Author Topic: Meet "The Imperium (of man)" of WH40k  (Read 7642 times)

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Offline Vandermeer (OP)

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Meet "The Imperium (of man)" of WH40k
« on: January 15, 2014, 05:09:37 PM »
Warning! Big technological spoilers ahead. If you haven't played the game through and through, and you are like me two months ago, wanting to experience it all first hand, then don't read beyond this point!

Hay there, so after doing my first two games on a strict star trek basis, I discovered that the only way to have a functional Aurora game is brutally exterminating everything that moves on the screen and is not yours (including private shipping lines), so that you can have consciouss control about how much calculation burden you want to have. Every ship that escapes your military somehow is a potential threat since it can possibly fly into other jump points, and even so it might not build a new empire on its own, it can very well discover/generate one by randomly finding a suitable system. From that point on it is only a question of time before the spawning legion of combined miniature military and civil vessels eat up your cpu.
I concluded two things after this missery:
1. Peace is not an option:

Playing as Federation made me befriend the first two civilisations I found, but they betrayed me by overburdening earths bureaucracy.

2. Bigger ships makes your cpu throw partys: When you divide your empire into too many tiny fractioned ships, they will encumber your game eventually too (not to mention the immense personal micro-management burden), so it is better to priotize efficiency in slim forces of massive power over hundreds of low achievers. This counts for freighters and military craft alike, and of course it may nag on realism, but at least you get things done even after year 2100. Probably the impact isn't that much though if it is only your race and only player controlled ships (I have not risked to try it again in the new game with the different politics), but if not that then I have learned that I like my games to be clear instead of having a massively cluttered ship menu.

So for my third game I needed a human race of fascistic megalomanicas..hmmm... . Who else comes to mind other than the Warhammer 40k Imperium? Purge the Xenos! Purge the Heretic! (I regard civilian crafts as chaos traitor ships here)

So I played this game very succesfully and entertainingly to a point where I have around 10 colonies (one of which an enslaved npr race planet whose population I eventually erased for safety reasons), and practically everything researched.(possibly exluding some ruin tech that I don't know of yet -- don't spoiler me please) From here (well, of course also before) I took time to design some of the famous ships of the Wh40k universe in detail, trying to keep close to the real data of the two worthwhile released information bases "Battlefleet Gothic" and the newer "Rogue Trader" pen and paper rpg. This thread is there to share the results, but before that some remarks:

- I use the endgame technology in these designs + the ruin tech of advanced lasers. I notice that this is a tech grade that is not justified of what The Imperium would actually have. I would judge that their real grade is probably magnetic confinement fusion drive (since they definitly use some sort of plasma fusion propulsion), with eventually inertial confinement drives for the better archeotech from the dark age of technology. The reason I didn't design with that in mind is that this is still my game - a game I want to play; a game where I plan to use those designed ships for real in the grim future, so they should be outfitted with the best. Maybe I will do a real redesign of everything somewhere in the future with real tech grades in mind and such, but since that would be just for presentation rather than play value, I'd rather not be bound by promise here.
If I should do it though, then also for some of the alien ships. Hmm, Eldar as electronic warefare masters with gas core antimatter drive? Tau probably still in their magneto plasma age (but with Tau shields xD , ahhh, but actually their shields are nearly the weakest around), and then Necron peaking it out with photonic(/impulse) drives and insane unshielded armor values, but no missile tech to speak of + jump drive tabu.

- I scaled all the ships down to 1/100th of their actual size, since having military ships of 28-over 60 megatons flying around really takes the challenge out of the game.(and there is so little of that anyway after you understood how Aurora runs) If you want ships to be more on in line with Auroras common sizes, then 1/1000th would actually be a pretty good conversion factor. For correct crew numbers however, I think 1/10th would be extremly close, but whatever. I installed no jump drives anywhere, even though that would be a trademark of Imperiums ships. The reason is the same as the above: I myself want to use the ships, and I'd rather use one quick jump gate constructor one time other than having a 25th part of every ship taken away by expensive jump drives.

