Author Topic: The WH40k Setting Simulation Feasibility Council  (Read 882 times)

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Offline Vandermeer (OP)

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The WH40k Setting Simulation Feasibility Council
« on: February 04, 2024, 03:21:05 PM »
Hello, so I recently set out to do a new WH40K themed game in Aurora newest version, - the first 40k game in 10 years -, after the new and fantastic Rogue Trader game greatly inspired me with its epic scaled dimensions. Some of you may still remember, I was very much into big ship games, but now that that agitated again, I wonder how far I can really push it.
I had once played a VB6 game where I took the official Rogue Trader RPG mass numbers for Imperial ships and cross checked them with Battlefleet Gothic equipment specifications to figure out how many points of "macrobatteries" or "torpedo tubes" equaled how much mission tonnage on the ships. That old topic is here: https://aurora2.pentarch.org/index.php?topic=6721.msg68767#msg68767
(Excerpt of the Cobra Destroyer):


Code: [Select]
Cobra class Destroyer    57,150 tons     1651 Crew     84132 BP      TCS 1143  TH 45000  EM 45000
39370 km/s     Armour 10-132     Shields 1500-300     Sensors 3750/1/0/0     Damage Control Rating 49     PPV 193.12
Maint Life 2 Years     MSP 45082    AFR 533%    IFR 7.4%    1YR 15050    5YR 225744    Max Repair 10500 MSP
Intended Deployment Time: 30 months    Spare Berths 1   
Magazine 1288   

7500 EP Photonic Drive (6)    Power 7500    Fuel Use 13.78%    Signature 7500    Exp 15%
Fuel Capacity 7,655,000 Litres    Range 175.0 billion km   (51 days at full power)
Void Shields (100)   Total Fuel Cost  1,500 Litres per hour  (36,000 per day)

Mars Pattern Broadside (4xcal 24a-r5-2880k-25e) (1x4)    Range 1,400,000km     TS: 50000 km/s     Power 96-100     RM 12    ROF 5        24 24 24 24 24 24 24 24 24 24
Sunsear Laser Battery (4xcal 6-r5-720k-6.25e) (2x4)    Range 720,000km     TS: 100000 km/s     Power 24-25     RM 12    ROF 5        6 6 6 6 6 6 6 6 6 6
Starbreaker Lance (cal 9-r5-1200k-25e) (2)    Range 1,200,000km     TS: 39370 km/s     Power 22-25    ROF 5        9 9 9 9 9 9 9 9 9 9
CIWS-1000 (1x16)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Beam Tactical rated 700k-100k (2)    Max Range: 1,400,000 km   TS: 100000 km/s     99 99 98 97 96 96 95 94 94 93
Auxiliary Plasma Bank (PB1-5ex) (1)     Total Power Output 400    Armour 0    Exp 5%

Fortis Pattern Torpedo Tubes (2)    Missile Size 50    Rate of Fire 125
Missile Tactical rated 972m res9 (1)     Range 972.0m km    Resolution 9
Vortex Torpedo (24)  Speed: 240,000 km/s   End: 68m    Range: 979.7m km   WH: 450    Size: 50    TH: 1440/864/432

X-470 Ultimo Array (11.691g-R3) (1)     GPS 27000     Range 11,691.3m km    Resolution 3
Thermal Sensor TH50-3750 (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km

Compact ECCM-10 (3)         ECM 100

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 "defensively wrecking stuff on response order" purposes

Looking at this ship, you can see that I divided the original mass number by 100, which is the linchpin issue around which I am seeking commentary. But as preparation first, I want to present the rationale I went through back then for the possible divisors, and why it landed like it did.

Original mass
I have already run a game where I had a 10mt mothership + fleet, so it is possible to fly designs in that range. Can they be efficiently maintained? In C#, maybe not, and there is also a question to just how to fill all that equipment space, but more on that on other points.
The only reason I would want to pick this option is just to be able to say "these are original size", but... are they really?
If you look at all the crew numbers, eg.:
- Cobra Destroyer: 15k crew at 5.7mt
- Firestorm Frigate: 26k crew at 6mt
- Armageddon Battlecruiser: 98.5k crew at 30mt

...and other Rogue Trader numbers, you will see that the mass per crew ratio ranges from 200 to 500t per man.
However!, Aurora most commonly assigns about 40t per man. Which brings you to the next possible divisor:
1/10th mass
Since taking original mass brings you to x10 the crew, but choosing 1/10th mass gets you to original crew, you can practically never get both numbers correct, but only chose one of them.
Since the extreme masses before where way overblown for practical purpose anyway, choosing to hit the lore numbers on the crew spot seems like good legal way to simulate "the orginal numbers"(tm) and still have it playable.

There is just one huge issue with this: Still, the equipment is not heavy enough. The reason for that are the two Aurora upper limits, maximum missile size and maximum fighter size.
1/100th mass
Once you get to ships like the Oberon Battleship who list how many fighter squadrons they have, and you cross check that with Rogue Trader RPG data on how large a single fighter squadron is, you can start to calculate the size you hangars should be. RT says a squadron of fighters is 20, while bombers are 10, so you get 20x500t fighters or 10x1kt bomber FACs, and land on 10kt per squadron.
...Which is really not that much.
One has to wonder, how would I fill my massive megaton ship mission tonnages under the "1/10th" paradigma, if even the 1/3rd-carrier ship Oberon only sports 40kt of fighters?

So now knowing some definite tonnage numbers, you can now go look at other designs like cruisers, who amongst their different classes sometimes for example exchange, say, a 2 hangar bay slot with a 2 lance battery armament. From such points you can make some logical chain and slowly bit by bit fill out your Sudoku puzzle on how much each BF gothic point of armament should weigh in Aurora.
This was literally how I did it. You have the 10kt basis for the hangar bay, and then when you check how all other numbers should fall in consequence, you figure out that you can get everything fitted quite nicely using the final 1/100 conversion factor instead.
(as a side note: the "RT - Battlefleet Koronus" supplement actually says on pg11 there are 3 squadrons per bay point, which makes sense considering in BF Gothic you can chose whether to send fighters, bombers or boarding craft. So you could argue it should be 30kt per bay point, but that is still too little and leads to a non-elegant Aurora-conversion mass factor)

So in short your options are:
- Original mass: Have that, but vastly overblown crew and equipment
- 1/10th mass: Crew is correct, but equipment still overblown
- 1/100th mass: Equipment fits original specifications, but all else is now miniature

A 'real' capital ship game
Now, what I would really want to do is to run my new game at 1/10th mass if I can make it at all feasible. As said, the epic scale of the Rogue Trader game just has me hungering for city sized frigates and the like, but also mechanically it would fit quite nicely into a class division I had always seen: All the capital ships would be at minimum in the 2, usually around 3mt and more range, meaning they can efficiently install recreational modules, which I had always seen as my "true" 'cause infinite deployment capital ships throughout all my games. On the other hand, all the escort ships sink exactly below that, being 500-800kt where the 100kt recreational module just do not make sense yet.
New C# also much upped the game difficulty by a lot, so that I am pretty sure I could not go around with just the 300kt cruisers of my past and expect victory at every corner anymore.

So, but if I really attempt to do that, there are still the mentioned issues of the 1/10th conversion that need to be solved, which is where I need ideas, or comment how tasteful you would feel my somewhat ramshackle solutions are.
Weapon batteries can always be extended, but what about the rest?

Fighters
Interestingly, the Fury interceptor of the Imperium is actually quoted to be 60-70 meters long, which is a size that more fits with current day corvettes rather than fighters. Looking at masses for such corvettes (wiki), you can find that modern ships of that length actually range in masses from lower limit 500t to up to 3000t. If you combine that knowledge with the tripled hangar bay capacity insight, you can easily get to fighter fleets that neatly fill the 1/10th mass hangar again.
Now, if that is an elegant solution, ...I really don't know. The idea behind a fighter or bomber is one half after all to fly under the enemy radar so he can get close enough for some inefficient high yield missiles/bombs to land. Other half is of course speed and strike range, which still exist. But anyway, these fighters now perhaps being 2.5kt, and bombers then twice that, practically means the sensor advantage is moot.
Then again, this is a 40k adaption, so maybe I should just accept we have destroyer sized bomber craft now. :P

Missiles
This is where the real headache begins. Formerly the largest missile size was 100MSP (now 99), which is a 250t munition. Since the original RT lore cites that there are always 6 reloads per launchers (so either 6 or 7 shots total), that means each torpedo point in BF Gothic amounts to a 5kt launchers + a 1.5kt magazine.
(side note: If you look closely at the Cobra Destroyer above, I cheated and made those torpedoes half size for double the magazine. The launchers were probably too heavy otherwise to fit the 57kt goal. ..Should have gone with technological half size launchers instead
Now, for the 1/10th mass game, that is just far too little. The future 600kt Cobra Destroyer will have at least 180kt of mission tonnage to play with, and the torpedoes are supposed to be its main armament. Considering the original measure for Imperial torpedoes is also 70 meters...:

...due to their unmanned density, you can easily justify them to being perhaps in the 2.5kt range per unit as well.
So a mere 13kt for the destroyer won't cut it, and I need an idea to get bigger missiles.

