (100 BP, 25 CP, 1 slot)
--[ ] Basic Juvenat Production Facility (250 BP, 50 CP, 1 slot)
--[ ] Basic Biology Research Lab (50 BP, 50 CP, 1 slot)
--[ ] Basic Technological Research Lab (50 BP, 50 CP, 1 slot)
--[ ] High-Energy Physics Research Lab (500 BP, 100 CP, 3 slots)
--[ ] Medical Facility (200 BP, 50 CP, 1 slot)
--[ ] Troop compartmentX5 (125 BP, 25 CP, 5 slots)
--[ ] ManufactoryX20 (2000 BP, 1000 CP, 20 slots)
-[ ] 15 slots open

Final Build cost: 12,000+1,100+800+800+1,200+600+2,400+8,000+100+250+50+50+500+200+125+2000=31,675 BP
Final Command cost: 500+25+50+50+50+100+50+25+1000=1,850 CP

I designed the ship around the idea of supporting the rest of our fleet. This is our Mothership, the core of our future fleet and she is built to support it. We won't be able to go up or down a hull size in the future so going for a Grand cruiser will ensure she can be ready for anything thrown her way. While she may not be able to repair the fleet, her vast array of weapons and combat equipment will ensure any damage the enemy can inflict will be minimized. The Machine Spirit Jammers, assault shuttles, and Teleportarium will ensure the enemy be forced to contend with several other problems. Any missiles, fighters, or bomber get within range will be swiftly dealt with but should she be boarded, they will have to contend with up to 50,000 soldiers ready to repel them along with enough defenses to impress the guard. But she isn't lacking in firepower, oh no. The lances, Torpedoes, and Macrocannons, which have plasma warheads, give the Mothership enough options to destroy any ship that decides to go after her. It is expensive, I admit, but this our FLAGSHIP and we cannot afford to be cheap. Now I could have gone with a more reasonable cost but I thought go big or go home.
 
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[] Astartes Just Don't Go Far Enough
-[] Reference Image TBD
-[] Hull: Grand Cruiser (12,000 BP, -500 CP)
-[] Engines: 2.5 Gravities (1,100 BP)
-[] Shields: Medium (800 BP)
-[] Armor: Medium (800 BP)
-[] FINAL HULL COST: 14,700 + 2,500 (No Shipyard Tax) = 17,200. Total Cramming Budget: 12,000 BP
-[] Non-combat equipment:
--[ ] Warp Drive (1,200 BP)
--[ ] Warp Abacus Mounting (600 BP)
--[ ] Psychic Shielding (2,400 BP)
---[ ] Hull + Non Combat Equipment Cost: 21,400 BP
-[] Weapons:
--[] Prow Ram (1/10 of the base cost of the hull, rounded up to the nearest 50=1200 BP)
--[ ] 1x Heavy Plasma Cannon (1,000 BP)
--[ ] 1x Medium Lance (200 BP)
--[ ] 1x Heavy Melta cannon (800 BP)
--[ ] 4x Fighters (400 BP, -200 CP)
--[ ] 4x Point Defense (200 BP)
--[ ] 1x Shuttles (100 BP, -50 CP)
--[ ] 2x Assault Shuttles (300 BP, -100 CP)
--[ ] 1x Heavy Teleportariums (400 BP)
Weapon Cost: 4600, Size Cost: 3780
Total Cost: 26,000
-[] Combat Equipment:
--[ ] High Manueverabilty Thrusters (1,200 BP)
--[ ] Low-Emission Systems (1,200 BP)
--[ ] Light Boarding Preparations (600 BP)
Equipment Cost: 3000, Size Cost: 3000
Total cost: 29,000
-[] Number of modular build slots (To be filled later): 48

Is this build kind of a meme? Yes, the numbers don't work out that great for a boarding-specialised flagship, even moreso now that I've been told we're actually near Tyranids, and so boarding is gonna be pretty worthless against one of our worst opponents. But it's the journey that counts, right? Right?
 
Given his own example, I thought our esteemed QM @Neablis would appreciate an alternative (meme) design that popped into my head...

Magic School Bus - 1,450 BP
Seatbelts Everyone!
Destroyer
, 50 CP,
500 BP, 1600x400 meters
Engines: 8 gravities for 150 BP
Shields: medium for 100
Armor: medium for 100

Available Non-combat Equipment:
-Warp Drive
(50 BP) This ship can jump to the warp. Navigation systems sold separately.
-Warp Abacus Mounting (50 BP) This ship can mount a warp abacus, sold separately.
-Psychic Shielding (100 BP) This ship has a neural network integrated throughout the whole thing, that thinks "no" as hard as possible, answering the question for any warp-corruption for any beings or objects within the hull. HP scales with ship size.

Available Weapons:
Point Defense
50 BP. A series of turrets on the hull to shoot down enemy fighters, missiles and torpedoes.

Available Combat Equipment:
High-maneuverability thrusters
(50 BP) This ship is more maneuverable, able to flip, spin and dodge more quickly. This lets it maneuver well through dense asteroid clusters and dodge/ram more effectively in combat.

Modular slot options 4/4:
-Crew Quarters
(50 BP, 15 CP, 1 slot) Enough crew space for 500 crew to live in comfort with all necessary amenities.
-Basic Technological Research Lab (50 BP, 50 CP, 1 slot) Will allow you to process basic technological samples, to understand their electronics, materials, etc.
-Observatory (100 BP, 25 CP, 1 slot) Allows long-distance surveying of a system.
-Manufactory (100 BP, 50 CP, 1 slot.) More manufacturing capacity and the raw material harvesting to use it. +50 BP/action.
 
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Given his own example, I thought our esteemed QM @Neablis would appreciate an alternative (meme) design that popped into my head...

Magic School Bus - 1,450 BP
Seatbelts Everyone!
Destroyer
, 50 CP,
500 BP, 1600x400 meters
Engines: 8 gravities for 150 BP
Shields: medium for 100
Armor: medium for 100

Available Non-combat Equipment:
-Warp Drive
(50 BP) This ship can jump to the warp. Navigation systems sold separately.
-Warp Abacus Mounting (50 BP) This ship can mount a warp abacus, sold separately.
-Psychic Shielding (100 BP) This ship has a neural network integrated throughout the whole thing, that thinks "no" as hard as possible, answering the question for any warp-corruption for any beings or objects within the hull. HP scales with ship size.

Available Weapons:
Point Defense
50 BP. A series of turrets on the hull to shoot down enemy fighters, missiles and torpedoes.

Available Combat Equipment:
High-maneuverability thrusters
(50 BP) This ship is more maneuverable, able to flip, spin and dodge more quickly. This lets it maneuver well through dense asteroid clusters and dodge/ram more effectively in combat.

Modular slot options 4/4:
-Crew Quarters
(50 BP, 15 CP, 1 slot) Enough crew space for 500 crew to live in comfort with all necessary amenities.
-Basic Technological Research Lab (50 BP, 50 CP, 1 slot) Will allow you to process basic technological samples, to understand their electronics, materials, etc.
-Observatory (100 BP, 25 CP, 1 slot) Allows long-distance surveying of a system.
-Manufactory (100 BP, 50 CP, 1 slot.) More manufacturing capacity and the raw material harvesting to use it. +50 BP/action.

That theme song is playing in my head again. Still whatever we decide upon for our flagship, we should at least have a heavy cruiser class ship because it will be the centerpiece and I would rather we not lose that thing.
 
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Plan New Horizon:
Reference image (mostly) - New Horizon
-[ ]Hull Heavy Cruiser (6000BP, 300CP)
-[ ] Engines: 4 Gravities (500 BP)
-[ ] Shields: Medium (400 BP)
-[ ] Armor: Medium (400 BP)
-[ ] FINAL HULL COST: 7300 BP + 1250 BP (No Shipyard Penalty) = (8550 BP, 300CP)
Space for Cramming - 6000
-[ ] Non-Combat Equipment (Does not contribute to Cramming)
--[ ] Warp Drive (600 BP)
--[ ] Warp Abacus Mounting (300 BP)
--[ ] Psychic Shielding (1200 BP)
--[ ] Repair Bay (500 BP)
---[ ] Hull + Non Combat Equipment + Repair bay = 11,150 BP (Total Space used 500/6000
-[ ] Weaponry
--[ ] 2x Medium Macrocannons (400 BP)
--[ ] 2x Medium Lances (400 BP)
--[ ] 2x Light Plasma Cannons (500 BP)
--[ ] 5x Point Defense (250 BP)
--[ ] 2x Fighters (200 BP, 100 CP)
--[ ] 2x Shuttles (200 BP, 100 CP)
--[ ] Assault Shuttles (150 BP, 50 CP)
--[ ] Medium Teleportarium (200 BP)
---[ ] Weapons Cost: 2300BP (Total Space used - 2570/6000)
-[ ] Combat Equipment:
--[ ] High Manueverabilty Thrusters (600 BP)
--[ ] Melta Macrocannon Payloads (300 BP)
--[ ] Medium Boarding Preparations (600 BP)
--[ ] Light Machine Spirit Jammers (300 BP)
---[ ] Combat Equipment Cost: 1800 BP (Total Space used - 4370/6000)
--[ ] 1x Crew Quarters (50 BP, 15 CP, 1 Slot)
--[ ]1x Basic Biology Research Lab (50 BP, 50 CP, 1 Slot)
--[ ]1x Basic Technological Research Lab (50 BP, 50 CP, 1 Slot)
--[ ]1x Captive Holding cells (25 BP, 10 CP, 1 Slot)
--[ ]1x Medical facility (200 BP, 50 CP, 1 slot)
--[ ]1x Observatory (100 BP, 25 CP, 1 Slot)
--[ ]4x Manufactory (400 BP, 200 CP, 4 Slots.)
--[ ]1x Troop compartment (25 BP, 5 CP, 1 Slot)
--[ ]1x Basic Juvenat Production Facility (250 BP, 50 CP, 1 Slot)
--[ ] 4 free modular slots (most likely to manufacturing.)
---[ ] Modular Slot Costs: 1150 BP, 455 CP, 11 Slots
----[ ] Total Ship Cost: 16400 BP, 755CP

Question, does the medical facility not take up a slot or is that an error?

But yeh this is my pretty basic design for a heavy cruiser we should be able to put together in 3 (it grew to 3 1/2) dedicated actions. anything it cant outfight it should be able to run away from was my thinking. This would let us continue to research while the ship is building as well as building some more Space infrastructure on the next turn if we only build the ship to the half way point. Though admittedly the price did come to somewhat higher then i thought and it wouldnt be to bad to remove some systems to make it cheaper. (downsizing the repair bay would be fine and we don't really need crew accommodations right now, with the teleportarium we wouldn't need assault shuttles and so on.

If i have made any mistakes please let me know as it has been a while since i have built something like this.
 
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I mean, I think it's mostly because Imperial ships are largely boxes that use way more space than the need so they can manual control literally everything, and we get major bonuses just by way of "We don't need to hand-operate everything"
 
Btw, @Neablis
If we expected a hard voidbattle and wanted to repeat our anti-killsat-gambit, but this time with the biggest fusion-warhead equipped rockets we thing we can stealth.
-[] The Biggest Boom (150 RP) So. There's no actual upper limit for how big a fusion warhead can get. But it does get more complicated to build bigger and bigger bombs. Let's figure that out. (Unlocks bigger, exterminatus-grade warheads for nukes. The other half of the research necessary for Nova Cannons)

That would just be researching everything needed and then manufacturing in our flagship, no special modules needed, right?
 
Unless it's an abstracted '4 units' of fighters, which is really 40 of them, it doesn't make sense for 4 of them to use 2/5ths of our CP. Consider that according to official documentation, a Grand Cruiser is 7.5 km long and is crewed by 141k people. Consider that your average destroyer is 1-1.5 km long and 0.3 km wide and holds 15k, but can't even fit any sort of production under this schema regardless of how it's set up. Of course, the crew are in deplorable conditions, but we should be able to fit much more than the numbers suggest, since we're an AI and only have to handle a skeleton crew (the few we bring along).
Huh? Yes it can. A max size Destroyer could pack a warp drive, void acabus and shielding, take a Medium Macrocannon, Medium Missiles, double dip on Point Defence (Totalling 400 BP), and still have space for a Manufactory.

Edit: Oh, are you mixing up CP and BP? The CP listed on the ship isn't a cap, it's how much the ship, by itself, costs in CP for us to run. We could slap as many fighters on as we had space for.
 
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[ ] DRAFT TWO
-[ ] Hull: Grand Cruiser (12,000 BP, -500 CP)
-[ ] Engines: 2.5 Gravities (1,100 BP)
-[ ] Shields: Medium (800 BP)
-[ ] Armor: Medium (800 BP)
-[ ] FINAL HULL COST: 14,700 + 2,500 (No Shipyard Tax) = 17,200. Total Cramming Budget: 12,000 BP
-[ ] Non-Combat Equipment (Does not contribute to Cramming)
--[ ] Warp Drive (1,200 BP)
--[ ] Warp Abacus Mounting (600 BP)
--[ ] Psychic Shielding (2,400 BP)
---[ ] Hull + Non Combat Equipment Cost: 21,400 BP
-[ ] Weapons:
--[ ] 2x Heavy Plasma Cannons (2,000 BP)
--[ ] 1x Heavy Lances (400 BP)
--[ ] 4x Light Lances (400 BP)
--[ ] 3x Medium Macrocannons (600 BP)
--[ ] 2x Light Macrocannons (200 BP)
--[ ] 4x Fighters (400 BP, -200 CP)
--[ ] 4x Point Defense (200 BP)
--[ ] 2x Shuttles (200 BP, -100 CP)
--[ ] 2x Assault Shuttles (300 BP, -100 CP)
---[ ] Total Cost: 26,100 BP, 4,230 in the Cramming Budget
-[ ] Combat Equipment:
--[ ] High Manueverabilty Thrusters (1,200 BP)
--[ ] Melta Macrocannon Payloads (600 BP)
--[ ] Medium Boarding Preparations (1,200 BP)
---[ ] TOTAL COST: 29,100 BP.
--[ ] Modular Slots (To be filled later): 47

Main revisions here are taking one Large Lance out for 4 light lances, and one medium macrocannon to get 2 light macrocannons. This gives us better performance against escort craft without massively impairing our performance against other cruiserweights, while we can still just book it from anything that we can't expect to take down.
 
I'd rather a more expensive and complete ship, than something we have to build for a premium en route. Just saying, this is our mothership, treat it as much.

Edit: Oh, are you mixing up CP and BP? The CP listed on the ship isn't a cap, it's how much the ship, by itself, costs in CP for us to run. We could slap as many fighters on as we had space for.
I'm an idiot. Disregard everything I said. Holy shit, I'm an idiot.

Committing seppuku irl. Shameful dishonor!
 
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Given his own example, I thought our esteemed QM @Neablis would appreciate an alternative (meme) design that popped into my head...

Magic School Bus - 1,450 BP
Seatbelts Everyone!
Destroyer
, 50 CP,
500 BP, 1600x400 meters
Engines: 8 gravities for 150 BP
Shields: medium for 100
Armor: medium for 100

Available Non-combat Equipment:
-Warp Drive
(50 BP) This ship can jump to the warp. Navigation systems sold separately.
-Warp Abacus Mounting (50 BP) This ship can mount a warp abacus, sold separately.
-Psychic Shielding (100 BP) This ship has a neural network integrated throughout the whole thing, that thinks "no" as hard as possible, answering the question for any warp-corruption for any beings or objects within the hull. HP scales with ship size.

Available Weapons:
Point Defense
50 BP. A series of turrets on the hull to shoot down enemy fighters, missiles and torpedoes.

Available Combat Equipment:
High-maneuverability thrusters
(50 BP) This ship is more maneuverable, able to flip, spin and dodge more quickly. This lets it maneuver well through dense asteroid clusters and dodge/ram more effectively in combat.

Modular slot options 4/4:
-Crew Quarters
(50 BP, 15 CP, 1 slot) Enough crew space for 500 crew to live in comfort with all necessary amenities.
-Basic Technological Research Lab (50 BP, 50 CP, 1 slot) Will allow you to process basic technological samples, to understand their electronics, materials, etc.
-Observatory (100 BP, 25 CP, 1 slot) Allows long-distance surveying of a system.
-Manufactory (100 BP, 50 CP, 1 slot.) More manufacturing capacity and the raw material harvesting to use it. +50 BP/action.
You joke, but I will take it seriously. It wouldn't be entirely out of character for Vita to decide speed trumps all other priorities.

Question, does the medical facility not take up a slot or is that an error?
That was an error. Fixed!

Btw, @Neablis
If we expected a hard voidbattle and wanted to repeat our anti-killsat-gambit, but this time with the biggest fusion-warhead equipped rockets we thing we can stealth.
You'd need to design them then build them individually, but yeah. The missiles are very different from the missiles launched by the missile weapon. They're like the size of shuttles but you could certainly build them to prepare a battleground and have a huge initial salvo.

I will also allow you to do things like build moon-sized railguns or bombard a demon world with asteroids. Though demon worlds are bullshit so it wouldn't necessarily work.

@OP, I will say that the scale feels off for ships right now and I feel it needs some workshopping and thought before we proceed, and this is an excellent opportunity to do so (mostly by massively increasing the allotted CP across the board). Grand cruisers hold hundreds of thousands of people for instance, and yet we can only fit 500 CP worth, and nothing else, this is despite not having to worry about crew and having the complete tech. Warhammer scales like crazy, planetary battles casually involves hundreds of millions of people, but the ships feel like they're all 1/5-1/10th of the size they should be.
Yeah, the below quote has it right, the CP is the cost for the base hull + weapons + combat equipment. It's not a limit of what you can stick in it, that's just how much it costs to run the ship.
Huh? Yes it can. A max size Destroyer could pack a warp drive, void acabus and shielding, take a Medium Macrocannon, Medium Missiles, double dip on Point Defence (Totalling 400 BP), and still have space for a Manufactory.

Edit: Oh, are you mixing up CP and BP? The CP listed on the ship isn't a cap, it's how much the ship, by itself, costs in CP for us to run. We could slap as many fighters on as we had space for.
Yeah, the budget is just for BP, to represent the physical amount of space you have to stick things into.
 
Can we eventually research Lance Warheads? A Casaba Howitzer basically, detonate a plasma warhead in a short-lived containment field, channel it into an OP lance attack.

Combine that with Swarm Missile Networks (having missile datanet to coordinate strikes independently for maximum effect against single or multiple targets), and even a Phalanx would be filleted with enough missile swarms.
 
A 'Basic Juvenat Production Facility' is probably something we want in there from day one, same with at least one Heavy Teleportarium. Better is two for redundancy
Why are you interested in Teleportariums? Not that I don't hunger for them, but they are rather situational with our focus, unless we're wiling to really lean into upgrading our drone forces.
 
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