So we have diminished benefits from Void Shields, and I don't actually think starship scale Conversion Fields help us with our biggest problem. Holo-Fields can handle torpedos and volume of fire (to an extent), Grav-Shield is pretty effective against everything else- that really leaves strikecraft and area of effect attacks. Strikecraft are best countered by point defense and fighters, along with to a lesser extent better ship armor (they explicitly bypass Void Shields), and area of effect attacks are going to strain a Void Shield by opening a rift along a massive part of the shield's surface area. Likewise, a Conversion Field is going to be easily strained because it has to be able to convert the entire energy of the part that hits the shield as one discrete attack compared to a blast being distributed across an armor belt.


Okay, so we probably don't get enough out of Void Shields to make them particularly worthwhile for us. How would Void Shield's tendency to have multiple layers here work? Would we just buy a single Void Shield and be done with it, or are they intended to have several of them stacked like how vehicle Grav Shields work?


I'm not sure Conversion Fields are all that helpful for us in a naval battle. See above. The only thing they're really suited for is stopping strikecraft small weapon fire- but we have point defense and fighters to potentially address those issues.
Void Sheilds would generally be a "you can put X many at most on a ship this size" type systems, yes.

Ship scale conversion fields are a thing, yes, and are fairly effective defenses, though obviously the problems with the systems letting out the magic smoke when they fail are significantly more of a problem when the generator is the size of a small building rather than a hockeypuck.

I do wonder if Psyscopes can be used for non Fatecaster purposes. @Mechanis, what precisely are Psyscopes and Starcrystals? I imagine that, like with Blackstone if we'd picked Voidcannons, there's more to our Exotics than their use in one specific weapon system.
You will be able to find more ways to use exotic resources in time, yes. Of course the flipside of that is having more things that consume your limited supplies thereof, so you might end up not wanting to develop more things of that nature.

I'd actually like to forward the idea of maybe floating a BAP or two towards helping repair Arach-Qin's shipyard to get us some good will for them, so that they'll be more willing to help defend us even if the ships aren't fully repaired yet (at least we'd get a chance at our Rohan riding in to save the day if we need it)



I said it way back in the thread, but if nothing else, helping to fix their shipyards would definitely help improve relations / wash the salt out of their mouth, and if nothing else it should speed up their own ship repairs.



Then again, we do have like, three other craftworlds we need to dedicate at least 1 BAP each to unfucking, plus our own equipment, we have to wait until next turn to get any idea on what we need to do first.



With any luck, Zahr-Tann and Meros will fix their engines and progress will be made towards repairing Arach-Qin's fleet (probably a handful of the escorts will go back to their system).





Speaking of Meros...



Judging by the map and the fact that Meros is entirely surrounded by Orks (with Wazdakka - The capital - right next to them) our plan to extract them is gonna be a bit complicated depending on one key detail:



Can the craftworld go from its current position to Erd-Varesh in a single webway transit / Does Meros have to physically travel to each system on the way to the



If so, then we won't have much to worry about as long as we map out the webway and direct Meros to Varesh to keep them safe for a moment to catch their breath.



If not... well there's gonna need to be a mad dash STRAIGHT through the Wazdakka system and might get intercepted by Tork-Toofa before they can reach our system (and if nothing else, the Orks will probably try and chase after Meros and accidentally find us)



If this is the case, we'll probably have to beef up the Meros security (naval and military) while we go and glass Wazdakka (preferably we get a confirmed kill on the Warboss - who is infamous for being declared dead only to show up years later - with some headhunters after we finish glassing the planet) (basically, a two pronged operation with one prong defending Meros and the other clearing the path for the craftworld)



Then, Meros (if they listen to us) should allow that second prong to escort them to Erd-Varesh (to keep any freebooters from getting the drop on them and ruining everything) so we can patch them up (barring Biel-Tan fuckery, it should be the safest spot on the map thanks to us being there)



If we're very lucky we can get Arach-Qin to take the rear and add a third prong to the attack by glassing Dat Purple One, and if RNGesus loves us a LOT, we'll have Zahr-Tann giving us support as well.



