C# Aurora > C# Bureau of Design
Warhammer 40,000: Space Marines
ty55101:
I am starting a Warhammer 40k themed scenario and went through the effort of designing a static design of an Adeptus Astartes chapter in Aurora.
I gave myself 120k tech points to get the tech levels and focused on Space Marine themed choices such as engines, armour, genetic modification, etc. I went over that a fair bit to probably be around 160k. Everything is designed to fit within Aurora, but not to be exceptional. With that in mind, I don't expect this to be a very well designed fleet or ground forces, but I expect it to work within the context of Aurora and mostly stick to the lore of Warhammer. I am playing with research speed at 1% so these designs should last me throughout my game.
I am open to feedback on the designs, especially if I made a mistake/oversight, however, most of these decisions were thought over in detail and I am unlikely to change without a similar amount of detail to lead in another direction. I am happy to explain my thought process over anything.
There is one piece that I expect to not sit right with a lot of people and that is I built the bombardment cannons as gauss turrets. Bombardment cannons are supposed to be low ranged, but powerful weapons which are great for ground support. I looked over the options I had and missiles would have been the best for space combat, but ground support would not work well for them. Railguns would have been great, but they cannot be turreted. With that in mind, I thought the best was gauss, carronades, or particle beams. Carronades I decided to use for the Macro Cannons and I think I am going to be using particle beams for lance turrets for the regular navy ships. I expect the bombardment cannon to chew threw armor or shields very quickly which I think reflects its qualities well, even if it doesn't have the same explosive effect as it should.
The principle of the fleet is that it should be able to speed up to a planet/station and deploy the marines. Engines, shields, and armour are the priorities for this reason as is in the lore of the setting.
My goals of this is to gather feedback for anything I might have missed/not thought of as I haven't played Aurora in a while and to share these designs for other people who might be interested while not needing to spend the time it took me. I am definitely not sharing this for new players as these designs are not built to be the best.
Correlative Terms
Macro Cannon = Plasma Carronades
Bombardment Cannon = Gauss Turret
Cogitator = Fire Control
Plasma Drive = Reactor
Augur = Sensor
Void Shields = Shields
Warp Engines = Jump Drive
Tech Levels
Nuclear Gas-Core
T4 Armour
T3 Weapons
Further details available on request
Fleet[/size]
Gladius Frigate
--- Quote ---Gladius Frigate class Frigate 13,916 tons 375 Crew 2,025 BP TCS 278 TH 1,500 EM 1,560
5389 km/s JR 3-50 Armour 5-51 Shields 52-325 HTK 80 Sensors 25/0/0/0 DCR 20-14 PPV 18.76
Maint Life 4.01 Years MSP 1,909 AFR 155% IFR 2.2% 1YR 190 5YR 2,853 Max Repair 300 MSP
Troop Capacity 100 tons Cargo 500
Junior Officer Control Rating 2 BRG AUX
Intended Deployment Time: 24 months Morale Check Required
Gladius Warp Engines Max Ship Size 15000 tons Distance 50k km Squadron Size 3
Space Marine Large Realspace Engines (4) Power 1500.0 Fuel Use 139.43% Signature 375.00 Explosion 15%
Fuel Capacity 500,000 Litres Range 4.6 billion km (9 days at full power)
Large Capacity Void Shields (2) Recharge Time 325 seconds (0.2 per second)
Space Marine Macro Cannon (3) Range 48,000km TS: 5,389 km/s Power 10-1 RM 10,000 km ROF 50
Point Defense Turret (2x4) Range 20,000km TS: 20000 km/s Power 0-0 RM 20,000 km ROF 5
Macro Cannon Cogitator Array (1) Max Range: 48,000 km TS: 6,000 km/s ECCM-0 79 58 38 17 0 0 0 0 0 0
Point Defense Fire Control (1) Max Range: 19,200 km TS: 8,000 km/s ECCM-0 48 0 0 0 0 0 0 0 0 0
