Author Topic: Warhammer 40,000: Space Marines  (Read 1100 times)

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Offline ty55101 (OP)

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Warhammer 40,000: Space Marines
« on: March 16, 2024, 12:30:09 AM »
I am starting a Warhammer 40k themed scenario and went through the effort of designing a static design of an Adeptus Astartes chapter in Aurora.

I gave myself 120k tech points to get the tech levels and focused on Space Marine themed choices such as engines, armour, genetic modification, etc. I went over that a fair bit to probably be around 160k. Everything is designed to fit within Aurora, but not to be exceptional. With that in mind, I don't expect this to be a very well designed fleet or ground forces, but I expect it to work within the context of Aurora and mostly stick to the lore of Warhammer. I am playing with research speed at 1% so these designs should last me throughout my game.

I am open to feedback on the designs, especially if I made a mistake/oversight, however, most of these decisions were thought over in detail and I am unlikely to change without a similar amount of detail to lead in another direction. I am happy to explain my thought process over anything.

There is one piece that I expect to not sit right with a lot of people and that is I built the bombardment cannons as gauss turrets. Bombardment cannons are supposed to be low ranged, but powerful weapons which are great for ground support. I looked over the options I had and missiles would have been the best for space combat, but ground support would not work well for them. Railguns would have been great, but they cannot be turreted. With that in mind, I thought the best was gauss, carronades, or particle beams. Carronades I decided to use for the Macro Cannons and I think I am going to be using particle beams for lance turrets for the regular navy ships. I expect the bombardment cannon to chew threw armor or shields very quickly which I think reflects its qualities well, even if it doesn't have the same explosive effect as it should.

The principle of the fleet is that it should be able to speed up to a planet/station and deploy the marines. Engines, shields, and armour are the priorities for this reason as is in the lore of the setting.

My goals of this is to gather feedback for anything I might have missed/not thought of as I haven't played Aurora in a while and to share these designs for other people who might be interested while not needing to spend the time it took me. I am definitely not sharing this for new players as these designs are not built to be the best.

Correlative Terms

Macro Cannon = Plasma Carronades
Bombardment Cannon = Gauss Turret
Cogitator = Fire Control
Plasma Drive = Reactor
Augur = Sensor
Void Shields = Shields
Warp Engines = Jump Drive

Tech Levels

Nuclear Gas-Core
T4 Armour
T3 Weapons

Further details available on request

Fleet[/size]

Gladius Frigate
Quote
Gladius Frigate class Frigate      13,916 tons       375 Crew       2,025 BP       TCS 278    TH 1,500    EM 1,560
5389 km/s    JR 3-50      Armour 5-51       Shields 52-325       HTK 80      Sensors 25/0/0/0      DCR 20-14      PPV 18.76
Maint Life 4.01 Years     MSP 1,909    AFR 155%    IFR 2.2%    1YR 190    5YR 2,853    Max Repair 300 MSP
Troop Capacity 100 tons     Cargo 500   
Junior Officer    Control Rating 2   BRG   AUX   
Intended Deployment Time: 24 months    Morale Check Required   

Gladius Warp Engines     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 3

Space Marine Large Realspace Engines (4)    Power 1500.0    Fuel Use 139.43%    Signature 375.00    Explosion 15%
Fuel Capacity 500,000 Litres    Range 4.6 billion km (9 days at full power)
Large Capacity Void Shields (2)     Recharge Time 325 seconds (0.2 per second)

Space Marine Macro Cannon (3)    Range 48,000km     TS: 5,389 km/s     Power 10-1     RM 10,000 km    ROF 50       
Point Defense Turret (2x4)    Range 20,000km     TS: 20000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Macro Cannon Cogitator Array (1)     Max Range: 48,000 km   TS: 6,000 km/s    ECCM-0     79 58 38 17 0 0 0 0 0 0
Point Defense Fire Control (1)     Max Range: 19,200 km   TS: 8,000 km/s    ECCM-0     48 0 0 0 0 0 0 0 0 0
Space Marine Plasma Drive (1)     Total Power Output 30.2    Exp 5%

Strike Cruiser Augur Array (1)     GPS 960     Range 19.8m km    Resolution 60
Space Marine Thermal Sensors (1)     Sensitivity 25     Detect Sig Strength 1000:  39.5m km

Ground Forces
1x Chapter Serf Garrison
1x Voidship Garrison Squad

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes

Strike Cruiser
Quote
Strike Cruiser class Strike Cruiser      51,426 tons       1,155 Crew       7,289.6 BP       TCS 1,029    TH 5,250    EM 3,120
5104 km/s    JR 3-50      Armour 6-123       Shields 104-325       HTK 296      Sensors 25/0/0/0      DCR 42-8      PPV 72.11
Maint Life 4.05 Years     MSP 17,949    AFR 962%    IFR 13.4%    1YR 1,752    5YR 26,286    Max Repair 1040 MSP
Hangar Deck Capacity 5,500 tons     Troop Capacity 1,500 tons     Magazine 135 / 0   
Senior Officer    Control Rating 5   BRG   AUX   ENG   CIC   PFC   
Intended Deployment Time: 24 months    Flight Crew Berths 110    Morale Check Required   

Strike Cruiser Warp Engines     Max Ship Size 52000 tons    Distance 50k km     Squadron Size 3

Space Marine Large Realspace Engines (14)    Power 5250.0    Fuel Use 139.43%    Signature 375.00    Explosion 15%
Fuel Capacity 3,500,000 Litres    Range 8.8 billion km (19 days at full power)
Large Capacity Void Shields (4)     Recharge Time 325 seconds (0.3 per second)

Space Marine Macro Cannon (6)    Range 48,000km     TS: 5,104 km/s     Power 10-1     RM 10,000 km    ROF 50       
Bombardment Cannon (1x8)    Range 20,000km     TS: 6000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Point Defense Turret (4x4)    Range 20,000km     TS: 20000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Bombardment Cannon Fire Control (1)     Max Range: 48,000 km   TS: 6,000 km/s    ECCM-0     79 58 38 17 0 0 0 0 0 0
Macro Cannon Cogitator Array (2)     Max Range: 48,000 km   TS: 6,000 km/s    ECCM-0     79 58 38 17 0 0 0 0 0 0
Point Defense Fire Control (2)     Max Range: 19,200 km   TS: 8,000 km/s    ECCM-0     48 0 0 0 0 0 0 0 0 0
Space Marine Plasma Drive (2)     Total Power Output 60.4    Exp 5%

Thunderhawk anti-ship (9)    Armour Penetration: 3.75     Damage: 7.5     Shots: 1
Thunderhawk Lascannon (9)    Armour Penetration: 5     Damage: 3     Shots: 3
Thunderhawk Battle Cannon (9)    Armour Penetration: 3     Damage: 12     Shots: 3

Strike Cruiser Augur Array (1)     GPS 960     Range 19.8m km    Resolution 60
Space Marine Thermal Sensors (1)     Sensitivity 25     Detect Sig Strength 1000:  39.5m km

Strike Group / Ground Forces
3x Thunderhawk Assault Shuttle   Speed: 6004 km/s    Size: 9.99
5x Casteus Assault Ram Troop Shuttle   Speed: 13405 km/s    Size: 8.95
3x Thunderhawk - Support Attack Craft   Speed: 6011 km/s    Size: 9.98
1x Space Marine Company
7x Supply Drop Pod

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Carrier for auto-assignment purposes

