I would guess that needlers get multiple attacks, but have AP 0, and are only strength 3 or so. The same firepower as a lasgun, but with more shots basically. The extra BS of fate-weapons deserves a named so let's call it Fatebound. Strength 6, AP-3 is pretty strong for those guns.Wargear guesstimates based off of the written descriptions and 10th statlines. Some of those weren't... very helpful - almost as fast as a hellpistol sounds cool but they have 1 Attack.
Name Range Attacks Strength AP Damage Qualities Starblaster Pistol 12" 1 8 -2 D3+1 Assault, Pistol Starblaster Carbine 18" 1 8 -2 D3+1 Assault, Rapid Fire 1 Starblaster Rifle 24" 1 8 -2 D3+1 Rapid Fire 1 Starcarver 48" 2 20 -4 D6+3 Heavy, Rapid Fire 2 Starlance 72" D3+4 24 -5 2D6+2 Blast, Heavy Starblade 120" D3+1 28 -6 14 Blast, Heavy Fatecutter Pistol 12" 1 6 -3 1 Assault, Pistol, improves BS of bearer by 1 Fatesplitter Carbine 18" 2 6 -3 1 Assault, improves BS of bearer by 1 Fatecaster Rifle 24" 3 6 -3 1 Heavy, Lethal Hits, improves BS of bearer by 1 Fatesever Cannon 30" 3 12 -3 3 Heavy, Lethal Hits, improves BS of bearer by 1 Fateshredder Cannon 24" D6+3 6 -3 1 Blast, Heavy, Lethal Hits, improves BS of bearer by 1 Fatesheer Cannon 48" 1 24 -5 D6+3 Heavy, Lethal Hits, improves BS of bearer by 1 Needler Pistol 12" 1 4 -1 1 Assault, Pistol, Rapid Fire 1 Needler Carbine 18" 1 4 -1 1 Assault, Rapid Fire 1 Needler Rifle 24" 1 4 -1 1 Rapid Fire 1 Heavy Needler 30" 3 6 -3 2 Heavy, Rapid Fire 2 Spike Pistol 12" 1 6 -2 2 Assault, Pistol, Rapid Fire 1 Spike Carbine 18" 1 6 -2 2 Assault, Rapid Fire 1 Spike Rifle 24" 1 6 -2 2 Rapid Fire 1 Spike Cannon 30" 3 8 -4 4 Heavy, Rapid Fire 2 Laspistol 12" 1 3 -1 1 Assault, Pistol Lascarbine 18" 1 3 -1 1 Assault Lasrifle 24" 1 3 -1 1 Rapid Fire 1 Lascannon 48" 1 12 -3 D6+3 Heavy Flamer Pistol 12" D6 4 0 1 Assault, Ignores Cover, Pistol, Torrent Flamer 12" D6 5 0 1 Assault, Ignores Cover, Torrent Heavy Flamer 12" D6 6 -1 2 Ignores Cover, Torrent Screamer Grenade Launcher 24" 1 - - - Blast, Heavy, Indirect Fire, any unit hit at least once by this weapon must take a Leadership test or all friendly units targeting it improve their BS by 1 for the remainder of the shooting phase Light Close Combat Weapon - 3 3 0 1 Close Combat Weapon - 2 4 -1 1 Light Power Sword - 4 4 -2 1 Power Sword - 3 5 -3 1 Power Maul - 2 6 -4 2 Force Stave - 3 8 -3 D3 Psychic Force Sword 4 8 -4 D3+1 Psychic
I would guess that needlers get multiple attacks, but have AP 0, and are only strength 3 or so. The same firepower as a lasgun, but with more shots basically. The extra BS of fate-weapons deserves a named so let's call it Fatebound. Strength 6, AP-3 is pretty strong for those guns.