- There are also some sort of conversion rules after which I designed the ships. Firstly every point of weapon firing power that is noted in Battlefleet Gothic equals roughly 3000-4000 tons of weapons in that category in Aurora. There is some freedom into what to chose exactly, but some baseline is must. For example every point of lance firing power gives at least two major particle cannons in aurora (2200 tons fixed), every torpedo tube there is a torpedo tube here as well + at least one major magazine (4000 tons), and every weapon battery includes at least one Mars Pattern type turret (2100 tons). Additional rules allow 3 of the Mars turrets to be unified into 1 Hecutor turret on ships larger than cruisers, and the official "turret rating" points translate into 1-2 CIWS and 2 Sunsear Point defense Batteries each (~2000 tons minimum), yet the turret limit may not be exceeded so far that it would equal another point in BF-Gothic. The remaining tonnage can be filled out with of course more of the same weapon, or similar weapons. For example I allowed to have the weaker particle cannons (=lances) to be in the Weapon Battery category, since at least some particle cannon capability is just so vital in every big ships design. Additional Sunsear's can also be taken for Weapon Batteries (following a note in Rogue Trader where Frigates' high turret rating actually came from their main weaponry being fast tracking laser turrets {which I bet are indeed the original Sunsears...}). Never more than two more over the inclined turret rating though.
Then, also I did too my best to include lore into all the weapon and tech data, I could not do so for the engines. The engine terminology in Rogue Trader sorts after total engine size (so engines for frigates, cruisers etc. ...), and not after fuel effiency/power modifier like Aurora. I could make differently named engines with identical effects just for the sake of it, but then I was like "meh!".
Armor strength is determined by the formula ([armor value in rogue trader]-10)*2 , and another +2 layers if the prow is noted as being specially armored. Everything else I will explain when the class requires it.

So here it starts with the...
Cobra Destroyer

(Please excuse the language. I only own the german web supplement of BF-Gothic and Armada expansion. I hear people are feeling screamed at when reading german somewhere, but I assure you the presentation is rather factual. ;D Should be self explanatory though.)
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
This thing only flies in formations of 3, and one of his predecessors was the first military ship in this game. Also the only good sized military vessel that uses engines with more than power factor x1. I like range over speed, and ships are overpowered in the antimatter age+ anyway. The Void Torpedoes fly at 80% light speed (if you haven't known already, the total max in the game is actually 299kkm/s, even if the engine is stronger), possess 10 ecm now, and have one single armor point to shield them from all too penny-pinching point defense measures.
Fun fact: The total torpedo number actually matches the data given in Rogue Trader. (Unplanned)

Firestorm Frigate

(the left note is actually from the Sword Frigate, but they are essentially the same class frame with only different weapons installed)
Code: [Select]
Firestorm class Frigate    60,000 tons     1591 Crew     96886.5 BP      TCS 1200  TH 40000  EM 48150
33333 km/s     Armour 16-136     Shields 1605-300     Sensors 3750/1/0/0     Damage Control Rating 54     PPV 212.24
Maint Life 2.2 Years     MSP 54498    AFR 533%    IFR 7.4%    1YR 15172    5YR 227574    Max Repair 10500 MSP
Intended Deployment Time: 60 months    Spare Berths 0    

5000 EP Photonic Drive (8)    Power 5000    Fuel Use 5%    Signature 5000    Exp 10%
Fuel Capacity 5,000,000 Litres    Range 300.0 billion km   (104 days at full power)
Void Shields (107)   Total Fuel Cost  1,605 Litres per hour  (38,520 per day)

Sunsear Laser Battery (4xcal 6-r5-720k-6.25e) (4x4)    Range 720,000km     TS: 100000 km/s     Power 24-25     RM 12    ROF 5        6 6 6 6 6 6 6 6 6 6
Mars Pattern Broadside (4xcal 24a-r5-2880k-25e) (2x4)    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
Titanforge Lance (cal 50-r25-1200k-25e) (2)    Range 1,200,000km     TS: 33333 km/s     Power 125-25    ROF 25        50 50 50 50 50 50 50 50 50 50
Starbreaker Lance (cal 9-r5-1200k-25e) (2)    Range 1,200,000km     TS: 33333 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%

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 (2)         ECM 100

This design is classed as a Military Vessel for "escort and main reinforcement call answer craft" purposes
The only real military design here that doesn't utilize at least some torpedo capacity. Mainly because it was only planned as an escort or reinforcement in fighting zones where others with that capability would always also be present (well, and the official data forbids it too :P ). Perfect as point defense aid against missiles and small craft alike, but could easily also needle down larger ships with its lances from afar due to superior speed.
This was the only time I broke the minimum CIWS rule, since this ship was described as defending others with its turrets, so I thought it didn't need another.