I see two possible solutions for this predicament.
  • I could use two different firing controls for example to simulate the two different firing tubes, but actually list more launchers under each of them, whose content I will call "warheads". The shot would then register two salvos, which I can justify as 'the 2 torpedoes', even though they are actually many more.
    I have already done this in the past when my big cruiser "artillery cannons" were actually fire controls, and the launchers below them just a "barrel repetier mechanism" or something.
  • I could use 2.5kt crafts, name them "torpedoes", have them suicide rush the targets and unload some sort of ammunition based attack right in front of their nose, then self-destruct.
    This is pretty far out there, and stretching the game interpretation thin even for me. However, I think it could work, and would also help me justify the usability of these weapons compared to Weapon Batteries and Lance Batteries, which I want to be missile launchers / artillery this time around.
    As an extra plus, they also solve the boarding torpedo simulation issue.
    ...Still, it seems inelegant. My torpedoes now need fleet training? Do I destroy them by hand if they don't blow up by themselves? Officers die on every shot of these?

Anyway, so that is currently my thinking about the upcoming game. It is complicated. Another 1/100th run leaves me with capital ships under the 1mt range, which doesn't satisfy the epic scale vision of Rogue Trader, and also my "true" capital standard as I mentioned above.
But a 1/10th run comes with lots of simulation and logistic problems.

For now I have just set up my starting system and ran the first pre-TN years.


My lore is that this is a forgotten outlier in the Koronus Expanse. The inhabitants have just recently found its way back to the light themselves by having some weird mixture of enlightenment+superstition age, and are now reviving the buried machinery under their once metropolis world. No ships are built, just "reinstated" and furnished up with how well the technology is understood. Every ship should be a personality with name, which is natural at that scale I think.

Comment whatever you like. This is a brainstorming council thread. :P

//edit: typo
« Last Edit: February 05, 2024, 05:16:54 AM by Vandermeer »
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Offline Garfunkel

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Re: The WH40k Setting Simulation Feasibility Council
« Reply #1 on: February 04, 2024, 06:38:07 PM »
I thought the new Rogue Trader is an RPG, like the original was back in the 1980s. But it's actually more like Battlefleet Gothic? Or is it an all-around game that includes both? Sadly, I do not have any advice on how to modify your game, I've never tried to do 40k setting.
 

Offline Andrew

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Re: The WH40k Setting Simulation Feasibility Council
« Reply #2 on: February 05, 2024, 03:12:35 AM »
Rogue Trader is an RPG, there are space battles as well . Your one ship against a number of other ships, its not bad as space combat and I like it as an RPG. Still a few bugs
 

Offline Vandermeer (OP)

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Re: The WH40k Setting Simulation Feasibility Council
« Reply #3 on: February 05, 2024, 05:06:10 AM »
I thought the new Rogue Trader is an RPG, like the original was back in the 1980s. But it's actually more like Battlefleet Gothic? Or is it an all-around game that includes both? Sadly, I do not have any advice on how to modify your game, I've never tried to do 40k setting.
That's ok.

Regarding RT: The original Rogue Trader pen and paper RPG is in some sense Start Trek in Warhammer 40k. The Rogue Trader himself is not just captain of the flagship, but the head of a dynasty that was given a warrant for this kind of operation by imperial prerogative. As such the emperor basically privatized the exploration business, banking on the motivational engine of good old human greed to find will to overcome the horrors the Warhammer galaxy holds in store.

Your players play as a resourceful crew of a giant mobile city ship, and move around into the unknown (or rather "the forgotten") to help to slowly re-establish the Empire's hold on the galaxy. And so, in good old adventurously stupid Star Trek fashion, you face the abominable dangers of the frontier by sending the captain, the first officer, the chief engineer, and the irreplaceable navigator without whom your ship will be literally stranded, directly as your vanguard into unscouted territory onto the frontline under fire.
It is glorious.

Of course, you also pilot your flagship and have the officers weigh in with their talents in space combat. You can customize your parties' flagship to fantastic extend, so not just weapon choices, but also internal modules like arboretum, extra cargo space, luxurious officer quarters, hidden compartments, defensible bulkhead flooring, extra cable rigging, a church, barracks with extra soldiers that might help you out for example when occupying a colony or founding an outpost, a mechanic shop for ground vehicles that can support you, special sensor suites, integrated alien or archeotech that you might uncover on your journeys, andandand. There is also nothing stopping you from acquiring bigger ships or a small escort fleet as you progress and become richer.
...No one has ever done such a good job at getting a space exploration pen and paper out there than Rogue Trader. I can like that it is in the 40k universe, but I can also see why some wont find that optimal. If someone had done something like this mechanically without any Warhammer in it, it would still be the best space exploration game out there.
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Offline Andrew

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Re: The WH40k Setting Simulation Feasibility Council
« Reply #4 on: February 05, 2024, 05:32:46 AM »
I have a tabletop RPG campaign for Rogue Trader next in the Queue for my gaming group.
 

Offline Vandermeer (OP)

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Re: The WH40k Setting Simulation Feasibility Council
« Reply #5 on: February 05, 2024, 08:00:38 AM »
I have a tabletop RPG campaign for Rogue Trader next in the Queue for my gaming group.
This old game is still favored by many. :) I think it completely replaced the original Dark Heresy of which it seems to have splintered off from.
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Offline nuclearslurpee

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Re: The WH40k Setting Simulation Feasibility Council
« Reply #6 on: February 05, 2024, 08:37:58 AM »
Someone should talk about the actual post topic.  ;)

As a bit of preamble, when it comes to tonnages in Aurora it is worth keeping in mind that the figures are somewhat hazy and ill-defined when converting from other universes to Aurora tonnage (so-called "Walmsley tonnage"). In Aurora, the closest we have to a canonical measurement is that 1 ton = 14 m3 which is the volume of 1 ton of liquid hydrogen, a value Steve has borrowed from the Traveler canon. Thus the tonnage marks in Aurora need not match the tonnage marks in other universes, for example rainyday in his Honorverse AAR finds a conversion factor of about 7 Weber tons = 1 Walmsley ton, taking a nominal value of density for Honorverse vessels of 2 m3 per ton*.

*Which, for what it's worth, I don't entirely agree with as I have found that using closer representation of armaments can approach the canonical value of 4 m3 per ton, but I digress.

Another useful benchmark is that 1 ton of steel will take up a volume of around 1/8 m3 (of course varying somewhat depending on what kind of steel you use). In this case we would have a nominal conversion factor of 1 Walmsley ton = 112 steel tons, which is clearly an extreme value (spaceships are not solid chunks of steel) but places one possible upper bound on conversion factors - to exceed this value would require using materials of extreme densities particularly once allowing space for crew quarters, amenities, and access.

----

Turning to Warhammer, I would note as a preliminary statement that based on the above discussion, the 1/10 conversion factor is probably in the right ballpark, though given the difference in design aesthetic between WH40K and most sci-fi with big ships which lean towards a sleeker, "modern" appearance, we might guess that a factor of 1/20 or even 1/25 is still in the ballpark, since at least the Imperium ships are more like giant chunks of heavy metal than, say, the starship Enterprise.

