A battleship with only three weapons systems? That seems dangerously over-focused on 'fight big things' to me, and extra vulnerable to other things.

I am with @Candesce on this One. Why would that be dangerous? 3x Standard Starlance Batteries + 2xHeavy Weapon Batteries are damn good. Those things shoot several times faster than those of other Races and hit way harder. Lances also have a lot of Reach. It also gets Holo Fields, is an Eldar Ship and therefore pretty fast and nimble and it gets PD. What is this Ship supposed to be bad against?
 
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I suspect it's a poorly-phrased complaint about giving up the second special slot that doesn't currently hold a Mega-Starlance.

Even if we wanted to avoid exotic expenditures on a battleship refit (+1000 Starcrystal for a Mega-Starlance, our only option for special weapons), we could mount a pair of heavy grav thrusters in the special slot with no slot inefficiency. That pretty much commits us to ripping out the Webway Gate for defenses, of course.
 
I suspect it's a poorly-phrased complaint about giving up the second special slot that doesn't currently hold a Mega-Starlance.

Even if we wanted to avoid exotic expenditures on a battleship refit (+1000 Starcrystal for a Mega-Starlance, our only option for special weapons), we could mount a pair of heavy grav thrusters in the special slot with no slot inefficiency. That pretty much commits us to ripping out the Webway Gate for defenses, of course.
That and I believe they want to diversify damage types.

I am of the opinion that there is nothing wrong with all starcaster megalances for our special slots. We can just brute force down any defense that is specialized against energy weapons.
 
That and I believe they want to diversify damage types.
... Grav Thrusters and Starlances is a pairing that doesn't need much diversification, what with the sheer brute force of the exotics and the defense-bypass of the thrusters, yeah.

Given the entire point of refitting our existing battleships is saving the time and resources needed to build their weapons from scratch, though, complaining we're keeping their kit instead of throwing it out and building new weapons from scratch would be real unfortunate.
 
I suspect it's a poorly-phrased complaint about giving up the second special slot that doesn't currently hold a Mega-Starlance.

Even if we wanted to avoid exotic expenditures on a battleship refit (+1000 Starcrystal for a Mega-Starlance, our only option for special weapons), we could mount a pair of heavy grav thrusters in the special slot with no slot inefficiency. That pretty much commits us to ripping out the Webway Gate for defenses, of course.
I read your design as one of 'Let's scrap all the standard weapons and put one special and two heavy slots as the only weapons on a Brig."
 
I read your design as one of 'Let's scrap all the standard weapons and put one special and two heavy slots as the only weapons on a Brig."
... Currently, the Combat Brig has 3x Standard mounts, 2x Heavy mounts (filled with standard-sized but Exotic guns), and 2x Special mounts (the second special is empty).

My "plan," as you put it, suggested dumping the empty Special for system slots for defenses, and maybe swapping out the (standard but exotic) weapons in the Heavy mounts for something heavy but not exotic. This is a remarkably inefficient use of a battleship hull I'll certainly grant, but it either preserves all the existing guns or preserves most of the firepower and frees up a bunch of Starcrystal while maintaining the Webway Gate.

A much more efficient refit would fill the empty Special mount with a pair of heavy-but-not-exotic guns, and strip out the Webway Gate for defenses - but doing that for a refit would require us building transports, first, or we're going to have problems when we lose the ability to transport Warhosts.
 
... Currently, the Combat Brig has 3x Standard mounts, 2x Heavy mounts (filled with standard-sized but Exotic guns), and 2x Special mounts (the second special is empty).

My "plan," as you put it, suggested dumping the empty Special for system slots for defenses, and maybe swapping out the (standard but exotic) weapons in the Heavy mounts for something heavy but not exotic. This is a remarkably inefficient use of a battleship hull I'll certainly grant, but it either preserves all the existing guns or preserves most of the firepower and frees up a bunch of Starcrystal while maintaining the Webway Gate.

A much more efficient refit would fill the empty Special mount with a pair of heavy-but-not-exotic guns, and strip out the Webway Gate for defenses - but doing that for a refit would require us building transports, first, or we're going to have problems when we lose the ability to transport Warhosts.
Yeah, and by my own back-of-the envelope calculations, you have to dump not only the empty special slots but also the standard weapons slots, in this fashion.