Space Marine Plasma Drive (1) Total Power Output 30.2 Exp 5%
Strike Cruiser Augur Array (1) GPS 960 Range 19.8m km Resolution 60
Space Marine Thermal Sensors (1) Sensitivity 25 Detect Sig Strength 1000: 39.5m km
Ground Forces
1x Chapter Serf Garrison
1x Voidship Garrison Squad
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes
--- End quote ---
Strike Cruiser
--- Quote ---Strike Cruiser class Strike Cruiser 51,426 tons 1,155 Crew 7,289.6 BP TCS 1,029 TH 5,250 EM 3,120
5104 km/s JR 3-50 Armour 6-123 Shields 104-325 HTK 296 Sensors 25/0/0/0 DCR 42-8 PPV 72.11
Maint Life 4.05 Years MSP 17,949 AFR 962% IFR 13.4% 1YR 1,752 5YR 26,286 Max Repair 1040 MSP
Hangar Deck Capacity 5,500 tons Troop Capacity 1,500 tons Magazine 135 / 0
Senior Officer Control Rating 5 BRG AUX ENG CIC PFC
Intended Deployment Time: 24 months Flight Crew Berths 110 Morale Check Required
Strike Cruiser Warp Engines Max Ship Size 52000 tons Distance 50k km Squadron Size 3
Space Marine Large Realspace Engines (14) Power 5250.0 Fuel Use 139.43% Signature 375.00 Explosion 15%
Fuel Capacity 3,500,000 Litres Range 8.8 billion km (19 days at full power)
Large Capacity Void Shields (4) Recharge Time 325 seconds (0.3 per second)
Space Marine Macro Cannon (6) Range 48,000km TS: 5,104 km/s Power 10-1 RM 10,000 km ROF 50
Bombardment Cannon (1x8) Range 20,000km TS: 6000 km/s Power 0-0 RM 20,000 km ROF 5
Point Defense Turret (4x4) Range 20,000km TS: 20000 km/s Power 0-0 RM 20,000 km ROF 5
Bombardment Cannon Fire Control (1) Max Range: 48,000 km TS: 6,000 km/s ECCM-0 79 58 38 17 0 0 0 0 0 0
Macro Cannon Cogitator Array (2) Max Range: 48,000 km TS: 6,000 km/s ECCM-0 79 58 38 17 0 0 0 0 0 0
Point Defense Fire Control (2) Max Range: 19,200 km TS: 8,000 km/s ECCM-0 48 0 0 0 0 0 0 0 0 0
Space Marine Plasma Drive (2) Total Power Output 60.4 Exp 5%
Thunderhawk anti-ship (9) Armour Penetration: 3.75 Damage: 7.5 Shots: 1
Thunderhawk Lascannon (9) Armour Penetration: 5 Damage: 3 Shots: 3
Thunderhawk Battle Cannon (9) Armour Penetration: 3 Damage: 12 Shots: 3
Strike Cruiser Augur Array (1) GPS 960 Range 19.8m km Resolution 60
Space Marine Thermal Sensors (1) Sensitivity 25 Detect Sig Strength 1000: 39.5m km
Strike Group / Ground Forces
3x Thunderhawk Assault Shuttle Speed: 6004 km/s Size: 9.99
5x Casteus Assault Ram Troop Shuttle Speed: 13405 km/s Size: 8.95
3x Thunderhawk - Support Attack Craft Speed: 6011 km/s Size: 9.98
1x Space Marine Company
7x Supply Drop Pod
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Carrier for auto-assignment purposes
--- End quote ---
Battle Barge
--- Quote ---Battle Barge class Battle Barge 124,971 tons 2,672 Crew 18,486.1 BP TCS 2,499 TH 9,750 EM 9,360
3900 km/s JR 3-50 Armour 9-222 Shields 312-325 HTK 746 Sensors 50/25/0/0 DCR 61-4 PPV 230.97
Maint Life 4.16 Years MSP 60,639 AFR 2048% IFR 28.4% 1YR 5,612 5YR 84,185 Max Repair 2500 MSP
Hangar Deck Capacity 17,750 tons Troop Capacity 4,500 tons Magazine 405 / 0 Cargo 500
Senior Officer Control Rating 6 BRG AUX ENG CIC FLG PFC
Intended Deployment Time: 48 months Flight Crew Berths 355 Morale Check Required
Battle Barge Warp Engines Max Ship Size 125000 tons Distance 50k km Squadron Size 3
Space Marine Large Realspace Engines (26) Power 9750.0 Fuel Use 139.43% Signature 375.00 Explosion 15%
Fuel Capacity 2,500,000 Litres Range 2.6 billion km (7 days at full power)
Large Capacity Void Shields (12) Recharge Time 325 seconds (1 per second)
Space Marine Macro Cannon (18) Range 48,000km TS: 3,900 km/s Power 10-1 RM 10,000 km ROF 50
Bombardment Cannon (3x8) Range 20,000km TS: 6000 km/s Power 0-0 RM 20,000 km ROF 5
Point Defense Turret (15x4) Range 20,000km TS: 20000 km/s Power 0-0 RM 20,000 km ROF 5
Bombardment Cannon Fire Control (3) Max Range: 48,000 km TS: 6,000 km/s ECCM-0 79 58 38 17 0 0 0 0 0 0
Point Defense Fire Control (4) Max Range: 19,200 km TS: 8,000 km/s ECCM-0 48 0 0 0 0 0 0 0 0 0