In general, when designing WH40K ships, I have found that trying to match weapons at a 1:1 rate does not give good results, especially since the change to particle beams that has made them a fixed size of 300 t (600 t for lances) at all 'calibers' (I am in the camp that prefers particle beams over lasers for the lance weapons). What I have generally found effective is to count "batteries" of weapons instead, which allows flexibility to ensure that we can swap loadouts between different classes in a modular fashion and still achieve the same nominal tonnage in each case. I will admit that in some cases this could offend certain sensibilities because the art assets (both in the source books and in the video game adaptations) tend to imply a rigid " 1 Strength = 1 weapon" equivalence*, however at some point we have to make concessions to feasibility and Warhammer has always been a setting governed by the principle that everything is canon "from a certain point of view" (to recklessly mix universes), so we are not bound to consider prior artistic representations as reality.

*But not universally. Note that the Cobra-class art shows two prow torpedo launchers on the side profile view, thus symmetry implies a total of four launchers, yet the BFG table for the class states a torpedo firepower of 2 - clearly this is not a case where 1 Strength = 1 Weapon in the artistic depiction. So we have some justified grounds for flexibility, and we could find other inconsistencies very easily by looking closely over the BFG ship listings.

Given this, I think the working solution is to determine the approximate tonnages appropriate or desired for each hull type, then work out some rough rules about how many weapons or other items of a given type should make up a "battery". If you plan to work with hangars extensively, it probably makes the most sense to design your strike wings first based on whatever principles you deem appropriate. If one "battery" of hangar bays (forgive the silly terminology) is 10 kt plus whatever is needed for supporting modules (fuel, magazine, etc.) then a "battery" of weapons of any type should reach a similar mark. For torpedoes, this is a bit fuzzier since torpedoes in WH40K are always prow weapons and not broadsides or "batteries" per se, however it would be silly to have only two or four torpedoes on a ship with several dozen large railguns so we should make some concession here. I would also personally lean towards semi-reasonable torpedo sizes - perhaps in the range of 8 to 12 rather than size 99 - as a concession to the game mechanics, since the torpedoes should still have some use as weapons and not be purely ornamental. This may not fit the Warhammer philosophy that everything should be huge, but it will offer more verisimilitude to actual accounts of WH40K space combat where torpedo fire is actually, well, effective sometimes.

One side note is that, if we insist that our smallest true naval vessels are in the range of even "just" 500,000 tons, there is a concern that immersion may be broken when running into NPR fleets that top out at 30,000 tons for capital ships. Even with the changes to allow some NPRs to use larger base sizes we are still fighting enemy "capital ships" no more than 1/4 of our "escort" class displacements. It may be possible to adjust this by DB modding but I have not looked at the relevant tables to know if this is possible. This may be an argument for preferring ship sizes which hew more closely to "traditional" Aurora numbers - Steve's typical marks of 9,375 tons for an escort, 18,750 tons for a light cruiser, and 37,500 tons for a cruiser are reasonable here, my personal WH40K designs tend to run a mite larger but in the same ballpark, and you can certainly tack on an extra 20-30% if you include warp/jump drives on every ship. Sometime I shall investigate the DB and see if there is some possibility to configure the game to be more Warhammer than it already is, in the meantime there is always the possibility of controlling every race yourself.
 
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Offline Steve Walmsley

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Re: The WH40k Setting Simulation Feasibility Council
« Reply #7 on: February 05, 2024, 09:27:22 AM »
Here are some WH40k designs from a recent unpublished campaign. Its looser with the BFG background than other campaigns, but I was trying out the new jump drive rules.

The Firestorm class frigate is a workhorse for the Imperium, capable of independent operations, functioning as part of a frigate squadron or providing an escort for larger warships. The primary armament comprises six Astaroth Kinetics AK-20 Weapons Batteries, with each battery firing four projectiles every fifteen seconds out to a range of 160,000 kilometres. The secondary armament comprises a pair of V4-200 Lance Batteries. Although the Lances generate far less raw damage than the weapons they replace, they reach out to 200,000 km and maintain their damage output across that range, making them ideal for long-range sniping. A Dominus-Varnus DV-2 Defence Turret provides additional defence against hostile torpedoes. Passive defences include strong armour and a single Valentinian-Stern VS-37 Void Shield. With a full suite of sensors, the Sword can locate hostile ships with her active augur array at fifty million kilometres, detect incoming torpedoes and conduct passive searches with both thermal and electromagnetic augur arrays.
 
Firestorm class Frigate      15,000 tons       475 Crew       2,410.6 BP       TCS 300    TH 1,200    EM 1,110
4000 km/s    JR 3-50      Armour 5-54       Shields 37-370       HTK 90      Sensors 5/6/0/0      DCR 10-6      PPV 70.32
Maint Life 2.10 Years     MSP 1,509    AFR 180%    IFR 2.5%    1YR 459    5YR 6,888    Max Repair 600.00 MSP
Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

RM-150 Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 3
Ravenor Drive Systems RDS-1200-MB (1)    Power 1200.0    Fuel Use 34.92%    Signature 1200.00    Explosion 12%
Fuel Capacity 511,000 Litres    Range 17.6 billion km (50 days at full power)
Valentinian-Stern VS-37 Void Shield (1)     Recharge Time 370 seconds (0.1 per second)

Astaroth Kinetics AK-20 Weapons Battery (6x4)    Range 160,000km     TS: 4,000 km/s     Power 12-4    ROF 15       
Valentinian-Ventris V4-200 Lance Battery (2)    Range 200,000km     TS: 4,000 km/s     Power 10-3.5    ROF 15       
Dominus-Varnus DV-2 Defence Turret (1x8)    Range 20,000km     TS: 16000 km/s     Power 0-0    ROF 5       
MK I Energy Weapon Fire Control (2)     Max Range: 256,000 km   TS: 4,000 km/s    ECCM-1
MK I Defence Turret Fire Control (1)     Max Range: 64,000 km   TS: 16,000 km/s    ECCM-1
R-32 Gaseous Fission Reactor (1)     Total Power Output 32    Exp 5%

MK I Frigate Active Augur Array (1)     GPS 6480     Range 50.1m km    Resolution 120
MK I Torpedo Detection Array (1)     GPS 12     Range 4.8m km    MCR 430.9k km    Resolution 1
MK I Electromagnetic Augur Array  (1)     Sensitivity 6.0     Detect Sig Strength 1000:  19.4m km
MK I Thermal Augur Array  (1)     Sensitivity 5.0     Detect Sig Strength 1000:  17.7m km

Electronic Warfare Jammers:   Fire Control 1    Missile 1   

The Tempest class survey frigate is based on the Firestorm hull. The lance batteries, defence turret, shield generator and two of the six weapon batteries have been removed and the armour reduced by forty percent. The freed-up interior hull space is dedicated to four gravitational and four geological survey sensors survey sensors, a probe launcher and significantly increased endurance. The recon capability provided by the probe launcher increases the chance of avoiding hostile forces in unexplored space, while the extensive crew accommodations, large engineering deck and considerable fuel capacity allow the Tempest to operate without support for up to five years.

Tempest class Survey Frigate      15,000 tons       414 Crew       2,436.8 BP       TCS 300    TH 750    EM 0
2500 km/s    JR 3-50      Armour 3-54       Shields 0-0       HTK 99      Sensors 5/6/4/4      DCR 18-12      PPV 29.2
Maint Life 5.42 Years     MSP 2,332    AFR 100%    IFR 1.4%    1YR 133    5YR 1,996    Max Repair 281.2500 MSP
Magazine 20 / 0   
Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 60 months    Morale Check Required   

RM-150 Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 3
Ravenor Drive Systems RDS-750-ME (1)    Power 750.0    Fuel Use 10.78%    Signature 750.00    Explosion 7%
Fuel Capacity 1,291,000 Litres    Range 143.7 billion km (665 days at full power)

Astaroth Kinetics AK-20 Weapons Battery (4x4)    Range 160,000km     TS: 4,000 km/s     Power 12-4    ROF 15       
MK I Energy Weapon Fire Control (1)     Max Range: 256,000 km   TS: 4,000 km/s    ECCM-1
R-16 Gaseous Fission Reactor  (1)     Total Power Output 16.3    Exp 5%

MK I Probe Launcher (1)     Missile Size: 4.0    Rate of Fire 800
MK I Probe Launcher Fire Control (1)     Range 3m km    Resolution 1   ECCM-1
MK I Small Augur Probe (5)    Speed: 4,500 km/s    End: 8.3d     Range: 3,232.3m km    WH: 0    Size: 4.00

MK I Frigate Active Augur Array (1)     GPS 6480     Range 50.1m km    Resolution 120
MK I Torpedo Detection Array (1)     GPS 12     Range 4.8m km    MCR 430.9k km    Resolution 1
MK I Electromagnetic Augur Array  (1)     Sensitivity 6.0     Detect Sig Strength 1000:  19.4m km
MK I Thermal Augur Array  (1)     Sensitivity 5.0     Detect Sig Strength 1000:  17.7m km
Geological Survey Sensors (4)   4 Survey Points Per Hour
Gravitational Survey Sensors (4)   4 Survey Points Per Hour
Electronic Warfare Jammers:   Missile 1   

The Cobra class escort is a torpedo-armed warship with the same engine as the Tempest class survey frigate. While the top speed of the Cobra is almost forty percent less than other Imperial warships, the efficiency of the engine gives the escort considerable range. Combined with larger crew quarters and engineering decks, this makes the Cobra ideal for escorting the large Jericho class colony ships and Universe class mass conveyors. The choice of torpedoes as the main armament is due to the low speed, as the Cobra will not be able to chase hostile warships, so it can attack them at range instead. The secondary armament of two weapon batteries gives the Cobra an energy-range capability and provides a point defence capability in conjunction with its defence turret.

