Warhammer: From Gothic Fleet to Azur Lane

Summary:

The Imperial Navy has always been a thing with little presence in Warhammer 40k.

GW: The big event of Warhammer 40k has begun. The Astropath died suddenly, the Warp Storm hit, the main force of the fleet was intercepted outside the system, and the remaining fleet fought desperately to defeat the enemy, forcing the opponent to fight a decisive battle on the ground. The Astra Militarum and the Astartes fought side by side and won a tactical victory after suffering heavy casualties.

Salmin: You are right, but the Emperor's Vision is a brand-new command aircraft carrier independently developed by the Mechanicus. I forgot the middle and the end.

Some settings (will be updated according to the progress of the plot):

Take one million units of the range of Gothic Fleet II as one astronomical unit, which is 1.496*10^5 kilometers. One unit is 150KM.

Take one million units of the speed of the Gothic Fleet II as one standard light speed, such as the wartime maximum cruising speed of 200, which is 0.0004 units per second, 59.84 km/s. The maximum cruising speed is twelve to fifty times the wartime maximum cruising speed of the ship, that is, 0.0024 to 0.01 times the speed of light (one percent of the speed of light takes only one day to travel from the Earth to Mars, which is enough for intragalactic navigation).

During long-distance navigation, the navigator uses the star torch navigation to perform long-distance subspace jumps, crossing tens of thousands of light years in a time ranging from negative hundreds of years to positive hundreds of years. When arriving near the target galaxy, a short-distance subspace jump is performed (the navigator is not needed at this time), three to five light years each time, which takes more than ten days to jump outside the galaxy's gravity well multiple times, and gradually accelerates to the maximum cruising speed of navigation, and can reach the other end of the galaxy from one end within a month. If there is an experienced navigator navigating, a short-distance subspace jump can be made to jump directly to the target location (there is also a chance to rush into the planet).

Ships (kan-sen), commonly known as ship girls. When the ship equipment is turned on, the weapon and armor values ​​are inherited (affecting the size of the front armor of the ship girl), the shield and hull values ​​(i.e. health value, physical fitness is affected by and only by the upper limit of the hull value) are inherited at a ratio of one tenth, and the speed and recognition range are inherited at a ratio of one percent. (All calculated based on the final value) and will not be sick, poisoned, bleeding and injured (only the hull value is deducted), and have a major damage protection, that is, when the hull value is less than 10%, it will automatically trigger an emergency subspace escape that takes 3 seconds and will not be interrupted (only to ensure safe escape from the battle).

When the ship suit is not turned on, the physical quality of the ship girl is the same as her appearance. She will get sick, poisoned, bleed and get injured. However, the maintenance cost is greatly reduced at this time, and she can maintain her life activities by eating only clean human food. The maintenance cost is reduced from 3% of the cost per week to 1000 throne coins per week (this is the recommended price, if you eat corpse starch and recycled filtered water, it can be reduced to 0 throne coins per week).

When building a warship, you can choose:

1. Build a warship without a driver or troops (original price -25%)

2. Build warships and crews and deploy troops (original price)

3. Build a battleship and convert it into a ship girl (without the driver and troops) (original price + 75%)

4.生产心智魔方(战舰200点资源;大巡180;战巡160;巡洋140;轻巡120;护卫100)

All the Shipgirls have the characteristics of untouchables, and are reproductively isolated from all races other than Shipgirls. They can communicate and appease the machine spirits. At the same time, there is no life limit for Shipgirls, and they do not need water, food, and air when there are sufficient resources. Shipgirls are neither human nor mechanical or artificial intelligence, and have nothing to do with chaos. They will fight as an independent race that looks like humans.

Note 1: The boarding troops and onboard defense troops that the warships carry are not considered part of the ship's equipment. If you want to use these troops, you need to spend extra materials to build them. The constructed troops are similar to the Cursed Legion, but they can only exist for three weeks. After three weeks, they will automatically disband and return 25% of the original value of the remaining troops. (This setting is to prevent the brushing of the Imperial Guard) Each ship girl can only build a troop once a week, and even if the troop has not automatically disbanded or all died, it can continue to be deployed.

