Though to be fair, EP expenditure is not our concern as long as we build the foundries for the tanks ASAP
we aren't going to build foundries for tanks asap. our infantry fundamentals come first, and the following turns are bonesinger aid & engine heavy.
[X] Plan: Fata Wraith-class Multirole Chassis
-[x] Configuration : Fully Recessed [EXPERIMENTAL]
-[X] Type: Plasma Drive [EXPERIMENTAL] (+17 EP, -2 SLT)
-[X] Maneuverability x1 (+1 EP)
-[X] Stability x2 (+2 EP)
-[X] Strength x2 (+2 EP, +4 SLT)
-[X] Power Plant: Psykrystal Capacitractor [EXPERIMENTAL] (+5 EP)
-[X] Basic Armor: Medium (+5 EP)
-[X] Enhanced Armor : Crew Compartment (+8 EP)
-[X] Weapons Mounts : Default
-[x] Crew Spaces : Fighting Compartment
-[X] Basic Defense : Refractor Field (+2 EP)
-[X] Defense System: Holo-Field [EXPERIMENTAL] (+11 EP, -1 SLT)
-[X] Defense System: Energy-Dispersion Barrier Generator [EXPERIMENTAL] (+9 EP, -1 SLT)
-[X] Defense System : Grav-Shield Generator [EXPERIMENTAL] (+18 EP, -2 SLT)
-[X] Configuration: 2 Vehicle Weapon (-12 SLT) (10 Slots Remaining)
-[X] Total Cost: 78 EP
Fata Morgana doesn't have the extra armor for the crew parts.
It's just pushed behind the main armor belt.
well slap me with a fish your right. fixed that in my version.

it is now the best compromise between prioritising defense and aiming for a generalist role of the available plans.

it has a good number of slots left unused, but enough slots converted for serving a number of roles in battle based on what you put in it's vehicle grade weapon slots, which can hold two heavy at the same cost they hold a vehicle grade weapon.
 
the people who insist on needing as much defense as possible don't actually understand how well defensed every variation with all three integrated systems is. it's causing skewed views about the vessels vulnerability.

It depends on what you want to achieve. Do you want to avoid getting hit? Put on more Speed. Do you want to avoid getting your defenses penetrated when all else fails? Then pile on more Armor. I think everyone here understands how well defended our Tanks will be. Some Designs just put on as much as possible into Defense, when our Main Strength is the Speed of our Forces. We pretty much fixed them being unable to take Return Fire with 4 different Shield Systems.
 
Fair bit of hyperbole, but still, I reckon the Yvresse could be a good compromise between the Hammer and Morgana plans if we go down that route
It is a good one, just an expensive one. Also I think you have your slots wrong because your not accounting for -2 slot cost to install additional engines.

Mine on the otherwise is only a bit more expensive and comes with 2 vehicles and good, reasonable 10 system slots. We can still put heavy in the vehicles. It has two defensive options the rest of the Morgana lack.
 
"slow" is a relative term. A slow eldar tank is still very fast, by the standards of any other race.

Boo hoo... My tank can only reach 200kph.
Oh no! My tank only goes from 0 to 100kph in 5 seconds.
 
Yeah between the holo-field making direct fire difficult, refractor field nullifying small arm lasguns and weakening lascannon shots, the grav-shield(s) bouncing away most fire and the EDB defending against indirect bombardment and the armour itself, there's about 3 or 4 layers of defensive systems attached to our tank, coupled with being able to fly and moving at a reasonably fast speed, these tank designs (and the Yvresse if I'm allowed to shamelessly flog my own design) would probably be some of the best tanks any faction in 40k would love to have for themselves.

Leman Russ tanks (and pretty much every IG vehicle) lacks shielding and holo-fields + can't fly/hover, Space Marines might have thicker armour and the occasional iron halo, but no shields for their vehicles, Eldar equivalent tanks have tissue paper armour and only a holo-field (if they're lucky) and the Tau... probably have an equivalent, idk I never bothered to pay attention to them aside from the battlesuits.

Whatever we pick is going to be a nightmare to fight against, it's just that each plan specifies how much of a nightmare it'll be for Timmy the Conscripted Tank Driver to run across one of these in his tin shitbox.