Lunar Cruiser

(An important note I forgot above: when there are weapon batteries or lances only facing starboard and portside, those only count one time for one side. In this example the Lunar Cruiser is considered having 6 Weapon Battery points and 2 Lance points, because no matter how crazily you maneuver, you will always only be able to fire one side anyway.)
Code: [Select]
Lunar class Cruiser    280,000 tons     7346 Crew     289297 BP      TCS 5600  TH 140000  EM 247500
25000 km/s     Armour 22-381     Shields 8250-300     Sensors 3750/3750/0/0     Damage Control Rating 508     PPV 843.12
Maint Life 4.41 Years     MSP 328076    AFR 1234%    IFR 17.1%    1YR 27201    5YR 408015    Max Repair 15291 MSP
Intended Deployment Time: 180 months    Spare Berths 0    
Flag Bridge    Magazine 3676    Tractor Beam    

5000 EP Photonic Drive (28)    Power 5000    Fuel Use 5%    Signature 5000    Exp 10%
Fuel Capacity 41,050,000 Litres    Range 527.8 billion km   (244 days at full power)
Void Shields (550)   Total Fuel Cost  8,250 Litres per hour  (198,000 per day)

Mars Pattern Broadside (4xcal 24a-r5-2880k-25e) (8x4)    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
Ryza Pattern Nova Cannon (cal 2598-r520-311.76m) (2)    Range 1,400,000km     TS: 25000 km/s     Power 2598-25     RM 12    ROF 520        2598 2598 2598 2598 2598 2598 2598 2598 2598 2598
Sunsear Laser Battery (4xcal 6-r5-720k-6.25e) (4x4)    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) (4)    Range 1,200,000km     TS: 25000 km/s     Power 22-25    ROF 5        9 9 9 9 9 9 9 9 9 9
Titanforge Lance (cal 50-r25-1200k-25e) (4)    Range 1,200,000km     TS: 25000 km/s     Power 125-25    ROF 25        50 50 50 50 50 50 50 50 50 50
CIWS-1000 (4x16)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Beam Tactical rated 700k-100k (3)    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) (3)     Total Power Output 1200    Armour 0    Exp 5%

Fortis Pattern Torpedo Tubes (2)    Missile Size 50    Rate of Fire 125
Fortis Pattern Missile Launcher (1)    Missile Size 12    Rate of Fire 30
Missile Tactical rated 60.75m res1 (1)     Range 60.8m km    Resolution 1
Missile Tactical rated 972m res9 (1)     Range 972.0m km    Resolution 9
Vortex Torpedo (48)  Speed: 240,000 km/s   End: 68m    Range: 979.7m km   WH: 450    Size: 50    TH: 1440/864/432
Vortex Missile (106)  Speed: 250,000 km/s   End: 4.1m    Range: 61.2m km   WH: 36    Size: 12    TH: 1833/1100/550

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
EM Detection Sensor EM50-3750 (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km

Compact ECCM-10 (5)         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 "Massive Nova Cannon Annihilation!!" purposes
Yup, this Nova Cannon penetrates about 850 layers of armor. What? There aren't even nearly this much layers allowed in the game? ..Well that's too bad, isn't it?
The standard cruiser of the line in Wh40k. Actually, to have a Nova Cannon, you would have to remove all the torpedo capacity (there is a note for that option in the rulebook), but here I again sneak my way out, as minimal torpedo power is just a tactical must, and I want the ship to be highly useful in my game too.
This is also why there is this strange missile launcher installed along with the void missiles - both totally out of canon. I have those on nearly every bigger ship now as an experiment with the star swarm. The last encounter with them once set the Armageddon Cruiser(see below) of older design up against 5 of their 60k tons carriers, and a 200k mothership aswell. I blew them up, and would I have been more careful, I would even have done it without receiving damage in return(which was surprisingly catastrophic). Yet I learned the lesson that having to shoot down ~150 little attack craft fighters by clicking on each one of them, and then fire, is even with 3 beam controls an extremly tiring procedure. So I designed those neat auto targeting missiles that carry enough payload to blow one of those up every 30 seconds and tracks them without me having to click anything on up to 60 million kilometers. Not tested yet.
Since the Nova Cannons load forever, I would only assign them to a control when the enemy is close enough for sufficient effect. I guess I would only ever need a gun this big though, if I should have another encounter with a star swarm mothership.

Armageddon Battlecruiser

Code: [Select]
Armageddon class Battlecruiser    300,000 tons     7843 Crew     283704 BP      TCS 6000  TH 150000  EM 247500
25000 km/s     Armour 22-399     Shields 8250-300     Sensors 3750/3750/0/0     Damage Control Rating 519     PPV 947.12
Maint Life 4.6 Years     MSP 306773    AFR 1387%    IFR 19.3%    1YR 40872    5YR 613079    Max Repair 10500 MSP
Intended Deployment Time: 180 months    Spare Berths 0    
Flag Bridge    Magazine 5064    Tractor Beam    

5000 EP Photonic Drive (30)    Power 5000    Fuel Use 5%    Signature 5000    Exp 10%
Fuel Capacity 44,050,000 Litres    Range 528.6 billion km   (244 days at full power)
Void Shields (550)   Total Fuel Cost  8,250 Litres per hour  (198,000 per day)