Cobra class Escort      15,000 tons       364 Crew       1,890.3 BP       TCS 300    TH 750    EM 1,110
2500 km/s    JR 3-50      Armour 4-54       Shields 37-370       HTK 91      Sensors 5/6/0/0      DCR 10-6      PPV 54.32
Maint Life 2.66 Years     MSP 1,292    AFR 180%    IFR 2.5%    1YR 259    5YR 3,891    Max Repair 281.2500 MSP
Magazine 482 / 0   
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 30 months    Morale Check Required   

RM-150 Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 3
Ravenor Drive Systems RDS-750-ME (1)    Power 750.0    Fuel Use 10.78%    Signature 750.00    Explosion 7%
Fuel Capacity 407,000 Litres    Range 45.3 billion km (209 days at full power)
Valentinian-Stern VS-37 Void Shield (1)     Recharge Time 370 seconds (0.1 per second)

Astaroth Kinetics AK-20 Weapons Battery (2x4)    Range 160,000km     TS: 4,000 km/s     Power 12-4    ROF 15       
Dominus-Varnus DV-2 Defence Turret (1x8)    Range 20,000km     TS: 16000 km/s     Power 0-0    ROF 5       
MK I Energy Weapon Fire Control (1)     Max Range: 256,000 km   TS: 4,000 km/s    ECCM-1
MK I Defence Turret Fire Control (1)     Max Range: 64,000 km   TS: 16,000 km/s    ECCM-1
R-8 Gaseous Fission Reactor (1)     Total Power Output 8.1    Exp 5%

MK I Standard Torpedo Launcher (4)     Missile Size: 12    Rate of Fire 280
MK I Torpedo Fire Control (1)     Range 20.6m km    Resolution 10   ECCM-1
MK I Standard Torpedo (40)    Speed: 25,000 km/s    Range: 8m km    WH: 12.0    Size: 12.00    TH: 83/50/25

MK I Frigate Active Augur Array (1)     GPS 6480     Range 50.1m km    Resolution 120
MK I Torpedo Detection Array (1)     GPS 12     Range 4.8m km    MCR 430.9k km    Resolution 1
MK I Electromagnetic Augur Array  (1)     Sensitivity 6.0     Detect Sig Strength 1000:  19.4m km
MK I Thermal Augur Array  (1)     Sensitivity 5.0     Detect Sig Strength 1000:  17.7m km

Electronic Warfare Jammers:   Fire Control 1    Missile 1   

Imperial light cruisers lie halfway between true capital ships and the escort classes and are intended to form the core of a light task group. The Dauntless class is the standard light cruiser class of the Imperial Navy and has double the armament of the Firestorm, mounting twelve weapon batteries, four V4-200 lance batteries and a pair of DV-2 defence turrets. As the Dauntless is intended to close on its target and destroy it from close range, it has triple the shield strength of the Firestorm and almost twice the armour volume to support its formidable point defence capabilities. The Dauntless has an improved sensor suite, adding twelve million kilometres to active sensor range and dedicating three times as much hull volume passive sensors.

Dauntless class Light Cruiser      30,000 tons       944 Crew       4,719 BP       TCS 600    TH 2,400    EM 3,330
4000 km/s    JR 3-50      Armour 6-86      Shields 111-370      HTK 180     Sensors 15/18/0/0     DCR 25-8      PPV 140.64
Maint Life 2.28 Years     MSP 2,962    AFR 288%    IFR 4.0%    1YR 771    5YR 11,562    Max Repair 600.00 MSP
Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

RM-300 Military Jump Drive     Max Ship Size 30000 tons    Distance 50k km     Squadron Size 3
Ravenor Drive Systems RDS-1200-MB (2)    Power 2400.0    Fuel Use 34.92%    Signature 1200.00    Explosion 12%
Fuel Capacity 1,020,000 Litres    Range 17.5 billion km (50 days at full power)
Valentinian-Stern VS-37 Void Shield (3)     Recharge Time 370 seconds (0.3 per second)

Astaroth Kinetics AK-20 Weapons Battery (12x4)    Range 160,000km     TS: 4,000 km/s     Power 12-4    ROF 15       
Valentinian-Ventris V4-200 Lance Battery (4)    Range 200,000km     TS: 4,000 km/s     Power 10-3.5    ROF 15       
Dominus-Varnus DV-2 Defence Turret (2x8)    Range 20,000km     TS: 16000 km/s     Power 0-0    ROF 5       
MK I Energy Weapon Fire Control (2)     Max Range: 256,000 km   TS: 4,000 km/s    ECCM-1
MK I Defence Turret Fire Control (2)     Max Range: 64,000 km   TS: 16,000 km/s    ECCM-1
R-32 Gaseous Fission Reactor (2)     Total Power Output 64    Exp 5%

MK I Light Cruiser Active Augur Array (1)     GPS 10080     Range 62.5m km    Resolution 120
MK I Torpedo Detection Array (1)     GPS 12     Range 4.8m km    MCR 430.9k km    Resolution 1
MK I Large Thermal Augur Array  (1)     Sensitivity 15.00     Detect Sig Strength 1000:  30.6m km
MK I Large Electromagnetic Augur Array  (1)     Sensitivity 18.00     Detect Sig Strength 1000:  33.5m km

Electronic Warfare Jammers:   Sensor 1    Fire Control 1    Missile 1   

The Lunar is the standard cruiser class of the Imperial Navy. With a hull twice the size of the Dauntless class, the Lunar has sufficient internal space to add six weapon batteries, two lance batteries, a third defence turret and a dozen torpedo launchers, with magazine space for ninety-six torpedoes. Passive defences are substantially increased for the Lunar, with double the shield strength of the Dauntless and sixty percent greater armour volume. The MK I Cruiser Active Augur Array replaces the active augur array on the Dauntless, extending sensor range by a further twelve million kilometres. Finally, the fuel storage, engineering systems and reactors have all been upgraded in line with the larger hull.