It is a good one, just an expensive one. Also I think you have your slots wrong because your not accounting for -2 slot cost to install additional engines.

Mine on the otherwise is only a bit more expensive and comes with 2 vehicles and good, reasonable 10 system slots. We can still put heavy in the vehicles. It has two defensive options the rest of the Morgana lack.

Yeah I've already factored in the engine cost on the vehicle, it's in the math at the bottom of the plan (the -6 after the base slots)
 
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My own Design, as the Meme it is meant to be:

[X] Plan: Fast and Furious
-[ ] Configuration : Fully External
-[ ] Type : Plasma Turbine [EXPERIMENTAL]
-[ ] 3 Extra Engines
--[ ] Enhance Speed
-[ ] 2xStability
-[ ] 3xManeuvering
-[ ] Power Plant : Starlight Reactor [EXPERIMENTAL]
-[ ] Basic Armor : Light
-[ ] Weapons Mounts : Default
-[ ] Crew Spaces : Open
-[ ] Basic Defense : Refractor Field
-[ ] Defense System : Holo-Field [EXPERIMENTAL]
-[ ] Defense System : Grav-Shield Generator [EXPERIMENTAL]
-[ ] Defense System : Energy-Dispersion Barrier Generator [EXPERIMENTAL]

Just throwing something together to get it off my chest. This thing is fast. It is also as flimsy as a loincloth if something gets trough the Shields. I mean... if the Vehicle is still on the same Battlefield after the Enemy pulled the Trigger and not already chilling back on the Craftworld. :lol:
 
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My own Design, as the Meme it is meant to be:

[X] Plan: Fast and Furious
-[ ] Configuration : Fully External
-[ ] Type : Plasma Turbine [EXPERIMENTAL]
-[ ] 3 Extra Engines
--[ ] Enhance Speed
-[ ] 2xStability
-[ ] 3xManeuvering
-[ ] Power Plant : Starlight Reactor [EXPERIMENTAL]
-[ ] Basic Armor : Light
-[ ] Weapons Mounts : Default
-[ ] Crew Spaces : Open
-[ ] Basic Defense : Refractor Field
-[ ] Defense System : Holo-Field [EXPERIMENTAL]
-[ ] Defense System : Grav-Shield Generator [EXPERIMENTAL]
-[ ] Defense System : Energy-Dispersion Barrier Generator [EXPERIMENTAL]

Just throwing something together to get it off my chest. This thing is fast. It is also as flimsy as a loincloth if something gets trough the Shields. I mean... if the Vehicle is still on the same Battlefield after the Enemy pulled the Trigger and not already chilling back at the Base. :lol:

You don't need armor when you've got family.
 
The biggest benifit from stacking barriers is that Shots that hit the shield, Don't actually impact the performance of the tank. When your bouncing shots off of armour, Your going to suffer matriel wear and tear as impacts steadily stack up and start to impact the armours performance. layered Shield generators have the advantage that, unless the Projectile Overloads the generator and damaged it, They can take shots all day without compounding effects, And are able to cycle/regenerate.

Layers of shield thus give each layer more time to cycle back on, which unless the generator has been damage, Suffer none of the compounding wear and tear from previous shots. Add on to that Medium armour? Even without any further additions for when we actually build the vehicle, Your looking at a very hard target to wear through with non-specialized/Heavy weaponry.

Add on the holo-field that makes low volume of fire weaponry less effective, And your looking at a defensive package that is only "Fair" Because we are eldar who are inherently outnumbered on a racial level to absurd degree's.

I was hoping for a design with a couple points into speed, Because the only thing worse then this defensive package is for this thing to ALSO be moving at incredibly high speeds (good speeds for eldar, Incredibly for anyone who isn't) . As is, I'm unsure at how fast we are looking at, but at least its not taking a bunch of malus's to speed.
If you can't Hit the target, You can't hurt the target, If you can't aim at the target, you can't hit the target, If you DO hit the target, You have to breach the Grav shield AND the Energy dispersion field (Which protects from shockwaves, which means you can't even start exploding huge bombs and letting the shockwaves do the job) AND whatever else we fit unto the tank when we start filling the chassis.