Mars Pattern Broadside (4xcal 24a-r5-2880k-25e) (8x4)    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) (4x4)    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) (6)    Range 1,200,000km     TS: 25000 km/s     Power 22-25    ROF 5        9 9 9 9 9 9 9 9 9 9
Titanforge Lance (cal 50-r25-1200k-25e) (8)    Range 1,200,000km     TS: 25000 km/s     Power 125-25    ROF 25        50 50 50 50 50 50 50 50 50 50
CIWS-1000 (4x16)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Beam Tactical rated 700k-100k (3)    Max Range: 1,400,000 km   TS: 100000 km/s     99 99 98 97 96 96 95 94 94 93
Mezoa Pattern Theta Plasma Bank (PB1.5-35ex) (1)     Total Power Output 600    Armour 0    Exp 35%
Auxiliary Plasma Bank (PB1-5ex) (2)     Total Power Output 800    Armour 0    Exp 5%

Fortis Pattern Missile Launcher (1)    Missile Size 12    Rate of Fire 30
Fortis Pattern Torpedo Tubes (6)    Missile Size 50    Rate of Fire 125
Missile Tactical rated 972m res9 (1)     Range 972.0m km    Resolution 9
Missile Tactical rated 60.75m res1 (1)     Range 60.8m km    Resolution 1
Vortex Torpedo (72)  Speed: 240,000 km/s   End: 68m    Range: 979.7m km   WH: 450    Size: 50    TH: 1440/864/432
Vortex Missile (122)  Speed: 250,000 km/s   End: 4.1m    Range: 61.2m km   WH: 36    Size: 12    TH: 1833/1100/550

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
EM Detection Sensor EM50-3750 (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km

Compact ECCM-10 (5)         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 "heavy space domination and anti-capital deployment"  purposes
Although the ship may look different on the outside, if you look at the official data, it is essential an upgraded lunar cruiser with another two points of lance power (who are luckily facing every direction, so they count full). I made this one my strong torpedo attacker, able to shoot a salvo of 6 (which instantly blows up anything you may naturally encounter in the game, except swarm motherships{tested and verified :)}).
This one was my favourite before the now rising endgame tech era. Due to strength focus in torpedoes and particle cannons, it could probably take down considerably larger opponents than himself over distance if their armor is not higher than 16 or so.
Fun Fact: Rogue Trader mentions some experimental critical power sources that had to be included in the design (filling entire floors with cables), in order to power those additional cannons and still maintain reasonable tonnage. This is well represented through that I essentially deleted one of the standard plasma banks of the Lunar Cruiser and replaced it with the highly volatile explosion 35% generator, which fitted the needs exactly. (Unplanned)

Oberon Battleship

(no Rogue Trader data for the last ships anymore...  :()
Code: [Select]
Oberon class Battleship    520,000 tons     12751 Crew     415056 BP      TCS 10400  TH 195000  EM 495000
18750 km/s     Armour 24-576     Shields 16500-300     Sensors 3750/3750/0/0     Damage Control Rating 1113     PPV 1146.72
Maint Life 4.47 Years     MSP 555185    AFR 1943%    IFR 27%    1YR 44931    5YR 673961    Max Repair 15642 MSP
Intended Deployment Time: 180 months    Flight Crew Berths 1435   
Flag Bridge    Hangar Deck Capacity 40000 tons     Magazine 9010    Tractor Beam     

5000 EP Photonic Drive (39)    Power 5000    Fuel Use 5%    Signature 5000    Exp 10%
Fuel Capacity 78,250,000 Litres    Range 541.7 billion km   (334 days at full power)
Void Shields (1100)   Total Fuel Cost  16,500 Litres per hour  (396,000 per day)

Sunsear Laser Battery (4xcal 6-r5-720k-6.25e) (12x4)    Range 720,000km     TS: 100000 km/s     Power 24-25     RM 12    ROF 5        6 6 6 6 6 6 6 6 6 6
Hecutor Pattern Broadside (4xcal 168a-r35-20.16m-25e) (4x4)    Range 1,400,000km     TS: 50000 km/s     Power 672-100     RM 12    ROF 35        168 168 168 168 168 168 168 168 168 168
Mars Pattern Broadside (4xcal 24a-r5-2880k-25e) (6x4)    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
Titanforge Lance (cal 50-r25-1200k-25e) (4)    Range 1,200,000km     TS: 25000 km/s     Power 125-25    ROF 25        50 50 50 50 50 50 50 50 50 50
Starbreaker Lance (cal 9-r5-1200k-25e) (4)    Range 1,200,000km     TS: 25000 km/s     Power 22-25    ROF 5        9 9 9 9 9 9 9 9 9 9
CIWS-1000 (10x16)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Beam Tactical rated 700k-100k (3)    Max Range: 1,400,000 km   TS: 100000 km/s     99 99 98 97 96 96 95 94 94 93
Mezoa Pattern Theta Plasma Bank (PB1.5-35ex) (2)     Total Power Output 1200    Armour 0    Exp 35%
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 (48)  Speed: 240,000 km/s   End: 68m    Range: 979.7m km   WH: 450    Size: 50    TH: 1440/864/432
High Yield Magma Bomb (1100)  Speed: 297,000 km/s   End: 2.4m    Range: 42.8m km   WH: 55    Size: 6    TH: 1683/1009/504