• 1x Starcaster Mega-Lance
• 2x Heavy Grav Thruster lances (2 heavy weapons batteries?)
• 3x Weapons Slots and 1 Special Weapon Slot to equipment slots (+6 equipment slots)
• 1x Fatesever Cannon Point Defense Weapon Battery 2 slots
• 2x Æthersails 2 slots
• 2x Plasma Drives 4 slots
• 1x Strike Craft Hanger 1 slot
• Webway Gate 5 slots
• 1 Holofield 2 slots
• 1 Gravity Shield 3 slots
• 2 hull reinforcement 2 slots

21 equipment slots-at the cost of 3 regular weapons batteries, and one special weapon, was how I reconstructed the idea last night.
 
Yeah, and by my own back-of-the envelope calculations, you have to dump not only the empty special slots but also the standard weapons slots, in this fashion.
Ah, so you responded before reading any posts on the next page where my error on how many slots the Special mount got refunded for came up.

If you were trying to figure out how that very first plan's math worked out, the answer was "it didn't."

On the subject of math working out, btw, PD systems only cost one slot. It's CIWBs that take two.
 
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Yeah, and by my own back-of-the envelope calculations, you have to dump not only the empty special slots but also the standard weapons slots, in this fashion.

• 1x Starcaster Mega-Lance
• 2x Heavy Grav Thruster lances (2 heavy weapons batteries?)
• 3x Weapons Slots and 1 Special Weapon Slot to equipment slots (+6 equipment slots)
• 1x Fatesever Cannon Point Defense Weapon Battery 2 slots
• 2x Æthersails 2 slots
• 2x Plasma Drives 4 slots
• 1x Strike Craft Hanger 1 slot
• Webway Gate 5 slots
• 1 Holofield 2 slots
• 1 Gravity Shield 3 slots
• 2 hull reinforcement 2 slots

21 equipment slots-at the cost of 3 regular weapons batteries, and one special weapon, was how I reconstructed the idea last night.
No, you have miscalculated something. The current combat Brig uses 12 system slots, 1 special slot, the 2 Heavy slots, and the 3 weapon battery slots, leaving the 2nd Special slot and 3 system slots empty. (The two heavy slots are used for 6 weapons, which becomes 3 weapon batteries because 1 weapon battery has 2 guns in it).

Converting the unused special into system slots gives 3 more slots, for 6 unused system slots.

Edit: I see.
 
I don't get people's fixation on not using the empty Special Weapon Slot.

The current Brig hull is fundamentally designed to leverage the 2 Special Weapon slots (it wouldn't have come with 2 if that were not the case) and dropping one just for some more System Slots is a waste when you could drop some of the Heavy or Regular Weapon slots which are found on our other ships for the same results.

This thing isn't going to be acting by itself, it's going to have a fleet around it filled with ships already armed with Heavy and Regular naval weapons so you might as well leverage the unique capabilities that Special weapons bring to the table to their fullest instead of investing into something that has already been heavily invested in.

Below is a design example that has a Holo-Field, Grav-Shield, and Barrier Field along with a 2nd Starcaster while still retaining the Webway gate and hangar but offers superior speed with any engine survivability concerns nullified by the fact that it's got 2 separate shield systems plus a Holo-Field.

Note that since the usage of 2 Aethersails and 2 Plasma Thrusters already gives our battleship above average maneuverability trading a Plasma Thruster for an Aethersail which is supposed to yield superior performance should provide a further increase in maneuverability.

This is especially useful since good maneuverability appears to be beneficial for lining up Starcaster shots.
its paired Aethersails and Plasma drives give the ship above-average maneuverability for a battleship, allowing it to bring its deadly mega-lance into action more easily.
[] Star Slayer Class Battleship W/Webway (Brig: 15 System | 3 Weapon Batteries | 2 Heavy Weapon Batteries | 2 Special Weapon Slots)
-[] 2x Starcaster Mega-Lances 2 Special Weapon slots (2k SC, 400SC for refits of existing Brigs))
-[] 2x Fatetwister batteries 2 Weapon slots (100 Psy-Scopes, can swap for something else if we keep the Fatesever PD)
-[] Trade 2 Heavy Weapon slots for 4 System slots and 1 Weapon slot for 1 System slot for an extra 5 System slots (20 System slots total)
-[] 1x PD 1 System Slot
-[] 1x Hanger 1 System slot
-[] 1x Grav-Shield 3 System slots
-[] 1x Barrier Field 3 System slots
-[] 1x Holo-Field 2 System slots
-[] 1x Webway Gate 5 System slots
-[] 3x Aethersails 3 System slots slots
-[] 1x Plasma thruster 2 System slots

System Slot Tally: 1+1+3+3+2+5+3+2=20 System Slots vs 15+4+1=20 System Slots

Pretty disappointed that triple Starcaster memes are dead unless we drop the Webway gate but 2 Starcasters should still let this thing outgun anything that isn't a Necron or custom archeotech hero ship of comparable or greater size.
 