I think part of how needlers get their rate of fire is by using absolutely tiny shards of wraithbone, which inherently limits how destructive any individual shard can be. 'Closer to ap-1' is still ap0, in other words, and you make up for it by being Rapid fire with 2 attacks *base*.Given the similarity to canon Shuriken weaponry in its monomolecular sharp Wrathbone nature, The Needlers would probably be closer to Ap-1.
I would guess that needlers get multiple attacks, but have AP 0, and are only strength 3 or so. The same firepower as a lasgun, but with more shots basically. The extra BS of fate-weapons deserves a named so let's call it Fatebound. Strength 6, AP-3 is pretty strong for those guns.
Needlers are firing the exact same projectiles as Fatecasters, they're just not homing bullets (and, you know, being fired faster because more barrels) so if anything the only difference mechanically (in this context) would be that Needlers get multiple attacks while Fatecasters are "I hit, short of [list of defensive Wargear]" and some kind of "very very likely to hit something important" effect. (Spikes meanwhile would be significantly more punchy, because bigger projectiles)I think part of how needlers get their rate of fire is by using absolutely tiny shards of wraithbone, which inherently limits how destructive any individual shard can be. 'Closer to ap-1' is still ap0, in other words, and you make up for it by being Rapid fire with 2 attacks *base*.
Needlers are firing the exact same projectiles as Fatecasters, they're just not homing bullets (and, you know, being fired faster because more barrels) so if anything the only difference mechanically (in this context) would be that Needlers get multiple attacks while Fatecasters are "I hit, short of [list of defensive Wargear]" and some kind of "very very likely to hit something important" effect. (Spikes meanwhile would be significantly more punchy, because bigger projectiles)
So the choice would be "shoot lots" (needlers), "shoot good" (Fatecasters), and "shoot hard" (Spike weapons)
Generally there's some kind of "this does extra damage because it hit something important" mechanic, or systems getting disabled, or something along those lines. Fatecaster weapons would be "if you don't have some kind of active defense (void shields, an Iron Halo, whatever) I don't even have to check if I hit you, because the answer is yes" and some kind of "Oh also I hit you somewhere important, like your gun, or your engine, or that one tiny gap in the plating that has a critical power run right under it" effect (however that mechanic is being handled)The wargame doesn't really model hit locations, so I decided to model Fatecasters being weird and homing by giving them more Strength and AP, which increases their likelihood to do damage, instead of writing or using a cumbersome special rule.
Generally there's some kind of "this does extra damage because it hit something important" mechanic, or systems getting disabled, or something along those lines. Fatecaster weapons would be "if you don't have some kind of active defense (void shields, an Iron Halo, whatever) I don't even have to check if I hit you, because the answer is yes" and some kind of "Oh also I hit you somewhere important, like your gun, or your engine, or that one tiny gap in the plating that has a critical power run right under it" effect (however that mechanic is being handled)
Huh, so they just canned capacity degradation entirely? That seems... Well on the one hand it is less overhead, on the other hand it seems... Kinda videogamey to just have damage as "everything works perfectly at full capacity until the unit blows up/falls over." Doesn't exactly leave a lot of room for tactical nuance or the epic moment of the deweaponed and actively on fire Baneblade running over a Hive Tyrant, and if that example seems oddly specific...AP is the "if you don't have an active defense I hit you" mechanic, and again, the wargame doesn't have hit locations so the only real way you could model hitting something important would be to have it be more deadly.
Huh, so they just canned capacity degradation entirely? That seems... Well on the one hand it is less overhead, on the other hand it seems... Kinda videogamey to just have damage as "everything works perfectly at full capacity until the unit blows up/falls over." Doesn't exactly leave a lot of room for tactical nuance or the epic moment of the deweaponed and actively on fire Baneblade running over a Hive Tyrant, and if that example seems oddly specific...
-[X] "Vaul's Anvil" Superheavy Grav-Tank (Full Exotic Panoply)
--[X] 1x Starblade (Superheavy Slot)
--[X] 2x Starlance (Vehicle Slot)
--[X] 3x Fatecaster Rifles (Heavy Slot)
--[X] Vehicle Holo-Field,
--[Z] 3x Vehicle Grav-Shield.
