What should your focus for the rest of the Quest be?


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Which, I guess we haven't seen anyone propose a Recon vehicle yet... That's a role that is perfectly suited to Hover or legged vehicles.
Then allow me:

[] Sharpuktu Reconnaissance Hover Vehicle
-[] While the Salamander has served us well, as a reconnaissance vehicle it is somewhat lacking in mobility compared to what we could design. This is where the Sharpuktu comes in as fast and maneuverable hover vehicle that's able to be airdropped onto the battlefield and capable of getting over obstacles with hoverjets and even able to "boost" its engines for increased speed, but both features are not able to sustain use for long and will overheat through prolonged use. It's armed with a light, fast-firing battle cannon (albeit only capable of moving vertically), missile launchers, and a Directional Ion Shield to make up for it's relatively light armor and the increased costs being deemed worth it due to it being intended to carry high-value personnel whether it be field commanders or an elite strike team or recon squad with a carrying capacity of 6 people.

Reference image:
AKA, while I was originally intending the Rip-Off the Mako from Mass Effect, I then changed my mind and decided on ripping off the Hammerhead from Mass Effect 2 :V
 
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A few more minutes passed as the Irrita seemed to ponder before returning with their own set of lights flashing from the topmost portion of their body alongside puffs of scent from the flowers on their 'head.' "The idea that starvation is inevitable instead of a preventable, or something we, or another, should, or would use for gain, is alarming to our people, as we have never encountered the concept in our own cultures or our stories about alien cultures. To starve one of our own is a concept and act of savage cruelty beyond comparison. To aid the starving was no question of morality but of logistics."
Huh, I think I get it? it wasn't morallity that drove them to help but a 'its not a guarantee and it can be prevented, just a matter of logistics'. Add in what starvation really means for a plant based species and its just a a given, they would never let.... a... people starve... Holy shit, we cannot let them found out about Hive Worlds until we are ready. they would help but given the Imperium and shoot xenos on sight... yah.

His estimation of them rose by a considerable degree. "Then one last question from me, if you would. I will presume you know what battle you are entering and the foes we fight. You could flee and secure your people, knowing what awaits you should you fail to stop them here. Why do you fight against Chaos?"

"Because we must."

Alpha waited for a moment before looking at the Irrita with respect in his eyes. "Aye, we must."
Hah! nice, I like these guys. also implies something happened with them before or just seeing the Chaos running rampart as the cause of the suffering and the like.


Some of our research got compressed in a 3 for one deal.
We will not take them otherwise. because of the three AP limit. Now that it's reduced to 1 and grouped with two other researches in some options I think we'll be more willing to spend a AP per turn for research.

-[] Shipyard Automatization
(Gain: 1 Destroyer every Turn.)
Holy shit, and only one AP for it? yes please! next turn we really should take it.

With the war in 621 about to enter the "Hot" phase, the various military planners and accountants of the Federation came together to look over the different parts of the System Army Groups that could be improved upon, be it logistically, economically, or militarily, with an eye focused on the Mechanized elements of the military. To say that the first group was as equally dismayed as the latter was happy at the fact that the Glimmering Federation mechanized elements used only two vehicles, the Chimera and the Salamander, would be to understate the joy of the bean counters that they only needed to track two vehicles in the upcoming war.
HAH, its one or the other. the Beancounters or the Military Planners. I do like that little humor in there. Hope these will do well whatever we come up with.
 