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
EM Detection Sensor EM50-3750 (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km

Compact ECCM-10 (4)         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 maintenance purposes
This ships has the strongest point defense capability of them all. The ships fires down 48-72 missiles per 5 second turn in area defense mode, can further aid that with 40 interceptors if it sees fit (each firing 4 bolts per turn), and if nothing helps it still shoots down 80 missiles on average as last defense before shields (which are the strongest available too; the ship with the highest shild:tonnage ratio in the fleet). It can stay as much afar from battle as it likes, sending out its bombers across a whole system, or targeting the enemy at the very edge of its range due to the upgraded weapon batteries who still do notable damage even on that distance. The only drawback of the design is speed, but who cares if everything that catches you must fall to dust.(did I mention the stronger cannons penetrate 56+ armor layers on a whim?)

Fun Fact: Four big cannons shown on model. Four big cannons installed.

The hangar part requires special explanation. First the available fightercraft:

Since the interceptors seem to take only half the space of a bomber (double the squadron size), I concluded that the interceptors must indeed be fighters (500 tons) and the bombers already fast attack craft (of 1000 tons and with lower grade engine). I could have taken 250 and 500 tons, but it is already so difficult to cramp any kind of cannon on a fighter that I found that futile. This brings the size of every hangar squadron to 20*500 or 10*1000, so 10,000. Four squadrons in total for warhammers 40k hangar capacity.
Data on the fighters:
Fury Interceptor
Code: [Select]
Fury class Interceptor    500 tons     20 Crew     1616.5 BP      TCS 0.05  TH 5.9  EM 0
59000 km/s     Armour 6-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 3.23 Years     MSP 202    AFR 20%    IFR 0.3%    1YR 29    5YR 437    Max Repair 590 MSP
Intended Deployment Time: 3 months    Spare Berths 0    

295 EP Stealth Photonic Fighter Drive (2)    Power 295    Fuel Use 147.98%    Signature 2.95    Exp 29%
Fuel Capacity 50,000 Litres    Range 12.2 billion km   (57 hours at full power)

Guns of Fury (4xcal 1-r5-90k-3e) (1x4)    Range 90,000km     TS: 59000 km/s     Power 3-3     RM 9    ROF 5        1 1 1 1 1 1 1 1 1 0
Augure Fighter HUD rated 175k-50k (1)    Max Range: 350,000 km   TS: 50000 km/s     97 94 91 89 86 83 80 77 74 71
Stabilized Min. Plasma Cell (PB1-5ex) (1)     Total Power Output 4    Armour 0    Exp 5%

Cloaking Device: Class cross-section reduced to 0.5% of normal
This design is classed as a Fighter for "long range space clearing" purposes
I know it is not really their canonic purpose to be a stealth fighter with 1 MSP and near zero signature. But I was given the choice of either having small craft ecm (which sucks even lategame when the precursors have been verified to have eccm 4 on every ship), or never be targeted at all if flying smoothly. Those fighters target at 90k with 4 shots each in a squadron of 20. The fire control indicates 74% of shots will make it, giving each wing a damage capacity of around 60 per 5 second turn, while only being visible to some vessels with good missile radar. That all is enough to occasionally double them as bombers against most low tech enemy ships. Not that you would really need a trump like this at that age.
I am thinking of making something very similar into a eldar fighter, should I ever make one. Oh, also mind the 6 armor here. With otherwise only 4 internal HTK, >30 total armor points is indeed "durable".

Starhawk Bomber
Code: [Select]
Starhawk class Fighter-bomber    1,000 tons     31 Crew     1755.5 BP      TCS 0.1  TH 7.8  EM 0
39000 km/s     Armour 4-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Maint Life 3.79 Years     MSP 274    AFR 32%    IFR 0.4%    1YR 30    5YR 448    Max Repair 390 MSP
Intended Deployment Time: 3 months    Spare Berths 3    
Magazine 105    

195 EP Stealth Photonic Fighter Drive (4)    Power 195    Fuel Use 52.57%    Signature 1.95    Exp 19%
Fuel Capacity 40,000 Litres    Range 13.7 billion km   (4 days at full power)