And if you get through ALL of that, You still have to pen the Medium grade armour which is made of wrathbone, one of the most bullshit materials in 40k, Which has suffered no wear and tear because the shields have eaten most or all of the shots, meaning that armour is almost pristine, and hasn't been comprimised in any way.

Even the lighter tank variant that is winning? Is absurdly hard to kill.
 
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"slow" is a relative term. A slow eldar tank is still very fast, by the standards of any other race.

Boo hoo... My tank can only reach 200kph.
Oh no! My tank only goes from 0 to 100kph in 5 seconds.

The IG would hate these tanks so much, between the Holo-Field shennanigans, the refractor fields making lasguns useless, the grav-shields slapping away any heavy ordinance and the EDB absorbing artillery plus the ludicrous speed of an Eldar Grav-Vehicle, we are literally designing a tank that is seemingly built to ruin their day by being so insufferably hard to kill.

Your convoy of 10 Leman Russ shitboxes, a screening force of guardsmen and a Baneblade gets ambushed by 2-3 Yvresses/Hammers/Morganas and before you even blink, half the tank convoy is on fire along with the Guardsmen and any shots you fired either get slapped away, bounce off a conversion field or hit the armour and barely do any damage to one of the tanks before return fire mulches the rest of the convoy.

But yeah, heavy wraithbone armour on its own is probably awful to try and puncture, plus it can also regenerate if given time / bonesinger support.
 
The IG would hate these tanks so much, between the Holo-Field shennanigans, the refractor fields making lasguns useless, the grav-shields slapping away any heavy ordinance and the EDB absorbing artillery plus the ludicrous speed of an Eldar Grav-Vehicle, we are literally designing a tank that is seemingly built to ruin their day by being so insufferably hard to kill.

Your convoy of 10 Leman Russ shitboxes, a screening force of guardsmen and a Baneblade gets ambushed by 2-3 Yvresses/Hammers/Morganas and before you even blink, half the tank convoy is on fire along with the Guardsmen and any shots you fired either get slapped away, bounce off a conversion field or hit the armour and barely do any damage to one of the tanks before return fire mulches the rest of the convoy.

But yeah, heavy wraithbone armour on its own is probably awful to try and puncture, plus it can also regenerate if given time / bonesinger support.
I am hopping up and down in my seat for when we design our first native superheavy.
 
Oh boy, time for Star Anvil 2, The Anvilling (/j)
we definitely need to go starlight reactor. there is no way Superheavy chassis is getting airborn with fewer than 3 engines, which is default +9 to slots with SR.

given we already have star anvils, and their good enough for titan killing, I think our next Superheavy should be an anti tank vehicle. Vibration Bombard just plain melts tanks and explodes infantry at the Superheavy levels.

a super heavy armored extra thrust high speed tank that cruises through the sky invisibly to drop out of nowhere and just instantly melt anything in close range with a pair of Superheavy vibration bombards over the course of half a minute before it goes airborn again feels like it would be a Warhost equivalent deleter.
Well i think at least for the superheavy stuff we are going with very specialized chassis with some air for retrofit ?

Also should hopefully have a lot more information when creating that.
very specialized. like, probably do two super heavy designs because a specialized model has too much of a role in mind to be cheaply converted to another one. I'm thinking one armored detachment deleter and one strike craft killer. we have our anti-titan variation and we are more than a century from needing more than the two we have. not sure what the strike craft killer should look like.
 
we definitely need to go starlight reactor. there is no way Superheavy chassis is getting airborn with fewer than 3 engines, which is default +9 to slots with SR.

given we already have star anvils, and their good enough for titan killing, I think our next Superheavy should be an anti tank vehicle. Vibration Bombard just plain melts tanks and explodes infantry at the Superheavy levels.

a super heavy armored extra thrust high speed tank that cruises through the sky invisibly to drop out of nowhere and just instantly melt anything in close range with a pair of Superheavy vibration bombards over the course of half a minute before it goes airborn again feels like it would be a Warhost equivalent deleter.

very specialized. like, probably do two super heavy designs because a specialized model has too much of a role in mind to be cheaply converted to another one. I'm thinking one armored detachment deleter and one strike craft killer. we have our anti-titan variation and we are more than a century from needing more than the two we have. not sure what the strike craft killer should look like.
The Star Anvil's great against regular vehicles.