possible categories:
  1. Main Battle Tank (MBT)
  2. Armored Personnel Carrier (APC)
  3. Infantry Fighting Vehicle (IFV)
  4. Self-Propelled Artillery (SPA)
  5. Logistics and Support Vehicle
  6. Reconnaissance Vehicle
  7. Anti-Aircraft Vehicle
  8. Engineering Vehicle
requirements per category:
  1. Main Battle Tank (MBT)
    • Armament: Heavy armament with a main cannon capable of engaging enemy armor effectively.
    • Armor: Advanced composite armor with active protection systems.
    • Mobility: High speed and maneuverability across varied terrains.
    • Technology: Integration of modern targeting systems and battlefield network capabilities.
  2. Armored Personnel Carrier (APC)
    • Capacity: Ability to transport a squad of infantry safely.
    • Protection: Adequate armor to protect against small arms and shrapnel.
    • Mobility: All-terrain capability with good speed and range.
    • Adaptability: Modular design for mission-specific modifications.
  3. Infantry Fighting Vehicle (IFV)
    • Armament: Medium armament including an autocannon and anti-tank guided missiles.
    • Protection: Enhanced armor compared to APCs, with active defense measures.
    • Capacity: Transport capacity for a small infantry team.
    • Technology: Advanced targeting and communication systems.
  4. Self-Propelled Artillery (SPA)
    • Firepower: Capable of delivering indirect fire support with a variety of munitions.
    • Mobility: Quick repositioning ability to avoid counter-battery fire.
    • Protection: Basic armor to defend against small arms and shell fragments.
    • Integration: Compatible with battlefield control systems for coordinated fire missions.
  5. Logistics and Support Vehicle
    • Capacity: High payload for carrying supplies, ammunition, and equipment.
    • Versatility: Ability to perform multiple roles including medical evacuation and field repairs.
    • Protection: Light armor to protect against small arms and mines.
    • Mobility: Excellent off-road capability and endurance.
  6. Reconnaissance Vehicle
    • Sensors: Advanced surveillance and reconnaissance equipment.
    • Stealth: Low profile and reduced signature to avoid detection.
    • Mobility: High speed and agility for rapid insertion and extraction.
    • Communication: Enhanced communication systems for real-time intel sharing.
  7. Anti-Aircraft Vehicle
    • Weaponry: Effective anti-aircraft weapon systems, including missiles and autocannons.
    • Radar: Advanced radar systems for early detection and tracking of aerial threats.
    • Mobility: Ability to keep pace with mechanized units.
    • Protection: Armor sufficient to protect against air-to-ground attacks.
  8. Engineering Vehicle
    • Capabilities: Equipment for constructing fortifications, clearing obstacles, and breaching defenses.
    • Protection: Armor to protect the crew during engineering operations.
    • Mobility: Ability to operate in harsh and contested environments.
    • Versatility: Multiple tools and attachments for diverse engineering tasks.


personally im happy with covering the SPG


[x] SPG Thunderstriker 2000-V1



The Glimmering Federation recognized the need for a mobile artillery platform that could extend the artillery umbrella as the infantry and mechanized units pushed forward. This new platform needed to satisfy several critical requirements:

  • Survivability: Able to move out before counter-battery fire can pinpoint it.
  • Mobility: Capable of redeploying to different positions on flexible and changing frontlines.
  • High-Paced Operational Tempo: Able to engage in high-intensity engagements in quick succession and adapt to them.
  • Tactical Flexibility: Able to exploit and adapt to varying environmental conditions and gain the upper hand.
  • Operation range: Able to operate and advance for long distances in order to keep with with other units in the offensive
A consortium of tech priests (calling themselves prometheus) from the Sub-Sector Archwan was came together for this project.

As a result of their labor, the Thunderstriker was born. weighting 40 tons (with ammon) the self-propelled gun platform features a crew of two (driver and commander), an advanced targeting suite, speeds of 100 km/h on roads and 50 km/h off-road, and an operational range of 700 km before needing resupply or maintenance. thanks to it automatized charging system it has a rate of fire of 10 rounds per minute,and provides firing ranges that oscillate between 40 km and 60 km depending on the type of round used.

The Thunderstriker relies on its mobility, precision, and range to deliver pinpoint strikes from multiple directions one after the other. The best example of this philosophy is its capability to shoot while moving; by the time the enemy hears the first shell landing, another one will be reaching them from an entirely different angle.
 
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Shepherd Infantry Fighting Vehicle
The call for a replacement to the Chimera transported inherited from the Imperium came as a moment of great consternation to the Federation's design teams. Simply put, the Chimera was virtually perfect as far as an infantry transport could be. It had excellent durability, a degree of ruggedness that left it virtually impervious to assault--and yet was simple to maintain and could be modified for virtually any conceivable circumstance by simply switching out some of its hardpoints. Some though that this meant the Federation needed some completely novel capability, like aerial transport or firepower sufficient to double up in the tank line. There were a few fights here and there, harsh discussions, and then an intern asked an important question.

"Shouldn't it just be as helpful to the team it's carrying as it can be?"

It was like a revelation from above. For all that the Chimera was rugged, cheap, and effective. It was not actually designed to provide significant support to the troops it carried. Oh, it certainly was equipped with respectable anti-infantry armaments. But the Chimera's core design was that of suppressing fire and a delivery mechanism, not as the lodestone of a fighting doctrine in and of itself.

