C# Aurora > C# Bureau of Design

Warhammer 40,000: Space Marines

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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
--- End quote ---

--- End 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.

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?
--- End quote ---

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
...

--- End quote ---
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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