To summarize, assuming Meros can't just use the webway to skip over to us, we gotta clear the path for them (luckily, we're very interested in killing Orks and their capital isn't even that far away from us relatively speaking, We can totally get away with glassing the planet)
So long as the major artery of the Webway they're near remains stable and safe, Meros will be able to transit further along it without having to stop in any Ork systems, so that's not an issue. The fact that their engines are broken is the only reason they haven't done that already---and the reason why they dropped out to begin with (like most of the Craftworlds that were just going "away" rather than somewhere specific) is because when Slaanesh and Cegoratch started playing tug-of-war with the Webway's geography it made the various Craftworlds rather alarmed and generally precipitated them booking it to the nearest gate to realspace regardless of what conditions on the other side looked like, in case that was a prelude to the whole thing collapsing into the Warp (it wasn't, but they had no way to know that for sure at the time) and that led to a number ending up in... Less than ideal, we'll say, locations.
 
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Mostly looking at them as protection for the sails from AOE attacks that would otherwise destroy them and mitigate the damage strikecraft can do to the sails before they are destroyed.
Its kind of synergistic with the Holo-Fields, they benefit greatly from high speed and mobility. The Conversion Fields in turn will make it really hard to mobility kill them with AOEs as they protect the sails and due to the Holo-Fields will have to absorb (far) less attacks.
I think that's going to work much worse than you expect because AOEs also are going to likely counter Conversion Fields. The problem with AOEs and a lot of shields is that the amount of energy the shield needs to defeat is going to be something like the X*the surface area the blast is hitting. And that's going to be a huge number for any AOE worth considering.

You are trying to have a shield that works on absorbing and converting a discrete amount of energy to defeat try and absorb the entirety of all the energy hitting our Aethersails as a single amount. It's going to completely overwhelm the Conversion Fields.
I'd actually like to forward the idea of maybe floating a BAP or two towards helping repair Arach-Qin's shipyard to get us some good will for them, so that they'll be more willing to help defend us even if the ships aren't fully repaired yet (at least we'd get a chance at our Rohan riding in to save the day if we need it)

I said it way back in the thread, but if nothing else, helping to fix their shipyards would definitely help improve relations / wash the salt out of their mouth, and if nothing else it should speed up their own ship repairs.
I think floating a few BAP to help them with their shipyards sooner than later is perfectly reasonable. Dedicating a VAP towards them is something we should consider very carefully if at all given the timecrunch we're operating under. I want them to like us, I want them to give the SoV sooner than later, or even come to our aid- but we can't afford to seriously compromise our military build up for Biel-Tan in the hopes they'll hard commit to helping us when they're in such dire straits already. A few BAP we can afford, VAP are going to be pretty precious for the next few turns.

Void Sheilds would generally be a "you can put X many at most on a ship this size" type systems, yes.

Ship scale conversion fields are a thing, yes, and are fairly effective defenses, though obviously the problems with the systems letting out the magic smoke when they fail are significantly more of a problem when the generator is the size of a small building rather than a hockeypuck.
Am I right in that Conversion Fields are going to very rapidly let out the magic smoke if we try and use them to protect the entire surface area of Aethersails from a blast? It just seems like it plays to it's weaknesses. Or would they be solid for protecting our Aethersails from things a Grav-Shield can't?

You will be able to find more ways to use exotic resources in time, yes. Of course the flipside of that is having more things that consume your limited supplies thereof, so you might end up not wanting to develop more things of that nature.
Psy-scope guided melee weapons here we come.
 
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We committed to a really ambitious infantry roll out plan, and we've had it confirmed we can refit detachments without being gated by Warrior AP instead with Steward AP letting us refit multiple detachments it seems. At the risk of being the no fun, we probably need to at least commit to both VAP going towards the army for a few turns if we want to do a meaningful roll out in time for Biel-Tan. Especially next turn as the method Mechanis explained basically involves paying the entire upfront cost for the new style detachment and then being reimbursed with the old kit we can then use to lower the costs of replacing other detachments. If we pay a decent upfront cost next turn we should be able to manage 12+ modernized detachments while only using ~4-5 VAP over 3 turns, but we can and probably should aim for more than that if we can. Some of that can be made up with BAP but I think everyone wants to get all of our Brigs and quite a few Carracks combat ready if we can.

I think Arach-Qin would accept us not prioritizing an expedite on their repairs over dealing with the Major Craftworld looking to push our shit in- not unless they were willing to fight for us or guarantee the Serpent that Strikes from the Shadows with no Warning for our defense. I definitely would be willing to make the effort if they were going to help us with Biel-Tan, but I'm not going to expect or plan for them to do so unless they come forward.