Repetition Bomb Hatch (1)    Missile Size 6    Rate of Fire 15
Bomb Placement Cogitator rated 40.5m res1 (1)     Range 0k km    Resolution 1
High Yield Magma Bomb (17)  Speed: 297,000 km/s   End: 2.4m    Range: 42.8m km   WH: 55    Size: 6    TH: 1683/1009/504

Cloaking Device: Class cross-section reduced to 0.5% of normal
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 "anti-capital and planetary bombardement" purposes
2 MSP stealth bomber that sits at safe distance of 40m to drop bombs who impact at 99% light speed and full 10 ecm.(very unstilish and uncanonic :(, but I could not have less than that)
Those are new, and I think despite their superior range, I will use them to bomb at ranges of at least 1.45m, so that the bombs reach their target in one 5 second intervall and area defence is impossible.(which appears more like real bombing to me, though the range is still ludicrous - 0.09 fuel on size 6 bomb with maximum engine power mind you...) Since 1.45m is just out of the maximum possible beam control range, this might be a very efficient concept for lategame fighting style in general. Hmm, though you could forget about the stealth part, as in those times, even the 'short range' missile radar would be able to spot them at 1+ billion kilometers anyway.

I have no idea why the fire control displays 0 range there. It is also wrong in their note in the tech tab, even though when I design the exact same thing again, it gets displayed as 40.5m. A bug, will see if they work in pracitce nontheless.

Both of the designs are exaclty 1000km/s under their potential maximum of smooth 60k and 40k. That is because I reduced their engine power grade by 0.05 to 2.95 and 1.95 upon noticing that this would make one entire crewman difference (3 to 2 for the first, 2 to 1 for the later). When designing those small crafts with their ultimate size limits, you really have to turn around every ton you find, and those few eventually saved me a crew quarter on both.

Battle Barge Bombardement-Cruiser

Code: [Select]
Battle Barge class Bombardment Cruiser    650,000 tons     15993 Crew     529280.5 BP      TCS 13000  TH 325000  EM 382500
25000 km/s     Armour 32-668     Shields 12750-300     Sensors 3750/3750/0/0     Damage Control Rating 1189     PPV 1739.44
Maint Life 4.23 Years     MSP 605169    AFR 2842%    IFR 39.5%    1YR 54375    5YR 815625    Max Repair 15642 MSP
Intended Deployment Time: 180 months    Flight Crew Berths 1075    
Flag Bridge    Hangar Deck Capacity 30000 tons     Cryo Drop Capacity: 21 Battalions    Magazine 5064    Cargo Handling Multiplier 840    Tractor Beam    

5000 EP Photonic Drive (65)    Power 5000    Fuel Use 5%    Signature 5000    Exp 10%
Fuel Capacity 96,000,000 Litres    Range 531.7 billion km   (246 days at full power)
Void Shields (850)   Total Fuel Cost  12,750 Litres per hour  (306,000 per day)

Sunsear Laser Battery (4xcal 6-r5-720k-6.25e) (8x4)    Range 720,000km     TS: 100000 km/s     Power 24-25     RM 12    ROF 5        6 6 6 6 6 6 6 6 6 6
Mars Pattern Broadside (4xcal 24a-r5-2880k-25e) (6x4)    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
Hecutor Pattern Broadside (4xcal 168a-r35-20.16m-25e) (5x4)    Range 1,400,000km     TS: 50000 km/s     Power 672-100     RM 12    ROF 35        168 168 168 168 168 168 168 168 168 168
Starbreaker Lance (cal 9-r5-1200k-25e) (4)    Range 1,200,000km     TS: 25000 km/s     Power 22-25    ROF 5        9 9 9 9 9 9 9 9 9 9
CIWS-1000 (6x16)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Stygies Pattern Bombardment Array (4xcal 16-r10-1440k-25e) (32x4)    Range 1,400,000km     TS: 25000 km/s     Power 48-25     RM 9    ROF 10        16 16 16 16 16 16 16 16 16 14
Beam Tactical rated 700k-100k (3)    Max Range: 1,400,000 km   TS: 100000 km/s     99 99 98 97 96 96 95 94 94 93
Mezoa Pattern Theta Plasma Bank (PB1.5-35ex) (1)     Total Power Output 600    Armour 0    Exp 35%
Auxiliary Plasma Bank (PB1-5ex) (4)     Total Power Output 1600    Armour 0    Exp 5%

Fortis Pattern Torpedo Tubes (6)    Missile Size 50    Rate of Fire 125
Fortis Pattern Missile Launcher (1)    Missile Size 12    Rate of Fire 30
Missile Tactical rated 972m res9 (1)     Range 972.0m km    Resolution 9
Missile Tactical rated 60.75m res1 (1)     Range 60.8m km    Resolution 1
Vortex Torpedo (72)  Speed: 240,000 km/s   End: 68m    Range: 979.7m km   WH: 450    Size: 50    TH: 1440/864/432
Vortex Missile (122)  Speed: 250,000 km/s   End: 4.1m    Range: 61.2m km   WH: 36    Size: 12    TH: 1833/1100/550