Lunar class Cruiser      60,000 tons       1,805 Crew       9,037.2 BP       TCS 1,200    TH 4,800    EM 6,660
4000 km/s    JR 3-50     Armour 6-136      Shields 222-370      HTK 359      Sensors 15/18/0/0     DCR 50-8    PPV 282.96
Maint Life 2.13 Years     MSP 5,706    AFR 576%    IFR 8.0%    1YR 1,677    5YR 25,150    Max Repair 750 MSP
Magazine 1,164 / 0   
Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

RM-600 Military Jump Drive     Max Ship Size 60000 tons    Distance 50k km     Squadron Size 3
Ravenor Drive Systems RDS-1200-MB (4)    Power 4800.0    Fuel Use 34.92%    Signature 1200.00    Explosion 12%
Fuel Capacity 2,076,000 Litres    Range 17.8 billion km (51 days at full power)
Valentinian-Stern VS-37 Void Shield (6)     Recharge Time 370 seconds (0.6 per second)

Astaroth Kinetics AK-20 Weapons Battery (18x4)    Range 160,000km     TS: 4,000 km/s     Power 12-4    ROF 15       
Valentinian-Ventris V4-200 Lance Battery (6)    Range 200,000km     TS: 4,000 km/s     Power 10-3.5    ROF 15       
Dominus-Varnus DV-2 Defence Turret (3x8)    Range 20,000km     TS: 16000 km/s     Power 0-0    ROF 5       
MK I Energy Weapon Fire Control (3)     Max Range: 256,000 km   TS: 4,000 km/s    ECCM-1
MK I Defence Turret Fire Control (3)     Max Range: 64,000 km   TS: 16,000 km/s    ECCM-1
R-32 Gaseous Fission Reactor (3)     Total Power Output 96    Exp 5%

MK I Standard Torpedo Launcher (12)     Missile Size: 12    Rate of Fire 280
MK I Torpedo Fire Control (2)     Range 20.6m km    Resolution 10   ECCM-1
MK I Standard Torpedo (96)    Speed: 25,000 km/s    Range: 8m km    WH: 12.0    Size: 12.00    TH: 83/50/25
MK I Augur Probe (1)    Speed: 6,000 km/s    End: 8.6d     Range: 4,470.5m km    WH: 0    Size: 12.0    TH: 20/12/6

MK I Torpedo Detection Array (1)     GPS 12     Range 4.8m km    MCR 430.9k km    Resolution 1
MK I Cruiser Active Augur Array (1)     GPS 14400     Range 74.7m km    Resolution 120
MK I Fighter Detection Array (1)     GPS 120     Range 10.3m km    Resolution 10
MK I Large Thermal Augur Array  (1)     Sensitivity 15.00     Detect Sig Strength 1000:  30.6m km
MK I Large Electromagnetic Augur Array  (1)     Sensitivity 18.00     Detect Sig Strength 1000:  33.5m km

Electronic Warfare Jammers:   Sensor 1    Fire Control 1    Missile 1   
The Defiant class light carrier is based on the same hull as the Dauntless, but with massive internal changes. All the weapons have been removed, along with two of the three shield generators and half of the armour. In their place is a large hangar bay, which holds a strike group of twelve Starhawk bombers, twelve Fury interceptors and two Aquila landers, plus sufficient magazine storage to reload the bombers twice. The twelve Starhawks are capable of launching twenty-four torpedoes in a single salvo, while the interceptors can escort the bombers, provide anti-torpedo defences for the carrier or launch their own independent strikes against soft targets. The significant reduction in defences for the Defiant is based on a doctrine of operating at stand-off ranges.

Defiant class Light Carrier      30,000 tons       615 Crew       3,796.3 BP       TCS 600    TH 2,400    EM 1,110
4000 km/s    JR 3-50      Armour 3-86       Shields 37-370       HTK 145      Sensors 5/6/0/0      DCR 26-8      PPV 0
Maint Life 2.11 Years     MSP 2,556    AFR 277%    IFR 3.8%    1YR 764    5YR 11,466    Max Repair 600.00 MSP
Hangar Deck Capacity 9,000 tons     Magazine 578 / 0   
Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Flight Crew Berths 180    Morale Check Required   

RM-300 Military Jump Drive     Max Ship Size 30000 tons    Distance 50k km     Squadron Size 3
Ravenor Drive Systems RDS-1200-MB (2)    Power 2400.0    Fuel Use 34.92%    Signature 1200.00    Explosion 12%
Fuel Capacity 1,132,000 Litres    Range 19.5 billion km (56 days at full power)
Valentinian-Stern VS-37 Void Shield (1)     Recharge Time 370 seconds (0.1 per second)

MK I Standard Torpedo (48)    Speed: 25,000 km/s    Range: 8m km    WH: 12.0    Size: 12.00    TH: 83/50/25

MK I Light Cruiser Active Augur Array (1)     GPS 10080     Range 62.5m km    Resolution 120
MK I Torpedo Detection Array (1)     GPS 12     Range 4.8m km    MCR 430.9k km    Resolution 1
MK I Thermal Augur Array  (1)     Sensitivity 5.0     Detect Sig Strength 1000:  17.7m km
MK I Electromagnetic Augur Array  (1)     Sensitivity 6.0     Detect Sig Strength 1000:  19.4m km

Electronic Warfare Jammers:   Sensor 1    Missile 1   

Strike Group
12x Starhawk Bomber   Speed: 8000 km/s    Size: 8
12x Fury Interceptor   Speed: 10001 km/s    Size: 6
2x Aquila Lander   Speed: 4001 km/s    Size: 6

The Dictator class carrier is twice the size of the Defiant, with upgraded shields and armour, a longer-ranged active sensor and a much larger strikegroup. Twenty-four Starhawk bombers and a corresponding increase in magazine capacity provides double the long-range striking power of the Defiant, while the Dictator has sufficient additional hangar space for thirty Fury interceptors, compared to just twelve for the Defiant. Both ships have two Aquila class landers.

Dictator class Carrier      60,000 tons       1,186 Crew       7,591 BP       TCS 1,200    TH 4,800    EM 2,220
4000 km/s    JR 3-50      Armour 4-136       Shields 74-370       HTK 282      Sensors 5/6/0/0      DCR 51-8      PPV 0
Maint Life 2.01 Years     MSP 5,032    AFR 565%    IFR 7.8%    1YR 1,656    5YR 24,844    Max Repair 750 MSP
Hangar Deck Capacity 19,250 tons     Magazine 1,156 / 0   
Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Flight Crew Berths 385    Morale Check Required   

RM-600 Military Jump Drive     Max Ship Size 60000 tons    Distance 50k km     Squadron Size 3
Ravenor Drive Systems RDS-1200-MB (4)    Power 4800.0    Fuel Use 34.92%    Signature 1200.00    Explosion 12%
Fuel Capacity 2,162,000 Litres    Range 18.6 billion km (53 days at full power)
Valentinian-Stern VS-37 Void Shield (2)     Recharge Time 370 seconds (0.2 per second)

MK I Standard Torpedo (96)    Speed: 25,000 km/s    Range: 8m km    WH: 12.0    Size: 12.00    TH: 83/50/25

MK I Torpedo Detection Array (1)     GPS 12     Range 4.8m km    MCR 430.9k km    Resolution 1
MK I Cruiser Active Augur Array (1)     GPS 14400     Range 74.7m km    Resolution 120
MK I Thermal Augur Array  (1)     Sensitivity 5.0     Detect Sig Strength 1000:  17.7m km
MK I Electromagnetic Augur Array  (1)     Sensitivity 6.0     Detect Sig Strength 1000:  19.4m km

Electronic Warfare Jammers:   Sensor 1    Missile 1   

Strike Group
24x Starhawk Bomber   Speed: 8000 km/s    Size: 8
30x Fury Interceptor   Speed: 10001 km/s    Size: 6
2x Aquila Lander   Speed: 4001 km/s    Size: 6

The Dread Argent class Strike Cruiser, which is midway between a light cruiser and a cruiser in size, carries an assault force of two hundred and fifty-two Space Marines, plus six Thunderhawk assault transports. The Dread Argent is also a capable ship-to-ship combatant, with the same armament, passive defences and sensors as the Dauntless class light cruiser, except for the replacement of the lance batteries with bombardment cannons, fifty percent greater armour volume due to the increased size and the addition of a Guardian CIWS. The primary role of the strike cruiser is to cripple and capture hostile warships.