Would this actually be a bigger problem for Eldar than it would be for Imperials given just how actively the various things in the Warp want to go after the large mass of people that are all some degree of psyker on an Eldar ship? Obviously the scale and conditions are different, but in a way it reminds me of some of the concerns that go into a Black Ship- just with less grimdark and no prison brutality.
Yeah, I know wargear is probably preferable. Doesn't hurt that making gear or SP is less random than expediting projects.

For the last the description of Meros' current predicament did mention some of their ships risking 'the insanity of Warp jumps' to try and find help, though how much is Slaanesh making it worse and how much is just them being more used to the Webway is up in the air.
 
I think that's going to work much worse than you expect because AOEs also are going to likely counter Conversion Fields. The problem with AOEs and a lot of shields is that the amount of energy the shield needs to defeat is going to be something like the X*the surface area the blast is hitting. And that's going to be a huge number for any AOE worth considering.

You are trying to have a shield that works on absorbing and converting a discrete amount of energy to defeat try and absorb the entirety of all the energy hitting our Aethersails as a single amount. It's going to completely overwhelm the Conversion Fields.

I think floating a few BAP to help them with their shipyards sooner than later is perfectly reasonable. Dedicating a VAP towards them is something we should consider very carefully if at all given the timecrunch we're operating under. I want them to like us, I want them to give the SoV sooner than later, or even come to our aid- but we can't afford to seriously compromise our military build up for Biel-Tan in the hopes they'll hard commit to helping us when they're in such dire straits already. A few BAP we can afford, VAP are going to be pretty precious for the next few turns.


Am I right in that Conversion Fields are going to very rapidly let out the magic smoke if we try and use them to protect the entire surface area of Aethersails from a blast? It just seems like it plays to it's weaknesses. Or would they be solid for protecting our Aethersails from things a Grav-Shield can't?
Ship scale conversion fields would be powerful enough to handle Macro-Weapons, so unless you're talking about something on the order of a Nova Cannon even an area effect weapon isn't likely to be able to overcome the things easily. In the same way that an infantryman's Rosarius equivalent might handle a grenade, but isn't going to help much against being two feet from an Earthshaker round going off.
 
One possible shield technology to look into might be Corsair Kinetic Shrouds? From the Doom of Mymeria book. I don't have the book to check myself but from what I can gather they gain increased effect based on the movement of the user. Which might not be the best fit for the Vulkari, but they are one of the few examples of Eldar native forcefields in the table top when I was looking into the subject a while back.
 
Void Sheilds would generally be a "you can put X many at most on a ship this size" type systems, yes.

Ship scale conversion fields are a thing, yes, and are fairly effective defenses, though obviously the problems with the systems letting out the magic smoke when they fail are significantly more of a problem when the generator is the size of a small building rather than a hockeypuck.


You will be able to find more ways to use exotic resources in time, yes. Of course the flipside of that is having more things that consume your limited supplies thereof, so you might end up not wanting to develop more things of that nature.


So long as the major artery of the Webway they're near remains stable and safe, Meros will be able to transit further along it without having to stop in any Ork systems, so that's not an issue. The fact that their engines are broken is the only reason they haven't done that already---and the reason why they dropped out to begin with (like most of the Craftworlds that were just going "away" rather than somewhere specific) is because when Slaanesh and Cegoratch started playing tug-of-war with the Webway's geography it made the various Craftworlds rather alarmed and generally precipitated them booking it to the nearest gate to realspace regardless of what conditions on the other side looked like, in case that was a prelude to the whole thing collapsing into the Warp (it wasn't, but they had no way to know that for sure at the time) and that led to a number ending up in... Less than ideal, we'll say, locations.

Ah that's great then! The Meros 100 Yard Dash (Being chased by Orks edition) won't be needed! (We should probably consider sending a few ships as escort still)



As for the Orks... well since we don't have to dedicate that many naval and military assets to Meros (still probably a warhost and a fleet maybe?), we should probably still consider our order of priority for killing the Orks.

First target would probably be Wazdakka both because of distance to us, and because cutting off the head of the Waagh is a valid tactic in canon (we just gotta glass the planet and then make sure the Warboss is actually dead this time)

After that, the Orks should probably start infighting (as long as no surprise candidates show up to take the position of Warboss) and then our next targets might be Zappagitz (deny them the means to building new ships) and Tork-Toofa (to prevent any opportunists from trying to take over)

Then after that, cleaning up should be a simple case of orbitally glassing the planets and then dropping a few hundred Ithilmars to make sure they're really dead this time and no Orks are gonna show up again anytime soon.