Macro Cannon Cogitator Array (2) Max Range: 48,000 km TS: 6,000 km/s ECCM-0 79 58 38 17 0 0 0 0 0 0
Space Marine Plasma Drive (6) Total Power Output 181.3 Exp 5%
Thunderhawk Lascannon (27) Armour Penetration: 5 Damage: 3 Shots: 3
Thunderhawk Battle Cannon (27) Armour Penetration: 3 Damage: 12 Shots: 3
Thunderhawk anti-ship (27) Armour Penetration: 3.75 Damage: 7.5 Shots: 1
Battle Barge Main Augurs (1) GPS 80000 Range 165.6m km Resolution 100
Battle Barge Ordinance Augurs (1) GPS 1280 Range 35.8m km Resolution 4
Battle Barge EM Augurs (1) Sensitivity 25 Detect Sig Strength 1000: 39.5m km
Battle Barge Thermal Augurs (1) Sensitivity 50 Detect Sig Strength 1000: 55.9m km
Strike Group / Ground Forces
9x Thunderhawk Assault Shuttle Speed: 6004 km/s Size: 9.99
15x Casteus Assault Ram Troop Shuttle Speed: 13405 km/s Size: 8.95
9x Thunderhawk - Support Attack Craft Speed: 6011 km/s Size: 9.98
1x Chapter Headquarters
2x Chapter Serf Garrison
1x SM Scout Company
1x Space Marine Company
19x Supply Drop Pod
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Carrier for auto-assignment purposes
--- End quote ---
Small Craft
Thunderhawk
--- Quote ---Thunderhawk class Assault Shuttle 500 tons 6 Crew 71.9 BP TCS 10 TH 45 EM 0
6004 km/s Armour 2-5 Shields 0-0 HTK 1 Sensors 0/0/0/0 DCR 0-0 PPV 0.25
Maint Life 0.83 Years MSP 10 AFR 100% IFR 1.4% 1YR 12 5YR 180 Max Repair 37.5 MSP
Troop Capacity 200 tons Drop Capable Magazine 5 / 0
Petty Officer Control Rating 1
Intended Deployment Time: 1 months Morale Check Required
Thunderhawk Afterburners (1) Power 60 Fuel Use 826.24% Signature 45.00 Explosion 20%
Fuel Capacity 11,000 Litres Range 0.48 billion km (22 hours at full power)
Thunderhawk Weaponry (1) Pod Size: 5 Hangar Reload 111 minutes MF Reload 18 hours
Thunderhawk Weapons Cogitator (1) Range 5.2m km Resolution 100
This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Ground Support Fighter for auto-assignment purposes
--- End quote ---
Thunderhawk - Support
--- Quote ---Thunderhawk - Support class Attack Craft 500 tons 11 Crew 83.3 BP TCS 10 TH 45 EM 0
6011 km/s Armour 2-5 Shields 0-0 HTK 3 Sensors 0/0/0/0 DCR 0-0 PPV 4.5
Maint Life 0.74 Years MSP 10 AFR 100% IFR 1.4% 1YR 13 5YR 201 Max Repair 37.5 MSP
Magazine 10 / 0
Petty Officer Control Rating 1
Intended Deployment Time: 1 months Morale Check Required
Thunderhawk Afterburners (1) Power 60 Fuel Use 826.24% Signature 45.00 Explosion 20%
Fuel Capacity 9,000 Litres Range 0.39 billion km (18 hours at full power)
ThunderHawk Melta Bombs (1x2) Range 20,000km TS: 6,011 km/s Accuracy Modifier 67.00% RM 20,000 km ROF 5
Thunderhawk Bomb Targetting Cogitator (1) Max Range: 24,000 km TS: 6,000 km/s ECCM-0 58 17 0 0 0 0 0 0 0 0
Thunderhawk Weaponry (2) Pod Size: 5 Hangar Reload 111 minutes MF Reload 18 hours
Thunderhawk Weapons Cogitator (1) Range 5.2m km Resolution 100
Thunderhawk anti-ship (2) Armour Penetration: 3.75 Damage: 7.5 Shots: 1
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes
--- End quote ---
Caestus Assault Ram
--- Quote ---Caestus Assault Ram class Troop Shuttle 448 tons 2 Crew 85.6 BP TCS 9 TH 90 EM 0
13405 km/s Armour 1-5 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0-0 PPV 0
Maint Life 0 Years MSP 0 AFR 89% IFR 1.2% 1YR 38 5YR 566 Max Repair 75 MSP
Troop Capacity 100 tons Boarding Capable
Petty Officer Control Rating 1
Intended Deployment Time: 0.3 days Morale Check Required
Casteus Assault Ram Overcharged Propulsion (1) Power 120 Fuel Use 584.24% Signature 90.00 Explosion 20%
Fuel Capacity 1,000 Litres Range 0.07 billion km (1 hours at full power)
This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Troop Transport for auto-assignment purposes
--- End quote ---
Landing Craft To be placed in the Battle Barge
--- Quote ---Landing Craft class Lander 2,000 tons 26 Crew 150.6 BP TCS 40 TH 90 EM 0
3000 km/s Armour 1-14 Shields 0-0 HTK 7 Sensors 0/0/0/0 DCR 0-0 PPV 0