With that understood, the question then was clear. "What is the purpose of mechanized infantry, and how is it superior to the more typical motorized or line infantry?" The answer then was "In exchange for a heavier logistical and technical burden, you get a small tank attached to every squad that can protect them to and from their destination while allowing them exceptional mobility." The Glimmering Federation's ability to support a more advanced fighting force than Imperial Standard has never been in question, thanks to its greater proliferation of foundational technological lore and education. Which meant that the use of what amounted to being an armored box with a few suppressive weapons was wasting that potential.

Enter the Shepherd, the first attempt at a bespoke Infantry Fighting Vehicle intended for the use of the Glimmering Federation's ground forces. Capable of supporting a Standard Infantry Section (Generally scaled between 6 to 14 individuals, depending on specific genotypes and species), the Shepherd is equipped with sophisticated auspex systems, comm-boosters to permit the formation of data link between its constituent elements even in a battlespace with heavy vox interference. It is armed with a selection between a Battle Cannon, or Rotary Autocannon as its primary battery--supplemented by a limited number of anti-armor rockets for high value targets or fortifications, with protected slots for squad heavy gunners to shoot freely with a degree of protection from the outside, as well as a pair of sponson mounted anti-infantry hardpoints capable of mounting most standard suppression weapons (Heavy Bolters, Multilasers, etc). While a wheeled vehicle, it also makes use of cleverly engineered grav-plates that can reduce the effective weight of the Shepherd, while protecting the wheels themselves by shielding them behind a protective skirt. This produces an elegant hybrid that combines the speed of a wheeled transport with the all terrain capability of a tracked machine--further supplemented by well hidden thrusters on the front and back of the IFV, allowing for an additional push in times of need, permitting a skilled driver exceptional maneuverability without a major compromise in defense.

None of the technologies used in the Shepherd are particularly advanced, easing logistical challenges. Most ammunition is shared with other Federation Armored units, further simplifying matters. What it does bring to the table is slightly heavier armor, vastly superior armaments, and greater speed and agility than the Chimera that it preceded. While there are likely to be some teething issues figuring out how to best use the Boost Drive to best effect, sometimes, all you need to do to improve on Perfection is adapt it and make it your own.


TL;DR: "Let's start from the Chimera as a base, give it armaments actually worth half a damn, switch it to wheeled with a protective skirt to keep those wheels from getting shot out, and then compensate for the extra mass and armor involved by layering some of it with some light gravity plates to allow it to retain the all terrain functionality of a tracked machine--which are built in job lots anyway and are basically a Solved Technology. Add in an emergency boost functionality to let it rapidly accelerate or decelerate in an emergency as well as give that extra little push when you need to really put a pedal to the medal, and you get a modern IFV suited for Glimmering Federation without breaking the bank in the process.

EDIT: Actually, I'm taking this design to an expert, brace for revisions
 
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Holy shit, and only one AP for it? yes please! next turn we really should take it.

I'm less sold. It would take 36 turns to be better than just taking a ship build action, and building ships is both more frontloaded and more flexible. Added to that, none of our current destroyers are worth much.