As for why I'm suggesting Wazdakka first? if we let the Warboss live for too long, he might end up sussing out where we are or otherwise developing tactics to use against us - this is a somewhat clever Ork we're dealing with seeing as how he's cheated death four times in a row according to his flavour text and frankly I find the idea of an Ork that thinks offensive /ref - and killing a Warboss is always a great way to break up a Waagh into a bunch of smaller and weaker targets.

(Here's to hoping that we get Arach-Qin and Zahr-Tann to help us out with this, but if not, we should still manage assuming we don't get screwed by the dice)
 
Ship scale conversion fields would be powerful enough to handle Macro-Weapons, so unless you're talking about something on the order of a Nova Cannon even an area effect weapon isn't likely to be able to overcome the things easily. In the same way that an infantryman's Rosarius equivalent might handle a grenade, but isn't going to help much against being two feet from an Earthshaker round going off.
Fair enough, I hadn't really considered the risk of proximity fuze'd macro-cannon shells as area of effect weapons compared to the infamous Nova Cannons or even specialized torpedoes. I suspect a Holo-Field would misdirect macrocannon shells enough combined with the Grav-Shield affecting the warhead before it burst that it would have limited effectiveness but it's something to consider.

Not sure I'd want to potentially sacrifice speed or reinforcing the hull for it though.
 
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Since we are on the topic of defensive technology, maybe we could consider developing something similar to the shields that Tau Battlesuits can mount.

Not sure how accurate the wiki is but the description for the Ravelin Shield Generator on the page for Tau energy shields states that it can stop even melee attacks so that sounds like it could be a good generalist defense system free of spooky warp shenanigans or damage when overloaded that can stop anything from strikecraft to big AoE blasts.

Would developing something like that be something we could go for in the future in the Seeker action tab @Mechanis ?
 
So once we have fixed our Craftworld and our allies Craftworlds, we should go around the galaxy looking for STC to see if there anything we can learn from them, and find human worlds that we can ally with, share the STC with them, so that they can stand up to the imperium
 
Since we are on the topic of defensive technology, maybe we could consider developing something similar to the shields that Tau Battlesuits can mount.

Not sure how accurate the wiki is but the description for the Ravelin Shield Generator on the page for Tau energy shields states that it can stop even melee attacks so that sounds like it could be a good generalist defense system free of spooky warp shenanigans or damage when overloaded that can stop anything from strikecraft to big AoE blasts.

Would developing something like that be something we could go for in the future in the Seeker action tab @Mechanis ?
I suspect Tau shields are actually just Conversion Fields. It fits with the scale they build them at, Conversion Fields being relatively cheap and simple, and the Tau having pretty well refined versions of widely available tech but less exotic shenanigans than most other factions. Let's just give it some time to see how effective our defensive suites actually are in combat before we do the stress-eating equivalent of shield shopping. We've probably got some of the best shield setups outside of some of the Necron's more exotic stuff already.
So once we have fixed our Craftworld and our allies Craftworlds, we should go around the galaxy looking for STC to see if there anything we can learn from them, and find human worlds that we can ally with, share the STC with them, so that they can stand up to the imperium
There's no human polity that I can think of that has a snowball's chance in hell against the Imperium. People like to hype up the Interex and a few other examples, but the Interex were wiped out by just a single Space Marine Legion. Looking for STCs is fine, propping up a bit of human worlds around us for convenience is fine, but trying to turn them into a local human counterweight for the Imperium both is going to be an insane investment in time and resources, and drag us into a never ending cycle of conflict with the Imperium we really don't need.

Rather than trying to play at Sisyphus fighting the boulder that is the future gorilla of the setting, I'd like to see us go spelunking at Port Maw which is pretty close to us down south.
 
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Rather than trying to play at Sisyphus fighting the boulder that is the future gorilla of the setting, I'd like to see us go spelunking at Port Maw which is pretty close to us down south.

Actually occupying Port Maw might be interesting. We probably can't get the Craftworld inside the hollow world, but it would make a pretty great hiding spot and trap if we could put weapon emplacements on the inside and outside of the crust.
 