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I don't get people's fixation on not using the empty Special Weapon Slot.

The current Brig hull is fundamentally designed to leverage the 2 Special Weapon slots (it wouldn't have come with 2 if that were not the case) and dropping one just for some more System Slots is a waste when you could drop some of the Heavy or Regular Weapon slots which are found on our other ships for the same results.

This thing isn't going to be acting by itself, it's going to have a fleet around it filled with ships already armed with Heavy and Regular naval weapons so you might as well leverage the unique capabilities that Special weapons bring to the table to their fullest instead of investing into something that has already been heavily invested in.

Below is a design example that has a Holo-Field, Grav-Shield, and Barrier Field along with a 2nd Starcaster while still retaining the Webway gate and hangar but offers superior speed with any engine survivability concerns nullified by the fact that it's got 2 separate shield systems plus a Holo-Field.

Note that since the usage of 2 Aethersails and 2 Plasma Thrusters already gives our battleship above average maneuverability trading a Plasma Thruster for an Aethersail which is supposed to yield superior performance should provide a further increase in maneuverability.

This is especially useful since good maneuverability appears to be beneficial for lining up Starcaster shots.

[] Star Slayer Class Battleship W/Webway (Brig: 15 System | 3 Weapon Batteries | 2 Heavy Weapon Batteries | 2 Special Weapon Slots)
-[] 2x Starcaster Mega-Lances 2 Special Weapon slots (2k SC, 400SC for refits of existing Brigs))
-[] 2x Fatetwister batteries 2 Weapon slots (100 Psy-Scopes, can swap for something else if we keep the Fatesever PD)
-[] Trade 2 Heavy Weapon slots for 4 System slots and 1 Weapon slot for 1 System slot for an extra 5 System slots (20 System slots total)
-[] 1x PD 1 System Slot
-[] 1x Hanger 1 System slot
-[] 1x Grav-Shield 3 System slots
-[] 1x Barrier Field 3 System slots
-[] 1x Holo-Field 2 System slots
-[] 1x Webway Gate 5 System slots
-[] 3x Aethersails 3 System slots slots
-[] 1x Plasma thruster 2 System slots

System Slot Tally: 1+1+3+3+2+5+3+2=20 System Slots vs 15+4+1=20 System Slots

Pretty disappointed that triple Starcaster memes are dead unless we drop the Webway gate but 2 Starcasters should still let this thing outgun anything that isn't a Necron or custom archeotech hero ship of comparable or greater size.
Because mega-starlances are incredibly expensive. We have 15 brigs, that would be 6,000 starcrystals and 1,500 psy-sco,pes to refit to your design, AKA 1/4 of our starcrystal reserve and 80% of our psy-scope reserves
 
I think that when we build the first fateforge we'll get a vote to choose whether we build it in the scope configuration or in a more generic configuration that unlocks research options.
And possibly, we might get research that costs exotics...
I think it's more clearing low hanging fruit research wise, and probably building the grand academy. there is no more generic configuration.
The current Brig hull is fundamentally designed to leverage the 2 Special Weapon slots (it wouldn't have come with 2 if that were not the case) and dropping one just for some more System Slots is a waste when you could drop some of the Heavy or Regular Weapon slots which are found on our other ships for the same results.
better results actually, given we only get 3 system slots for special compared to 4 for two heavy weapons.
Because mega-starlances are incredibly expensive. We have 15 brigs, that would be 6,000 starcrystals and 1,500 psy-sco,pes to refit to your design, AKA 1/4 of our starcrystal reserve and 80% of our psy-scope reserves
sure. there so super expensive. like, 1k a piece, when we have only 49.3k incoming from refits over the next two centuries, a reserve of 25.1k as of the start of turn 6, and 800 a year likely to increase by another 400 by turn 31 the latest. just an unreasonable expense to spend 16k of of over 80k by turn 15, just to double the number of what is arguably a contender for one of the top 5 naval weapons in the galaxy at this time we can field.

this is of course, ignoring the fact that you can put two heavy naval slot weapons in a special weapon slot without additional costs.
 
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better results actually, given we only get 3 system slots for special compared to 4 for two heavy weapons.

sure. there so super expensive. like, 1k a piece, when we have only 49.3k incoming from refits over the next two centuries, a reserve of 25.1k as of the start of turn 6, and 800 a year likely to increase by another 400 by turn 31 the latest. just an unreasonable expense to spend 16k of of over 80k by turn 15.

this is of course, ignoring the fact that you can put two heavy naval slot weapons in a special weapon slot without additional costs
Fair point on getting 4 slots instead of 3.
Where are you getting 49.3k crystals from? We have 72 assault ketches to refit, which would give 32,400 crystals back

Edit: Here's a thought: if we are getting 32,400 starcrystals back, we could create over 50 warhosts where all the infantry carries starblaster rifles (assuming each warhost is a medium detachment, with 48 infantry per detachment and 7 detachments per warhost). That would serve as a powerful elite core, which could then be supported by plasma-equipped warhosts
 
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Fair point on getting 4 slots instead of 3.
Where are you getting 49.3k crystals from? We have 72 assault ketches to refit, which would give 32,400 crystals back
Ketch + bright eagles refits(latter should be worth about 11k) it's a maximum return estimate ketch refits do to the fact that the numbers are a bit wonky making it unclear how much we get back for refitting a main gun disabled ketch(the numbers don't match up to a singular variable when you take the turn 3 gain from refitting 30 ketch and Mechanis isn't answering probably because of still having not finished centralizing stewardship). since turn 15 bit has 3k of leeway it about evens out. either way we aren't nearly so hard up, and these being the only battleships we'll have for more than a century, it makes sense to double up on main guns as a stop gap.
 
Ketch + bright eagles refits(latter should be worth about 11k) it's a maximum return estimate ketch refits do to the fact that the numbers are a bit wonky making it unclear how much we get back for refitting a main gun disabled ketch(the numbers don't match up to a singular variable when you take the turn 3 gain from refitting 30 ketch and Mechanis isn't answering probably because of still having not finished centralizing stewardship). since turn 15 bit has 3k of leeway it about evens out. either way we aren't nearly so hard up, and these being the only battleships we'll have for more than a century, it makes sense to double up on main guns as a stop gap.
Alright, I'm convinced, although I disagree slightly with your star Slayer design
Here is my version, which doesn't change the starlances in the standard batteries so the refit is faster.

War Brig:
- 2x Mega Starlance
- 3x Starlance batteries
- 1x Fatesever PD battery
- 1x Hanger
- 1x Webway gate
- 3x aethersails
- 1x Plasma Thruster
- 1x Holoshield
- 1x Grav Shield
- 1x Energy Dispersion Field Generator


To refit combat Brig to War Brig:
- Add 1x Mega starlance
- Replace 2x heavy mounts with system slots, removing 3x starlance batteries (+4 system slots)
- Replace 1x Plasma Thruster with 1x aethersail (+1 system slot)
- Add Holofield, Grav shield, conversion shield (-8 system slots)
Net exotics cost: 700 starcrystals
 
I actually don't have a combat brig design yet, on account of hoping to iterate the brigantine hull before we design a refit, which could impact things significantly.

I will however petition for more creative names than war brig. we have a fancy temple of Khane now. their is no excuse for unartistic names.
 
I actually don't have a combat brig design yet, on account of hoping to iterate the brigantine hull before we design a refit, which could impact things significantly.

I will however petition for more creative names than war brig. we have a fancy temple of Khane now. their is no excuse for unartistic names.
I personally think we shouldn't bother giving them fancy names until we have hulls that aren't hastily converted civilian designs
 
I think it's more clearing low hanging fruit research wise, and probably building the grand academy. there is no more generic configuration.
While the current form is a heavily optimized union, suited for the specific application of Fatecasters alone, it may be possible to derive additional time or space manipulating technologies from them in time, and possibly even develop similar devices for other weapons with enough understanding.
This is where i got the "generic fateforge" idea. It's from the extra fateforge option during character creation.
Worst case scenario is that we get new exotic resources per application of the fateforge. "Psyscopes" might be applicable to anything related to aiming, but i doubt they will also be used for a teleporter, hyperdrive or shield generator.
Best case, it's all interchangeable, and we can repurposs psyscopes to shields.
Edit: It could also be that the psyscopes are what is heavily optimized, and we will be able to easily reconfigure existing fateforges to create other items, as we discover them. In fact, i think it's the most likely outcome.
 