possible categories:
  1. Main Battle Tank (MBT)
  2. Armored Personnel Carrier (APC)
  3. Infantry Fighting Vehicle (IFV)
  4. Self-Propelled Artillery (SPA)
  5. Logistics and Support Vehicle
  6. Reconnaissance Vehicle
  7. Anti-Aircraft Vehicle
  8. Engineering Vehicle
requirements per category:
  1. Main Battle Tank (MBT)
    • Armament: Heavy armament with a main cannon capable of engaging enemy armor effectively.
    • Armor: Advanced composite armor with active protection systems.
    • Mobility: High speed and maneuverability across varied terrains.
    • Technology: Integration of modern targeting systems and battlefield network capabilities.
  2. Armored Personnel Carrier (APC)
    • Capacity: Ability to transport a squad of infantry safely.
    • Protection: Adequate armor to protect against small arms and shrapnel.
    • Mobility: All-terrain capability with good speed and range.
    • Adaptability: Modular design for mission-specific modifications.
  3. Infantry Fighting Vehicle (IFV)
    • Armament: Medium armament including an autocannon and anti-tank guided missiles.
    • Protection: Enhanced armor compared to APCs, with active defense measures.
    • Capacity: Transport capacity for a small infantry team.
    • Technology: Advanced targeting and communication systems.
  4. Self-Propelled Artillery (SPA)
    • Firepower: Capable of delivering indirect fire support with a variety of munitions.
    • Mobility: Quick repositioning ability to avoid counter-battery fire.
    • Protection: Basic armor to defend against small arms and shell fragments.
    • Integration: Compatible with battlefield control systems for coordinated fire missions.
  5. Logistics and Support Vehicle
    • Capacity: High payload for carrying supplies, ammunition, and equipment.
    • Versatility: Ability to perform multiple roles including medical evacuation and field repairs.
    • Protection: Light armor to protect against small arms and mines.
    • Mobility: Excellent off-road capability and endurance.
  6. Reconnaissance Vehicle
    • Sensors: Advanced surveillance and reconnaissance equipment.
    • Stealth: Low profile and reduced signature to avoid detection.
    • Mobility: High speed and agility for rapid insertion and extraction.
    • Communication: Enhanced communication systems for real-time intel sharing.
  7. Anti-Aircraft Vehicle
    • Weaponry: Effective anti-aircraft weapon systems, including missiles and autocannons.
    • Radar: Advanced radar systems for early detection and tracking of aerial threats.
    • Mobility: Ability to keep pace with mechanized units.
    • Protection: Armor sufficient to protect against air-to-ground attacks.
  8. Engineering Vehicle
    • Capabilities: Equipment for constructing fortifications, clearing obstacles, and breaching defenses.
    • Protection: Armor to protect the crew during engineering operations.
    • Mobility: Ability to operate in harsh and contested environments.
    • Versatility: Multiple tools and attachments for diverse engineering tasks.

No love for the infiltration vehicle idea? We're building up a doctrine of infiltration & insurgency, makes sense to try to put together some sort of vehicle for that.
 
Expert has Spoken. I'm revising the design.

Basic summary though is: "If you can do Hover, do Hover, the fact you have better enginseers means you can do this better than the Tau, who are very brittle because they're always trying to run the clock before their equipment breaks down because their rigid caste system means they can't put Earth Caste engineers on a Fire Caste war machine, so maintenance can only be done at their bases and never in the field"
 
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[X] Ranger Infantry Fighting Vehicle

The call for a replacement to the Chimera transported inherited from the Imperium came as a moment of great consternation to the Federation's design teams. Simply put, the Chimera was virtually perfect as far as an infantry transport could be. It had excellent durability, a degree of ruggedness that left it virtually impervious to assault--and yet was simple to maintain and could be modified for virtually any conceivable circumstance by simply switching out some of its hardpoints. Some though that this meant the Federation needed some completely novel capability, like aerial transport or firepower sufficient to double up in the tank line. There were a few fights here and there, harsh discussions, and then an intern asked an important question.

"Shouldn't it just be as helpful to the team it's carrying as it can be?"

It was like a revelation from above. For all that the Chimera was rugged, cheap, and effective. It was not actually designed to provide significant support to the troops it carried. Oh, it certainly was equipped with respectable anti-infantry armaments. But the Chimera's core design was that of suppressing fire and a delivery mechanism, not as the lodestone of a fighting doctrine in and of itself.

With that understood, the question then was clear. "What is the purpose of mechanized infantry, and how is it superior to the more typical motorized or line infantry?" The answer then was "In exchange for a heavier logistical and technical burden, you get a small tank attached to every squad that can protect them to and from their destination while allowing them exceptional mobility and firepower." The Glimmering Federation's ability to support a more advanced fighting force than Imperial Standard has never been in question, thanks to its greater proliferation of foundational technological lore and education. Which meant that the use of what amounted to being an armored box with a few suppressive weapons was wasting that potential.

The Ranger's purpose then is to take full advantage of our integrated society to create a machine that can go where it must, fight as it must, and do so without breaking the budget on the way. Trimmed down, it is a proper hover vehicle, capable of largely ignoring terrain in its effort . The Heavy Bolters have been replaced with multilasers due to their limited recoil and to reduce the weight on the hull, supplemented by a small number of Hunter-Killer missiles for anti-Armor work in a pinch. It is capable of carrying a full squad of Federation Soldiers to battle--roughly six to twelve infantry depending on species and any other specifications--and has firing slots for its passengers to join in while it searches for problems. While proper operation of an Ranger requires a dedicated Enginseer-equivalent, few of the technologies involved are especially advanced--only their applications in wartime.