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
EM Detection Sensor EM50-3750 (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km

Compact ECCM-10 (5)         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 "planetary invasion and bombardement" purposes. Doubles as mobile fleet fortress.
Can carry a full division of marines (+aiding vehicles). In my opinion the most appealing of all the Wh40k ships. Just look at the pictures:

Also the most versatile one, except that it lacks strong lances. I think the lack of particle cannons greatly reflect the somewhat only mid-ranging of its guns in the profile. On the other hand it is still as fast as a cruiser despite being technically a two classes heavier battleship, and that despite having the highest armor rating of any military ship around, which can only be pierced by the very strongest of cannons. It has however the worst shield:tonnage ratio in the entire fleet.
The bombardement point value translates into 4 railguns each. I haven't come to test if this really allows planetary bombardement, as the last and only time I conquered a npr race, those guys had enough atmosphere to not care about plasma carronades, particle cannons and laser fire. The only thing left that makes sense beyond expensive real ordnance is the rail gun I guess. If it doesn't work I will change the design.
Fun Fact: Five big cannons shown on model. Five big cannons installed.

Of special interest here are of course also the thunderhawk gunships. I am not sure if they fly alone or hunt in squadrons of three (which I mildly remember seeing somewhere, but I don't know where), but here I assumed they are alone worth a whole squadron of fighters, bringing their weight to full 10.000. (seems wrong to me though)

Thunderhawk Gunship

Code: [Select]
Thunderhawk class Gunboat    10,000 tons     358 Crew     25369 BP      TCS 200  TH 10000  EM 9000
50000 km/s     Armour 10-41     Shields 300-300     Sensors 1/1/0/0     Damage Control Rating 10     PPV 47.32
Maint Life 3.35 Years     MSP 15856    AFR 80%    IFR 1.1%    1YR 2147    5YR 32204    Max Repair 10500 MSP
Intended Deployment Time: 30 months    Spare Berths 0    

10000 EP Photonic Drive (1)    Power 10000    Fuel Use 28.28%    Signature 10000    Exp 20%
Fuel Capacity 1,000,000 Litres    Range 63.6 billion km   (14 days at full power)
Void Shields (20)   Total Fuel Cost  300 Litres per hour  (7,200 per day)

Sunsear Laser Battery (4xcal 6-r5-720k-6.25e) (1x4)    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: 50000 km/s     Power 22-25    ROF 5        9 9 9 9 9 9 9 9 9 9
Stygies Pattern Bombardment Array (4xcal 16-r10-1440k-25e) (1x4)    Range 1,400,000km     TS: 50000 km/s     Power 48-25     RM 9    ROF 10        16 16 16 16 16 16 16 16 16 14
Beam Tactical rated 700k-100k (1)    Max Range: 1,400,000 km   TS: 100000 km/s     99 99 98 97 96 96 95 94 94 93
Stabilized Min. Plasma Cell (PB1-5ex) (10)     Total Power Output 40    Armour 0    Exp 5%
Miniature Plasma Cell (PB1.5-35ex) (10)     Total Power Output 60    Armour 0    Exp 35%

Compact ECCM-10 (1)         ECM 100

This design is classed as a Military Vessel for "superiority in dogfights, boarding, planetary aid, capital flanking, general multifunctionality" purposes
No stealth here anymore. Striking from afar or hit and run seem good tactics that might even work on much larger ships without the thunderhawk becoming damaged. The single bombardement array here constitutes the big cannon on top, the sunsear battery is a fake substitute for two twin heavy bolter turrets on the wings, and the two starbreaker lances represent the forward twin bolter turrets who have been replaced with lascannons instead. Missing are the rockets, but there is neither place nor need for them. ...And it cannot carry troops which I really couldn't care less about. I just imagine they do that whenever the Battle Barge unloads theirs on a planet. Done.


So that is it up to this point. I am looking forward to another design atleast, which will be interesting even outside of the Wh40k cosmos. For that I have to play my game a little longer though. My fleet is not even yet refitted, and I need some more minerals before I can think of the new.