I suspect Tau shields are actually just Conversion Fields. It fits with the scale they build them at, Conversion Fields being relatively cheap and simple, and the Tau having pretty well refined versions of widely available tech but less exotic shenanigans than most other factions. Let's just give it some time to see how effective our defensive suites actually are in combat before we do the stress-eating equivalent of shield shopping. We've probably got some of the best shield setups outside of some of the Necron's more exotic stuff already.

There's no human polity that I can think of that has a snowball's chance in hell against the Imperium. People like to hype up the Interex and a few other examples, but the Interex were wiped out by just a single Space Marine Legion. Looking for STCs is fine, propping up a bit of human worlds around us for convenience is fine, but trying to turn them into a local human counterweight for the Imperium both is going to be an insane investment in time and resources, and drag us into a never ending cycle of conflict with the Imperium we really don't need.

Rather than trying to play at Sisyphus fighting the boulder that is the future gorilla of the setting, I'd like to see us go spelunking at Port Maw which is pretty close to us down south.
There are at least two craftworlds who got caught in the path of the great crusades and were wiped out. Our best bet is to hide and stay out of its way.

It's not impossible in my mind to build a counterweight to the Imperium especially all the way out here. But we will need more than just humans to make it work.

And if the Emperor shows up we are just fucked.
 
Outside of the six blackstone fortresses in the gothic sector there's supposedly one not far from where we are (at least according to lexicanum), the eleventh which was found and monitored by eldar in canon.
 
Actually occupying Port Maw might be interesting. We probably can't get the Craftworld inside the hollow world, but it would make a pretty great hiding spot and trap if we could put weapon emplacements on the inside and outside of the crust.
We probably could hide a Webway Gate there if we really knew what we were doing too. Wraithbone doesn't need maintenance or decay like conventional machinery iirc, and building a Gate big enough for battleships and the like would be relatively easy to hide in an entire hollow planet, especially with Holo-Fields (and we know the Eldar love hiding Webway Gates everywhere).

I know we can't create new pockets of Webway (that was the Seed option in character creation) and obviously we don't have a Key... but I'm pretty sure relatively minor Webway passages aren't beyond us (Like I said a bit in the past, a Void Stalker is like 1/30,000th the size of a Craftworld hence minor). Even just outright openly occupying it if we can set up some Webway connection would be pretty awesome and offer a south/southwest anchor if we find ourselves shifting further east.
There are at least two craftworlds who got caught in the path of the great crusades and were wiped out. Our best bet is to hide and stay out of its way.

It's not impossible in my mind to build a counterweight to the Imperium especially all the way out here. But we will need more than just humans to make it work.
Oh believe me, I actually want us to build a confederation of Craftworlds/Exodite Worlds bound by mutual defense (and presumably cultural and technological ties) centered a bit further east of where we actually were. But the Imperium would look at any powerful human proxy and start screaming about humans being ruled by Xenos and make it a much bigger ideological deal than just some Craftworlds turning themselves into too tough a nut for the Great Crusade to bother with.

If you look at the big map, you'd be surprised just how many Craftworlds survived 10,000 years being close to Terra and Mars. It seems like you have to actively fuck with the Imperium to get them to invest the effort in destroying you or display weakness that convinces them there's no better opportunity.
 
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and the reason why they dropped out to begin with (like most of the Craftworlds that were just going "away" rather than somewhere specific) is because when Slaanesh and Cegoratch started playing tug-of-war with the Webway's geography it made the various Craftworlds rather alarmed and generally precipitated them booking it to the nearest gate to realspace regardless of what conditions on the other side looked like, in case that was a prelude to the whole thing collapsing into the Warp (it wasn't, but they had no way to know that for sure at the time) and that led to a number ending up in... Less than ideal, we'll say, locations.
To be fair, there was still the risk of being in a part of the Webway that was tugged towards Slaanesh's stomach until the sort of rough equilibrium worked itself out.
 
It occurs to me that we will probably want to refit our Assault Khetches rather than ripping them apart for their weapons batteries for new-build ships. Maybe pull off one of the plasma engines to fit some holofields on them?
 
Turn 1, The Fleets of Arach-Qin & Subvote: Diplomacy
Razorwind Jetbike
The Razorwind is a Jetbike designed to replace the various hasty refits initially used by Vau-Vulkesh. It carries paired Needler Rifles to engage massed Infantry, as well as a heavy Spike Cannon for heavier targets such as heavy infantry or light vehicles. The rider is equipped with a Void Guard Warsuit, Flamer Pistol, and light Close Combat Weapon for additional attacks or use if dismounted.
Jetbike Cost: 50 EP
Mirage Hover-Transport
The Mirage Hover-Transport is an open-topped transport with the capacity for up to thirteen passengers in addition to the four-man crew. Three pintle-mounted weapons emplacements with a pair of Spike Rifles gives the vehicle reasonable ability to engage most infantry or lighter vehicles, while a Holo-Field and pair of Grav-shields make the vehicle (and its passengers) quite difficult to successfully hit. The crew is supplied with Wraithweave Brigandine armor, as well as Flamer Pistols and light Close Combat Weapons to defend against boarders or in the event of the vehicle needing to be abandoned.

Vehicle EP Cost: 195
Nettle Class Destroyer
The Nettle class is a light escort developed to replace the original hasty refits in use by Vau-Vulkesh. The ship is propelled by a pair of Æthersails, with a starship grade Holo-Field for defense.

Construction Time:
  • 1 Turn (single ship)
  • 2 Turns (batch of 3)
  • 3 Turns (batch of 5)
  • 4 Turns (batch of 7)


The Fleets of Arach-Qin

From the Webway emerges a column of wounded starships, bearing the duty-black and vengeance-crimson of Arach-Qin, their elaborate moth-swarm paint marred and scorched. Here, staggering Destroyers with but stubs of sails tow a nearly hulked Heavy Cruiser between them. There, a Battleship trails skines of white-cloud atmosphere from unsealed breaches, a second towed behind it clearly the victim of a direct collision with an Orkish Rok, the shattered craft's wreckage entangled with the once proud vessel. Great rents are torn in hulls, sails, weapons and engines—even more than a few bridges—torn away or smashed to ruin by the brute violence of the Ork. They are few. They are battered, scarred and limping, yet for all their horrific damage, they remain unbroken. These are the most wounded of Arach-Qin's survivors: Two Thysania class battleships. One Coscinocera class Heavy Cruiser. Eight Calliplaca class Cruisers. Two Phalaros class light cruisers. Five Terncladus class raiders. Twelve Synempora class frigates. Twenty two Argema class Destroyers.