While the Star Blade is our premier anti-titan weapon it's also very effective against regular tanks as the QM has outright stated that Starblade vs SH Starlance is pretty much a wash (the main tradeoff of the Starblade is that it costs more EP and Starcrystals).
A Starblade is going to go through a Leman Russ and the three other Leman Russes behind it before it stops, so the answer to "how many Leman Russes can it kill" is pretty much "however many you can get in line with the barrel inside the range where atmospheric diffusion hasn't eaten enough of the beam yet". A regular SH Starlance isn't going to have the same kind of single target impact, but it also shoots faster, so in a white room scenario it's probably a wash on average.
For Starcarvers, you can basically sub in about 1.5 Rapier Laser Destroyers for 1 Starcarver in approximate ability to Kill Tanks Good, with the additional bonus of being small and handy enough to also Kill Infantry Good.
It's also got 2 Fatesever cannons and a Vehicle scale Starlance all in independent turrets plus a co-axial Starcarver (a heavy weapon with vehicle weapon levels of anti-tank capability) beside the Starlance.

That lets a Star Anvil engage at least 4 separate tanks simultaneously (the Starblade alone can collateral multiple at once so 1 is the bare minimum it can engage) with solid odds of dispatching them all in short order.

All it really needs is an improved/new chassis and it's golden.

The only real issue with it is that it's pretty expensive as it costs 6 Psy-Scopes and 78 Starcrystals plus 1300 EP per tank so a non-exotic resource consuming superheavy may be necessary.
 
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The only real issue with it is that it's pretty expensive as it costs 6 Psy-Scopes and 78 Starcrystals plus 1300 EP per tank so a non-exotic resource consuming superheavy may be necessary.

The main problem is that it uses exotics means that should never be entered into production with the foundries. The EP costs aren't nearly as interesting there.
 
Adhoc vote count started by BigFungus26 on Aug 16, 2024 at 4:57 PM, finished with 379 posts and 37 votes.

  • [X] Plan: Fata Morgana-class Multirole Chassis, Gravshield Variant
    -[x] Configuration : Fully Recessed [EXPERIMENTAL]
    -[X] Type: Plasma Drive [EXPERIMENTAL] (+17 EP, -2 SLT)
    -[X] Maneuverability x1 (+1 EP)
    -[X] Stability x2 (+2 EP)
    -[X] Strength x2 (+2 EP, +4 SLT)
    -[X] Power Plant: Psykrystal Capacitractor [EXPERIMENTAL] (+5 EP)
    -[X] Basic Armor: Medium (+5 EP)
    -[X] Weapons Mounts: Default
    -[x] Crew Spaces : Fighting Compartment
    -[X] Defense System: Holo-Field [EXPERIMENTAL] (+11 EP, -1 SLT)
    -[X] Defense System: Energy-Dispersion Barrier Generator [EXPERIMENTAL] (+9 EP, -1 SLT)
    -[X] Defense System : Grav-Shield Generator [EXPERIMENTAL] (+18 EP, -2 SLT)
    -[X] Configuration: 1 Vehicle Weapon, 1 Heavy Weapon (-9 SLT) (13 Slots Remaining)
    -[X] Total Cost: 70 EP
    [X] Plan: Fata Morgana-class Medium Battle Tank Chassis
    -[x] Configuration : Fully Recessed [EXPERIMENTAL]
    -[X] Type: Plasma Drive [EXPERIMENTAL] (+17 EP, -2 SLT)
    -[X] Maneuverability x1 (+1 EP)
    -[X] Stability x2 (+2 EP)
    -[X] Strength x2 (+2 EP, +4 SLT)
    -[X] Power Plant: Psykrystal Capacitractor [EXPERIMENTAL] (+5 EP)
    -[X] Basic Armor: Medium (+5 EP)
    -[X] Weapons Mounts: Default
    -[x] Crew Spaces : Fighting Compartment
    -[X] Defense System: Holo-Field [EXPERIMENTAL] (+11 EP, -1 SLT)
    -[X] Defense System: Energy-Dispersion Barrier Generator [EXPERIMENTAL] (+9 EP, -1 SLT)
    -[X] Defense System : Grav-Shield Generator [EXPERIMENTAL] (+18 EP, -2 SLT)
    -[X] Configuration: 2 Vehicle Weapon, 1 Heavy Weapon (-15 SLT) (7 Slots Remaining)
    -[X] Total Cost: 70 EP
    [X] Plan: Hammer-class Tank Chassis, extra engine v2
    -[x] Configuration : Fully Recessed [EXPERIMENTAL]
    -[X] Type: Plasma Drive [EXPERIMENTAL] (+17 EP, -2 slots)
    -[X] Enhance Payload x2 (+34)
    -[X] Maneuverability x3 (+3 EP)
    -[X] Stability x2 (+2 EP)
    -[X] Power Plant: Psykrystal Capacitractor [EXPERIMENTAL] (+5 EP)
    -[X] Basic Armor: Heavy (+12 EP)
    -[X] Enhanced Armor : Crew Compartment (+10 EP)
    -[X] Weapons Mounts: Default
    -[x] Crew Spaces : Fighting Compartment
    -[X] Basic Defense : Refractor Field +2 EP
    -[X] Defense System: Holo-Field [EXPERIMENTAL] (+11 EP, -1 slot)
    -[X] Defense System : Grav-Shield Generator [EXPERIMENTAL] (+18 EP, -2 slots)
    -[X] Defense System: Energy-Dispersion Barrier Generator [EXPERIMENTAL] (+9 EP, -1 slot)
    -[X] Configuration: 3 Vehicle Weapons, 4 Slots Remaining
    [X] Plan: Fata Morgana-class Multirole Chassis
    -[x] Configuration : Fully Recessed [EXPERIMENTAL]
    -[X] Type: Plasma Drive [EXPERIMENTAL] (+17 EP, -2 SLT)
    -[X] Maneuverability x2 (+2 EP)
    -[X] Stability x2 (+2 EP)
    -[X] Strength (+1 EP, +2 SLT)
    -[X] Power Plant: Psykrystal Capacitractor [EXPERIMENTAL] (+5 EP)
    -[X] Basic Armor: Medium (+5 EP)
    -[X] Weapons Mounts: Default
    -[x] Crew Spaces : Fighting Compartment
    -[X] Defense System: Holo-Field [EXPERIMENTAL] (+11 EP, -1 SLT)
    -[X] Defense System: Energy-Dispersion Barrier Generator [EXPERIMENTAL] (+9 EP, -1 SLT)
    -[X] Configuration: 1 Vehicle Weapon, 1 Heavy Weapon (-9 SLT) (13 Slots Remaining)
    -[X] Total Cost: 52 EP
    [X] Plan: Hammer-class Tank Chassis, System Slots And Crew Armor Edition
    -[x] Configuration : Fully Recessed [EXPERIMENTAL]
    -[X] Type: Plasma Drive [EXPERIMENTAL] (+17 EP, -2 slots)
    -[X] Maneuverability x1 (+1 EP)
    -[X] Strength x2 (+2 EP, +4 slots)
    -[X] Stability x2 (+2 EP)
    -[X] Power Plant: Psykrystal Capacitractor [EXPERIMENTAL] (+5 EP)
    -[X] Basic Armor: Heavy (+12 EP)
    -[X] Enhanced Armor : Crew Compartment (+10 EP)
    -[X] Weapons Mounts: Default
    -[x] Crew Spaces : Fighting Compartment
    -[X] Defense System: Holo-Field [EXPERIMENTAL] (+11 EP, -1 slot)
    -[X] Defense System : Grav-Shield Generator [EXPERIMENTAL] (+18 EP, -2 slots)
    -[X] Defense System: Energy-Dispersion Barrier Generator [EXPERIMENTAL] (+9 EP, -1 slot)
    -[X] Configuration: 3 Vehicle Weapons, 4 Slots Remaining
    [X] Plan: Hammer-class Tank Chassis, Starlight Reactor
    -[x] Configuration : Fully Recessed [EXPERIMENTAL]
    -[X] Type: Plasma Drive [EXPERIMENTAL] (+17 EP, -2 slots)
    -[X] Enhance Payload x1 (+17)
    -[X] Maneuverability x3 (+3 EP)
    -[X] Stability x2 (+2 EP)
    -[X] Power Plant : Starlight Reactor [EXPERIMENTAL] 4EP +6 slots
    -[X] Basic Armor: Heavy (+12 EP)
    -[X] Enhanced Armor : Crew Compartment (+10 EP)
    -[X] Weapons Mounts: Default
    -[x] Crew Spaces : Fighting Compartment
    -[X] Basic Defense : Refractor Field +2 EP
    -[X] Defense System: Holo-Field [EXPERIMENTAL] -2 System slots and +16 EP standard
    -[X] Defense System : Grav-Shield Generator [EXPERIMENTAL] -3 System slots and +27 EP
    -[X] Defense System: Energy-Dispersion Barrier Generator [EXPERIMENTAL] -3 System slots and +14 EP
    -[X] Configuration: 3 Vehicle Weapons, 4 Slots Remaining
    [x] Plan: Agile Tank
    -[x] Configuration : Fully Recessed [EXPERIMENTAL]
    -[x] Type : Plasma Drive [EXPERIMENTAL]
    -[x] Speed
    -[x] Stability x3
    -[x] Maneuvering
    -[X] Power Plant : Psykrystal Capacitractor [EXPERIMENTAL]
    -[X] Basic Armor : Medium
    -[x] Enhanced Armor : Crew Compartment
    -[X] Weapons Mounts: Default
    -[x] Crew Spaces : Fighting Compartment
    -[x] Basic Defense : Refractor Field
    -[x] Basic Defense : Deflector Field [EXPERIMENTAL]
    -[x] Defense System : Holo-Field [EXPERIMENTAL]
    -[x] Defense System : Grav-Shield Generator [EXPERIMENTAL]
    -[x] Defense System : Energy-Dispersion Barrier Generator [EXPERIMENTAL]
    -[x] 2x Vehicle Slots, 6 System Slots
    [X] Plan: Yvresse-Class MBT chassis.
    -[x] Configuration : Fully Recessed [EXPERIMENTAL]
    -[X] Plasma Drive [EXPERIMENTAL]
    -[X] 2x Enhance Payload
    -[X] 2x Stability
    -[X] 2x Strength
    -[X] 1x Speed
    -[X] Psycrystal Capacitrator [EXPERIMENTAL]
    -[X] Heavy Armour
    -[X] Enhanced Armour: Crew Compartment
    -[X] Default
    -[X] Fighting Comparment
    -[X] Refractor Field
    -[X] Holo-Field [EXPERIMENTAL]
    -[X] Grav-Shield [EXPERIMENTAL]
    -[X] Energy Dispersion Barrier Generator [EXPERIMENTAL]
    -[X] 2x Vehicle Weapon Slots, 1x Heavy Weapon Slot, 11 System slots
    [x] Plan: Super heavy weapon on a light tank
    -[x] Configuration : Fully Recessed [EXPERIMENTAL]
    -[x] Type : Plasma Drive [EXPERIMENTAL]
    -[x] Enhance Payload x2
    -[x] Strength x3
    -[x] Stability x2
    -[x] Power Plant : Starlight Reactor [EXPERIMENTAL]
    -[x] Basic Armor : Heavy
    -[x] Crew Spaces : Fighting Compartment
    -[x] Basic Defense : Refractor Field
    -[x] Defense System : Holo-Field [EXPERIMENTAL]
    -[x] Defense System : Grav-Shield Generator [EXPERIMENTAL]
    -[x] Defense System : Energy-Dispersion Barrier Generator [EXPERIMENTAL]
    -[x] 1 superheavy slot
    -[x] costs 131 ep, 5 system slots.
    [X] Plan: To Be Iterated
    -[X] Configuration : Partially Recessed [EXPERIMENTAL]
    -[x] Type : Plasma Drive [EXPERIMENTAL]