While admittedly, it is more expensive than the Chimera by a fair portion, and has a greater demand in specialized driver training as well as maintenance , none of these are things the Federation lacks. In exchange, we gain an elegant transport, capable of delivering our crusaders where they need to go, regardless of opposition--and spirit them away when their work is done.
 
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[X] Sharpuktu Reconnaissance Hover Vehicle
-[X] While the Salamander has served us well, as a reconnaissance vehicle it is somewhat lacking in mobility compared to what we could design. This is where the Sharpuktu comes in as fast and maneuverable hover vehicle that's able to be airdropped onto the battlefield and capable of getting over obstacles with hoverjets and even able to "boost" its engines for increased speed, but both features are not able to sustain use for long and will overheat through prolonged use. It's armed with a light, fast-firing battle cannon (albeit only capable of moving vertically) and missile launchers. It is intended to carry high-value personnel whether it be field commanders or an elite strike team or recon squad with a carrying capacity of 6 people.

Reference image:

[X] Ranger Infantry Fighting Vehicle
 
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[X]N3 Klajiyos IFV
-[X]Crew: 3 (Commander, Gunner, Driver)
-[X]Armament: 1 Autocannon or 1 Multi-Laser, 2 Missile Pods or Grenade-Launcher Pods)
-[X]Propulsion: Front wheels, Rear tracks
-[X]Troop Compartment: 8-troop squad
-[X]Special Equipment: Motivational posters present in Ogryn regiments
-[X]Description: The N3 Klajiyos IFV is the next-generation of infantry fighting vehicle purposefully designed for the Federation, by the Federation. Setting itself from the age-old Chinera is the Klajiyos' half-track design; a return to an old design now made logistically feasible once again thanks to large improvements in alloying, automation, among others. These recent improvements place the Klajiyos on par with the Chimera in terms of cost and maintenance, while allowing it superior maneuverability, ease of use, and greater survivability.

[X]K6 Grom APC
-[X]Crew: 2 (Commander, Driver) Standard; 4 (Commander, Driver, Gunner, Engineer) Flamer Variant; 4 (Commander, Driver, 2 Medics) Medical Evac Variant; 3 (Driver, Gunner, Vox Operator) Command Variant
-[X]Armament: Pintle-mounted Heavy Bolter Standard; Dual-Heavy Flamer on Flamer Variant
-[X]Propulsion: Tracks
-[X]Troop Compartment: 16 infantry plus equipment
-[X]Special Equipment: Troops compartment replaced with fuel storage in Flamer Variant; Seats and equipment racks replaced with stretcher mounts and medical equipment in Medical Evac Variant; Vox, auspex, and other equipment deemed necessary in Command Variant; Motivational posters present in Ogryn regiments
-[X]Description: The K3 Grom APC is the purpose-built mass troop transport for the Federation's mechanized infantry. While the tanks and IFVs punch through the enemy's defenses, the Grom follows through with reinforcements and supplies to keep the advance moving. Similar to the Chimera, the Grom's modular design allows for variation in its role. Some variants already approved include a designated Medical Evac variant, a Command Variant, and even a Heavy Flamer variant that sacrifices transport capability for additional firepower on the frontline. Utilizing advances in the Federation's heavy and military industries, the Grom has been proven to have increased survivability and speed with decreased cost and maintenance compared to the Chimera.

[X] Gremlin Light Infiltration Vehicle (LIV)
 
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Honestly, the main problem with the Sharpuktu is just that it's too expensive for its value. Hover pretty much ended up eating almost all the tech budget I can get on the Ranger most likely, but yeah, the point is that we need something that we can assign to every mechanized squad we have. We have better capacity to field advanced tech than the Imperium does between our generally better education systems and actually functioning economy and R&D, but there's a limit to that.

Hover and an Ion Shield? Yeah, that's not going to be mass producible on the level we need.
 
Honestly, the main problem with the Sharpuktu is just that it's too expensive for its value. Hover pretty much ended up eating almost all the tech budget I can get on the Ranger most likely, but yeah, the point is that we need something that we can assign to every mechanized squad we have. We have better capacity to field advanced tech than the Imperium does between our generally better education systems and actually functioning economy and R&D, but there's a limit to that.

Hover and an Ion Shield? Yeah, that's not going to be mass producible on the level we need.
Yeaaah fair enough. I was thinking for this to be more of an elite kind of thing, like maybe a dozen per SAG for an elite recon unit, but I'll take your word for it and remove the Ion Shield.

But other than that, what do you think about it?
 
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[X] Gremlin Light Infiltration Vehicle (LIV)
The Gremlin is a small two-person vehicle meant to provide armor capability & mobility to light infantry and infiltration units. As such, it is meant to be transported in a modular series of compact crates and assembled on-site. The first crate contains the engine, the second contains the wheels and and disassembled vehicle frame, and the third contains any one of several standard heavy weapons that can also double as crew-served heavy infantry weapons. Optional fourth and fifth crates contain bolted-on duralloy armor, though the vehicle can also be armored with locally sourced duralloy, armaplas, ceramite or even ferrocrete.

The assembly of the Gremlin is extremely modular, with no less than three vehicle configurations for different urban or rough terrain environments, each with different characteristics in armoring, size, speed, turning radius and off-road capability. The weapon mount is similarly interchangeable, with options including heavy las repeaters, heavy stubbers, or more exotic options such as a bolter turret or light melta cannon.

The Gremlin is meant to be maximally effective with minimum logistic support, and is designed to make use of local supplies wherever possible. The engine can use nearly any formation of liquid petrochemical as fuel, from ethanol to promethium, and there are included instructions for how to ferment and distill ethanol as fuel. The weapon mount can also be customized to fit any locally sourced heavy weapon. The resulting vehicle is a small one-to-two person armored buggy that can support light infantry and infiltration units in urban areas or rough terrain.

Early testing indicated that soldiers in the field had difficulty following the instruction manual, despite it being specifically designed to be easily understood. Additionally, they frequently lost some of the key tools necessary for assembly of the Gremlin. Thereafter, an entire set of hand tools was included with every Gremlin crate, and the instructions were reworked several times until they are entirely formed of pictographic diagrams that do not require literacy to follow.

What if IKEA made an armored buggy/light tank? Send in a couple crates with our missionaries and all of a sudden our insurgents have mobility and armor. Also a handy tool for light infantry, since they're designed for low-logistics situations.

[X] Ranger Infantry Fighting Vehicle
[X]N3 Klajiyos IFV
 
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[X] Demigryph type Tracked IFV

The successor to the venerable Chimera for the Glimmering Federation's mechanized forces. The Demigryph is a tracked armored personnel carrier much like the Chimera. However, by utilizing higher-tech materials and engine equipment taking into mind the quality demanded of the Federation's military, the Demigryph possesses significantly increased speed compared to its predecessor. It is larger than its predecessor as a result of both having to accommodate Ogryns on top of the Kil'drabi and the Yeeni and future-proofing for the day when the Federation would deploy power armored troops. A marked difference in design is its tracks are mostly covered by armored panels, making it harder to damage the motive system of the APC chassis.

A modular turret sits on top of the chassis, significantly larger than a Chimera's turret to allow the Demigryph to carry more firepower without compromising the troop carrying capacity. These turrets can be swapped out as the mission calls for it- a bank of multi-las for heavy anti-infantry firepower, a twin-linked lascannon, or perhaps an automatic mortar launcher to provide indirect fire support to its infantry complement.

The hull itself also possesses three smaller point defense turrets strategically placed to allow the Demigryph to defend itself from all angles and much like the Chimera the vehicle can open sealed gunports to allow its infantry to fire out of the vehicle if need be.

Its mix of mobility, speed, and firepower allows for an aggressive use of the vehicle in mobile warfare by the Federation's mechanized forces.


[X] Ranger Infantry Fighting Vehicle

[X] Magnadon Heavy APC
[X]Valkyrie SPG

[X]Bonehead Superheavy Assault Transport.
 
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[X] K6 Grom APC

We want the big boy and the idea of a dedicated medical evac variant is something I like very much.

[X] Gremlin Light Infiltration Vehicle (LIV)

I like technicals. And this is basically the 40k version of a technical. You can drop it anywhere and it can be used. Maybe it isn't the best. But it's quick light armor. Also the hilarious idea that we could drop it on some feral world and have them suddenly have a light tank.

[X]N3 Klajiyos IFV

A nice solid ifv. Nothing to write home about but it's better than the chimera.

