So... are you going to propose some alternate armor option to the one that's winning right now, then? Because that's definitely not a general use armor, putting a quarter of the system slots into goesfast makes it quite specialist. Alectai has a specific vision for that armor's use case and it's not generalist at all.
It's generalist in its role as Eldar super elite power armor due to the stacks of Improved Power-Assist as they allow for it to effectively perform Eldar standard doctrine plus regardless of what Alectai intends for the armor. After all with two stacks of Improved Power-Assist the thing is at the point where it's making its wearer faster in what amounts to medium-grade battlesuit armor so they can easily operate at any range of combat.

The only reason your design has my vote over that at the end of the day is because I think bringing the equivalent of three heavy weapons per suit rated to core armored vehicles at normal Eldar speeds is going to do more for what we actually need this design for namely hero hunting, and the erasure of the super elites of other factions than a design that tries to do the same thing at even faster speeds but with a third the effective firepower.
 
So... are you going to propose some alternate armor option to the one that's winning right now, then? Because that's definitely not a general use armor, putting a quarter of the system slots into goesfast makes it quite specialist. Alectai has a specific vision for that armor's use case and it's not generalist at all.


This logic seems weird to me. If they're expected to go into short ranges, then pistols are a great choice of hardslot because they want to be at short ranges where pistols are effective, and either they'll be carrying a melee power weapon (in which case pistols give them a ranged option to supplement) or they'll be carrying a heavy ranged weapon (in which case pistols give them the ability to blast secondary/lesser targets and an alternate damage type, keeping them highly dangerous to anything trying to swarm them).

In general, a pistol slot is incredibly powerful for us because we can stick starblasters in them, for which the description is "Starblaster Pistols can fire nearly as fast as a Hellpistol, but each shot is nearly two thirds as powerful as a human Lascannon, allowing them to mow down even light vehicles with ease." So... having two pistol hardslots on our superheavies basically means that they can pop two nearby chimeras or space marines or similar in addition to whatever else they're doing during that time period. And as we bring out meltas and meson blasters and such they'll be able to swap to use those as needed because hardslots aren't specific, helping keep them general use and avoiding exactly the kind of specialization that you're concerned about.

The point is that I expect our power armor to be deployed across our specialist forces, not just a small part of it which aims to go into melee. Most of our specialist forces are ranged.
So a generalist Heavy Power armor it is.

-[X] Ithilmar Assault Suit (Elite Superheavy Infantry Armor)
--[X][Weight] Heavy
--[X][Type] Powered
--[X][Systems] Grav-Shield
--[X][Systems] Holo-field Projector
--[X][Systems] Improved Power-Assist x2
--[X][Systems] Enhanced Sensors

And this is kind of what I expect of an armor that can and will be used for our most of our specialist troops until we had the time/AP to get into more specialist armors. The Improved Power-Assist is just kind of needed because we are elder and mobility/speed is a big thing for them.

If we later manage to get the Grav-Shield to be smaller that opens up points for specialization, but as is there isn't really anything I would cut to make space for other parts.
 
The only reason your design has my vote over that at the end of the day is because I think bringing the equivalent of three heavy weapons per suit rated to core armored vehicles at normal Eldar speeds is going to do more for what we actually need this design for namely hero hunting, and the erasure of the super elites of other factions than a design that tries to do the same thing at even faster speeds but with a third the effective firepower.
I will bring up the point that power assist boosts not only speed, but also strength, and well, our current power weapons are mauls. So it's not exactly a third of the firepower, since the additional power assist adds to the melee capabilities potentially quite significantly.
 
[X] Plan: Leaving Room For Later

I'm pretty convinced Alectai's plan is more than solid, but I do like the idea of future proofing the armor and saving just a little bit of money on the Ithilmar. I don't disagree with the current proposed use case for it, but I do eventually want to see all of our HG Veterans in it- Terminator armor is at least theoretically available to 1/10 space marines, and that's sad Mon Keigh numbers. But the improved power assist is because Grav Shield explicitly adds bulk and decreases the mobility of a suit. The goal of the Ithilmar is to create a terminator equivalent that be as mobile and agile as possible- and it certainly achieves that.
 
A concept for a future suit.
Heavy Power Armor with Grav shields and 4X Improved Power Assist. The Hercules suit. Possibly weaponizing the Grav shield. The thing is strong enough to fuck up enemy grav weapons, deflect high speed projectiles, and bend away energy beams, that involves some intense gravitational manipulation. So now imagining turning it into an active weapon system for melee combat. Filling a double role as both Grav weapon and Grav Shield.
 