--[X] Trade in 2 Ranged Slots -> 1 System Slot.
--[X] Trade in 15 System Slots -> 2 Vehicle Slots + 1 Heavy Slot
--[X] 1x Starcarver (Vehicle Slot)
--[X] 1x Fatesever Cannon (Vehicle Slot)
--[X] (Crew Equipment) Void Guard Armour, Starblaster Rifles + CCW (Hammers)
Man, if it's gotten that dumbed down I sure am glad I got put off by the edition churn. If they're not even bothering to track which gun broke so you actually have to change tactics based on "crap, we lost the main gun" and similar I don't think I could even have much fun.Well vehicles do still have degradation, but it's entirely a function of their wound count, and they just get slightly worse instead of actively disabled. The game has gotten immensely simpler since when you last played, which sounds like it was around 4th Edition.
Me: WTF does Strength 28 even dooooo? Does it mean AV goes higher than 14? Or are they applying instant death to AV as well?Man, if it's gotten that dumbed down I sure am glad I got put off by the edition churn. If they're not even bothering to track which gun broke so you actually have to change tactics based on "crap, we lost the main gun" and similar I don't think I could even have much fun.
Honestly, it sounds like the later editions are the spawn of the same Good Idea Fairy as D&D 4E and Teen Titans Go and therefore getting a hard pass, not that I was inclined to give Geedubs any more money than they've already pried out of High School Me.
That's the old design of the plan, it's been updated since then.could you explain your logic for the weapon loadout? the Starblade makes sense, it's the primary weapon of the tank that lets it one tap light titans. the Starlance's make sense as secondary's, giving it something to clear away the lesser vehicles that are often escorting titans and the like. The Starcarver makes sense as a defensive weapon, something to kill heavy infantry or light vehicle trying to swarm it, but the Fatesever cannon and the Fatecaster Rifles baffle me. It does not need more anti tank, and as defensive weapons Fatecaster Rifles don't make any sense, they are meant for long range elimination of high value infantry targets, that's not useful for keeping a tank from being swarmed by hundred lunatics with meltabombs. The Fatesever Cannon is redundant with the starlance, and also meant for picking off key sub-super heavy vehicles from long range, it's not efficient for dealing with a squadron of lemen russ tanks or the like bearing down on you. The fate weaponry is decently expensive, so using it for a role it does not excel in is odd to me, is there a reason you are specifically using the fatecaster rifle and the Fatesever Cannon?
Aside from that, I also don't understand why you are giving the crew speical weapons? this is titan killer, not a troop transport, is there a tactic yoour envisioning where they fight like dragoons or something?
one last thing, I noticed was I was typing this up, that Starcarvers are heavy weapons not vehicle, I don't know if you can scale them up? so I think the one starcarver should be two.
[X] Anvil of Sundering (Starlance Salvage edition
[X] "Vaul's Anvil" Superheavy Grav-Tank (Revamped)
-[X] Heavy Grav-Vehicle Chassis.
-[X] 1x Starblade (Superheavy Slot)
-[X] 1x Starlance (Vehicle Slot) 1x Fatesever Cannon
-[X] 2x Fatecaster Rifles (Heavy Slot) 1x Starcarver (Heavy Slot).
-[X] 1x Vehicle Holo-Field, 3x Grav-Shields
-[X] Trade in 2 Ranged Slots -> 1 System Slot.
-[X] Trade in 9 System Slots -> 1 Vehicle Slots + 1 Heavy Slot
-[X] 1x Fatesever Cannon (Vehicle Slot).
-[X] (Crew Equipment) Void Guard Armour, Starblaster Rifles + CCW (Hammers)
Man, if it's gotten that dumbed down I sure am glad I got put off by the edition churn. If they're not even bothering to track which gun broke so you actually have to change tactics based on "crap, we lost the main gun" and similar I don't think I could even have much fun.