///Edit: Update on the Oberon to include reserve ammunition.
« Last Edit: January 17, 2014, 11:38:24 PM by Vandermeer »
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline MarcAFK

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Re: Meet "The Imperium (of man)" of WH40k
« Reply #1 on: January 15, 2014, 09:08:54 PM »
Interesting designs, I always pictured WH40K ships being massive, maybe 10x what you designed, but with barely functioning technology of the lowest imaginable grade nessicary to actually travel the stars. Definitely applies to the orcs I imagine.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline Akhillis

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Re: Meet "The Imperium (of man)" of WH40k
« Reply #2 on: January 16, 2014, 12:39:22 AM »
I love this, I really do.
The Sorium must flow
 

Offline MarcAFK

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Re: Meet "The Imperium (of man)" of WH40k
« Reply #3 on: January 16, 2014, 06:21:58 AM »
I should point out that your link is broken, the hd wallpaper website isn't showing anything resembling wh 40k, and the search button just opens a smegton of ads.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline Vandermeer (OP)

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Re: Meet "The Imperium (of man)" of WH40k
« Reply #4 on: January 16, 2014, 07:33:51 AM »
I should point out that your link is broken, the hd wallpaper website isn't showing anything resembling wh 40k, and the search button just opens a smegton of ads.
Ahh, to me it was ok, but I assume that is because I use adblockers. I changed the link to something they cannot interfere with.

Quote
Interesting designs, I always pictured WH40K ships being massive, maybe 10x what you designed, but with barely functioning technology of the lowest imaginable grade nessicary to actually travel the stars. Definitely applies to the orcs I imagine.
Orks yes, but Imperiums technical level is described as at least using some sort of plasma technology, so magneto plasma is the absolute minimum. Yet, magneto plasma is only a viable concept for propulsion and generates no energy on its own (which probably still uses nuclear source), while Imperium is described as using the drives double as generators, and also elsewhere employing plasma generator tech. This technology can only mean fusion of some degree, because that is the only method where plasma is useful for power generation, so I thought internal confinement is the base level. That is at least what I can deduct so far, but I am not a full expert in Warhammer (I just know this for fun and out of interest in scifi, yet never came to play Rogue Trader or BF Gothic myself).

Ship sizes would be 100x for original size, and 10x for original crew numbers (in about +-20% range). Imperium tech is more advanced than it appears I think, at least when you look on the Tau who appear very futuristic with their mecha ground suits, shielded autonom drones, hover tanks and pulse rifles. But their space ships cannot even remotely hold up to the imperium grade, not in speed, not armor nor weapons and the poorest of shields. And they cannot use jump drives.(though their way of getting around is interesting too - like the Liir flicker warp from sword of the stars, only bad ;))

I love this, I really do.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline MarcAFK

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Re: Meet "The Imperium (of man)" of WH40k
« Reply #5 on: January 16, 2014, 07:52:04 AM »
Ahh, to me it was ok, but I assume that is because I use adblockers. I changed the link to something they cannot interfere with.
It also might have been because I was browsing the forum on my Iphone.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline GeneJack

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Re: Meet "The Imperium (of man)" of WH40k
« Reply #6 on: January 17, 2014, 09:21:46 AM »
Awesome.  How many in-game years have you worked on this campaign?
 

Offline Vandermeer (OP)

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Re: Meet "The Imperium (of man)" of WH40k
« Reply #7 on: January 18, 2014, 12:16:45 AM »
I am now in year 2140 only. I started out with 10 billion people though (no WW III scenario), which gives you 100 research labs right from the start. I also started conventional, but with this instant research capacity, it doesn't really result in much of a loss... . Then I literally bunkered in Sol until I think 2055 or so, developing at least first anti matter tech before venturing out (since I set myself the goal to never let anyone escape, as paranoid foolproof to game performance). I was only aided with ressource from 3 of the 5 adjacent systems of Sol until around 2070-90, where the upcoming plasma core tech age made me take some bolder looks on my surroundings. Then it still took to until 2125 to develop most of the remaining two tech grades, but really I only had the designs ready and refits ordered another 10-15 years later, because I didn't expect the electronic warefare giving me a surprise level to study.
With rough estimation I can say that from the point where you have 100 research labs going in any game, it will for sure take <110 years to research the rest of the tech tree.(since other than with the high start, you already studied something) Though real time wise you will probably end up spending way alot more. The first 55 years until antimatter age took me just one real time day in this game, which is actually too easy and not how it should be played, but I planned this as a substitute for my in freezing crawl lost second game, where I came to that point already, and I just wanted to get to this point quickly again after rushed history to play on. It worked very well because there was nothing to manage other than a still terra with its research labs, and two rich mining colonies in the closest systems. Yet, even so I only spent one day to get back 'up to date' again, the venture from plasma core to photonic was going on for weeks, because I started exploring, colonizing, conquering and all that. Since this administration burden never really goes away anymore once you've started, 100 years in an already advanced game will definitly be much much longer than in this where I left the nest so late.


/// I updated the Oberon above to include ammunition reserve for the bombers. Due to engine ratio rule I set up, I can only in-/ or decrease its mass in 40k steps (or else either speed or tonnage will be uneven), which had me add some junkware too to fill the holes.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy