Eldar-anything is better than Imperial Tech. They have no idea how even half their Stuff works and make just rote copies from STC Printouts.

Our real Vortex Cannons are able to delete Daemons. DELETE. permanently! Just edit them out of the Universe.

[ ] Voidcannons (-2 points)
Voidcannons are among the most powerful weapons the Aeldari once possessed, their principles inspired by weapons of your ancient foes the Necrons. For a Voidcannon reaches past even the Immaterium itself to hurl its target into utter oblivion—even the Neverborn must fear these weapons, for they are among the few capable of inflicting the True Death upon them. The D-Cannons of the Asuryani are but crude—failed—attempts to recreate these weapons, for without the secrets of Blackstone, they cannot be forged. Secrets you have retained, for good or ill, and your cousins have not.
 
Last edited:
I wonder, what would our arsenal have looked like if we picked voidcannons? Would we have had infantry level demon-killing weaponry?

Either way, hoping we have a few in the vaults somewhere so we can try dabbling with them.
 
I wonder, what would our arsenal have looked like if we picked voidcannons? Would we have had infantry level demon-killing weaponry?

Yes, but we would have needed Blackstone as a Special Ressource, which could have been in even smaller supply than Psy-Scopes for us. These were some of the best Weapons of the Aeldari Dominion at its Peak. Maybe we have one left in our Vaults if we are lucky
 
@Mechanis can we please get an answer on whether Superheavy Starlances are useful against Titans, and whether we can take the Starlances from the Ketch CIWB and stick them on a tank instead of havibg to build one from scratch. Sorry to keep asking but it's very much relevant to the current vote.

I'm fairly certain the latter has been answered before but I'm on phone and can't search the thread.
 
@Mechanis can we please get an answer on whether Superheavy Starlances are useful against Titans, and whether we can take the Starlances from the Ketch CIWB and stick them on a tank instead of havibg to build one from scratch. Sorry to keep asking but it's very much relevant to the current vote.

I'm fairly certain the latter has been answered before but I'm on phone and can't search the thread.
Actually, it was the former that we have an answer... sort of.
Mkay I'm going to end this argument right here: the Superheavy grade Starlance is Not more powerful than a Volcano Cannon. It is more powerful than a turbo-laser, and it definitely has a higher fire rate than either (though a big triple or quadruple Destructor can get pretty close) but a Volcano Cannon is a sawn-off naval lance and while it loses the vast majority of its effective range and half it's overall power, it is still objectively one of the more powerful Superheavy class weapons.

A Starblade, of course, does out power a Volcano Cannon, because it's a specialist titan-killer designed to make Gargents go "Urk!" when you shoot them with it.
 
Actually, it was the former that we have an answer... sort of.
The answer is that yes, they are useful against Titans.
We are still talking about a super heavy weapon after all.

They just aren't hyper optimized for use against the largest titans like the Starblade is, which on the other hand isn't as good against anything smaller (due to low RoF and massive overkill on each hit).
 
Last edited:
I think combining them is important because if the starblade does miss it has a weapon it can just unload to keep the enemy honest.

And by combining the two weapons onto one platform we can have more bites at the apple then we might by doubling up, and if they are out of position they can contribute better to the fight. This is important because if one of these is caught out alone or out of position, in the unlikely scenario, it wont be completely helpless and the enemy will have to take it seriously.
 
Last edited:
It's apparently not enough of an answer considering later that same page there's claims that SH Starlances are 'bad at killing Titans' and that if we pick them we're 'neutering our own Superheavy tanks in the name of cost cutting'.
The neutering part IMO comes from removing all other weapons to stick two Star-lances on a single chassis.

I wouldn't be as concerned if the tank had one star-lance as a primary weapon, then secondary and tertiary weapons.
But the recycling design just has one heavy needler: that's less supporting firepower than we have on a jetbike.

Calling a star lance neutered when fighting titans is a few steps too far. It's our current second most effective weapon against Titans, and it will only lose it's place to the Volcano cannon (when we get it).
 
The double SH Starlance tanks should do acceptably well at anti-titan work. Likely not as well as a Starblade, especially against heavier titans, but still decently. In my opinion the 'neutering' comes from their near complete sacrifice of their self-defense capability. I'd have the exact same objections to a hypothetical 'double Starblade' design at least. That one would have even less self defense capabilities! Double Starlance can still at least still do ugly things to a tank column.

(Curse my very slow postmaking speeds! Ironfist more or less summed up my feelings on the matter.)
 
Mind you, looking at the loadout on a Craftworlder Scorpion, it's armed with a twin linked Pulsar, a shuriken cannon, and a Holo Field for defence.

We're miles ahead of them already, because ours has grav shields as well. (Their holo field might be a bit bigger though...)

So it's not a non functional build.