Honestly, it sounds like the later editions are the spawn of the same Good Idea Fairy as D&D 4E and Teen Titans Go and therefore getting a hard pass, not that I was inclined to give Geedubs any more money than they've already pried out of High School Me.
Adhoc vote count started by IronFist on Jul 1, 2024 at 2:37 AM, finished with 239 posts and 22 votes.
[X] "Vaul's Anvil" Superheavy Grav-Tank (Revamped)
-[X] Heavy Grav-Vehicle Chassis.
-[X] 1x Starblade (Superheavy Slot)
-[X] 1x Starlance (Vehicle Slot) 1x Fatesever Cannon
-[X] 2x Fatecaster Rifles (Heavy Slot) 1x Starcarver (Heavy Slot).
-[X] 1x Vehicle Holo-Field, 3x Grav-Shields
-[X] Trade in 2 Ranged Slots -> 1 System Slot.
-[X] Trade in 9 System Slots -> 1 Vehicle Slots + 1 Heavy Slot
-[X] 1x Fatesever Cannon (Vehicle Slot).
-[X] (Crew Equipment) Void Guard Armour, Starblaster Rifles + CCW (Hammers)
[X] Anvil of Sundering (Starlance Salvage edition)
-[X] Heavy Grav-Tank
-[X] Trade in for mounts: -2 Vehicle, -1 Heavy, -2 Ranged +1 Superheavy (-19 Slots)
-[X] Defenses: 1x Holo-Field, 3x Grav Shields (108 EP)
-[X] Weapons: 2x SH Starlance, 1x H. Needler (710 EP, 90 Starcrystal)
[X] "Forgehammer" Main Battle Tank (Max slots)
-[X] Light Grav-Vehicle Chassis
-[X] 1x Starlance (Vehicle Slot)
-[X] 1x Spike Cannon, 1x Heavy Needler (Heavy Slot)
-[X] Vehicle Holo-Field
-[X] 2x Vehicle Grav-Shield
-[X] Convert 4 System Slots -> 1 Heavy + 1 Ranged Slot
-[X] 1x Starcarver (Heavy Slot)
-[X] 1x Needler Rifle (Regular Slot)
-[X] (Crew Equipment), Void Guard Armour, Spike Rifle, CCW Knife.
[X] Cloudburst Mortar Assault Skimmer
-[X] Skimmer Chassis
-[X] Install 1x extra Heavy mount (3 SS)
-[X] 2xScreamer Grenade Launcher (8 EP) in a back turret, twin-linked, operated by the same gunner
-[X] 2xSpike Rifle(10 EP), twin-linked, driver-operated
-[X] Holo-field (2SS, 18EP)
[X] Hailstorm Grav-Tank (402 EP, 5 Psy-Scope)
-[X] Light Grav Vehicle (154 EP)
-[X] Trade in for mounts: +1 Vehicle, -1 Heavy, -4
-[X] Defenses: 1x Holo-Field, 2x Grav Shields (78 EP)
-[X] Weapons: 1 Fateshredder Cannon + 1 Fatesever Cannon (in the turret), 1 Starcarver (driver operated) (170 EP, 5 Psy-scopes, 8 SC)
[X] Aurora Tank Destroyer(164 EP, 20 starcrystals)
-[X] Speeder (46 EP)
-[X] Trade in 1 Heavy slot for 2 system slots, 2 Ranged slots for 1 system slot, 6 system slots for 1 Vehicle slot
-[X] Weapons: 1 Starlance (100 EP, 20 starcrystals)
-[X] Defense: Holo-Field (18 EP)
[X] Suncleave Heavy Tank (796EP 68SC 6PS 30 System Slots)
- [x] Heavy Grav Vehicle
-[X] Slots: 22 System Slots Converted
--[X] 6 Heavy Weapon Slots (18 System Slots)
--[X] 1 Ranged Weapon Slot (1 System Slot)
--[X] Vehicle Holo-Field x1, Vehicle Grav-Shield x3 (108 EP) (11 System Slots)
-[X] Weapons:
--[X] Superheavy: 1 Starblade (400 EP 50SC)
--[X] Vehicle: 2 Fatesever Cannon (120EP 4PS)
--[X] Heavy: 2 Starcarver, 2 Fatecaster Rifle, 4 Heavy Needlers (150EP 18SC 2PS)
--[X] Ranged: 3 Needler Rifles (18EP)
[x] Anvil of Stars Titankiller
[X] "Chisel" Fast Assault Jetbike (Bright Talon Refit)
-[X] Heavy Jetbike Chassis
-[X] 1x Starcarver (Heavy Slot)
-[X] 2x Needler Rifles (Ranged Slot)
-[X] 1x Vehicle Holo-Field
-[X] (Crew Equipment) Void Guard Armour, Flamer Pistol + CCW
[X] Plan: Forgemaster's Tools (Better names pending).