Battle Barge
Quote
Battle Barge class Battle Barge      124,971 tons       2,672 Crew       18,486.1 BP       TCS 2,499    TH 9,750    EM 9,360
3900 km/s    JR 3-50      Armour 9-222       Shields 312-325       HTK 746      Sensors 50/25/0/0      DCR 61-4      PPV 230.97
Maint Life 4.16 Years     MSP 60,639    AFR 2048%    IFR 28.4%    1YR 5,612    5YR 84,185    Max Repair 2500 MSP
Hangar Deck Capacity 17,750 tons     Troop Capacity 4,500 tons     Magazine 405 / 0    Cargo 500   
Senior Officer    Control Rating 6   BRG   AUX   ENG   CIC   FLG   PFC   
Intended Deployment Time: 48 months    Flight Crew Berths 355    Morale Check Required   

Battle Barge Warp Engines     Max Ship Size 125000 tons    Distance 50k km     Squadron Size 3

Space Marine Large Realspace Engines (26)    Power 9750.0    Fuel Use 139.43%    Signature 375.00    Explosion 15%
Fuel Capacity 2,500,000 Litres    Range 2.6 billion km (7 days at full power)
Large Capacity Void Shields (12)     Recharge Time 325 seconds (1 per second)

Space Marine Macro Cannon (18)    Range 48,000km     TS: 3,900 km/s     Power 10-1     RM 10,000 km    ROF 50       
Bombardment Cannon (3x8)    Range 20,000km     TS: 6000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Point Defense Turret (15x4)    Range 20,000km     TS: 20000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Bombardment Cannon Fire Control (3)     Max Range: 48,000 km   TS: 6,000 km/s    ECCM-0     79 58 38 17 0 0 0 0 0 0
Point Defense Fire Control (4)     Max Range: 19,200 km   TS: 8,000 km/s    ECCM-0     48 0 0 0 0 0 0 0 0 0
Macro Cannon Cogitator Array (2)     Max Range: 48,000 km   TS: 6,000 km/s    ECCM-0     79 58 38 17 0 0 0 0 0 0
Space Marine Plasma Drive (6)     Total Power Output 181.3    Exp 5%

Thunderhawk Lascannon (27)    Armour Penetration: 5     Damage: 3     Shots: 3
Thunderhawk Battle Cannon (27)    Armour Penetration: 3     Damage: 12     Shots: 3
Thunderhawk anti-ship (27)    Armour Penetration: 3.75     Damage: 7.5     Shots: 1

Battle Barge Main Augurs (1)     GPS 80000     Range 165.6m km    Resolution 100
Battle Barge Ordinance Augurs (1)     GPS 1280     Range 35.8m km    Resolution 4
Battle Barge EM Augurs (1)     Sensitivity 25     Detect Sig Strength 1000:  39.5m km
Battle Barge Thermal Augurs (1)     Sensitivity 50     Detect Sig Strength 1000:  55.9m km

Strike Group / Ground Forces
9x Thunderhawk Assault Shuttle   Speed: 6004 km/s    Size: 9.99
15x Casteus Assault Ram Troop Shuttle   Speed: 13405 km/s    Size: 8.95
9x Thunderhawk - Support Attack Craft   Speed: 6011 km/s    Size: 9.98
1x Chapter Headquarters
2x Chapter Serf Garrison
1x SM Scout Company
1x Space Marine Company
19x Supply Drop Pod

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Carrier for auto-assignment purposes

Small Craft

Thunderhawk
Quote
Thunderhawk class Assault Shuttle      500 tons       6 Crew       71.9 BP       TCS 10    TH 45    EM 0
6004 km/s      Armour 2-5       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0-0      PPV 0.25
Maint Life 0.83 Years     MSP 10    AFR 100%    IFR 1.4%    1YR 12    5YR 180    Max Repair 37.5 MSP
Troop Capacity 200 tons     Drop Capable    Magazine 5 / 0   
Petty Officer    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

Thunderhawk Afterburners (1)    Power 60    Fuel Use 826.24%    Signature 45.00    Explosion 20%
Fuel Capacity 11,000 Litres    Range 0.48 billion km (22 hours at full power)

Thunderhawk Weaponry (1)     Pod Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
Thunderhawk Weapons Cogitator (1)     Range 5.2m km    Resolution 100

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Ground Support Fighter for auto-assignment purposes

Thunderhawk - Support
Quote
Thunderhawk - Support class Attack Craft      500 tons       11 Crew       83.3 BP       TCS 10    TH 45    EM 0
6011 km/s      Armour 2-5       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0-0      PPV 4.5
Maint Life 0.74 Years     MSP 10    AFR 100%    IFR 1.4%    1YR 13    5YR 201    Max Repair 37.5 MSP
Magazine 10 / 0   
Petty Officer    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

Thunderhawk Afterburners (1)    Power 60    Fuel Use 826.24%    Signature 45.00    Explosion 20%
Fuel Capacity 9,000 Litres    Range 0.39 billion km (18 hours at full power)

ThunderHawk Melta Bombs (1x2)    Range 20,000km     TS: 6,011 km/s     Accuracy Modifier 67.00%     RM 20,000 km    ROF 5       
Thunderhawk Bomb Targetting Cogitator (1)     Max Range: 24,000 km   TS: 6,000 km/s    ECCM-0     58 17 0 0 0 0 0 0 0 0

Thunderhawk Weaponry (2)     Pod Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
Thunderhawk Weapons Cogitator (1)     Range 5.2m km    Resolution 100
Thunderhawk anti-ship (2)    Armour Penetration: 3.75     Damage: 7.5     Shots: 1

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes

Caestus Assault Ram
Quote
Caestus Assault Ram class Troop Shuttle      448 tons       2 Crew       85.6 BP       TCS 9    TH 90    EM 0
13405 km/s      Armour 1-5       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0-0      PPV 0
Maint Life 0 Years     MSP 0    AFR 89%    IFR 1.2%    1YR 38    5YR 566    Max Repair 75 MSP
Troop Capacity 100 tons     Boarding Capable   
Petty Officer    Control Rating 1   
Intended Deployment Time: 0.3 days    Morale Check Required   

Casteus Assault Ram Overcharged Propulsion (1)    Power 120    Fuel Use 584.24%    Signature 90.00    Explosion 20%
Fuel Capacity 1,000 Litres    Range 0.07 billion km (1 hours at full power)

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Troop Transport for auto-assignment purposes

Landing Craft To be placed in the Battle Barge
Quote
Landing Craft class Lander      2,000 tons       26 Crew       150.6 BP       TCS 40    TH 90    EM 0
3000 km/s      Armour 1-14       Shields 0-0       HTK 7      Sensors 0/0/0/0      DCR 0-0      PPV 0
Maint Life 0.28 Years     MSP 25    AFR 400%    IFR 5.6%    1YR 89    5YR 1,334    Max Repair 75 MSP
Troop Capacity 1,500 tons     
Petty Officer    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

Casteus Assault Ram Overcharged Propulsion (1)    Power 120    Fuel Use 584.24%    Signature 90.00    Explosion 20%
Fuel Capacity 19,000 Litres    Range 0.29 billion km (27 hours at full power)

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Troop Transport for auto-assignment purposes


Ground Forces

Formation Templates

Chapter Headquarters This is to represent both the veteran company along with headquarters personnel
Quote
Chapter Headquarters
Transport Size: 1,498 tons
Build Cost: 2,824.1 BP
8x Land Raider
66x Space Marine Brother
1x Space Marine Chapter Master
4x Space Marine Devastator Team - AntiVehicle
2x Space Marine Dreadnought
1x Supply Drop Pod
2x Space Marine Devastator - Missile
3x Space Marine Devastator Team - AntiInfantry

Space Marine Company
Quote
Space Marine Company
Transport Size: 1,094 tons
Build Cost: 1,502.3 BP
80x Space Marine Brother
6x Rhino
1x Land Speeder
4x Space Marine Devastator Team - AntiVehicle
2x Space Marine Dreadnought
4x Space Marine Devastator Team - AntiInfantry
1x Space Marine Devastator - Missile
1x Space Marine Captain