Maint Life 0.28 Years MSP 25 AFR 400% IFR 5.6% 1YR 89 5YR 1,334 Max Repair 75 MSP
Troop Capacity 1,500 tons
Petty Officer Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Casteus Assault Ram Overcharged Propulsion (1) Power 120 Fuel Use 584.24% Signature 90.00 Explosion 20%
Fuel Capacity 19,000 Litres Range 0.29 billion km (27 hours at full power)
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Troop Transport for auto-assignment purposes
--- End quote ---
Ground Forces
Formation Templates
Chapter Headquarters This is to represent both the veteran company along with headquarters personnel
--- Quote ---Chapter Headquarters
Transport Size: 1,498 tons
Build Cost: 2,824.1 BP
8x Land Raider
66x Space Marine Brother
1x Space Marine Chapter Master
4x Space Marine Devastator Team - AntiVehicle
2x Space Marine Dreadnought
1x Supply Drop Pod
2x Space Marine Devastator - Missile
3x Space Marine Devastator Team - AntiInfantry
--- End quote ---
Space Marine Company
--- Quote ---Space Marine Company
Transport Size: 1,094 tons
Build Cost: 1,502.3 BP
80x Space Marine Brother
6x Rhino
1x Land Speeder
4x Space Marine Devastator Team - AntiVehicle
2x Space Marine Dreadnought
4x Space Marine Devastator Team - AntiInfantry
1x Space Marine Devastator - Missile
1x Space Marine Captain
--- End quote ---
SM Scout Company
--- Quote ---SM Scout Company
Transport Size: 610 tons
Build Cost: 1,230 BP
100x Space Marine Brother
1x Space Marine Captain
--- End quote ---
Chapter Serf Garrison
--- Quote ---Chapter Serf Garrison
Transport Size: 50 tons
Build Cost: 5.6 BP
10x Chapter Serfs
--- End quote ---
Supply Drop Pod
1 Drop Pod
Temporary Formations
These are formations that will be built as needed in order to take the marines on transports as needed. I couldn't remember if you couldn't change formations in transport bays. If not, I will reevaluate these vs the standard formations and try to come up with something better. (maybe make the sergeants HQs)
Space Marine Squad
--- Quote ---Space Marine Squad
Transport Size: 60 tons
Build Cost: 101.3 BP
10x Space Marine Brother
--- End quote ---
Voidship Garrison Squad
--- Quote ---Voidship Garrison Squad
Transport Size: 48 tons
Build Cost: 81 BP
8x Space Marine Brother
--- End quote ---
Space Marine Devastator Squad
--- Quote ---Space Marine Devastator Squad
Transport Size: 56 tons
Build Cost: 94.5 BP
2x Space Marine Devastator Team - AntiVehicle
2x Space Marine Devastator Team - AntiInfantry
--- End quote ---
Unit Classes
Space Marine Brother
--- Quote ---Space Marine Brother
Transport Size (tons) 6 Cost 10.125 Armour 16 Hit Points 16
Annual Maintenance Cost 1.3 Resupply Cost 1.3
Improved Personal Weapons: Shots 1 Penetration 8 Damage 6
Advanced Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat
Vendarite 0.24
Development Cost 503
--- End quote ---
Space Marine Captain
--- Quote ---Space Marine Captain
Transport Size (tons) 10 Cost 217.529 Armour 16 Hit Points 16
Annual Maintenance Cost 27 Resupply Cost 0
Headquarters: Capacity 1,100
Advanced Genetic Enhancement
Basic Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Improved Genetic Enhancement
Jungle Warfare
Low Gravity Combat
Mountain Warfare
Rift Valley Warfare
Vendarite 0.88
Development Cost 2,332
--- End quote ---
Space Marine Chapter Master
--- Quote ---Space Marine Chapter Master
Transport Size (tons) 100 Cost 1,318.359 Armour 16 Hit Points 16
Annual Maintenance Cost 165 Resupply Cost 0
Headquarters: Capacity 20,000
Advanced Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Jungle Warfare
Low Gravity Combat
Mountain Warfare
Rift Valley Warfare
Vendarite 16
Development Cost 5,740
--- End quote ---
Space Marine Devastator - Missile Perhaps one of the most out of line units. These should be in the companies as well, but I couldn't convince myself to have even one of these in each company.