Dread Argent class Strike Cruiser      45,000 tons       1,222 Crew       6,600.5 BP       TCS 900    TH 3,600    EM 3,330
4000 km/s    JR 3-50      Armour 6-112      Shields 111-370      HTK 249      Sensors 15/18/0/0     DCR 36-8      PPV 141
Maint Life 2.01 Years     MSP 3,805    AFR 450%    IFR 6.2%    1YR 1,253    5YR 18,795    Max Repair 600.00 MSP
Hangar Deck Capacity 6,000 tons     
Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Flight Crew Berths 120    Morale Check Required   

RM-450 Military Jump Drive     Max Ship Size 45000 tons    Distance 50k km     Squadron Size 3
Ravenor Drive Systems RDS-1200-MB (3)    Power 3600.0    Fuel Use 34.92%    Signature 1200.00    Explosion 12%
Fuel Capacity 1,511,500 Litres    Range 17.3 billion km (50 days at full power)
Valentinian-Stern VS-37 Void Shield (3)     Recharge Time 370 seconds (0.3 per second)

Gothicus-Agna GA-20 Bombardment Cannon (4)    Range 256,000km     TS: 4,000 km/s     Power 10-3.5    ROF 15       
Astaroth Kinetics AK-20 Weapons Battery (12x4)    Range 160,000km     TS: 4,000 km/s     Power 12-4    ROF 15       
Dominus-Varnus DV-2 Defence Turret (2x8)    Range 20,000km     TS: 16000 km/s    ROF 5       
MK I Guardian CIWS (1x8)    Range 1000 km     TS: 16,000 km/s     ROF 5       
MK I Energy Weapon Fire Control (2)     Max Range: 256,000 km   TS: 4,000 km/s    ECCM-1
MK I Defence Turret Fire Control (2)     Max Range: 64,000 km   TS: 16,000 km/s    ECCM-1
R-32 Gaseous Fission Reactor (2)     Total Power Output 64    Exp 5%

MK I Light Cruiser Active Augur Array (1)     GPS 10080     Range 62.5m km    Resolution 120
MK I Torpedo Detection Array (1)     GPS 12     Range 4.8m km    MCR 430.9k km    Resolution 1
MK I Large Thermal Augur Array  (1)     Sensitivity 15.00     Detect Sig Strength 1000:  30.6m km
MK I Large Electromagnetic Augur Array  (1)     Sensitivity 18.00     Detect Sig Strength 1000:  33.5m km
Electronic Warfare Jammers:   Sensor 1    Fire Control 1    Missile 1   

Strike Group
6x Thunderhawk Assault Transport   Speed: 9500 km/s    Size: 20
 
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Re: The WH40k Setting Simulation Feasibility Council
« Reply #8 on: February 05, 2024, 03:14:40 PM »
Someone should talk about the actual post topic.  ;)

As a bit of preamble, when it comes to tonnages in Aurora it is worth keeping in mind that the figures are somewhat hazy and ill-defined when converting from other universes to Aurora tonnage (so-called "Walmsley tonnage"). In Aurora, the closest we have to a canonical measurement is that 1 ton = 14 m3 which is the volume of 1 ton of liquid hydrogen, a value Steve has borrowed from the Traveler canon. Thus the tonnage marks in Aurora need not match the tonnage marks in other universes, for example rainyday in his Honorverse AAR finds a conversion factor of about 7 Weber tons = 1 Walmsley ton, taking a nominal value of density for Honorverse vessels of 2 m3 per ton*.

*Which, for what it's worth, I don't entirely agree with as I have found that using closer representation of armaments can approach the canonical value of 4 m3 per ton, but I digress.

Another useful benchmark is that 1 ton of steel will take up a volume of around 1/8 m3 (of course varying somewhat depending on what kind of steel you use). In this case we would have a nominal conversion factor of 1 Walmsley ton = 112 steel tons, which is clearly an extreme value (spaceships are not solid chunks of steel) but places one possible upper bound on conversion factors - to exceed this value would require using materials of extreme densities particularly once allowing space for crew quarters, amenities, and access.

----

Turning to Warhammer, I would note as a preliminary statement that based on the above discussion, the 1/10 conversion factor is probably in the right ballpark, though given the difference in design aesthetic between WH40K and most sci-fi with big ships which lean towards a sleeker, "modern" appearance, we might guess that a factor of 1/20 or even 1/25 is still in the ballpark, since at least the Imperium ships are more like giant chunks of heavy metal than, say, the starship Enterprise.
I find those calculations fascinating, because I didn't know yet about the hydrogen-ton standard. If we can assume some *7 or *7/2 factor, then indeed the x10 disparity between crew and mass in Aurora vanishes, and a division by 10 would sound very original for Warhammer ships.

Regarding considering an even stronger factor, it is true that the Warhammer ships are not really known for using intelligent lightweight material, so a higher conversion might be plausible. I have already thought about rationalizing a 1/20th before, since that would still maintain my goal of "all capitals 1mt+"(due to recreation facility feasibility) while all escorts would be in a at least somewhat more achievable 300kt range.
However, I resist any uneven conversion factor so far simply on the basis that "the numbers don't look right". Shifting a zero still has me looking at: Cobra Destroyer, 5700... . But as soon as I change these first few numbers, it feels like my simulation detaches from the original lore.
..I don't know, but I am still open to the idea; just thinking it through.

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In general, when designing WH40K ships, I have found that trying to match weapons at a 1:1 rate does not give good results, especially since the change to particle beams that has made them a fixed size of 300 t (600 t for lances) at all 'calibers' (I am in the camp that prefers particle beams over lasers for the lance weapons). What I have generally found effective is to count "batteries" of weapons instead, which allows flexibility to ensure that we can swap loadouts between different classes in a modular fashion and still achieve the same nominal tonnage in each case. I will admit that in some cases this could offend certain sensibilities because the art assets (both in the source books and in the video game adaptations) tend to imply a rigid " 1 Strength = 1 weapon" equivalence*, however at some point we have to make concessions to feasibility and Warhammer has always been a setting governed by the principle that everything is canon "from a certain point of view" (to recklessly mix universes), so we are not bound to consider prior artistic representations as reality.
That is no issue for me, because as you can see in the ancient topic or the Cobra above, I already broke the 1 Strength = 1 Weapon rigidity. I have no problem just grouping many guns together and then naming the fire control the gun (e.g. "Weapon Batteries" could be one FC, or "Dorsal Lances"), which I have done routinely for ships in just about every game I run. It feels natural and legal to me.

This time however, I don't even want to use lasers for weapon batteries and lances for, well, lances anymore. As Aurora goes, missile combat is the real combat, and so, unless you out-tech your enemies by about 3 engine levels, you'd really never get to deploy your mainstay Warhammer weaponry if keeping to Aurora beam weapons, especially in the more slowly moving hulks I want to make to get the feeling right.
It was no issue in that other game due to high tech level from turteling (I wanted to get back to previous game's state that was lost to a bug window). But now I will be slow, and so all the main arms should be missiles to prevent me from only engaging with "fighters" or torpedoes, which would kill immersion.
That means that weapon batteries will fire "shells" (=missiles) once more, and the lances will probably end up dispensing high EW laser warhead "charges" or something. I think that works, but the details will iron out once I actually design.
Lasers will only be there to get the point defense rating represented, and of course for the twin-linked las-guns on "fighters".

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*But not universally. Note that the Cobra-class art shows two prow torpedo launchers on the side profile view, thus symmetry implies a total of four launchers, yet the BFG table for the class states a torpedo firepower of 2 - clearly this is not a case where 1 Strength = 1 Weapon in the artistic depiction. So we have some justified grounds for flexibility, and we could find other inconsistencies very easily by looking closely over the BFG ship listings.
I noticed that too yesterday, but as you said it again, I checked in the RT lore. ...It appears past me was smarter on this, because the Cobra Destroyers apparently don't equip the Voss-pattern Torpedo Tubes, which offer only 2 launchers. Those are used for some light cruisers canonically, but the Cobra instead equips the Gryphonne-pattern, which offers 4 launchers AND a 24(+4) supply of torpedoes.
So while I don't know why they yet still only fire 2 (maybe you could derive some reasoning, because there is frequent mentioning of the Cobra being an undercrewed design), I guess I saw this back then and that is why I decided to go with 50MSP ammunition for a 24 torpedo magazine on 2 launchers instead.
On all other designs, it seems to be one on one with strength to launchers though.