SM Scout Company
Quote
SM Scout Company
Transport Size: 610 tons
Build Cost: 1,230 BP
100x Space Marine Brother
1x Space Marine Captain

Chapter Serf Garrison
Quote
Chapter Serf Garrison
Transport Size: 50 tons
Build Cost: 5.6 BP
10x Chapter Serfs

Supply Drop Pod
1 Drop Pod

Temporary Formations
These are formations that will be built as needed in order to take the marines on transports as needed. I couldn't remember if you couldn't change formations in transport bays. If not, I will reevaluate these vs the standard formations and try to come up with something better. (maybe make the sergeants HQs)

Space Marine Squad
Quote
Space Marine Squad
Transport Size: 60 tons
Build Cost: 101.3 BP
10x Space Marine Brother

Voidship Garrison Squad
Quote
Voidship Garrison Squad
Transport Size: 48 tons
Build Cost: 81 BP
8x Space Marine Brother

Space Marine Devastator Squad
Quote
Space Marine Devastator Squad
Transport Size: 56 tons
Build Cost: 94.5 BP
2x Space Marine Devastator Team - AntiVehicle
2x Space Marine Devastator Team - AntiInfantry

Unit Classes

Space Marine Brother
Quote
Space Marine Brother
Transport Size (tons) 6     Cost 10.125     Armour 16     Hit Points 16
Annual Maintenance Cost 1.3     Resupply Cost 1.3
Improved Personal Weapons:      Shots 1      Penetration 8      Damage 6

Advanced Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat

Vendarite  0.24   
Development Cost  503

Space Marine Captain
Quote
Space Marine Captain
Transport Size (tons) 10     Cost 217.529     Armour 16     Hit Points 16
Annual Maintenance Cost 27     Resupply Cost 0
Headquarters:    Capacity 1,100

Advanced Genetic Enhancement
Basic Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Improved Genetic Enhancement
Jungle Warfare
Low Gravity Combat
Mountain Warfare
Rift Valley Warfare

Vendarite  0.88   
Development Cost  2,332

Space Marine Chapter Master
Quote
Space Marine Chapter Master
Transport Size (tons) 100     Cost 1,318.359     Armour 16     Hit Points 16
Annual Maintenance Cost 165     Resupply Cost 0
Headquarters:    Capacity 20,000

Advanced Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Jungle Warfare
Low Gravity Combat
Mountain Warfare
Rift Valley Warfare

Vendarite  16   
Development Cost  5,740

Space Marine Devastator - Missile Perhaps one of the most out of line units. These should be in the companies as well, but I couldn't convince myself to have even one of these in each company.
Quote
Space Marine Devastator - Missile
Transport Size (tons) 20     Cost 33.75     Armour 16     Hit Points 16
Annual Maintenance Cost 4.2     Resupply Cost 2
Light Anti-Aircraft:      Shots 1      Penetration 6      Damage 12      AA Value 1

Advanced Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat

Vendarite  0.8   
Development Cost  918

Space Marine Devastator Team - AntiInfantry
Quote
Space Marine Devastator Team - AntiInfantry
Transport Size (tons) 12     Cost 20.25     Armour 16     Hit Points 16
Annual Maintenance Cost 2.5     Resupply Cost 6
Crew-Served Anti-Personnel:      Shots 6      Penetration 6      Damage 6

Advanced Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat

Vendarite  0.48   
Development Cost  711

Space Marine Devastator Team - AntiVehicle
Quote
Space Marine Devastator Team - AntiVehicle
Transport Size (tons) 16     Cost 27     Armour 16     Hit Points 16
Annual Maintenance Cost 3.4     Resupply Cost 6
Light Anti-Vehicle:      Shots 1      Penetration 12      Damage 18

Advanced Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat

Vendarite  0.64   
Development Cost  821

Rhino
Quote
Rhino
Transport Size (tons) 50     Cost 27     Armour 32     Hit Points 32
Annual Maintenance Cost 3.4     Resupply Cost 15
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 9      Damage 6
Crew-Served Anti-Personnel:      Shots 6      Penetration 6      Damage 6

Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat

Vendarite  4   
Development Cost  821

Land Raider
Quote
Land Raider
Transport Size (tons) 92     Cost 74.52     Armour 48     Hit Points 48
Annual Maintenance Cost 9.3     Resupply Cost 24
Medium Anti-Vehicle:      Shots 1      Penetration 24      Damage 24
Light Autocannon:      Shots 3      Penetration 8      Damage 12

Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat

Vendarite  11.04   
Development Cost  1,364

Land Speeder
Quote
Land Speeder
Transport Size (tons) 108     Cost 87.48     Armour 48     Hit Points 48
Annual Maintenance Cost 10.9     Resupply Cost 6
Forward Fire Direction:
Crew-Served Anti-Personnel:      Shots 6      Penetration 6      Damage 6

Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat

Vendarite  12.96   
Development Cost  1,478

Space Marine Dreadnought
Quote
Space Marine Dreadnought
Transport Size (tons) 32     Cost 1.28     Armour 16     Hit Points 24
Annual Maintenance Cost 0.16     Resupply Cost 9
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 9      Damage 6

Vendarite  1.28   
Development Cost  178

Supply Drop Pod
Quote
Supply Drop Pod
Transport Size (tons) 62     Cost 2.48     Armour 16     Hit Points 24
Annual Maintenance Cost 0.31     Resupply Cost 0
Logistics Module:      Ground Supply Points 1,000

Vendarite  2.48   
Development Cost  248

Chapter Serfs
Quote
Chapter Serfs
Transport Size (tons) 5     Cost 0.562     Armour 12.0     Hit Points 10.00
Annual Maintenance Cost 0.07     Resupply Cost 1
Personal Weapons:      Shots 1      Penetration 6      Damage 6

Basic Genetic Enhancement
Boarding Combat

Vendarite  0.15   
Development Cost  118
« Last Edit: March 16, 2024, 12:36:18 AM by ty55101 »
More guns = more funs
 

Offline Blogaugis

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Re: Warhammer 40,000: Space Marines
« Reply #1 on: March 16, 2024, 02:26:18 AM »
Tech Levels
...
Nuclear Gas-Core
T4 Armour
T3 Weapons

Further details available on request
What about Ground combat tech? Should they have access to the Heavy (or even super-heavy) ground vehicles?
I want to add a bit to the vehicles later.
Fleet[/size]

Gladius Frigate
...

Strike Cruiser
...

Battle Barge
...

Small Craft

Thunderhawk
...

Thunderhawk - Support
...

Caestus Assault Ram
...

Landing Craft To be placed in the Battle Barge
...
Looks fine, though I wonder why Serf garrison on ships is so small..?
Although, Landing craft does not have shuttle component. There is a size limit of craft being able to land on the planet and if I remember right, it is 500 tons.
Though, I'll need to check this out in the latest patch.
Ground Forces
...
Formation Templates
...
I see no assault marines. I suppose they are part of that regular battle brother?
Unit Classes

Space Marine Brother
Quote
Space Marine Brother
Transport Size (tons) 6     Cost 10.125     Armour 16     Hit Points 16
Annual Maintenance Cost 1.3     Resupply Cost 1.3
Improved Personal Weapons:      Shots 1      Penetration 8      Damage 6

Advanced Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat

Vendarite  0.24   
Development Cost  503

Space Marine Captain
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Space Marine Captain
Transport Size (tons) 10     Cost 217.529     Armour 16     Hit Points 16
Annual Maintenance Cost 27     Resupply Cost 0
Headquarters:    Capacity 1,100

Advanced Genetic Enhancement
Basic Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Improved Genetic Enhancement
Jungle Warfare
Low Gravity Combat
Mountain Warfare
Rift Valley Warfare