--- Quote ---Space Marine Devastator - Missile
Transport Size (tons) 20 Cost 33.75 Armour 16 Hit Points 16
Annual Maintenance Cost 4.2 Resupply Cost 2
Light Anti-Aircraft: Shots 1 Penetration 6 Damage 12 AA Value 1
Advanced Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat
Vendarite 0.8
Development Cost 918
--- End quote ---
Space Marine Devastator Team - AntiInfantry
--- Quote ---Space Marine Devastator Team - AntiInfantry
Transport Size (tons) 12 Cost 20.25 Armour 16 Hit Points 16
Annual Maintenance Cost 2.5 Resupply Cost 6
Crew-Served Anti-Personnel: Shots 6 Penetration 6 Damage 6
Advanced Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat
Vendarite 0.48
Development Cost 711
--- End quote ---
Space Marine Devastator Team - AntiVehicle
--- Quote ---Space Marine Devastator Team - AntiVehicle
Transport Size (tons) 16 Cost 27 Armour 16 Hit Points 16
Annual Maintenance Cost 3.4 Resupply Cost 6
Light Anti-Vehicle: Shots 1 Penetration 12 Damage 18
Advanced Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat
Vendarite 0.64
Development Cost 821
--- End quote ---
Rhino
--- Quote ---Rhino
Transport Size (tons) 50 Cost 27 Armour 32 Hit Points 32
Annual Maintenance Cost 3.4 Resupply Cost 15
Heavy Crew-Served Anti-Personnel: Shots 6 Penetration 9 Damage 6
Crew-Served Anti-Personnel: Shots 6 Penetration 6 Damage 6
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat
Vendarite 4
Development Cost 821
--- End quote ---
Land Raider
--- Quote ---Land Raider
Transport Size (tons) 92 Cost 74.52 Armour 48 Hit Points 48
Annual Maintenance Cost 9.3 Resupply Cost 24
Medium Anti-Vehicle: Shots 1 Penetration 24 Damage 24
Light Autocannon: Shots 3 Penetration 8 Damage 12
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat
Vendarite 11.04
Development Cost 1,364
--- End quote ---
Land Speeder
--- Quote ---Land Speeder
Transport Size (tons) 108 Cost 87.48 Armour 48 Hit Points 48
Annual Maintenance Cost 10.9 Resupply Cost 6
Forward Fire Direction:
Crew-Served Anti-Personnel: Shots 6 Penetration 6 Damage 6
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat
Vendarite 12.96
Development Cost 1,478
--- End quote ---
Space Marine Dreadnought
--- Quote ---Space Marine Dreadnought
Transport Size (tons) 32 Cost 1.28 Armour 16 Hit Points 24
Annual Maintenance Cost 0.16 Resupply Cost 9
Heavy Crew-Served Anti-Personnel: Shots 6 Penetration 9 Damage 6
Vendarite 1.28
Development Cost 178
--- End quote ---
Supply Drop Pod
--- Quote ---Supply Drop Pod
Transport Size (tons) 62 Cost 2.48 Armour 16 Hit Points 24
Annual Maintenance Cost 0.31 Resupply Cost 0
Logistics Module: Ground Supply Points 1,000
Vendarite 2.48
Development Cost 248
--- End quote ---
Chapter Serfs
--- Quote ---Chapter Serfs
Transport Size (tons) 5 Cost 0.562 Armour 12.0 Hit Points 10.00
Annual Maintenance Cost 0.07 Resupply Cost 1
Personal Weapons: Shots 1 Penetration 6 Damage 6
Basic Genetic Enhancement
Boarding Combat
Vendarite 0.15
Development Cost 118
--- End quote ---
Blogaugis:
--- Quote from: ty55101 on March 16, 2024, 12:30:09 AM ---Tech Levels
...
Nuclear Gas-Core
T4 Armour
T3 Weapons
Further details available on request
--- End quote ---
What about Ground combat tech? Should they have access to the Heavy (or even super-heavy) ground vehicles?
I want to add a bit to the vehicles later.
--- Quote from: ty55101 on March 16, 2024, 12:30:09 AM ---Fleet[/size]
Gladius Frigate
...
Strike Cruiser
...
Battle Barge
...
Small Craft
Thunderhawk
...
Thunderhawk - Support
...
Caestus Assault Ram
...
Landing Craft To be placed in the Battle Barge
...
--- End quote ---
Looks fine, though I wonder why Serf garrison on ships is so small..?
Although, Landing craft does not have shuttle component. There is a size limit of craft being able to land on the planet and if I remember right, it is 500 tons.
Though, I'll need to check this out in the latest patch.
--- Quote from: ty55101 on March 16, 2024, 12:30:09 AM ---Ground Forces
...