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Loooking at the past few posts, this is kind of why I think Plasma- equipped ships are one of the most viable way(s) to go.
hear me out: for a heavy slot , you gain the ability to pay about ~14~ ep +- (ex: grav thruste (or other heavy gun) for a special heavy mount, OR you can take 3x normal naval in the same heavy mount. Ex: 3x sunblaster is 15ep, no special resources. A cruiser with 2 heavy slots can mount basically twice the firepower of an escort (or even a light cruiser) if it wants to fill the same role.

This means for example
that a cruiser can trade ALL of its heavy slots for 6x plasma (sub a lance, or a fusion mortar, or point defense as necessary for role) and -still- wildly outgun an escort or light cruiser, while trading (almost) all of its naval weapon slots for better defensive systems.
Example:
give up 3 naval weapons for an energy barrier, when everyone and their mom equips massed las-lances.
(plasma trades against las-lances favorably, especially against those of inferior species technology and the energy barrier gets the hits they DO get in, and are thus mitigated.)
Even the most bleeding edge imperial vessel will be a mix of lascannon(handled by energy barrier)/macrocannon(handled by armor or holofield) and torpedo(handled by escort fighters). orks: Kinetic and torpedos (handled by superior speed, strikecraft, range(assumed) and armor
I think there's room for a cheap(comparatively speaking) or equivalent all-plas heavy cruiser. (plasma engines powering plasma munitions is probably one of those areas where you can get ahead, technologically speaking) (see vehicle chassis design II's starlight reactor OR Psykrystal Capacitractor, except as a capital design choices instead of a vehicular one., which means it only has room to grow in the future.
Just make sure to give it at least 2 engines (of any type) so it can take a hit and not be mission killed/dead in the water.


Here's an example:
Take a Clipper type cruiser (this is the same as a carrack, if two of its naval guns were refunded for FULL cost instead o half cost). Swap 2 heavy for 6x plasma. (suncannon, 1x gravs or mortars, doesn't really matter). Add 2 fusion engines, energy barrier, holo shield, thats 9 system slots. Six guns, great survivability.
great. that means there's 3 system slot and four (naval gun or 4 system slots) here. Grav shield? Ez. Hangar? Ez. Extra engines? ez. go up to ten guns - also ez. Want to remake this as a -light- cruiser, and gain an extra hull or a turn off every construction? Fits in a dhow(1 heavy into 3x naval+3x naval default) easily, with one system slot spare. Want to go heavy and pile the armor or speed instead? there's 3 +4(gun exchange) slots open. Fill it to your hearts content, but consider:

if youre fighting Imperials: You get to deal with: Macrocannons(handed by holo field and armor, or grav field), Las lances(barrier field), Torpedos(handled by strike craft and point/ciws defense), and Strike Craft (handled by point/ciws defense).
if you're fighting Eldar(ex: biel-tan scare): Its las-lances everywhere. Holofields and Energy barriers carry the day.
If you're fighting Orks: Kinetics(handled by holofields and/or grav field), fighters+ bombers(handled by fighters, point defense, holofields, and depending on mutions, other barrier system). wierd orky shit: Giant cannons(holofield, grav field) or superlasers(energy, grav +- being fast enough to not get in its kill box)
If you put a -tiny- bit of thought into your defensive systems, you get a killbox that works against all of the most common enemy types while having weapons that have a favorable matchup against the same.
1 capital space of Hangar saves you a ton of grief dealing with any enemy that uses torpedos or missiles, and is still an offensive or ally-defensive tool (you can send excess fighters to screen allies). (if pd is 1 space, and ciws is 2, and a hangar is 1 for 3 squadrons, which really does the most work in a battle - considering strikecraft can do work entirely outside of PD/CIWS normal range? (examble: an enemy light escort launches one bays worth of torpodoes. You send one squadron to deal with it, send one to attack, and one to cover the attackers. They spent 1 gun slot/2 system points for the priviledge of having your fighters say 'nah, better luck next time' for only 1 space cost in hangar In terms of space, one point of hangar can nullify up to -three- enemy torpedo bays, or 6 space worth of weapons for the price of one - and then go on the offensive while they reload.))