Vendarite  0.88   
Development Cost  2,332

Space Marine Chapter Master
Quote
Space Marine Chapter Master
Transport Size (tons) 100     Cost 1,318.359     Armour 16     Hit Points 16
Annual Maintenance Cost 165     Resupply Cost 0
Headquarters:    Capacity 20,000

Advanced Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Jungle Warfare
Low Gravity Combat
Mountain Warfare
Rift Valley Warfare

Vendarite  16   
Development Cost  5,740

Space Marine Devastator - Missile Perhaps one of the most out of line units. These should be in the companies as well, but I couldn't convince myself to have even one of these in each company.
Quote
Space Marine Devastator - Missile
Transport Size (tons) 20     Cost 33.75     Armour 16     Hit Points 16
Annual Maintenance Cost 4.2     Resupply Cost 2
Light Anti-Aircraft:      Shots 1      Penetration 6      Damage 12      AA Value 1

Advanced Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat

Vendarite  0.8   
Development Cost  918

Space Marine Devastator Team - AntiInfantry
Quote
Space Marine Devastator Team - AntiInfantry
Transport Size (tons) 12     Cost 20.25     Armour 16     Hit Points 16
Annual Maintenance Cost 2.5     Resupply Cost 6
Crew-Served Anti-Personnel:      Shots 6      Penetration 6      Damage 6

Advanced Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat

Vendarite  0.48   
Development Cost  711

Space Marine Devastator Team - AntiVehicle
Quote
Space Marine Devastator Team - AntiVehicle
Transport Size (tons) 16     Cost 27     Armour 16     Hit Points 16
Annual Maintenance Cost 3.4     Resupply Cost 6
Light Anti-Vehicle:      Shots 1      Penetration 12      Damage 18

Advanced Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat

Vendarite  0.64   
Development Cost  821
Here is a funny part - Chapter Master has less genetic augmentations than a Captain (who has basic, improved, and advanced genetic improvements.)
Also, it is a bit weird that captain and chapter master has the more exotic mountain, deep valley and jungle fighting equipment, but no one else does.
It might be sensible to standardize these among the forces - either remove the excessive fighting capability on commanders, or give these to all the space marines.
Rhino
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Rhino
Transport Size (tons) 50     Cost 27     Armour 32     Hit Points 32
Annual Maintenance Cost 3.4     Resupply Cost 15
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 9      Damage 6
Crew-Served Anti-Personnel:      Shots 6      Penetration 6      Damage 6

Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat

Vendarite  4   
Development Cost  821

Land Raider
Quote
Land Raider
Transport Size (tons) 92     Cost 74.52     Armour 48     Hit Points 48
Annual Maintenance Cost 9.3     Resupply Cost 24
Medium Anti-Vehicle:      Shots 1      Penetration 24      Damage 24
Light Autocannon:      Shots 3      Penetration 8      Damage 12

Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat

Vendarite  11.04   
Development Cost  1,364

Land Speeder
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Land Speeder
Transport Size (tons) 108     Cost 87.48     Armour 48     Hit Points 48
Annual Maintenance Cost 10.9     Resupply Cost 6
Forward Fire Direction:
Crew-Served Anti-Personnel:      Shots 6      Penetration 6      Damage 6

Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat

Vendarite  12.96   
Development Cost  1,478

Space Marine Dreadnought
Quote
Space Marine Dreadnought
Transport Size (tons) 32     Cost 1.28     Armour 16     Hit Points 24
Annual Maintenance Cost 0.16     Resupply Cost 9
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 9      Damage 6

Vendarite  1.28   
Development Cost  178

Supply Drop Pod
Quote
Supply Drop Pod
Transport Size (tons) 62     Cost 2.48     Armour 16     Hit Points 24
Annual Maintenance Cost 0.31     Resupply Cost 0
Logistics Module:      Ground Supply Points 1,000

Vendarite  2.48   
Development Cost  248

Chapter Serfs
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Chapter Serfs
Transport Size (tons) 5     Cost 0.562     Armour 12.0     Hit Points 10.00
Annual Maintenance Cost 0.07     Resupply Cost 1
Personal Weapons:      Shots 1      Penetration 6      Damage 6

Basic Genetic Enhancement
Boarding Combat

Vendarite  0.15   
Development Cost  118
Right, I assume Rhino is a medium vehicle, and Land Raider is a heavy one. Or, at least, Rhino has light armor, and LR has medium or even heavy.
Land speeder raises questions though - it has the same armor as the Land Raider, not to mention that it has 2 weapon types. I think it might be better to have 2 variants of land speeder, but their basis as light vehicle hull:
Most of them should have the crew served anti-infantry weapon, but 1 of them could be "land speeder targeter", which has the forward fire director.
Dreadnought probably would be a good advocate for "Super Heavy Crew Served weapons" (at least, if these existed in the game),
or at least a sub variant of power armor allowing to wield 2 weapon types.
Either way, I'm just going to point out that it is missing the key capabilities that other vehicles have - extreme temperature and gravity.

Last thing to consider would be predator MBTs, and Whirlwind artillery units.
I suppose Titans can also be considered if the Super Heavy Ground Vehicle tech becomes available.

One last note on Land Raider - I think it should have a heavy crew served weapons and autocannon (medium or even heavy).
The more specialized variants could have a dedicated Anti vehicle weapon or another Heavy Crew-Served weapon.
 

Offline ty55101 (OP)

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Re: Warhammer 40,000: Space Marines
« Reply #2 on: March 16, 2024, 09:46:58 AM »
What about Ground combat tech? Should they have access to the Heavy (or even super-heavy) ground vehicles?

The main ground combat tech is the armour and weapons tier along with the genetic enhancement. The Land Raider and Land Speeder are both Heavy vehicles and I didn't think it was appropriate to give them super-heavy as that would be in the realm of a Baneblade.

Looks fine, though I wonder why Serf garrison on ships is so small..?
Although, Landing craft does not have shuttle component. There is a size limit of craft being able to land on the planet and if I remember right, it is 500 tons.
Though, I'll need to check this out in the latest patch.

Serf garrisons aren't the biggest due to how Aurora handles size. I focused on giving them a proportionate role compared to the marines rather than the size be equivalent.
There is a limit for "landing" on a planet, but that is mostly for maintenance and ground support functions. The landing craft is just there to drop a company on the planet from the Battle Barge.

Quote
I see no assault marines. I suppose they are part of that regular battle brother?

Yes, functionally it seemed like assault marines would stay as a regular battle brother whereas devastators perform an appropriate role to be separated within Aurora.

Quote
Here is a funny part - Chapter Master has less genetic augmentations than a Captain (who has basic, improved, and advanced genetic improvements.)
Also, it is a bit weird that captain and chapter master has the more exotic mountain, deep valley and jungle fighting equipment, but no one else does.
It might be sensible to standardize these among the forces - either remove the excessive fighting capability on commanders, or give these to all the space marines.

This was probably an oversight of mine as I was going through the monotonous task of making all the units. I will standardize the capabilities before I start my game with these.

Quote
Right, I assume Rhino is a medium vehicle, and Land Raider is a heavy one. Or, at least, Rhino has light armor, and LR has medium or even heavy.
Land speeder raises questions though - it has the same armor as the Land Raider, not to mention that it has 2 weapon types. I think it might be better to have 2 variants of land speeder, but their basis as light vehicle hull:
Most of them should have the crew served anti-infantry weapon, but 1 of them could be "land speeder targeter", which has the forward fire director.
Dreadnought probably would be a good advocate for "Super Heavy Crew Served weapons" (at least, if these existed in the game),
or at least a sub variant of power armor allowing to wield 2 weapon types.
Either way, I'm just going to point out that it is missing the key capabilities that other vehicles have - extreme temperature and gravity.