I will bring up the point that power assist boosts not only speed, but also strength, and well, our current power weapons are mauls. So it's not exactly a third of the firepower, since the additional power assist adds to the melee capabilities potentially quite significantly.
Most of the super-elite suits will be going to ranged units that won't really be using the strength beyond ease of use for heavy weapon platforms which is why I actually went back well writing that, and re-wrote the section to discuss speed specifically rather than their generally improved physical capabilities.
 
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[X] Plan: Vulkhari Armoury Vol. 1

>Be Meros
>Be halved by orks
>Kill them with pointy sticks and ambushes fantasy wood elves style
>Still be on the verge of doom
>Vulkhari fleet ambushed orks clean up and vaporised 2/3 of it.
 
Most of the super-elite suits will be going to ranged units that won't really be using the strength beyond ease of use for heavy weapon platforms which is why I actually went back well writing that, and re-wrote the section to discuss speed specifically rather than their generally improved physical capabilities.

The problem is that our elites won't always get to choose whether to enter melee. If they get hit by a teleportation attack or by flying enemies dropping from the sky, they need to be able to put up a good fight.
 
@Mechanis integrating Systems into our Armor mentions lower costs for Systems. How much are talking if we integrate weapon hardpoints? 10% / 25% / 50% for a Weapon or just more firepower?

Could save us quite a bit of Ressources to include a simple Weapon Point for an Integrated Rifle.
 
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Hoo boy we cooked the Orks HARD this turn, 60% of the fleet vaporized before they even knew they were under attack! Shame the Captain got away, that means we gotta follow them back to Tork-Toofa if we want to finish the job.

On the plus side, Meros is safe for now, so come next turn we should be able to get them to safety (as long as we provide the last point they need)

[X] Plan: Vulkhari Armoury Vol. 1
[X] Plan: Leaving Room For Later
 
Most of the super-elite suits will be going to ranged units that won't really be using the strength beyond ease of use for heavy weapon platforms which is why I actually went back well writing that, and re-wrote the section to discuss speed specifically rather than their generally improved physical capabilities.
From the discussion we had over the Ithilmar suits, there was talk of emphasizing the Bladestorm detachments for additional squads using it on top of 1 squad per warhost, in which case it would possibly upgrade an Ironbreaker squad. And depending on the exact nature of the rollout, there might be budgetary space to issue power mauls.

They'd probably still be pretty lethal with CCW designed for them. And that's actual peanuts.
 
With the time until the great crusade starts (i think about 200 turns at 5 years per?) and the potential to further upgrade our industries, we have lots of potential to escalate.

More so if we can/when we start to start on the automation train for our industries.

If things go well, we should also have finished our special project by then.

Overall long time to repair, rebuild and start improving. In large parts possible by us going so hard both industry, science and having the forge to speed things up even more. Even if we have to spend a lot of energy on unfucking our military. The unindustries and conservative tags in particular would have been crippling (bet Biel-Tan has both).

I expect most other craftworlds, the major ones in particular, to not have a great time doing the same.
More so if they are stupid assholes like Biel-Tan*.

*reminder that looking into the future changes the future, so we can have them show up faster if they looked for the best time to strike at us and noticed that they need to strike sooner.
 
I imagine once we get our superheavy power armour and some example of grav hammers, our Ironbreakers are probably gonna mulch most vehicles they come across, plus it also makes for a funny mental image.

"Who knew hitting things with hammers would be just as good now as when we were cavemen?"
 
One thing to consider turn 2 or turn 3 is we actually have a substantial amount of loose detachments lying around. As in, probably enough to create something to rival one of our named Warhosts or two better than militia grade Warhosts. We probably should experiment with creating a Warhost sooner than later so we can understand how the CP system works and what to consider when designing new detachments.
 