Formation Templates
...
--- End quote ---
I see no assault marines. I suppose they are part of that regular battle brother?
--- Quote from: ty55101 on March 16, 2024, 12:30:09 AM ---Unit Classes
Space Marine Brother
--- Quote ---Space Marine Brother
Transport Size (tons) 6 Cost 10.125 Armour 16 Hit Points 16
Annual Maintenance Cost 1.3 Resupply Cost 1.3
Improved Personal Weapons: Shots 1 Penetration 8 Damage 6
Advanced Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat
Vendarite 0.24
Development Cost 503
--- End quote ---
Space Marine Captain
--- Quote ---Space Marine Captain
Transport Size (tons) 10 Cost 217.529 Armour 16 Hit Points 16
Annual Maintenance Cost 27 Resupply Cost 0
Headquarters: Capacity 1,100
Advanced Genetic Enhancement
Basic Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Improved Genetic Enhancement
Jungle Warfare
Low Gravity Combat
Mountain Warfare
Rift Valley Warfare
Vendarite 0.88
Development Cost 2,332
--- End quote ---
Space Marine Chapter Master
--- Quote ---Space Marine Chapter Master
Transport Size (tons) 100 Cost 1,318.359 Armour 16 Hit Points 16
Annual Maintenance Cost 165 Resupply Cost 0
Headquarters: Capacity 20,000
Advanced Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Jungle Warfare
Low Gravity Combat
Mountain Warfare
Rift Valley Warfare
Vendarite 16
Development Cost 5,740
--- End quote ---
Space Marine Devastator - Missile Perhaps one of the most out of line units. These should be in the companies as well, but I couldn't convince myself to have even one of these in each company.
--- Quote ---Space Marine Devastator - Missile
Transport Size (tons) 20 Cost 33.75 Armour 16 Hit Points 16
Annual Maintenance Cost 4.2 Resupply Cost 2
Light Anti-Aircraft: Shots 1 Penetration 6 Damage 12 AA Value 1
Advanced Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat
Vendarite 0.8
Development Cost 918
--- End quote ---
Space Marine Devastator Team - AntiInfantry
--- Quote ---Space Marine Devastator Team - AntiInfantry
Transport Size (tons) 12 Cost 20.25 Armour 16 Hit Points 16
Annual Maintenance Cost 2.5 Resupply Cost 6
Crew-Served Anti-Personnel: Shots 6 Penetration 6 Damage 6
Advanced Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat
Vendarite 0.48
Development Cost 711
--- End quote ---
Space Marine Devastator Team - AntiVehicle
--- Quote ---Space Marine Devastator Team - AntiVehicle
Transport Size (tons) 16 Cost 27 Armour 16 Hit Points 16
Annual Maintenance Cost 3.4 Resupply Cost 6
Light Anti-Vehicle: Shots 1 Penetration 12 Damage 18
Advanced Genetic Enhancement
Boarding Combat
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat
Vendarite 0.64
Development Cost 821
--- End quote ---
--- End quote ---
Here is a funny part - Chapter Master has less genetic augmentations than a Captain (who has basic, improved, and advanced genetic improvements.)
Also, it is a bit weird that captain and chapter master has the more exotic mountain, deep valley and jungle fighting equipment, but no one else does.
It might be sensible to standardize these among the forces - either remove the excessive fighting capability on commanders, or give these to all the space marines.
--- Quote from: ty55101 on March 16, 2024, 12:30:09 AM ---Rhino
--- Quote ---Rhino
Transport Size (tons) 50 Cost 27 Armour 32 Hit Points 32
Annual Maintenance Cost 3.4 Resupply Cost 15
Heavy Crew-Served Anti-Personnel: Shots 6 Penetration 9 Damage 6
Crew-Served Anti-Personnel: Shots 6 Penetration 6 Damage 6
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat
Vendarite 4
Development Cost 821
--- End quote ---
Land Raider
--- Quote ---Land Raider
Transport Size (tons) 92 Cost 74.52 Armour 48 Hit Points 48
Annual Maintenance Cost 9.3 Resupply Cost 24
Medium Anti-Vehicle: Shots 1 Penetration 24 Damage 24
Light Autocannon: Shots 3 Penetration 8 Damage 12
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat
Vendarite 11.04
Development Cost 1,364
--- End quote ---
Land Speeder
--- Quote ---Land Speeder
Transport Size (tons) 108 Cost 87.48 Armour 48 Hit Points 48
Annual Maintenance Cost 10.9 Resupply Cost 6
Forward Fire Direction:
Crew-Served Anti-Personnel: Shots 6 Penetration 6 Damage 6
Extreme Pressure Combat
Extreme Temperature Combat
High Gravity Combat
Low Gravity Combat
Vendarite 12.96
Development Cost 1,478
--- End quote ---
Space Marine Dreadnought
--- Quote ---Space Marine Dreadnought
Transport Size (tons) 32 Cost 1.28 Armour 16 Hit Points 24
Annual Maintenance Cost 0.16 Resupply Cost 9
Heavy Crew-Served Anti-Personnel: Shots 6 Penetration 9 Damage 6
Vendarite 1.28
Development Cost 178
--- End quote ---
Supply Drop Pod
--- Quote ---Supply Drop Pod
Transport Size (tons) 62 Cost 2.48 Armour 16 Hit Points 24
Annual Maintenance Cost 0.31 Resupply Cost 0
Logistics Module: Ground Supply Points 1,000
Vendarite 2.48
Development Cost 248
--- End quote ---
Chapter Serfs
--- Quote ---Chapter Serfs
Transport Size (tons) 5 Cost 0.562 Armour 12.0 Hit Points 10.00
Annual Maintenance Cost 0.07 Resupply Cost 1
Personal Weapons: Shots 1 Penetration 6 Damage 6
Basic Genetic Enhancement
Boarding Combat
Vendarite 0.15
Development Cost 118
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Right, I assume Rhino is a medium vehicle, and Land Raider is a heavy one. Or, at least, Rhino has light armor, and LR has medium or even heavy.