-[X] "Forgehammer" Main Battle Tank (Max slots)
--[X] Light Grav-Vehicle Chassis
--[X] 1x Starlance (Vehicle Slot)
--[X] 1x Spike Cannon, 1x Heavy Needler (Heavy Slot)
--[X] Vehicle Holo-Field
--[X] 2x Vehicle Grav-Shield
--[X] Convert 4 System Slots -> 1 Heavy + 1 Ranged Slot
--[X] 1x Starcarver (Heavy Slot)
--[X] 1x Needler Rifle (Regular Slot)
--[X] (Crew Equipment), Void Guard Armour, Spike Rifle, CCW Knife.
-[X] "Vaul's Anvil" Superheavy Grav-Tank (Full Exotic Panoply)
--[X] 1x Starblade (Superheavy Slot)
--[X] 2x Starlance (Vehicle Slot)
--[X] 3x Fatecaster Rifles (Heavy Slot)
--[X] Trade in 2 Ranged Slots -> 1 System Slot.
--[X] Trade in 15 System Slots -> 2 Vehicle Slots + 1 Heavy Slot
--[X] 1x Starcarver (Vehicle Slot)
--[X] 1x Fatesever Cannon (Vehicle Slot)
--[X] (Crew Equipment) Void Guard Armour, Starblaster Rifles + CCW (Hammers)
-[X] "Chisel" Fast Assault Skimmer
--[X] Skimmer Chassis
--[X] 1x Starcarver, 1x Fatecaster Rifle (Heavy Slot).
--[X] 2x Needler Rifles (Ranged Slot)
--[X] 1x Vehicle Holo-Field
--[X] Convert 3 System Slots -> 1 Heavy Slot.
--[X] (Crew Equipment) Void Guard Armour, Flamer Pistol + CCW
[X] Star Flare Skimmer refit (138 EP, 16 starcrystals, 2 Fate psyscopes)
-[X] Speeder
-[X] Trade in 3 system slots for 1 Heavy slot
-[X] Weapons: 2 Starcarvers (60 EP, 16 starcrystals), 2 Fatespitter carbines (14 EP, 2 Fate Psyscopes)
-[X] Defense: Holo-Field (18 EP)
[X] "Chisel" Fast Assault Skimmer
-[X] Skimmer Chassis
-[X] 1x Starcarver, 1x Fatecaster Rifle (Heavy Slot).
-[X] 2x Needler Rifles (Ranged Slot)
-[X] 1x Vehicle Holo-Field
-[X] Convert 3 System Slots -> 1 Heavy Slot.