[X] Plan: Vulkhari Armoury Vol. 1
-[X] Void Guard Armor (Standard Line Troop Armor)
--[X][Weight] Medium
--[X][Type] Semi-Powered
--[X][Systems] Autotargeters
--[X][Systems] Holo-field Projector
--[X][Systems] Extended Operations Modification
-[X] Ithilmar Assault Suit (Elite Superheavy Infantry Armor)
--[X][Weight] Heavy
--[X][Type] Powered
--[X][Systems] Grav-Shield
--[X][Systems] Holo-field Projector
--[X][Systems] Improved Power-Assist x2
--[X][Systems] Enhanced Sensors
-[X] Vulkari Battle Dress (Spammable crew/militia Armor)
--[X][Weight] Medium
--[X][Systems] Voidsealing
--[X][Systems] Sensor Package
Just letting you know that the holo-field projector option for Ithilmar isn't showing up in the vote tally
 
Also, happy that the plan went hard on repair won, with the results we got.
Our people seemingly didn't take damage, Meros is save.
We and dealed with parts of the ork fleet(s) in the area.

Meanwhile we did likely do some large scale repairs on our craft world due to both forge actions being on that.
Would be nice to know what the two 1d3 rolls were there.

Overall, i think this is so far the best turn 1 we could have gotten ?
 
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Also, happy that the plan went hard on repair won, with the results we got.
Our people seemingly didn't take damage, Meros is save.
We and dealed with parts of the ork fleet(s) in the area.

Meanwhile we did likely do some large scale repairs on our craft world due to both forge actions being on that.
Would be nice to know what the two 1d3 rolls were there.

Overall, i think this is so far the best turn 1 we could have gotten ?
Minor correction, Meros is safe for now, once next turn shows up we should invest one more point into fixing their engines if they haven't already solved that problem, same for Zahr-Tann.

Until their engines are fixed and they're far away from any kind of Ork presence, they're going to need to be given the same fleet as last time to watch over them and mop up any Ork attackers trickling into the system.

Other than that, we probably focus on cranking out wargear and upgrading our military.
 
[X] Plan: Vulkhari Armoury Vol. 1

And I approve of eventually cooking up either an elite spear-wielding squad or anti-everything spear design to honour Meros defenders.
 
Plan "Vulkhari Armoury" Crunch/Stats.


Key:
VBD = Vulkhari Battle Dress.
VGA = Void Guard Armour.
Ithilmar = Ithilmar Assault Suit.
MPO = Maximum Production Output (2 Vaul Forge actions + 15 Bonesinger production actions)
1VF = 1 Vaul Forge (Or one Forge of Vaul production)
MVF = Maximum Vaul Forge (2 Forge production actions)



Total EP Cost Per Suit:
5.675 EP (Void Guard - Medium, Powered) (Rounded up to 6EP)
22.3 EP (Ithilmar - Heavy, Powered) (Rounded up to 23EP)
1.7 EP (VBD - Medium, Unpowered) (Rounded up to 2 EP)

Points per Bonesinger Action (As of Turn 1) = 480EP

480 EP = 80 VGA | 20 Ithilmar | 240 VBD

Total Bonesinger EP output = 7,200 EP per turn.

7,200 EP = 1,200 VGA | 313 Ithilmar | 3,600 VBD

EP per Vaul Forge action = 5,000 EP (833 VGA | 217 Ithilmar | 2,500 VBD)

2 Vaul Forge actions = 10,000 EP (1,666 VGA / 434 Ithilmar / 5,000 VBD)

Maximum Production Output = 17,200 EP per turn. (2,866 VGA / 747 Ithilmar / 8,600 VBD)

Production Ratio of 50|40|10 (Using MPO - 17,200 - Ratio uses percentages so 50% 40% 10%) = 1,443 VGA | 299 Ithilmar | 1,720 VBD

1VF using 50|40|10 ratio = 416 VGA | 86 Ithilmar | 500 VBD



Notes + Defense of The 50|40|10 Ratio

This is just the current crunch of the Vulkhari Armoury Plan, if my math is wrong, lemme know so I can edit it.

(I went with the 50/40/10 ratio as just an example whenever we focus our production on making armour, it's probably going to be lower in some areas and higher in others, Vulkhari Battle Dress gets 10% EP as it's mostly reserved for our vehicle crews and as emergency militia armour we can crank out at low cost and create a decently sized stockpile for most events barring an imminent invasion of the craftworld.

VGA, being our main infantry armour (for now) gets 50% so we can make plenty of it to outfit our troops and Ithilmar gets 40% for elites, leaders, etc.

The actual fine tuning of the ratio could use some work, but I'd say this is a pretty healthy ratio of "Medium, Superheavy, Light" right now (subject to change once we grab conversion fields and cheapen / miniaturize the grav shields).
 
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