    -[x] Stability x2
    -[X] Strength
    -[X] Maneuvering x2
    -[X] Power Plant : Psykrystal Capacitractor [EXPERIMENTAL]
    -[X] Basic Armor : Medium
    -[X] Weapons Mounts: Default
    -[x] Crew Spaces : Fighting Compartment
    -[x] Defense System : Holo-Field [EXPERIMENTAL]
    -[x] Defense System : Grav-Shield Generator [EXPERIMENTAL]
    -[x] Defense System : Energy-Dispersion Barrier Generator [EXPERIMENTAL]
    -[X] 21 System Slots
    [X] Plan: To Be Iterated, buried engine
    -[x] Configuration : Fully Recessed [EXPERIMENTAL]
    -[x] Type : Plasma Drive [EXPERIMENTAL]
    -[x] Stability x2
    -[X] Strength
    -[X] Maneuvering x2
    -[X] Power Plant : Psykrystal Capacitractor [EXPERIMENTAL]
    -[X] Basic Armor : Medium
    -[X] Weapons Mounts: Default
    -[x] Crew Spaces : Fighting Compartment
    -[x] Defense System : Holo-Field [EXPERIMENTAL]
    -[x] Defense System : Grav-Shield Generator [EXPERIMENTAL]
    -[x] Defense System : Energy-Dispersion Barrier Generator [EXPERIMENTAL]
    -[X] 20 System Slots
    [X] Wright testbed tank chassis
    -[x] Configuration : Fully Recessed [EXPERIMENTAL]
    -[x] Type : Plasma Drive [EXPERIMENTAL]
    -[X] Enhance Speed
    -[X] X2 Enhance Payload
    -[x] Speed
    -[x] Stability x2
    -[X] Maneuvering x2
    -[X] Power Plant : Psykrystal Capacitractor [EXPERIMENTAL]
    -[X] Basic Armor : Medium
    -[x] Enhanced Armor : Crew Compartment
    -[X] Weapons Mounts: Default
    -[x] Crew Spaces : Fighting Compartment
    -[x] Basic Defense : Refractor Field
    -[x] Basic Defense : Deflector Field [EXPERIMENTAL]
    -[x] Defense System : Holo-Field [EXPERIMENTAL]
    -[x] Defense System : Grav-Shield Generator [EXPERIMENTAL]
    -[x] Defense System : Energy-Dispersion Barrier Generator [EXPERIMENTAL]
    -[X] Defense System : Directional Barrier Generator [EXPERIMENTAL]
    -[X] 1 Vehicle Weapon slot
    [X] Plan: Fata Wraith-class Multirole Chassis
    [X] Plan: Vau Wraith-class Multirole Chassis
    -[x] Configuration : Fully Recessed [EXPERIMENTAL]
    -[X] Type: Plasma Drive [EXPERIMENTAL] (+17 EP, -2 SLT)
    -[X] Maneuverability x1 (+1 EP)
    -[X] Stability x2 (+2 EP)
    -[X] Strength x2 (+2 EP, +4 SLT)
    -[X] Power Plant: Psykrystal Capacitractor [EXPERIMENTAL] (+5 EP)
    -[X] Basic Armor: Medium (+5 EP)
    -[X] Enhanced Armor : Crew Compartment +8 EP
    -[X] Weapons Mounts: Default
    -[x] Crew Spaces : Fighting Compartment
    -[X] Basic Defense : Refractor Field +2 EP
    -[X] Defense System: Holo-Field [EXPERIMENTAL] (+11 EP, -1 SLT)
    -[X] Defense System: Energy-Dispersion Barrier Generator [EXPERIMENTAL] (+9 EP, -1 SLT)
    -[X] Defense System : Grav-Shield Generator [EXPERIMENTAL] (+18 EP, -2 SLT)
    -[X] Configuration: 2 Vehicle Weapon (-12 SLT) (10 Slots Remaining)
    -[X] Total Cost: 80 EP
    [X] Plan Durable Grav-Tank
    -[x] Configuration : Fully Recessed [EXPERIMENTAL]
    -[X] Type : Plasma Thruster [EXPERIMENTAL]
    -[X] Stability 2x
    -[x] Speed
    -[X] Maneuvering 2x
    -[X] Power Plant : Psykrystal Capacitractor [EXPERIMENTAL]
    -[x] Basic Armor : Heavy
    -[X] Weapons Mounts: Default
    -[x] Crew Spaces : Fighting Compartment
    -[x] Basic Defense : Refractor Field
    -[x] Defense System : Holo-Field [EXPERIMENTAL]
    -[x] Defense System : Grav-Shield Generator [EXPERIMENTAL]
    -[x] Defense System : Energy-Dispersion Barrier Generator [EXPERIMENTAL]
    -[X] Slots: 2 Vehicle Weapons, 1 Heavy Slot, 3 System Slots
    [X] Plan: Fast and Furious