Note 2: When the Shipgirls display their true form to navigate in the subspace, they do not need a navigator or a star torch. The Shipgirls have their own star map that can be used in the physical universe. This huge star map is pieced together from multiple Shipgirls' uploads. Although the map cannot be used normally when navigating in the subspace, you can locate it based on the names of other Shipgirls displayed on it. These names have also been developed to have another function. Although there is no stable real-time superluminal communication technology in the galaxy, the Shipgirls can communicate in real time on the map by changing their names, even if the two Shipgirls are at opposite ends of the galaxy. (The Shipgirls' advanced intra-team typing communication has completely surpassed the old-fashioned Startalker full-frequency broadcast)

Note 3: KanColle upholds the values ​​of self-reliance, democracy, civilization, harmony, freedom, equality, justice, bellicosity, self-respect, self-love, integrity, and friendliness. There is a large generation gap between them and all creatures in the original world view, and they will not have any relationship beyond friendship with creatures in the original world view other than KanColle. Green slaves show show way.

Note 4: The shipgirls transformed from battleships initially only know the language of their tribe and have no memory or combat skills; the new shipgirls generated by combining an intelligent individual with a real battleship through the Mind Cube will retain the memory and soul of the intelligent individual, but will completely transform their appearance into a shipgirl. The judgment of this intelligent individual is very simple, and only needs to meet the three necessary conditions of intelligence, individuality, and being in the same camp as the battleship used as the transformation material. (As long as these three conditions are met, if there is no body and soul, it will be automatically supplemented; even if there is only a broken soul, it can be transformed.)

Note 5: The height of the ship girl is about 1.8m~2.3m. When the ship suit is not deployed, the weight is only a few dozen kilograms, but after the ship suit is deployed, it is as high as more than ten tons. The physical fitness of the ship girl will be qualitatively improved after the ship suit is deployed. As a battleship, the void shield they are equipped with is even equivalent to more than a dozen Emperor-class Titans, and it is almost impossible to be destroyed in land battles. In close combat, they can also maneuver at a speed of about Mach 1.6 in the atmosphere, and the speed of the end of the weapon can even exceed Mach during combat. Whether it is explosive bombs, melta, or even exquisite power swords, they cannot penetrate their armor. If you don’t have a multi-blessed master-level power weapon or a phase weapon of the Necrons, don’t try to fight in close combat. The untouchables of all members make psychic attacks a joke. The Necrons are really good at piercing armor, so don’t fight them if you can. Only the Primarchs or Archdaemons can fight them at close range despite the debuff of the Untouchable. The situation on the Imperial side is even more miserable. If they don't send out a full-fledged Custodian Army, they can only let His Majesty the Regent fight them with bayonets. Both the Astartes and the Astra Militarum can only consume them through death. The Eldar have no rivals except the Troupe. The tactic of single-player duels and then beheading the opposing war boss makes all the green tides insignificant to them. (As for the Titanium, no one would think that the Titanium King in the plot is a big clan, right?)

Note 6: You may think that the strength of the ship girl is a bit strong. But is there a possibility that the battleship itself is very expensive, and it is the top combat power in each camp, satisfying the rare unit and well-known in the Warhammer Undead Law. The total number of battleships in the three camps of the Empire does not exceed 500, and there are 1 guardsmen serving on Terra alone. Cadian is responsible for the main fleet guarding the Eye of Terror, and the largest fleet in the Misty Star Domain has only twelve battleships. Add in the five battleships of Skarrus and the seven battleships of Corona, and this is the Misty Star Domain Fortress Fleet, which is nearly 1/8 of the Empire's naval power.

Various technical skills adjustments

1. Supercharge the void shield, the spaceship shield is invincible, and the shield regeneration rate is increased to ten times, which lasts for ten seconds. The cooling time is 120 seconds and can be released infinitely.

2. Plasma bomb, instantly transmits a bomb, the maximum transmission distance is 100 units. It can be destroyed before it explodes. After 400 seconds, the bomb explodes, ignoring armor, causing 850~0.35 damage. Affects all units within a 52.36 unit (120KM) radius. Cooldown time is seconds, and can be used four times.

3. Fortune Teller Detector: Launches a detector to a designated location. The detector moves in a straight line at 5000km/h and can be destroyed. It can detect all units within a radius of 4.5 units (673.2KM). The detector will be deployed ten seconds after reaching the destination. The deployed detector can detect all units within a radius of 9 units (1346.4KM). When colliding with an enemy ship, the detector will be fixed on the enemy ship and automatically deployed. Fortune Teller Detector can work continuously for one week, with a cooldown time of 120 seconds, and can be used four times.

4. Interference bomb, instantly transmit a bomb, the maximum transmission distance is 50 units, and the bomb explodes after 0.02 seconds. All unit shields, holographic positions, and shadow fields within a radius of 2.992 units (0.45 km) lose their effects. All spacecraft shield regeneration and Necromancer hull cauterization treatment effects within a radius of 67.32 units (30 km) are also interfered with, lasting 120 seconds, with a cooldown of seconds, and can be used four times.