Land speeder raises questions though - it has the same armor as the Land Raider, not to mention that it has 2 weapon types. I think it might be better to have 2 variants of land speeder, but their basis as light vehicle hull:
Most of them should have the crew served anti-infantry weapon, but 1 of them could be "land speeder targeter", which has the forward fire director.
Dreadnought probably would be a good advocate for "Super Heavy Crew Served weapons" (at least, if these existed in the game),
or at least a sub variant of power armor allowing to wield 2 weapon types.
Either way, I'm just going to point out that it is missing the key capabilities that other vehicles have - extreme temperature and gravity.
Last thing to consider would be predator MBTs, and Whirlwind artillery units.
I suppose Titans can also be considered if the Super Heavy Ground Vehicle tech becomes available.
One last note on Land Raider - I think it should have a heavy crew served weapons and autocannon (medium or even heavy).
The more specialized variants could have a dedicated Anti vehicle weapon or another Heavy Crew-Served weapon.
ty55101:
--- Quote from: Blogaugis on March 16, 2024, 02:26:18 AM ---What about Ground combat tech? Should they have access to the Heavy (or even super-heavy) ground vehicles?
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The main ground combat tech is the armour and weapons tier along with the genetic enhancement. The Land Raider and Land Speeder are both Heavy vehicles and I didn't think it was appropriate to give them super-heavy as that would be in the realm of a Baneblade.
--- Quote from: Blogaugis on March 16, 2024, 02:26:18 AM ---Looks fine, though I wonder why Serf garrison on ships is so small..?
Although, Landing craft does not have shuttle component. There is a size limit of craft being able to land on the planet and if I remember right, it is 500 tons.
Though, I'll need to check this out in the latest patch.
--- End quote ---
Serf garrisons aren't the biggest due to how Aurora handles size. I focused on giving them a proportionate role compared to the marines rather than the size be equivalent.
There is a limit for "landing" on a planet, but that is mostly for maintenance and ground support functions. The landing craft is just there to drop a company on the planet from the Battle Barge.
--- Quote ---I see no assault marines. I suppose they are part of that regular battle brother?
--- End quote ---
Yes, functionally it seemed like assault marines would stay as a regular battle brother whereas devastators perform an appropriate role to be separated within Aurora.
--- Quote ---Here is a funny part - Chapter Master has less genetic augmentations than a Captain (who has basic, improved, and advanced genetic improvements.)
Also, it is a bit weird that captain and chapter master has the more exotic mountain, deep valley and jungle fighting equipment, but no one else does.
It might be sensible to standardize these among the forces - either remove the excessive fighting capability on commanders, or give these to all the space marines.
--- End quote ---
This was probably an oversight of mine as I was going through the monotonous task of making all the units. I will standardize the capabilities before I start my game with these.
--- Quote ---Right, I assume Rhino is a medium vehicle, and Land Raider is a heavy one. Or, at least, Rhino has light armor, and LR has medium or even heavy.
Land speeder raises questions though - it has the same armor as the Land Raider, not to mention that it has 2 weapon types. I think it might be better to have 2 variants of land speeder, but their basis as light vehicle hull:
Most of them should have the crew served anti-infantry weapon, but 1 of them could be "land speeder targeter", which has the forward fire director.
Dreadnought probably would be a good advocate for "Super Heavy Crew Served weapons" (at least, if these existed in the game),
or at least a sub variant of power armor allowing to wield 2 weapon types.