[X] Ranger Infantry Fighting Vehicle

Frankly I like the Shepard better. It just seems like hover is not really the way to go at the moment.
 
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@HeroCooky can we get some clarification if this vote is for one design or for several types? B/c the Sharkuptu is meant to replace the Salamander but if this just for the Chimera I think that would be nice to know.
 
Is there a reason why the Shepard doesn't work? It seems more of a upgrade while still looking like something we can mass produce.

I mean, it works, it's just I took the design to a 40K lore grognard and he was all "Doesn't add enough value for the added cost, gravity plates are going to actaully impair it's mobility unless you make it hover... Can you make it hover? Even if all you do is make it hover it'll be a massive game changer if you can keep it maintained at the squad level. That and some Hunter-Killer missiles will make it a more expensive--but not unreasonably so given what you described to me"
 
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[X] Magnadon Heavy APC
[X] Demigryph type Tracked IFV
[X] Ranger Infantry Fighting Vehicle
[X] Gremlin Light Infiltration Vehicle (LIV)
[X] Sharpuktu Reconnaissance Hover Vehicle
[X]Valkyrie SPG
[X]Bonehead Superheavy Assault Transport.

We've been asked to fill out our mechanized regiments vehicle pool, I'm voting for one of everything.
 
I mean, it works, it's just I took the design to a 40K lore grognard and he was all "Doesn't add enough value for the added cost, gravity plates are going to actaully impair it's mobility unless you make it hover... Can you make it hover? Even if all you do is make it hover it'll be a massive game changer if you can keep it maintained at the squad level. That and some Hunter-Killer missiles will make it a more expensive--but not unreasonably so given what you described to me"
Did they comment anything on how sturdy or fragile hover vehicles are? Cause from what I remember, hover vehicles are very fragile. Not something you want to see in an IFV.
 
Did they comment anything on how sturdy or fragile hover vehicles are? Cause from what I remember, hover vehicles are very fragile. Not something you want to see in an IFV.

it really depends on which faction made the hover vehicle in 40k

With eldar its a byproduct of their Glass cannon Need 4 speed lifestyle, If they want to build durable and heavy hover they can... For eldar.
Tau Hover tanks are gunships masquerading as Tank, Literally, And suffer from having Massive Propulsion jets sticking out the side to give them the massive amounts of acceleration ad muvering that they have, which they pair with Heavy railguns that hit harder then anything we have right now to terrifying effect.

Primaris Hover vehicles utilize Grav-Repulsers I think? They were part of the primaris Upgrade package, and are new tech made by cawl, so Its probably out of our reach to just DO. They don't seem to move any faster then regular vehicles, but are both Durable and hover capable, Using pounding gravity waves that mulch anything under them to lif the vehicle, as one poor iron warrior found out when he dived under to try and AT mine it.
All of these use different forms of Grav-tech, Because using Air-cushion's on a 40k battlefield is a terrible idea.

Imperial Hover tech seems pretty restricted to Space marines, Which doesn't say GREAT things about how likely it is that we have and ca make it on an economical scale though, At least we know that we have ion shields, Most of the Grav tech in Imperial Hover vehicles looks to be Space marine if not primaris, and that worries me for trying on our new, mainline IFV. Can't even ask cookie cause their asleep.

What we probably do have are grav-chutes and jump packs. Typpically those are infantry/space marine sized Gravity generators that Make you super light, and then use Small Promethium burning thrusters to control your angle. Unsure about scaling it up to Tank size just from that without research though...

Grav chutes are guardsman gear used for sub-orbital insertion, Jump packs are space marine gear used for sending the Fridge sized mass of superhuman hurtling at terminal velocities into the enemies face with a Chainsword.
 
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Despite the atrocious technology proliferation of Imperium and Imperial Guards tyranid-like swarm approach to combat and thus cheap equipment, keep in mind that human (and our) tech is much better than what the Tau have.

With some exceptions if they can do it, we can do it better. And hovertech is not among those exceptions.
 
@HeroCooky how many design choices are we looking at? One? Two?
How many you desire.
@HeroCooky can we get some clarification if this vote is for one design or for several types? B/c the Sharkuptu is meant to replace the Salamander but if this just for the Chimera I think that would be nice to know.
It is for however many you want, with conflicting designs (ie two scouts) being tallied against each other.
 
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