5. Static Field Bomb: instantly transmits a bomb, with a maximum transmission distance of 135 units. After ten seconds, the bomb explodes, and the speed of all units and physical weapons will be reduced, with an impact range of 0.025 units (3.74KM) radius. The speed reduction ratio is 90%, the duration is 30 seconds, the cooling time is 120 seconds, and it can be used four times.

6. Augur Jammer. The flagship launches an Augur Jammer, which moves in a straight line at 5000km/h and can be destroyed. It can interfere with all enemy Auger Jammers within a 4.5 unit (673.2KM) radius. The detector will be deployed ten seconds after reaching the end point. The deployed detector can interfere with all enemy Auger Jammers within a 9 unit (1346.4KM) radius and all enemy Auger Matrix within a 4.5 unit (673.2KM) radius. When colliding with an enemy ship, the Auger Jammer will be fixed on the enemy ship and automatically deployed. The Auger Jammer can work continuously for one week, with a cooldown time of 120 seconds, and can be used ten times.

7. Divine Emperor Tarot, select an enemy target that has been preliminarily detected on the Auspicious Specter. Make the target visible and mark it for 360 seconds. Cooldown time is 60 seconds, and can be used infinitely.

Emergency Subspace Jump, allowing the ship to be teleported to a safe location within the scanning range of any friendly ship, with a 30% success rate for this Subspace Jump. This process requires a -second delay, during which the ship cannot move, use skills, or perform any manipulation. The cooldown period is one week, and can be released infinitely.

Figure:

The Terrorshield sector of the Obscure Sector refers to the 11 sectors and sub-sectors located around the Eye of Terror. Eidolon in the middle is completely located in the Eye of Terror and is also the frontier base of Abaddon's 13 Black Crusades. The triangular defense formed by the three sectors of Cadian, Agrippina and Beliscorona has blocked the only safe subspace passage from the Eye of Terror to the Empire. And these three sectors also guard more than 3/4 of the fleets of the Terrorshield sector. In the Terrorshield sector, there are also many home worlds of famous chapters and even legions. Medusa in the Medusa system is the home world of the Iron Hands Chapter. Cadiban in the Caliban system is the home world of the original Dark Angels Legion. The home world of the Sons of Vengeance, one of the rebel legions, is also located in the Sinchar sector. And Eidolon is a rare recruiting system and demon system on the Chaos side. Abaddon's 13th Black Crusade launched from the Savaggar Nebula on Eidolon, destroying Cadia and creating a rift that tore the Imperium apart.

Imperial Super Titan:

Emperor's Dream Super Titan

I have already introduced it in detail in the chapter on the 13th Battle Group of the Nikko Fleet. It has 1600 points and the maintenance fee for the ship girl is 48 per week.

Super Titan

The former Emperor's vehicle, now the flagship of the Custodians. Although it is mainly used for side firepower, its frontal firepower is also not to be underestimated. It is also the only ship with a deadly boarding efficiency. It can be said to be the strongest boarding ship in the game. It can attack from a distance and deal 24 points of damage. If it is close, it can directly turn the enemy Titan into a Call to Arms with a Warband Glory.

1300 points, ship girl maintenance fee is 39/week.

In terms of firepower, there are three Emperor's Claws, six bombardment turrets, one deflagration light spear, six light spear turrets and six heavy light spear cannons on the front. The side cannons are heavy plasma cannon weapons, heavy cannons and heavy light spear arrays, ten of each type.

Figure:

Imperial Titans:

Amphion, a Queen of Glory-class battleship

Unlike her sister ships of the same class, the Amphion was not assigned to any Legion during the Great Crusade, but was owned by the Imperial Fleet. During the Horus Heresy, the Amphion led a fleet to attack the rebellious Forge World of Xana, and was subsequently destroyed in the war.

1100 points, ship girl maintenance fee is 33/week.

In terms of firepower, there are 14 light spear turrets and four bombardment turrets on the front, and 16 heavy plasma cannon arrays and 6 super heavy light spear arrays on the sides. There are also six shuttle landing pads.

Figure:

Gungnir-class Titan

It is a fictional Titan without any prototype. The three-linked eagle-wing bow makes the whole ship look very beautiful and majestic. From the armor plate at the back, it can be seen that the Gungnir-class Titan is also built based on the Queen of Glory-class battleship. The characteristics of this ship are that it has extremely powerful impact capability (impact damage +675%), and it also has ten times more torpedoes than the normal Queen of Glory-class battleship. It can be said to be an extremely excellent hand-operated ship. Without considering its own damage, it can quickly destroy the enemy's main fleet alone.

1100 points, ship girl maintenance fee is 33/week.