Tldr, I think a heavy flexible plasma cruiser is a great (even glorious) workhorse. If you're married to fatesever PD - just add it, it has room. If you like heavy hangers - just add it, it has room. if you want to run circles around enemies and double the engine count - add it, it has room.
Want to give the middle finger to your enemies? Just spend all 4-7 slots left on armor instead, and be both a hard target AND a tough cookie.
 
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OR you can take 3x normal naval in the same heavy mount. Ex: 3x sunblaster is 15ep, no special resources. A cruiser with 2 heavy slots can mount basically twice the firepower of an escort (or even a light cruiser) if it wants to fill the same role
No, this is actually not correct. 1 weapon battery mounts 2 guns. Thus, 1 Heavy mount can be converted to 1.5 weapon batteries
Standard batteries mount a pair of standard naval-grade weapons, Heavy batteries mount either a single Heavy Naval weapon or three standard naval weapons
 
anyway.


Vote Closing


There may be a small bit of Plot happening in the general vicinity of the next section.

(Part of the delay was in finding certain sections of a couple of other things, because I intend this turn's divination sequence to be... somewhat more involved, than the relatively simple questions previously asked.)

Edit: Ragernaffin' formatting
 
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Adhoc vote count started by BigFungus26 on Sep 7, 2024 at 1:37 PM, finished with 261 posts and 23 votes.