-[X] (Crew Equipment) Void Guard Armour, Flamer Pistol + CCW
[X] "Poison Rose" Fast Assault Skimmer
-[X] Skimmer Chassis
-[X] Trade 2x ranged Mount for 1 System slot
-[X] Install 1x Vehicular Weapon Mount
-[X] 1x Spike Cannon (Vehicle Slot)
-[X] 1x Heavy Needler (Heavy Slot)
-[X] (Crew Equipment) Wraithweave Brigantine, BYOG(Bring Your Own Gun)
[X] "Nailstorm" Infantry Fighting Vehicle
-[X] Light Grav-Vehicle Chassis
-[X] Spike Cannon
-[X] 3x System Slots for 1 Heavy Weapon slot
-[X] Heavy Needler x3
-[X] 6 Infantry Capacity (Enclosed)
-[X] Holofield
-[X] 1 Empty system slot for upgrades
[x] Kapok Heavy Brawler
- [x] Heavy Grav Vehicle
- [x] Refund Superheavy slot for 3 Vehicle Weapons slots
- [x] Install 3 additional Vehicle Weapon slots (18 SS) and 1 Ranged slot (1 SS)
- [x] 2xVehicle Lascannon(40 EP)
- [x] 6xSpike Cannons (150 EP)
- [x] 2xHeavy Needlers (20 EP)
- [x] 3xFlamers (6 EP)
-[X] Holo-field (2SS, 18EP)
- [x] Grav-Shield x3 (9 SS, 90 EP)
[x] Vaul's Toothpick Titankiller
- [x] Heavy Grav Vehicle
- [x] Add 3 extra Vehicle slots (18 SS)
- [x] 1xSuperheavy Spike Cannon
- [x] 5xVehicle Lascannon(100 EP)
- [x] 2xHeavy Needlers (20 EP)
- [x] 2xFlamers (4 EP)
-[X] Holo-field (2SS, 18EP)
- [x] Grav-Shield x3 (9 SS, 90 EP)
- [x] 1xEnclosed Infantry Space (1 SS)
[X] Eucalyptus Light Grav-Vehicle: Infantry Fighting Vehicle/Anti-Air: (106 EP 12 System Slots)
-[X] Light Grav-vehicle:
--[X] 1 Lascannon (Vehicle Weapon Slot) (20 EP)
--[X] 2x Heavy Needler (Heavy Slot) (20 EP)
--[X] +1 Heavy Slot (Heavy Needler) (10 EP)
--[X] Vehicle Holo-Field (18 EP)
--[X] Vehicle Grav-Shield (30 EP)
--[X] 4 slots Open Top (8 capacity)
-[X] (Crew Equipment x2) Wraithweave Brigantine, Flamer Pistol + CCW (8 EP)
[X] Haboob Grav-tank
-[X] Light Grav-vehicle:
--[X][Vehicle] Fatesever Cannon (60 EP, SR 2)
--[X][Heavy] 1x Heavy Needler (10 EP), 2x Spike Cannon (24 EP)
–[X][Ranged] Starblaster Rifle (10 EP, SR 2)
--[X][System Slot] Vehicle Holo-Field (18 EP), 2x Vehicle Grav-Shield (60 EP)
–[X][Trade] 3 Slot for 1 Heavy, Trade 1 Slot for 1 Ranged
–[X][Crew] Wraithweave Brigantine (2 EP), Spike Carbine (4 EP)
[X] Heavy Gale Speeder
-[X] Speeder
--[X][Heavy] Starcarver (30 EP, 8 SR)
--[X][Ranged] 2 Fatesplitter Carbines (14 EP, 2 SR)
--[X][System slot] Vehicle Holo-Field (18 EP), Vehicle Grav-Shield (30 EP)
--[X][Crew] Wraithweave Brigantine (2 EP), Spike Pistol (3 EP), CCW (Knife) (1 EP)
[X] Sunslayer Heavy Tank (933EP 100SC 1PS 30 System Slots)
Edit: tiebreaker
If the multiple loadouts works out, it will be incredibly flexible though, which is the main selling point.I'm a little iffy at the concept of the mortar skimmer, but with any luck it won't need a refit to accept different grenade types.