In terms of firepower, there are two heavy lance turrets, nine bombardment turrets and 18 light double-barrel turrets on the front. On the side are ten heavy cannon weapon arrays and three super-heavy shuttle aprons (three times the aircraft capacity of normal shuttle aprons). Because they are equipped with a huge amount of live ammunition, their ability to destroy void shields is extremely strong.

Figure:

Imperial Eagle-class Titan

Compared to her predecessors, she didn't have too many decorations, like a straight sword. Instead, she had a solemn and simple beauty. She was taller than other Glorious Queens and had more broadside guns, but the cost was to make her structure equally stable. Except for the top broadside guns, they were only the smallest light cannon weapon arrays.

810 points, ship girl maintenance fee is 24/week.

In terms of firepower, there are only six giant turrets on the top. For the side artillery, there are eight heavy giant cannon weapon arrays on the top, and the rest are the smallest light giant cannon weapon arrays, a total of 24! This rapid-fire firepower allows her to tear apart the void shields and fragile hulls of an entire small fleet at a very high speed. Although her firepower is relatively weak for Titans of the same size, she does not seem to need to fight against Titans of the same size, but is the king of unparalleled mowing.

Figure:

Dominator Titan

The smallest Titan in the Imperial Navy, a monkey version of Macragge's Glory. Weakened in many ways, they are the only Titans that will be provided to the Imperial Navy. But this is still the most magnificent warship the Imperial Navy has received in ten millennia. Even the longest battleships would have to be spliced ​​together end to end to compete with her.

628 points, ship girl maintenance fee is 19/week.

In terms of firepower, there are five heavy turrets on the top. A heavy light spear cannon extends from the Imperial Skyhawk at the bow as an axis cannon. The side has four super heavy light spear weapon arrays and ten heavy plasma weapon arrays, as well as four shuttle landing pads.

Figure:

The Imperial Navy camp has a total of two super Titans and four conventional Titans. The Imperial Navy battleships and super battleships will be introduced later.

Oberon Class Battleship

The Oberon-class battleship is a "jack of all trades" used by the Imperial Navy and the Mechanicus fleet. 244 points, maintenance cost 7/week. Although this versatile warship can be used for any mission, it is a jack of all trades and master of none.

The Oberon-class battleship has a wide variety of weapons and equipment, including lances, macro cannons, and a squadron of attack aircraft. The ship's weapon array is enough to cause damage to enemy ships at a long distance, and when used in conjunction with the lance, it can severely damage a cruiser-class ship in a short period of time. At the same time, the attack aircraft carried can directly destroy the enemy, continue to protect the mothership, or be sent to attack other targets.

The Oberon class is an early variant of the Emperor class. Its diverse weapons allow it to deal with a variety of threats without the need for a squadron of frigates. This weapon combination also means that the Oberon class cannot send out large attack aircraft groups like the Emperor class, nor does it have the powerful firepower of the Nemesis and Apocalypse class. However, the Oberon class can organize a combined attack of carrier-based aircraft, torpedoes, lances and macro cannons, which is also unmatched by more specialized warships.

The Oberon-class is rarely used in large fleet engagements, as Imperial admirals currently prefer more specialized ships. It is often used to patrol dangerous areas, where its multi-role capabilities are put to good use. It can be a patrol base for a squadron of attack aircraft, and then directly engage any enemy it encounters. It is also equipped with an excellent long-range sensor detector, allowing it to detect and analyze threats long before the enemy, giving it a great tactical advantage in combat. Because of this, the Oberon-class battleship can patrol large areas with little or no escort, freeing up other ships for other tasks.

Unfortunately, despite their impressive combat record, the Oberon-class were phased out by the Imperial Navy in favor of the Emperor-class, and became extremely rare by 30k. However, those Oberons still in service are still powerful frontline warships, capable of defeating any enemy on the battlefield.

But the good news is that the Empire currently only has the construction capabilities of the Oberon and Retribution classes, so it is not uncommon.

1200 shields, 3800 health points, and average armor of 75,67,67. The backbone of the ship is equipped with four macro turrets, and the sides are equipped with two super giant macro cannon arrays and two heavy plasma cannon weapon arrays, and finally two shuttle aprons.

Retribution-class Battleship

The Nemesis-class battleship is a heavy capital ship used by the Imperial Navy. It is one of the oldest Imperial warships still in service, used by both the Imperial Navy and the Mechanicum fleet. The Nemesis is equipped with powerful weapon turrets on the sides and a lance array on the spine. The bow is heavily armored and equipped with torpedo tubes.