  • [X] Cepheid-class Light Cruiser
    -[X] Chassis: Caravel (+8 Systems, +4 Weapons, +1 Heavy Weapons)
    -[X] Convert 1x Weapons to Systems
    -[X] Weapons: 2x Naval Suncannon Batteries, 1x Heavy Torpedo Launcher Battery, 1x Heavy Graviton Thruster Lance
    -[X] Systems: 3x Aethersails, 1x Point Defense Battery (Spike Cannons), Holofield, Grav-Shield
    [X] War Carrack, No extra exotics
    -[X] Chassis: Carrack (8 Systems, 6 Weapons Batteries, 2 Heavy Weapons Batteries)
    -[X] Convert 2 Weapons Batteries and 1 Heavy Weapons Battery to System Slots (+4 Systems)
    -[X] Weapons: 1x Heavy Starlance, 3x Fatetwister Cannon Batteries, 1x Macro-Suncannons
    -[X] Systems: 3x Aethersail, 1x Plasma Drive, 1x Fatesheer Close In Weapons Battery, 1x Holofield, 1x Grav-Shield
    [X] Saccharum class Light Cruiser (Caravel 8 System | 4 Weapon Batteries | 1 Heavy Weapon Battery)
    -[X] 1x Heavy Graviton Thruster Lance -1 Heavy Weapon Slot
    -[X] 2x Macro-Suncannon Weapon Batteries - 2 Weapon Slots
    -[X] 1x Heavy Torpedo Launcher - 1 Weapon Slot
    -[X] Trade 1x Weapon Slot for 1x System Slot
    -[X] 1x Suncannon PD -1 System Slot
    -[X] 3x Æthersail - 3 System slots
    -[X] 1x Holo-Field - 2 System Slots
    -[X] 1x Grav-Shield - 3 System Slots
    [X] Plan Caravel Dark Javelin
    -[X] Light Capitol
    --[X] Swap 2 weapon slots for 2 system slots
    -[X] Equipment: 10 system slots, 2 weapon slots, 1 heavy weapon slot
    --[X] 2 × Heavy Torpedo Launcher Weapon Batteries
    --[X] 1 × Heavy Graviton Thruster Lance Weapon Battery
    -[X] System Slot 10/10
    --[X] 2 × Æthersails 2 SS
    --[X] 1 × Plasma Thruster 2 SS
    --[X] 1 × Graviton Thruster Lance Point Defense Battery 1 SS
    --[X] 1 × Holo-Field 2 SS
    --[X] 1 × Grav-Shield 3 SS
    [X] War Carrack, Fate upgrade
    -[X] Chassis: Carrack (8 Systems, 6 Weapons Batteries, 2 Heavy Weapons Batteries)
    -[X] Convert 2 Weapons Batteries and 1 Heavy Weapons Battery to System Slots (+4 Systems)
    -[X] Weapons: 1x Heavy Starlance, 4x Fatetwister Cannon Batteries
    -[X] Systems: 3x Aethersail, 1x Plasma Drive, 1x Fatesheer Close In Weapons Battery, 1x Holofield, 1x Grav-Shield
    [X] Plan Line Caravel refit
    -[X] weapons
    --[X] 1 heavy weapon battery: Heavy Graviton Thruster Lance
    --[X] 1 weapons battery: Heavy Torpedo Launcher
    --[X] 1 weapons battery: Spike Macrocannon
    --[X] 1 weapons battery: Macro-Suncannons
    --[X] Trade 1 weapons battery for a systems slot
    -[X] systems
    --[X] 3 Æthersails
    --[X] Holo-Field
    --[X] Grav-Shield
    --[X] 1 Spike Point Defense Battery
    [x] Plan Mon-Keigh No-Climb Light Cruiser
    -[x] Caravel hull
    -[x] 4x Heavy Torpedo Batteries
    -[x] 1x Heavy Grav Thruster Lance
    -[x] 3x Æthersails
    -[x] 1x Holo-Field
    -[x] 1x Suncannon PD
    -[x] 1x Hanger
    -[x] 1x Reinforced Hull
    [X] Plan Star Citadel Carracks # 2
    -[X] Light Capital #2
    --[X] Swap 2 weapon slots and 1 heavy weapon slot for 4 system slots.
    -[X] Equipment: 12 system slots. 4 weapon slots and 1 heavy weapon slot.
    --[X] 1 × Heavy Naval Starlance Weapon Battery
    --[X] 1 × Imploder Bombard Naval Weapon Battery
    --[X] 1 × Grand Macro Amplifier Bombard Naval Weapon Battery
    --[X] 2 × Fatetwister Cannon Naval Weapon Batteries
    -[X] System Slots 12/12
    --[X] 3 × Æthersails 3 SS
    --[X] 1 × Plasma Thruster 2 SS
    --[X] 1 × Point Defense Spike Cannon Weapon Battery 1 SS
    --[X] 1 × Point Defense Suncannon Weapon Battery 1 SS
    --[X] 1 × Holo-Field 2 SS
    --[X] 1 × Grav-Shield 3 SS
    [X] War Carrack, with some scope reclamation
    -[X] Chassis: Carrack (8 Systems, 6 Weapons Batteries, 2 Heavy Weapons Batteries)
    -[X] Convert 2 Weapons Batteries and 1 Heavy Weapons Battery to System Slots (+4 Systems)
    -[X] Weapons: 1x Heavy Starlance, 2x Fatetwister Cannon Batteries, 2x Fusion Carronade
    -[X] Systems: 3x Aethersail, 1x Plasma Drive, 1x Suncannon point defence battery, 1x Hangar, 1x Holofield, 1x Grav-Shield
    [X] Velutina class Cruiser (Carrack 8 System | 6 Weapon Batteries | 2 Heavy Weapon Battery)
    -[X] 1x Gravetic Amplifier Chieorovile - 1 Heavy Weapon Slot
    -[X] 1x Macro-Imploder Chieorovile - 1 Heavy Weapon Slot
    -[X] 3x Fatetwister Cannon Weapon Batteries - 3 Weapon Slots
    -[X] Trade 3x Weapon Slots for +3 System Slots (11 total)
    -[X] 1x Suncannon PD -1 System Slot
    -[X] 4x Æthersail - 4 System slot
    -[X] 1x Holo-Field - 2 System Slots
    -[X] 1x Grav-Shield - 3 System Slots
    -[X] 1x Hangar - 1 System Slot
    [X] War Carrack High Impact Refit
    -[X] Chassis: Carrak (+8 Systems, +6 Weapons, +2 Heavy Weapons),
    -[X] 1 weapon slot traded for 1 system slot.
    -[X] Weapons: 3x Fatetwister Cannon weapons batteries, 5x Macro-Suncannons, 1x Heavy Starlance (1 heavy weapon slot mounts three Suncannons)
    -[X] Systems: 3x Aethersails, 1x Plasma Drive, 1x Fatesheer Cannon Close-In Weapons Battery, Holofield


Current vote status.
 
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