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Given this, I think the working solution is to determine the approximate tonnages appropriate or desired for each hull type, then work out some rough rules about how many weapons or other items of a given type should make up a "battery". If you plan to work with hangars extensively, it probably makes the most sense to design your strike wings first based on whatever principles you deem appropriate. If one "battery" of hangar bays (forgive the silly terminology) is 10 kt plus whatever is needed for supporting modules (fuel, magazine, etc.) then a "battery" of weapons of any type should reach a similar mark.
Wait, you are now literally just describing what I said I did for that old post 10 years ago. That is what I meant with "filling out the Sodoku puzzle". If I find my strike wing is 20x500t by lore, then I can check in Battlefleet Gothic on ships that replace, say a hangar bay for a short-range lance battery, and so I know a short-range lance must also be 10kt. Now knowing that, perhaps there is another spot where I can see a short-range lance be replaced by 3 short-range weapon batteries, so one of those is 3333t then.
That is how I worked that out previously, and it mostly made a consistent circle. (I also tried that two times with Tau ships, but those actually contain logical inconsistencies that lead to inequalities, so you have to wave things there)

Since all these deductions hinge on the assumption of the size of the fighters as a smallest measurement unit, it is there that I try to move the lever to get my x10 size ships in comparison to before. As said, I previously omitted that a hangar bay actually houses 3 squadrons, not one, and I guess you could also add some fuel and ammunition reserves into the assumed size. So perhaps one hangar point is actually more like 50kt already, and given how the Fury interceptors are already described as 60-70meters, (which more closely resembles modern 500t-3kt corvettes,) I could reach the needed x10 factor by just making them 1kt fighters I guess?
I was fearing they would need to be even heavier, but now that I thought about factoring their supplies in, it seems I can actually come up with a very reasonable number for a 100kt hangar per point standard. :)

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I would also personally lean towards semi-reasonable torpedo sizes - perhaps in the range of 8 to 12 rather than size 99 - as a concession to the game mechanics, since the torpedoes should still have some use as weapons and not be purely ornamental. This may not fit the Warhammer philosophy that everything should be huge, but it will offer more verisimilitude to actual accounts of WH40K space combat where torpedo fire is actually, well, effective sometimes.
The issue with smaller torpedo sizes however is that they'd be too small to fill the larger ships again.

I will do it properly once I start designing, but ad-hoc looking at Battlefleet Gothic data, I can deduce that:
  • 1 Hangar bay = 1 short-range mono-direction lance batteries (comparing CR Dictator to CR Lunar)
  • 1 short-range mono-direction lance batteries = 2 torpedo tubes with 12+2 magazine (CL Dauntless special prow lance replacement rule)
  • Therefore, 1 torpedo tube + magazine = 1/2 hangar bay mass
...Which means we are looking at 50kt capacity to represent one single launcher and a mere 6 missile magazine. Again, even with a 100MSP munition, one could at most get 6.5kt.

Concerning the practical use, yes, the only reason these worked well back in the VB6 game was I think thanks to large EW advantage. I used them very successfully there, simply because the enemy could not shoot these tiny 6-missile salvos down.
Of course, I'd have to ponder how to overcome this low density weakness now, but I don't think making the torpedoes smaller and then accepting lore breaking huge salvos is the solution.

Well, kind of, since I have my 2 ideas how to do it, and the first tricks around bigger salvos as well:
1) As said, I could just have a fire control be one "torpedo tube" and list a couple of warheads below in launchers. This is not as elegant as I'd want it to be, since that would allow the enemy to partially shoot down torpedoes, which makes ..some sense, but still, ehhh.  It would however also allow me to organically expand the "torpedo size", so no measurement would be off the table. A mobile solution.
Even here I would however opt for at least the largest missile size possible per warhead. Steve introduced new EW rules for missiles, which in his own words could work to make 'one big high tech missile more viable than large swarms of small missiles'. Heh, that sounds like my situation exactly! :) I could put lots of decoys and the like into a 99MSP body after all, and still maintain a breaching Krawamm.
2) Well, the "torpedo" = 2.5kt ship solution. I remain unconvinced due to the whole firing procedure then probably feeling very pretentious. I guess I would feel lighter about it, if player ships could actually legally ram.

Quote
One side note is that, if we insist that our smallest true naval vessels are in the range of even "just" 500,000 tons, there is a concern that immersion may be broken when running into NPR fleets that top out at 30,000 tons for capital ships. Even with the changes to allow some NPRs to use larger base sizes we are still fighting enemy "capital ships" no more than 1/4 of our "escort" class displacements. It may be possible to adjust this by DB modding but I have not looked at the relevant tables to know if this is possible. This may be an argument for preferring ship sizes which hew more closely to "traditional" Aurora numbers - Steve's typical marks of 9,375 tons for an escort, 18,750 tons for a light cruiser, and 37,500 tons for a cruiser are reasonable here, my personal WH40K designs tend to run a mite larger but in the same ballpark, and you can certainly tack on an extra 20-30% if you include warp/jump drives on every ship. Sometime I shall investigate the DB and see if there is some possibility to configure the game to be more Warhammer than it already is, in the meantime there is always the possibility of controlling every race yourself.
Yes, I already accepted that point however. This was already a thing in VB6 Aurora, where my 300kt battlecruisers would only find 7-14kt enemy ships. One welcome exception was a 200kt swarm mothership that almost sank my Armageddon battlecruiser.
It really doesn't matter to me, for I can just rationalize to fight against the numerous lesser alien races or offshoot human colonies who could not make it past some corvette picket technology age.
I do not plan to have a great scenery where I will fight the classical enemies of humanity of 40k, so I can afford not to care here.

Concerning the jump engines: Sadly the highest jump tonnage is only just below 1mt, which is even somewhat less than before the newest changes I think.
Since they are so cheap to research and build now, I really wanted to try a jump engine game, but I guess it was not meant for me.

Anyway, thank you for the answers. The mass conversion thing changes so much for my whole playstyle, not just in this upcoming game. :)

Here are some WH40k designs from a recent unpublished campaign. Its looser with the BFG background than other campaigns, but I was trying out the new jump drive rules.
I found some of those designs (or similar ones?) when I peeked in your 40k game about a year ago. :) I saw however, that you deviated from the official numbers a lot and took great liberty in the equipment and cross-class size factors as well. (e.g. a light cruiser is more than 3 times the size of a frigate in Warhammer)
Your game preference was evidently more in having practical use out of the ships in an actually working simulation of the Empire itself, to which cause you'd of course address that last problem nuclearslurpee mentioned: Synchronizing your fleet sizes to what you find in your enemies.
I don't want to create the whole Empire however, and just roleplay some minuscule side-pocket of it. That means I can afford to put my simulation focus on the ships itself and wave all other resulting inaccuracies and janks that it produces. It is the difference between a 'WH40k table top' and a 'WH40k epic' approach. My ships should not be legions. My ships should be characters.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 
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Re: The WH40k Setting Simulation Feasibility Council
« Reply #9 on: February 21, 2024, 02:34:14 PM »
For those who are interested, I have run some numbers over the last week and progressed in my attempt to project a replica conversion of official Warhammer ships into Aurora. I translated all available official data into an excel sheet to have a better overview, which I attached, but the concluding reasoning came later.
WH40k Ship Builder.xlsx

Hangar/Launch Bay logical basis
I've finally settled on the 1/10 conversion factor after rummaging through the Rogue Trader and Battlefleet Gothic statistics to see if I could make it round. Remember that the fall and feasible here relies entirely on the hangar bay sizes, since that is the one tonnage that can be expressed in clear numbers in Aurora. From there you just look up conversion ratios of Launch Bays to other armaments.
There has been some change however that came from me forgetting a crucial thing about Warhammer ships: While Launch Bays can "fire" from wherever they are on the ship, the broadsides they replace on the models can only ever show one side to the enemy.
Previously I was thinking that a set of 3 squadrons of either 20x1kt size fighters and 10x2kt size bombers would combined with some magazines and fuel make for a good 100kt per Launch Bay modeling basis.
Well, since I can now however only legally count one side of weapon broadsides for engagement, and it is reasonable to assume hangars to be somewhat more empty, I have a good deduction for why I can come back to completely normal fighter and FAC sizes with 20x500t and 10x1kt for fighters and bombers.
One launch bay under this reasoning basis would be 50kt.

Hangar to Weapon conversion factor finalization
Though I did find consistent conversion patterns to batteries or lances, and even had a scipy regression algorithm confirming the same ballpark region, it eventually dawned on me that the few outstanding contradictions (e.g. the Defiant Light Cruiser) could be resolved by a simplification that should have been obvious from the beginning:

Instead of making a set of equations like
- 3 short range monodirectional weapon batteries (WBSRM) = 1 Launch Bay (=2 on broadsides aka 100kt)
- 1 short range monodirectional lance battery (LASRM) = 1 Launch Bay (=2 on broadsides aka 100kt)
...I could just acknowledge that the launch bays take up the same space on the models as one of those sets of weaponries every time, and thus should roughly just take up as much tonnage. Also, although I found the pattern where lower range weaponry converts to higher range with the factor 2/3rd (e.g. 3 WBSRM = 2 WBMRM), that merely relates to salvo density, not tonnage. It will be considered for modelling the munition size and launcher-to-magazine ratios later, but has nothing to do with the correct mass factor deliberation. Under those two assumptions, all inconsistencies to official data are settled for broadsides.