The Retribution-class battleship is considered the backbone of the Imperial Navy and is therefore often used as the fleet flagship, but this is a helpless choice due to the lack of Emperor-class battleships. A sector using a Retribution-class battleship as a flagship is usually considered not wealthy enough. 198 points, maintenance cost 6/week.

The Retribution class will naturally not be absent in large-scale battles, and its powerful broadside firepower makes up for the lack of vitality of the Light Lance. However, due to its poor maneuverability, it needs a large number of frigates to escort it to deal with the threat of fast-moving targets.

The Nemesis-class battleships' early traditional armored bows and unique multi-tube plasma engines mark them as products of Mars' orbital shipyards. And both the Nemesis-class and Emperor-class ships have a huge golden statue on their bridges.

The primary weapon of the Nemesis is the powerful array of weapons turrets that line its sides. These can fire devastating shells at extreme ranges, destroying enemies before they can even get into range to fire back. When approaching an enemy ship, the Nemesis can also cause massive damage with torpedoes. Like many Imperial warships, the Nemesis is armed with lances on its spine. While these are more accurate than the broadsides, they are also less numerous. These lances are usually used to destroy ships whose primary weapons have been disabled, or to provide counterattack fire when an enemy ship closes in. Many ships have been destroyed by the broadsides of the Nemesis.

1200 shield, 4000 HP, 83,67,67 armor, just a little more durable than Oberon. But the combination of battleship-class torpedoes and powered rams at the bow makes it known as the "Apocalypse-class torpedo". There is nothing that an Apocalypse-class torpedo can't solve.

Emperor class battleship

The Emperor-class battleship is a slow and cumbersome capital ship used by the Imperial Navy and Mechanicus fleets. The Emperor-class battleship is more like a combination of a command flagship and an aircraft carrier. This ship is also one of the oldest designs still in use by the Empire. Its bow is not a traditional armored bow but is equipped with a large number of sensor probes and forward-facing turrets.

In addition to the traditional macro cannon, the Emperor-class' main weapons and equipment also include 8 squadrons of attack aircraft, such as Fury interceptors, Starhawk bombers or other fighters to attack the enemy.

The design history of the Emperor-class battleship is quite old. For example, the Emperor-class battleship Divine Right, which was found in a space wreck, has a history of more than 217 years. She is the only designated flagship of the Imperial Navy. 7 points, maintenance cost /week.

1200 shield, 3800 HP, 75,67,67 armor, a fragile one. But powerful sensors and auspicious instruments make her the best choice for the fleet flagship. You have a relatively bad life because you don't play the Emperor-class battleship.jpg

In terms of weapons, there are four bombardment turrets on the spine (superior to the macro cannon turrets), two heavy plasma cannon weapon arrays on the sides, and finally four shuttle aprons (8 squadrons).

Agamemnon-class battleship

The standard sun-style ship has a powered ram installed under its bow, which ruins the beauty. 1000 shields, 3500 health is simply a shame for the battleship, and the armor of 83,67,67 is average. But it has eight battleship-class torpedoes, twice as many as the Retribution-class! I declare it a "Genesis-class torpedo."

185 points, maintenance fee 6/week.

In terms of weapons, there is a bombardment turret on the spine, two macro cannon turrets, and six heavy macro cannon weapon arrays on the sides. All of them are live ammunition weapons and are good at breaking shields.

Apocalypse-class battleship

274, maintenance fee 8/week. I wrote about this in detail in Chapter .

Chaos Fleet

Abaddon and his allies:

Abaddon the Despoiler's Black Legion Fleet - Glorious Queen's Vengeful Spirit, Glorious Queen's Omen of Doom, Planet Killer, 2 Blackstone Fortresses, 7 Battleships, 13 Heavy Cruisers, 13 Strike Cruisers, 23 Cruiser Squadrons, 30 Escort Squadrons

Red Corsair Huron's Pirate Fleet - 1 Blackstone Fortress, 2 Battleships, 4 Heavy Cruisers, 4 Strike Cruisers, 12 Cruiser Squadrons, 57 Escort Squadrons

Oathbreaker Corthorax's World Eaters Fleet - Glorious Queen's Conqueror, 3 heavy cruisers, 8 escort squadrons

Typhus' Plague Fleet - 3 battleships, 3 heavy cruisers, 5 cruiser squadrons, 12 escort squadrons

Crimson Slaughter Fleet - 1 Space Hulk, 1 Battle Flagship, 1 Escort, 2 Transports, 1 Rammer

The four gods' direct minions:

Ascended Primarch - Magnus the Red's Thousand Sons Fleet - Tizca's Revenge, Radiance of the Glorious Queen, 19 battleships, 99 strike cruisers, 99 escort squadrons

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