I just prefer something with a lot more Dakka.
 
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)


Edit: basically, if the job is "mow down that horde of hive gangers/crazy cultists/Hapless Guardsmen™" then you want a Needler. If the job is "Attack the weak point for massive damage" then you want a Fatecaster. If the job is "put down an Ork Nob that just chugged a whole flask of Fightn' Juice and is now charging your position in one or two shots" then you want a Spike Rifle, or, preferably, Cannon.

Basically, From this The Fatecaster would Probably Crit on 4's or 5's, And either has auto Hits similar to how 10th handles torrent weaponry, Or is BS 2 reroll 1's, Forcing the enemy to rely on Invul saves and FNP saves. finish the package, The Fatecaster depending on size would almost definably have Lethal hits to go with its 4+/5+ autocritting. Given how its focus on hit perfectly, I find it unlikely it would have sustained hits.
 
Basically, From this The Fatecaster would Probably Crit on 4's or 5's, And either has auto Hits similar to how 10th handles torrent weaponry, Or is BS 2 reroll 1's, Forcing the enemy to rely on Invul saves and FNP saves. finish the package, The Fatecaster depending on size would almost definably have Lethal hits to go with its 4+/5+ autocritting. Given how its focus on hit perfectly, I find it unlikely it would have sustained hits.

Fatecasters are indirect fire, auto hit, auto wound, ignore armor
Shields are always part of the invul saves, i think and pretty much the only thing that stops them.

More or less they always hit, wound and go through armor if they shoot.
 
Last edited:
Fatecasters are indirect fire, auto hit, auto wound, ignore armor
Shields are always part of the invul saves, i think and pretty much the only thing that stops them.

More or less they always hit, wound and go through armor if they shoot.
Yeah, to that end Needlers also go through armor, but they arent auto hit auto crit weapons. But they compensate by just pissing supersonic needles at the enemy.

I really do have a thing for guns that turn our enemies into pincushions.

Conversely spike rifles nail people to the wall. Which is my second favorite type of weapon.
 
Fatecasters are indirect fire, auto hit, auto wound, ignore armor
Shields are always part of the invul saves, i think and pretty much the only thing that stops them.

More or less they always hit, wound and go through armor if they shoot.
I don't think they'd auto wound. A projectile might always hit the enemy's weakpoint, but whether that's enough to actually deal significant damage to the target is another question entirely. If you unerringly hit a Baneblade's weakspot with a laspistol...that still won't wound the Baneblade or deal any damage. By the same token, the armor at said weakpoint might still be thick enough to stop a projectile if it's made of a high-enough tier of bullshit material. I could see a boost to wounding, like a re-roll or similar, though.
 
Yeah, to that end Needlers also go through armor, but they arent auto hit auto crit weapons. But they compensate by just pissing supersonic needles at the enemy.

I really do have a thing for guns that turn our enemies into pincushions.

Conversely spike rifles nail people to the wall. Which is my second favorite type of weapon.

They make for very good anti infantry weapons, and against all vehicles that don't have shields.

Also for excellent PDF for the navy and macro cannons to take apart ships that had their shields dropped.



I don't think they'd auto wound. A projectile might always hit the enemy's weakpoint, but whether that's enough to actually deal significant damage to the target is another question entirely. If you unerringly hit a Baneblade's weakspot with a laspistol...that still won't wound the Baneblade or deal any damage. By the same token, the armor at said weakpoint might still be thick enough to stop a projectile if it's made of a high-enough tier of bullshit material. I could see a boost to wounding, like a re-roll or similar, though.

Mechanically speaking on the tabletop there is always a chance to damage a Baneblade with a Laspistol, very unlikely but can happen. Considering Fate weaponry always hits + crits and hits weakpoints if not stopped by shields that is what I am going with.
 
Honestly, I am kind of waiting for someone in-universe to go "What if we slap Fate-scope on something killier than glorified shuriken-gun?"
 
Honestly, I am kind of waiting for someone in-universe to go "What if we slap Fate-scope on something killier than glorified shuriken-gun?"

Wait until we get more weapon types and get some explosives (looking at plasma and melta explosives there) + grenade research done.

Following that, always hitting artillery is a potential go.
 
Honestly, I am kind of waiting for someone in-universe to go "What if we slap Fate-scope on something killier than glorified shuriken-gun?"
A Fatecaster plasma gun would probably be even killier than the shuriken version (coupled with the power focus and the lower cost, this could very well become one of our main infantry weapons and the thought of an aimbot plasma rifle is probably enough to make space-marines / terminators sweat)
 
Artillery, rockets, grenade launchers, torpedoes, dark reaper eldar bolter-equivalents... Just about every non-energy weapon benefits massively from "almost always hits."

And that is presuming that Fatescopes can't be put on energy weapons.
 
Back
Top