It's a close call between the outdated Morgana design and the new variant featuring an extra vehicle weapon, I'm hoping we go for the 2V 1H plan personally speaking.
 
You've got what, 40 unused slots there?

That... or Slots for a Troop Transport Capacity of 80 thanks to being open topped. :V

I should rename this One the Clown Car.

EDIT: Not 80 Troops. 88! 40/5=8 thanks to 1 Extra Capacity every 5 Points invested. We can pack every single Battlecaster we have on this Thing :ogles:
 
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The main problem is that it uses exotics means that should never be entered into production with the foundries. The EP costs aren't nearly as interesting there.

Yep, Automation of Exotic wielding Superheavies is... a Long goal. We can guesstimate at 1300 EP we are looking at Like 1 vehicle a turn per foundry, but to actually feed the exotic's cost is a whole other matter.

If we guesttyimate, lets say 6 psyscopes and 78 Starcrystals required to run this foundry per turn, We would have to spend 28 points expanding the Psy-scope Automation and 40 Points expanding the starcrystal automation, to feed an automated production of 1 Superheavy Per turn.

Needless to say, Automated Foundry of exotics designs is either a Double digit turn long epic, Or late late late game goals, When you can instead spend 4 points and a couple turns to set up a superheavy foundry that Doesn't use exotics.

We MIGHT be able to automate small arms exotics, Or Vehicles with singular Exotics wielding weaponry, but something like the star anvil which is equipped with so much exotic gear? Thats kind of thing is going to stay as ace in the holes.

The closest thing we might be able to accomplish is sticking singular Exotic SH weapons on Superheavy vehicles. The Fatesheer superheavy cannon for example, is "only" 4 psyscopes, which means a foundry producing 1 superheavy equipped with it would "only" be 14 bonesinger AP to facilitate. The equivilent wih the star weapons, Unfortunatly is 45-50, which is 20-25 AP worth of Starcrystal farms.

Superheavy vehicles with full Exotic weapon compliments similar to the Star anvil? That's the work of multiple turns of stockpiling and Handmaking, And will probably never see foundry'ing unless we start investing like, EVERY AP into Exotics automation for now until 10 turns from now.

Oh, and All of these these guesstimate costs for Exotics get DOUBLED if a foundry produces 2 1300EP Superheavy's instead of 1.

It's a close call between the outdated Morgana design and the new variant featuring an extra vehicle weapon, I'm hoping we go for the 2V 1H plan personally speaking.

"outdated" you can still just spend 6 System slots and STILL mount 2 vehicle weapons and a heavy, The biggest difference is that if you want to mount something OTHER then 2v 1h or 1V3H, you lose 2effective slots. you lose slots when you trade weapon slot back into system slots, you don't lose slots turning system slots into weapons slots, Unless I am FULLY misunderstanding the post where we designed our final product vehicles.

The difference between the gravshield morgana and the 2V morgana is that 2v has 2 less slots the second it does something that isn't 1v3h or 2v1h.
 
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[X] Plan: Fata Morgana-class Medium Battle Tank Chassis

I'm fine with more flexible Morgana winning, but this version is probably better now. If it turns out we need to stick a very big system, we can probably iterate a few more slots, either by cutting the Heavy Slot or improving the engine

[X] Plan: Yvresse-Class MBT chassis.
I like this one too, but I'd like to see a final cost.
 
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