Either way, I'm just going to point out that it is missing the key capabilities that other vehicles have - extreme temperature and gravity.
--- End quote ---
Yes, Rhino is a medium and Laid Raiders along with Land Speeders are heavies.
To me Land Speeders perform an important scouting role along with being able to dish out a fair bit of firepower. They are also a fairly large vehicle. For those reasons, I took the stretch and gave the Land Speeder the FFD and CAP on a heavy chassis. You are right that is too similar to a Land Raider and I would probably redo it on a medium vehicle at this point. I'm not sure if I am going to go through the work of changing it, (and the sizes of the companies) but if I do then I think a regular vehicle with maybe a smaller weapon would be appropriate.
They would and dreadnought is one of the ones I had a little trouble fitting in. I think it compares well to the regular brothers in that it is five times as large and has more firepower than a devastator team. It is a little squishy for my liking, but I think it is one of the best ways to fit it inside of aurora.
Another oversight on my part that I am glad to have pointed out and will be fixed.
--- Quote ---Last thing to consider would be predator MBTs, and Whirlwind artillery units.
I suppose Titans can also be considered if the Super Heavy Ground Vehicle tech becomes available.
--- End quote ---
I considered putting predators and whirlwinds in, but the benefits seemed low for the amount of work it would take both to create and to add into formations. Definitely keeping this in mind for the future, but right now the lore is going to be that it is a new chapter with limited special equipment.
Titans I would probably make as a formation of Heavy/Super Heavy vehicles rather than just one.
--- Quote ---One last note on Land Raider - I think it should have a heavy crew served weapons and autocannon (medium or even heavy).
The more specialized variants could have a dedicated Anti vehicle weapon or another Heavy Crew-Served weapon.
--- End quote ---
I thought the anti-vehicle weapon would represent the lascannon well along with the light autocannon representing the heavy bolters. Changing it to a larger autocannon would make it pretty big as well.
More specialized versions are a possibility, but it is already only used by one company so the practicalities are a little limited.
ty55101:
Drop Pods
I forgot to add why I didn't include Drop Pods in these forces. Originally, I was thinking the Caestus Rams could be used as both boarding craft and Drop Pods, forgetting that transports changed in C#. When I realized that the Caestus Rams wouldn't be able to drop onto planets, Drop Pods being separate craft didn't seem viable. It would involve more micro unless I made it a large group of drop pods and there is little benefit to them except for limited use cases where the speed of the drop pod would dodge planetary based fire that the thunderhawks wouldn't.
My thoughts went to having the troop transports be drop capable on strike cruisers and the battle barge to represent the drop pods, but that would have raised the size of the ship while the thunderhawks are already capable of transporting most of a company quickly. Basically, both options seemed redundant with the thunderhawks already in place.
Does anyone have any thoughts on this?
Blogaugis:
--- Quote from: ty55101 on March 16, 2024, 10:20:57 AM ---Drop Pods
...
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Hence I asked why landing craft does not have a shuttle component.
I think those rams should have the boarding capability, though, I don't remember much about how it works.
Also - are thunderhawks really capable to transport stuff down to planets?
--- Quote from: ty55101 on March 16, 2024, 09:46:58 AM ---The Land Raider and Land Speeder are both Heavy vehicles and I didn't think it was appropriate to give them super-heavy as that would be in the realm of a Baneblade.
--- End quote ---
I don't think land speeders are that large. Besides, Super Heavies would be Titan-tier vehicles, not baneblade tier.
Baneblades are roughly the same or similar to Land Raiders, which are Heavy tier.
Although, You do You.
--- Quote from: ty55101 on March 16, 2024, 09:46:58 AM ---...
To me Land Speeders perform an important scouting role along with being able to dish out a fair bit of firepower.
--- End quote ---
I don't remember them being so capable in terms of firepower when playing Dawn of War.
--- Quote from: ty55101 on March 16, 2024, 09:46:58 AM ---They are also a fairly large vehicle.
--- End quote ---
I don't think they are. They are a few of the early units available to player building the machine cult building in DoW.
--- Quote from: ty55101 on March 16, 2024, 09:46:58 AM ---For those reasons, I took the stretch and gave the Land Speeder the FFD and CAP on a heavy chassis.
--- End quote ---
Which seems to me as ridiculous as they can fly...
And that flight should be indication of good speed and thus - evasion.
And, You know that light vehicles are good at evading stuff when on the offensive, right?
Also, the FFD and CAP kind of makes the unit cost-ineffective - You're effectively wasting the resources for FFD, and while, if I remember right, they help with orbit to surface attacks and supposedly your thunderhawks providing air support, you still don't have artillery units.
P.S. With improved genetic enhancement (as opposed to basic and advanced), you could also create scout marines.
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