Yes, Rhino is a medium and Laid Raiders along with Land Speeders are heavies.
To me Land Speeders perform an important scouting role along with being able to dish out a fair bit of firepower. They are also a fairly large vehicle. For those reasons, I took the stretch and gave the Land Speeder the FFD and CAP on a heavy chassis. You are right that is too similar to a Land Raider and I would probably redo it on a medium vehicle at this point. I'm not sure if I am going to go through the work of changing it, (and the sizes of the companies) but if I do then I think a regular vehicle with maybe a smaller weapon would be appropriate.
They would and dreadnought is one of the ones I had a little trouble fitting in. I think it compares well to the regular brothers in that it is five times as large and has more firepower than a devastator team. It is a little squishy for my liking, but I think it is one of the best ways to fit it inside of aurora.
Another oversight on my part that I am glad to have pointed out and will be fixed.

Quote
Last thing to consider would be predator MBTs, and Whirlwind artillery units.
I suppose Titans can also be considered if the Super Heavy Ground Vehicle tech becomes available.

I considered putting predators and whirlwinds in, but the benefits seemed low for the amount of work it would take both to create and to add into formations. Definitely keeping this in mind for the future, but right now the lore is going to be that it is a new chapter with limited special equipment.
Titans I would probably make as a formation of Heavy/Super Heavy vehicles rather than just one.

Quote
One last note on Land Raider - I think it should have a heavy crew served weapons and autocannon (medium or even heavy).
The more specialized variants could have a dedicated Anti vehicle weapon or another Heavy Crew-Served weapon.

I thought the anti-vehicle weapon would represent the lascannon well along with the light autocannon representing the heavy bolters. Changing it to a larger autocannon would make it pretty big as well.
More specialized versions are a possibility, but it is already only used by one company so the practicalities are a little limited.
More guns = more funs
 
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Offline ty55101 (OP)

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Re: Warhammer 40,000: Space Marines
« Reply #3 on: March 16, 2024, 10:20:57 AM »
Drop Pods

I forgot to add why I didn't include Drop Pods in these forces. Originally, I was thinking the Caestus Rams could be used as both boarding craft and Drop Pods, forgetting that transports changed in C#. When I realized that the Caestus Rams wouldn't be able to drop onto planets, Drop Pods being separate craft didn't seem viable. It would involve more micro unless I made it a large group of drop pods and there is little benefit to them except for limited use cases where the speed of the drop pod would dodge planetary based fire that the thunderhawks wouldn't.

My thoughts went to having the troop transports be drop capable on strike cruisers and the battle barge to represent the drop pods, but that would have raised the size of the ship while the thunderhawks are already capable of transporting most of a company quickly. Basically, both options seemed redundant with the thunderhawks already in place.

Does anyone have any thoughts on this?
More guns = more funs
 

Offline Blogaugis

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Re: Warhammer 40,000: Space Marines
« Reply #4 on: March 18, 2024, 05:03:13 AM »
Drop Pods
...
Hence I asked why landing craft does not have a shuttle component.
I think those rams should have the boarding capability, though, I don't remember much about how it works.
Also - are thunderhawks really capable to transport stuff down to planets?
The Land Raider and Land Speeder are both Heavy vehicles and I didn't think it was appropriate to give them super-heavy as that would be in the realm of a Baneblade.
I don't think land speeders are that large. Besides, Super Heavies would be Titan-tier vehicles, not baneblade tier.
Baneblades are roughly the same or similar to Land Raiders, which are Heavy tier.
Although, You do You.
...
To me Land Speeders perform an important scouting role along with being able to dish out a fair bit of firepower.
I don't remember them being so capable in terms of firepower when playing Dawn of War.
They are also a fairly large vehicle.
I don't think they are. They are a few of the early units available to player building the machine cult building in DoW.
For those reasons, I took the stretch and gave the Land Speeder the FFD and CAP on a heavy chassis.
Which seems to me as ridiculous as they can fly...
And that flight should be indication of good speed and thus - evasion.
And, You know that light vehicles are good at evading stuff when on the offensive, right?
Also, the FFD and CAP kind of makes the unit cost-ineffective - You're effectively wasting the resources for FFD, and while, if I remember right, they help with orbit to surface attacks and supposedly your thunderhawks providing air support, you still don't have artillery units.

P.S. With improved genetic enhancement (as opposed to basic and advanced), you could also create scout marines.
« Last Edit: March 18, 2024, 05:51:07 AM by Blogaugis »
 

Offline Garfunkel

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Re: Warhammer 40,000: Space Marines
« Reply #5 on: March 18, 2024, 05:38:11 PM »
Yeah, I agree that Land Speeders - the flying chair that accommodates 2 Space Marines and has a little weapon - sounds more like a Light Vehicle. It sounds like you're mixing up Land Speeder with something else.  Also, I'd use Ultra-Heavy Vehicles for Titans. I'd also agree that the Rams should have the boarding capability as that is supposed to be their main role.

For drop pods, the point is that mechanically you want to be able to unload your Battle Barge as quickly as possible. Meaning that you should make the entire ship drop capable. That would also simulate the drop pods. I would not go to the trouble of creating individual drop pods as ships as using them that way would be extremely micro-intensive and you risk serious casualties during the drop as they have to fly through NPR STO and STO-PD. The Battle Barge is much better suited for that and you can just RP that, as it enters the atmosphere, the actual drop is done by drop pods. Aurora does not actually model how the ground units are getting to the surface of the body, just that a ship is capable of instantly/quickly dropping them.

I assume that you have already seen Steve's WH40k designs as well as the extensive thinking that Vandermeer put into his?
 
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Offline Gyrfalcon

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Re: Warhammer 40,000: Space Marines
« Reply #6 on: March 19, 2024, 04:31:40 AM »
Functionally, you don't want to have your base combat units that small as they'll generate a pile of overruns and take excessive damage.

Here's my take on a Space Marine Chapter as a base formation:
Code: [Select]
Space Marine Chapter
Transport Size: 19,884 tons
Build Cost: 1,160.9 BP
700x Mark I 'Thunder' Space Marine (Power Armor, Genetic Modifications, PWI)
60x Whirlwind (Vehicle, Medium Armor, 2x Light Bombardment)
200x Mark I 'Thunder' Space Marine Devastator (Power Armor, Genetic Modifications, LAV)
30x Predator (Heavy Vehicle, Heavy Armor, Heavy Anti-Vehicle, Heavy Crew-Served Anti-Personnel)
100x Rhino APC (Light Vehicle, Light Armor, Crew-Served Anti-Personnel)
100x Mark I Space Marine Terminator (Heavy Power Armor, Genetic Modifications, Heavy Crew-Served Anti-Personnel)
20x Supply Transport (Non-Combat, Light Vehicle, Logistics Module (GSP 1k)
1x Chapter Command Land Raider (Heavy-Vehicle, Heavy Armor, HQ 20k, Medium Autocannon)
1x Forward Fire Controller (Non-Combat, Power Armor, Genetic Modifications, FFD)

Scouts are combined into the Space Marine numbers - unless you really like replacing 100 unarmored, LPW equipped units per chapter every invasion.
Assault marines are combined into the Space marine numbers.
Librarians, Tech-Marines and the rest of the Armory is hard to abstract.

You can add Dreadnaughts (Medium Vehicles), Land Speeders, Land Raiders, etc to taste.

I'd keep the Chapter size between 15,000-25,000 as a minimum viable formation size.
 

Offline ty55101 (OP)

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Re: Warhammer 40,000: Space Marines
« Reply #7 on: March 19, 2024, 08:56:23 AM »
Hence I asked why landing craft does not have a shuttle component.
I think those rams should have the boarding capability, though, I don't remember much about how it works.
Also - are thunderhawks really capable to transport stuff down to planets?

I see the confusion. The landing craft was supposed to have "drop capable" troop transports and I seemed to have added the wrong one. I have removed the landing craft as a whole in spite of the new designs.
The rams do have the boarding capability and it allows them to drop troops on enemy ships for boarding actions.
Yes, the thunderhawks are used for planetary transport and operations perhaps moreso than void operations. If you would like to read about it Nightbringer is an iconic book which showcases the thunderhawk quite a bit.

Quote
I don't think land speeders are that large. Besides, Super Heavies would be Titan-tier vehicles, not baneblade tier.
Baneblades are roughly the same or similar to Land Raiders, which are Heavy tier.
Although, You do You.

Personally, I see Super Heavies as Baneblades and Titans would be above that. With the freeform nature of the ground forces you could make an argument either way, so there isn't much tos ay besides everyone sees things in their own way in terms of scale and sizes in Aurora.

Quote
Which seems to me as ridiculous as they can fly...
And that flight should be indication of good speed and thus - evasion.
And, You know that light vehicles are good at evading stuff when on the offensive, right?
Also, the FFD and CAP kind of makes the unit cost-ineffective - You're effectively wasting the resources for FFD, and while, if I remember right, they help with orbit to surface attacks and supposedly your thunderhawks providing air support, you still don't have artillery units.

This, along with a little research, convinced me to do them as light vehicles. I might have been a little mistaken on how large land speeders are. I will put the stats for the new ones in my new post, but the evasion is definitely something land speeders should have along with them being small enough to be a light vehicle. I did keep the FFD and remove the CAP as I believe they are the best unit to represent a company FFD in order to call in bombardment strikes from the strike cruiser. I haven't played a lot of ground combat in C# so we will see how the FFD works and maybe change as we go.

Quote
P.S. With improved genetic enhancement (as opposed to basic and advanced), you could also create scout marines.

I would definitely like to showcase the difference between scouts and regular marines, but I don't think that is possible this way with a functional chapter. I would like to "promote" the scouts by having them reinforce the next companies and that wouldn't look very good if they were different units. I am going to be SMing (quite possibly database editing) the morale to be a fair bit higher on the space marines and will leave the scouts as lower.

For drop pods, the point is that mechanically you want to be able to unload your Battle Barge as quickly as possible. Meaning that you should make the entire ship drop capable. That would also simulate the drop pods. I would not go to the trouble of creating individual drop pods as ships as using them that way would be extremely micro-intensive and you risk serious casualties during the drop as they have to fly through NPR STO and STO-PD. The Battle Barge is much better suited for that and you can just RP that, as it enters the atmosphere, the actual drop is done by drop pods. Aurora does not actually model how the ground units are getting to the surface of the body, just that a ship is capable of instantly/quickly dropping them.

This definitely convinced me. I was considering the individual drop pods as about as fast (or faster) as the boarding rams in order to be able to be launched from high orbit and avoid the STOs, but you are right that it would be safer for the strike cruiser or battle barge to just unload them at the planet. (and even in the rarer cases where it isn't then the micro might not be worth it) I was also wanting to use the thunderhawks to a lesser extent there, but I think they will function just as well in boarding actions along with ground support.

Quote
I assume that you have already seen Steve's WH40k designs as well as the extensive thinking that Vandermeer put into his?
I have seen Steve's ships, but have not seemed to find his ground units designs yet. (currently reading through Gothic and finished Gothic II) I took a look at Vandermeer's and WOW those are some big ships.

One of the cool things about Aurora is you can play it in a lot of different ways and still be correct in whatever you are doing. The Warhammer setting is pretty similar with there being different ways to see the universe. Steve seems to want to play an expanding from Earth (Terra) theme and has taken the setting of Warhammer and molded it to Aurora so that it fits within that type of play easily. (a little ironic considering he made the game) Vandermeer seems to enjoy the large ship aspect of Warhammer (I love it too) and has tried to make a faithful to the lore adaptation into the game. I am probably somewhere inbetween the two and am trying to fit the setting into the game in such a way that it works, but isn't necessarily efficient. I like the aspect that the navy gets better broadsides off when they are close in, so I gave them carronades in order to resemble that. I want the general abilities of the units to be apparent such as carriers still having a decent main weapons array. Overall, the vision is different between us and that is neat.

Functionally, you don't want to have your base combat units that small as they'll generate a pile of overruns and take excessive damage.

That is probably the worst thing about these designs, but they should always be used in conjunction with the guard so I am not that concerned about it. I'm hoping the sheer size of the guard units will tank a lot of the damage and whenever a space marine company is attacked the rhinos will take most of the hits. The Space Marines should work pretty well on more remote colonies which both fits in lore and is an interesting mechanic to play.

Quote
Scouts are combined into the Space Marine numbers - unless you really like replacing 100 unarmored, LPW equipped units per chapter every invasion.
Assault marines are combined into the Space marine numbers.
Librarians, Tech-Marines and the rest of the Armory is hard to abstract.
I think it is awesome how we came to the same conclusions on a lot of the concepts here.

Quote
I'd keep the Chapter size between 15,000-25,000 as a minimum viable formation size.

I considered putting predators and whirlwinds in, but the benefits seemed low for the amount of work it would take both to create and to add into formations. Definitely keeping this in mind for the future, but right now the lore is going to be that it is a new chapter with limited special equipment.

I decided in order to make the chapter a little bulkier that I would add in predators, whirlwinds, and hunters as those provide key roles that benefit the most in Aurora. It also ended up making most of the rhino variations which are the same size.

Thank you guys for your feedback. It definitely helped as I reviewed and changed the chapter around to both function better in Aurora and be more lore accurate. I'll try to go over each change I did with the stats in the next post.
More guns = more funs
 

Offline ty55101 (OP)

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Re: Warhammer 40,000: Space Marines
« Reply #8 on: March 19, 2024, 09:30:39 AM »
Changes to Units

New Ground Units

First off, let me show the stats for the new ground forces I added. Mostly Rhino variations.

Code: [Select]
Hunter
Transport Size (tons) 90     Cost 48.6     Armour 32     Hit Points 32
Annual Maintenance Cost 6.1     Resupply Cost 24
Heavy Anti-Aircraft:      Shots 1      Penetration 18      Damage 36      AA Value 4
Crew-Served Anti-Personnel:      Shots 6      Penetration 6      Damage 6

Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat

Vendarite  7.2   
Development Cost  1,102

Code: [Select]
Whirlwind
Transport Size (tons) 98     Cost 52.92     Armour 32     Hit Points 32
Annual Maintenance Cost 6.6     Resupply Cost 36
Medium Bombardment:      Shots 3      Penetration 9      Damage 24
Medium Bombardment:      Shots 3      Penetration 9      Damage 24

Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat

Vendarite  7.84   
Development Cost  1,150

I could see adding in the other Predator, but for right now the Destructor seems enough. I named it with the "Destructor" in there just in case I decide to add in the Annihilator.
Code: [Select]
Predator Destructor
Transport Size (tons) 96     Cost 77.76     Armour 48     Hit Points 48
Annual Maintenance Cost 9.7     Resupply Cost 24
Medium Autocannon:      Shots 3      Penetration 18      Damage 12
Crew-Served Anti-Personnel:      Shots 6      Penetration 6      Damage 6

Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat

Vendarite  11.52   
Development Cost  1,394

With adding in the vehicles I wanted to put them in a separate OOB from the main chapter, so I added in the head techmarine to run that division within the chapter. The org chart will be posted later.
Code: [Select]
Master of the Forge
Transport Size (tons) 40     Cost 270     Armour 16     Hit Points 16
Annual Maintenance Cost 34     Resupply Cost 0
Headquarters:    Capacity 8,000

Advanced Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat

Vendarite  6.4   
Development Cost  2,598

Changed Units
Just changes I discussed in previous posts.

Code: [Select]
Land Speeder
Transport Size (tons) 72     Cost 19.44     Armour 16     Hit Points 24
Annual Maintenance Cost 2.4     Resupply Cost 0
Forward Fire Direction:

Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat

Vendarite  2.88   
Development Cost  697

Code: [Select]
Space Marine Captain
Transport Size (tons) 10     Cost 67.5     Armour 16     Hit Points 16
Annual Maintenance Cost 8.4     Resupply Cost 0
Headquarters:    Capacity 2,000

Advanced Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat

Vendarite  1.6   
Development Cost  1,299

Code: [Select]
Space Marine Dreadnought
Transport Size (tons) 32     Cost 8.64     Armour 16     Hit Points 24
Annual Maintenance Cost 1.1     Resupply Cost 9
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 9      Damage 6

Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat

Vendarite  1.28   
Development Cost  464

New Formations

I added in Reserve Companies as to be structured differently. Essentially these will be used in order to reinforce the battle companies.
Code: [Select]
Space Marine Devastator Company
Transport Size: 1,070 tons
Build Cost: 1,512 BP
20x Space Marine Devastator Team - AntiVehicle
6x Rhino
20x Space Marine Devastator Team - AntiInfantry
10x Space Marine Devastator - Missile
1x Space Marine Captain

Code: [Select]
Space Marine Assault Company
Transport Size: 1,114 tons
Build Cost: 1,216.1 BP
100x Space Marine Brother
7x Land Speeder
1x Space Marine Captain

Code: [Select]
Space Marine Tactical Company
Transport Size: 1,110 tons
Build Cost: 1,350 BP
100x Space Marine Brother
10x Rhino
1x Space Marine Captain

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Forge Master
Transport Size: 102 tons
Build Cost: 272.5 BP
1x Supply Drop Pod
1x Master of the Forge

I also added a lot of formations which are just a vehicle. This will make it easier to assign them out to different companies.

Changed Formations

I decided to have the Veterans separate to accompany different companies and as such the HQ of the chapter has changed. I also added some Hunters to prioritize defending the chapter rather than the guard forces. (As I understand heavy anti-air will first be used against aircraft bombarding subordinate formations before others) There is also a squad for the Honor Guard.

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Chapter Headquarters
Transport Size: 602 tons
Build Cost: 1,650.2 BP
4x Hunter
1x Space Marine Chapter Master
1x Supply Drop Pod
10x Space Marine Brother
1x Space Marine Devastator - Missile

I changed the garrison formation to better reflect the prospect of it being the formation for boarding on the Caestus.
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Space Marine Voidship Combat Squad
Transport Size: 48 tons
Build Cost: 81 BP
8x Space Marine Brother

Organization

I have attached organization with the Veteran Company expanded. I left the Forge closed as it is just a number of each vehicle. 6x Hunters, 20x Land Raiders, 10x Predators, 6x Rhinos, 10x Whirlwinds.



Changes to Ships

As discussed I gave the Strike Cruiser and Battle Barge drop capabilities. I changed the thunderhawks to a boarding role (for slower or crippled craft) and reduced the Caestus compliment. The Landing craft is gone now. With changes to the ground units there was more capacity added. Overall, less hangar space and more troop transports made for an about equal exchange.

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Strike Cruiser class Strike Cruiser      50,596 tons       1,148 Crew       7,178.6 BP       TCS 1,012    TH 5,250    EM 3,120
5188 km/s    JR 3-50      Armour 6-121       Shields 104-325       HTK 290      Sensors 25/0/0/0      DCR 42-8      PPV 72.11
Maint Life 4.09 Years     MSP 17,950    AFR 931%    IFR 12.9%    1YR 1,721    5YR 25,817    Max Repair 1040 MSP
Hangar Deck Capacity 4,000 tons     Troop Capacity 2,000 tons     Drop Capable    Magazine 135 / 0   
Senior Officer    Control Rating 5   BRG   AUX   ENG   CIC   PFC   
Intended Deployment Time: 24 months    Flight Crew Berths 80    Morale Check Required   

Strike Cruiser Warp Engines     Max Ship Size 52000 tons    Distance 50k km     Squadron Size 3

Space Marine Large Realspace Engines (14)    Power 5250    Fuel Use 139.43%    Signature 375    Explosion 15%
Fuel Capacity 3,500,000 Litres    Range 8.9 billion km (19 days at full power)
Large Capacity Void Shields (4)     Recharge Time 325 seconds (0.3 per second)

Space Marine Macro Cannon (6)    Range 48,000km     TS: 5,188 km/s     Power 10-1     RM 10,000 km    ROF 50       
Bombardment Cannon (1x8)    Range 20,000km     TS: 6000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Point Defense Turret (4x4)    Range 20,000km     TS: 20000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Bombardment Cannon Fire Control (1)     Max Range: 48,000 km   TS: 6,000 km/s    ECCM-0     79 58 38 17 0 0 0 0 0 0
Macro Cannon Cogitator Array (2)     Max Range: 48,000 km   TS: 6,000 km/s    ECCM-0     79 58 38 17 0 0 0 0 0 0
Point Defense Fire Control (2)     Max Range: 19,200 km   TS: 8,000 km/s    ECCM-0     48 0 0 0 0 0 0 0 0 0
Space Marine Plasma Drive (2)     Total Power Output 60.4    Exp 5%

Thunderhawk anti-ship (9)    Armour Penetration: 3.75     Damage: 7.5     Shots: 1
Thunderhawk Lascannon (9)    Armour Penetration: 5     Damage: 3     Shots: 3
Thunderhawk Battle Cannon (9)    Armour Penetration: 3     Damage: 12     Shots: 3

Strike Cruiser Augur Array (1)     GPS 960     Range 19.8m km    Resolution 60
Space Marine Thermal Sensors (1)     Sensitivity 25     Detect Sig Strength 1000:  39.5m km

Strike Group / Ground Forces
3x Thunderhawk Assault Shuttle   Speed: 6210 km/s    Size: 9.66
2x Caestus Assault Ram Troop Shuttle   Speed: 13405 km/s    Size: 8.95
3x Thunderhawk - Support Attack Craft   Speed: 6011 km/s    Size: 9.98
1x Space Marine Battle Company
7x Supply Drop Pod

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Carrier for auto-assignment purposes

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Battle Barge class Battle Barge      118,990 tons       2,625 Crew       17,840.7 BP       TCS 2,380    TH 9,750    EM 9,360
4096 km/s    JR 3-50      Armour 9-215       Shields 312-325       HTK 713      Sensors 50/25/0/0      DCR 61-5      PPV 230.97
Maint Life 4.30 Years     MSP 60,716    AFR 1857%    IFR 25.8%    1YR 5,275    5YR 79,132    Max Repair 2500 MSP
Hangar Deck Capacity 11,600 tons     Troop Capacity 5,000 tons     Drop Capable    Magazine 405 / 0    Cargo 500   
Senior Officer    Control Rating 6   BRG   AUX   ENG   CIC   FLG   PFC   
Intended Deployment Time: 48 months    Flight Crew Berths 232    Morale Check Required   

Battle Barge Warp Engines     Max Ship Size 125000 tons    Distance 50k km     Squadron Size 3

Space Marine Large Realspace Engines (26)    Power 9750    Fuel Use 139.43%    Signature 375    Explosion 15%
Fuel Capacity 2,500,000 Litres    Range 2.7 billion km (7 days at full power)
Large Capacity Void Shields (12)     Recharge Time 325 seconds (1 per second)

Space Marine Macro Cannon (18)    Range 48,000km     TS: 4,096 km/s     Power 10-1     RM 10,000 km    ROF 50       
Bombardment Cannon (3x8)    Range 20,000km     TS: 6000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Point Defense Turret (15x4)    Range 20,000km     TS: 20000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Bombardment Cannon Fire Control (3)     Max Range: 48,000 km   TS: 6,000 km/s    ECCM-0     79 58 38 17 0 0 0 0 0 0
Point Defense Fire Control (4)     Max Range: 19,200 km   TS: 8,000 km/s    ECCM-0     48 0 0 0 0 0 0 0 0 0
Macro Cannon Cogitator Array (2)     Max Range: 48,000 km   TS: 6,000 km/s    ECCM-0     79 58 38 17 0 0 0 0 0 0
Space Marine Plasma Drive (6)     Total Power Output 181.3    Exp 5%

Thunderhawk Lascannon (27)    Armour Penetration: 5     Damage: 3     Shots: 3
Thunderhawk Battle Cannon (27)    Armour Penetration: 3     Damage: 12     Shots: 3
Thunderhawk anti-ship (27)    Armour Penetration: 3.75     Damage: 7.5     Shots: 1

Battle Barge Main Augurs (1)     GPS 80000     Range 165.6m km    Resolution 100
Battle Barge Ordinance Augurs (1)     GPS 1280     Range 35.8m km    Resolution 4
Battle Barge EM Augurs (1)     Sensitivity 25     Detect Sig Strength 1000:  39.5m km
Battle Barge Thermal Augurs (1)     Sensitivity 50     Detect Sig Strength 1000:  55.9m km

Strike Group / Ground Forces
9x Thunderhawk Assault Shuttle   Speed: 6210 km/s    Size: 9.66
6x Caestus Assault Ram Troop Shuttle   Speed: 13405 km/s    Size: 8.95
9x Thunderhawk - Support Attack Craft   Speed: 6011 km/s    Size: 9.98
1x Chapter Headquarters
2x Chapter Serf Garrison
1x SM Scout Company
1x Space Marine Tactical Company
19x Supply Drop Pod

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Carrier for auto-assignment purposes

Making the Thunderhawks boarding capable versus drop capable reduced their size and gave them a little more speed. I am going to leave them like this, but if I redo them then I would try to get them faster even at risk of being an FAC (which they probably should be).

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Thunderhawk class Assault Shuttle      484 tons       9 Crew       66.6 BP       TCS 10    TH 45    EM 0
6210 km/s      Armour 2-5       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0-0      PPV 0.25
Maint Life 1.01 Years     MSP 10    AFR 97%    IFR 1.3%    1YR 10    5YR 148    Max Repair 37.5 MSP
Troop Capacity 200 tons     Boarding Capable    Magazine 5 / 0   
Petty Officer    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

Thunderhawk Afterburners (1)    Power 60    Fuel Use 826.24%    Signature 45.00    Explosion 20%
Fuel Capacity 11,000 Litres    Range 0.5 billion km (22 hours at full power)

Thunderhawk Weaponry (1)     Pod Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
Thunderhawk Weapons Cogitator (1)     Range 5.2m km    Resolution 100

Ground Forces
3x Space Marine Squad

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Ground Support Fighter for auto-assignment purposes
« Last Edit: March 19, 2024, 04:25:18 PM by ty55101 »
More guns = more funs
 

Offline Andrew

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Re: Warhammer 40,000: Space Marines
« Reply #9 on: March 20, 2024, 10:22:08 AM »
You probably need to rationalise the Thunderhawk at the moment it is pretty much a total waste of space.
Leaving aside the problems with close air support(micromanagement and lethality of AA) it is a 500 ton shuttle carrying a weapon less useful than a CAP. Then is is too slow to board anything , you need to be much faster than the target you are boarding or all of your troops die before they get on board the target. So I suggest a boarding version with no ground support capacity and a bigger , preferably higher boost engine and a ground support version with large weapon bays so its weapons can actually hurt something other than baby seals.
 

Offline ty55101 (OP)

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Re: Warhammer 40,000: Space Marines
« Reply #10 on: March 20, 2024, 11:12:21 AM »
You probably need to rationalise the Thunderhawk at the moment it is pretty much a total waste of space.
Leaving aside the problems with close air support(micromanagement and lethality of AA) it is a 500 ton shuttle carrying a weapon less useful than a CAP. Then is is too slow to board anything , you need to be much faster than the target you are boarding or all of your troops die before they get on board the target. So I suggest a boarding version with no ground support capacity and a bigger , preferably higher boost engine and a ground support version with large weapon bays so its weapons can actually hurt something other than baby seals.

I did put in my last post that it would be for slower and crippled craft. If I am remembering the boarding rules correctly then a craft that is 1.2 k km/s would be boarded by 100% of the thunderhawk's compliment which sounds good to me when the Caestus Ram would be used for faster ships.  The ground support pod on the regular thunderhawk is pretty much for roleplay purposes and should also help soak up AA fire away from the other dedicated thunderhawk support craft.

It certainly isn't the best, but I think it will perform an adequate role and fits in with the theme very well.
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Offline Andrew

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Re: Warhammer 40,000: Space Marines
« Reply #11 on: March 20, 2024, 12:45:58 PM »
My limited experience with ground support craft was cut short by micro management tedium , but before then I noticed that they were completly useless due to my poor design, the small ground combat pods did nothing to the rare target they hit. You really need to make them at least equivalant to a CAP or LAV .
But if you just want to roleplay the theme they will do. In most novels the space marines take horrendous casualties after all
When I match WH40 I go for matching the style not the details , so I have space marine forces as elite units with incredibly high capability , usually in larger formations than the incredibly Silly chapters of the background and I make their gear effective. I usually do this by 'cheating' , creating another SM race with better technology than my baseline imperium and gifting the space marine legions. Titan legions and their ships to the player race.
 
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Offline ty55101 (OP)

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Re: Warhammer 40,000: Space Marines
« Reply #12 on: March 20, 2024, 07:12:30 PM »
My limited experience with ground support craft was cut short by micro management tedium , but before then I noticed that they were completly useless due to my poor design, the small ground combat pods did nothing to the rare target they hit. You really need to make them at least equivalant to a CAP or LAV. But if you just want to roleplay the theme they will do.
Definitely. The thunderhawks in a support role are probably close to useless, but they are going to be secondary to the bombardment cannon and the support thunderhawk does have an actual beam weapon. It is mostly for roleplay. I also haven't played with the ground support functions before. I am designing the ground support fighters for the guard to be quite a bit better comparatively.

 
Quote
In most novels the space marines take horrendous casualties after all
I'm not sure what novels you are reading, but the ones I can think of only a couple have serious casualties to space marines and they typically operate under attrition. Even in Salamanders where they went through one of the biggest ordeals probably only half of the company died/was rendered combat ineffective. Rynn's World was definitely the exception in that regard.[/quote]

Quote
When I match WH40 I go for matching the style not the details , so I have space marine forces as elite units with incredibly high capability , usually in larger formations than the incredibly Silly chapters of the background and I make their gear effective. I usually do this by 'cheating' , creating another SM race with better technology than my baseline imperium and gifting the space marine legions. Titan legions and their ships to the player race.
That is how I have them as well, especially with the heavy mech armour which I think is a better representation of their armour versus the standard mech armour.  I did a similar thing with their race having better ground combat technology versus the guard. I gave them T4 armour and T3 weapons with the guard having T3 armour and T4 weapons. I probably could have upped the weapons or at least kept them the same, but I gave the navy better broadside weaponry which changed the ground combat tech as well. They can still survive a lot that the guard can't and it will be interesting to see that in action and how it plays out in play.

I'll be making AARs for this scenario once it gets underway, so I'll make sure to take note of Space Marine vs Guard losses and how much difference the extra tier along with heavy mech armor makes.
More guns = more funs