That is different the switch from mono-directional weaponry to omni-directional one. Evidenced by the Sword and Firestorm Frigate designs, which switch 2WBSRO to 1 LASRM while maintaining all other stats the same (pt cost, mass, turrets, etcetc), there also is a 2/3rd conversion factor here, since weapon batteries convert to lances 3:1 otherwise with perfect consistency. So 2 WBSRO = 3 WBSRM = 2 Launch Bays, which is the reasoning path that now confirms the tonnages for dorsal weaponries that don't have hangars for direct comparison.

Applying all deduction above and also considering 1:2 conversion cases between LASRM and Torpedoes, as well as 6:1 Torpedoes to Nova Cannons, the final weapon tonnage rules are:
- 100kt per broadside module on cruisers (whether weapon batteries or lances)
- 100kt per 2 omni-directional weapon battery turrets
- 100kt per omni-directional lance turret (breaking conversion rule, but reasoning later, or perhaps 150kt later)
- 50kt per Torpedo
- 300kt for a Nova Cannon
- 133kt for the Dauntless 33% longer broadside module


Solving for turret sizes
On that omni-directionality point though, I now had another thing to think about. As mentioned previously, I want all the classic Warhammer weaponry to be perfectly usable in Aurora, which of course means they must all appear as some sort of renamed missile weapon. However, since all Warhammer ships also come with a certain turret value that upon closer inspection seemed to be tied to the actual armament of the ship as well, I was now considering a hybrid approach, where a certain amount of the weapon tonnage would be spent for the artillery representation, and and a smaller amount could stand in as the 'short range engagement gunfire mode' of the same weapon. (After all, it would be a shame to have literal "lances" in Aurora and not use them for the Warhammer ships they were meant for, right?)
In that representation, I could easily dual-use these short range weapon tonnages to stand in for the ship's turret rating, since these will all be area defense weapons as the BFG escort rule lore demands.
If you run through the exact numbers, you can find that any x6 macrocannon or x2 lance broadside modules on two sides of a cruiser will also provide 1 turret value.
When you do the same for the escorts however, I found that the provided turret value doubles, as for example the Sword frigate provides 2 turrets with its x4 omni-macrocannons (worth x6 normal macrocannons, which should be worth 1 turret). I am quite happy about this however, as I think it makes perfect sense that the -you know- actual 'turreted' weapons would perform better for point defense purposes. It also fits well with the clear BFG intention of positioning frigates as short range combat and PD escort supports.

Now, to work that relationship in, you just have to acknowledge that whatever percentage of the original 100kt broadsides I set to go to short range / area defense weaponry, must be able to potentially double for the turreted cannon variants.
I found it a neat solution that normal 100kt of broadside should commit 25kt for short range, while 100kt omni-turrets should commit 50kt. Under this setting, one turret rating is 50kt of mission tonnage.
There are some special cases to this, like the Firestorm frigate having to commit 50kt of its mono-directional forward lance to turrets, but it is all within lore assumption of the classes/combat-roles they are supposed to be in.

One last difficulty on the turret point however was that very noticeably every ship with hangars in Battlefleet Gothic had one more turret rating than usual. ...And that is always 1 more, no matter if possessing 2 launch bays or 8 launch bays.
However, ships with carrier capacity seemed to at the same time also be heavier than other ships in their class. For example, the Dictator is 100kt heavier than the Lunar Cruiser, which would roughly be enough to cram another half turret in, considering all the other overhead.
From Defiant Light Cruiser to Emperor Battleship/Carrier, the way to work in turret rating for Launch Bays is never consistent. There is no way to make a rule to use for example 10kt of every 50kt launch bay for defense fire or so, even if the tonnage was constant between the classes, which it isn't.
For now I decided to calculate turret rating as an extra whenever launch bays are involved, and thus just inflate the ship size, which the higher pt cost of all BFG carriers seems to support.

So summarizing the rules here:
- 1 lore Turret rating = 50kt of Aurora beam weapons
- 1x100kt broadside = 1/2 turret rating, which means 75kt to 25kt artillery vs beam weapon split
- 1x100kt turret weapons = 1 turret rating, giving 50kt to 50kt artillery vs beam weapon split
- Agile frigates also treat their lances as omni-directional for this
- Launch bays require extra turret mass above their own weight numbering 50kt + 25kt per broadside they occupy


Engine modeling
There is great freedom on how exactly I want to set the engines up. There are only two setting restrictions that I can see.
1) I must maintain the speed ratios between the capital ships, so for example most battleships will have 15cm (= Speed 3), cruisers and battlecruisers 20cm (=4), frigates 25cm (=5) and the cobra destroyer and possibly some space marine craft 30cm (=6)
2) A very specific exemption places the Dauntless Light Cruiser at frigate speed with 25cm, but at the same time describes it in lore as "having extended supplies and range". That means that -in contrast to frigates- I can't just turn up the burn rate of the same engines, since that would greatly reduce range. Instead I will have to increase the engine mass ratio on this one, while possibly also granting more space for fuel and engineering. Tricky to find a ratio and power factor combination that can exactly generate x1.25 speed with both methods.

Since all Warhammer ships are considered baseline slower, and -as described above- they will all be long-range artillery ships anyway, I settled for a base engine ratio of only 0.3.
Under this ratio I looked at the possible power factors of P0.6, P0.8 and P1.0 and found sets for all that could satisfy the two rules above:
0.6|
Code: [Select]
EN3 - 0.3 with P0.45
EN4 - 0.3 with P0.6
EN5 - 0.3 with P0.75 or 0.45 with P0.5
EN6 - 0.3 with P0.9
0.8|
Code: [Select]
EN3 - 0.3 with P0.6 or 0.2 with P0.9
EN4 - 0.3 with P0.8 or 0.4 with P0.6 or 0.2 with P1.2
EN5 - 0.3 with P1.0 or 0.4 with P0.75 or 0.5 with P0.6
EN6 - 0.3 with P1.2 or 0.4 with P0.9 or 0.45 with P0.8
1.0|
Code: [Select]
EN3 - 0.3 with P0.75 or 0.25 with P0.9
EN4 - 0.3 with P1.0 or 0.4 with P0.75
EN5 - 0.3 with P1.25 or 0.5 with P0.75
EN6 - 0.3 with P1.5 or 0.45 with P1.0

Since the P0.8 basis offers an acceptable engine percentage solution for the Dauntless class, seems to strike a balance between fuel economics and speed, and also allows me to design civil craft that can somewhat hope to catch up, I have decided that the engine basis for imperial ships shall be:
0.3 engine ratio with x0.8 power factor

Armor and Shields
The exact sizing here is the most up to debate, simply because it is utterly arbitrary considering there is no clear numerical reference. For armor I only saw one modeling restriction that builds like this:
- 5+ armor models survive 50% longer than 4+ armor models, so they must have approximately x1.5 as much armor percentage.
- 6+ armor models survive 200% longer than 4+ armor models, so they must have x3 as much.
- 5+ armor models with a 6+ prow have 50%x3/4 + 200%x1/4 = ~100% more durability, so twice as much armor percentage as a destroyer or merchant ship.

Battlefleet Gothic and Rogue Trader then will have you believe that shields only come in full values independent of ship sizes, which I find difficult to model. Going strictly it could mean that for example a frigate would have 5% shield tonnage ratio if I set a 30kt basis as "1 Shield" per lore. But under this a x5 sized cruiser would only have 2x1=2%, which seems too little and wasted potential. Running the numbers so far shows that a frigate is much more starved for space than a large cruiser to begin with, but I will see.
For now I have thus opted to have 'hull percentage per shield' rule. Since that doesn't sit well with the lore, I might still change it however. Final decision comes down to how well I can make destroyers and frigates perform using one rule or the other.

For now the shield and armor rules are:
- 4% tonnage base armor, multiplied by 1.5, 2 or 3 depending on model lore armor strength
- 2.5% tonnage shields per lore shield

Last one might change to
- 30kt shield tonnage per 1 lore shield value


-----
I have already calculated through most of the classes I want to use up to battlecruisers with these rules, and they seem to fit. I am running out of time for today though, so either later, or maybe if I document the actual game.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 
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