The battered survivors of a fleet that once numbered in the thousands. More are held in reserve, yes—yet the devastation that proud fleet has endured is all too clear.
  • 1 Thysania class (ETA 8 turns)
  • 1 Thysania class (ETA 6 turns)
  • 1 Coscinocera class (ETA 7 turns)
  • 3 Calliplaca class (ETA 5 turns)
  • 4 Calliplaca class (ETA 3 turns)
  • 1 Calliplaca class (ETA 2 turns)
  • 2 Phalaros class (ETA 4 turns)
  • 3 Terncladus class (ETA 4 turns)
  • 2 Terncladus class (ETA 3 turns)
  • 3 Synempora class (ETA 4 turns)
  • 7 Synempora class (ETA 3 turns)
  • 2 Synempora class (ETA 2 turns)
  • 18 Argema class (ETA 2 turns)
  • 4 Argema class (ETA 1 turn)
The Ships of Arach-Qin
Thysania class Battleship
The Thysania class is the pride of Arach-Qin's fleet, a heavy Battleship boasting four heavy Las-Lances, two batteries of standard Las-Lances, and one battery each of Magna-Melta Macro-Blasters and Heavy Torpedo Launchers. With three Æthersails and a pair of plasma engines, these ships boast maneuverability which belies their size and heavily armored hulls.
Equipment:
  • 4× Heavy Las-Lance
  • 2× Las-Lance Weapon Batteries
  • 1× Magna-Melta Macro-Blaster Weapon Battery
  • 1× Heavy Torpedo Launcher Weapon Battery
  • 3× Æthersails
  • 2× Plasma Thrusters
  • 6× Hull Reinforcement
Coscinocera class Battlecruiser
The Coscinocera class is a light vessel that is effectively a Thysania without the heavy hull reinforcement, though it boasts an additional Æthersail and plasma drive to allow even greater maneuverability.
Equipment:
  • 4× Heavy Las-Lance
  • 2× Las-Lance Weapon Batteries
  • 1× Magna-Melta Macro-Blaster Weapon Battery
  • 1× Heavy Torpedo Launcher Weapon Battery
  • 4× Æthersails
  • 3× Plasma Thrusters
  • 1× Hull Reinforcement
Calliplaca class Cruiser
The Calliplaca class is a generalist workhorse design, carrying two batteries of Las-Lances and Magna-Melta Macro-Blasters and one battery of Heavy Torpedo Launchers, supplemented by a Close-In Weapons Battery of Volcano Cannons and a Lascannon point defense array. The ship also boasts a hanger for three squadrons of strike craft and a deployment bay for a modest Warhost, as well as a moderately reinforced armor belt. Two Æthersails and plasma drives provide good maneuverability for the vessel.
Equipment:
  • 2× Las-Lance Weapon Batteries
  • 2× Magna-Melta Macro-Blaster Weapon Battery
  • 1× Heavy Torpedo Launcher Weapon Battery
  • 1× Volcano Cannon Close-In Weapon Battery
  • 1× Lascannon Point Defense Weapon Battery
  • 2× Æthersails
  • 2× Plasma Thrusters
  • 1× Hanger
  • 1× Large Transport Bay
  • 2× Hull Reinforcement
Phalaros class Light Cruiser
The Phalaros class is meant to supplement the Calliplaca class, carrying a single heavy Las-Lance and standard Las-Lance battery for long range engagement, a single Heavy Torpedo Launcher battery for medium range combat, and two batteries of Magna-Melta Macro-Blasters for close battle. The ships do, however, lack any secondary function whatsoever, as the twin Æthersails and plasma drives leave little spare room after the reinforcement of the ship's hull.
Equipment:
  • 1× Heavy Las-Lance
  • 1× Las-Lance Weapon Batteries
  • 2× Magna-Melta Macro-Blaster Weapon Battery
  • 1× Heavy Torpedo Launcher Weapon Battery
  • 2× Æthersails
  • 2× Plasma Thrusters
  • 2× Hull Reinforcement
Terncladus class Heavy Frigate
The Terncladus class is a heavy gunboat designed to work with the Synempora class in a flotilla. These ships mount a single Æthersail and plasma drive, three heavy Las-Lances, and a heavy array of point defense Lascannons, making them superb escorts for the smaller frigates.
Equipment:
  • 3× Heavy Las-Lance
  • 2× Lascannon Point Defense Weapon Battery
  • 1× Æthersail
  • 1× Plasma Thruster
  • 1× Hull Reinforcement
Synempora class Light Carrier
The Synempora class is designed as a light carrier and is the method by which Arach-Qin brings the majority of its strike craft to battle. Six squadrons of strike craft can be carried by the ship, which is also armed with two batteries of Las-Lances and one battery each of Light Torpedo Launchers and Magna-Melta Macro-Blasters. One Æthersail and plasma drive propel the ship and a modest hull reinforcement grants them additional durability.
Equipment:
  • 2× Las-Lance Weapon Batteries
  • 1× Magna-Melta Macro-Blaster Weapon Battery
  • 1× Light Torpedo Launcher Weapon Battery
  • 1× Æthersails
  • 1× Plasma Thrusters
  • 3× Hanger
  • 1× Hull Reinforcement
Argema class Destroyer
The Argema class is designed as a screening vessel and carries a general range armament, one battery each of Las-Lances, Light Torpedo Launchers, and Magna-Melta Macro-Blasters, supplemented by a Lascannon point defense grid. One Æthersail and plasma drive propel the vessel.
Equipment:
  • 1× Las-Lance Weapon Battery
  • 1× Magna-Melta Macro-Blaster Weapon Battery
  • 1× Light Torpedo Launcher Weapon Battery
  • 1× Lascannon Point Defense Weapon Battery
  • 1× Æthersails
  • 1× Plasma Thrusters


Novel Weapons
Magna-Melta Macro-Blasters
Colossal Melta weapons designed for use by and against voidships, these weapons are short ranged but extremely deadly within that range, as the Orks found out.
Volcano Cannons
Effectively a starship scale Las-Lance that has been cut down sufficiently to fit into a conventional vehicle, Volcano Cannons might lack the range of their larger counterparts but have lost less than half of their destructive power, allowing them to act as suitable weapons for engaging large targets such as Ork battle-walkers.
Voidship Torpedoes
Torpedo Launchers are reasonably common as Voidship weapons go, used to fire a wide variety of guided, unguided, and partially guided munitions with various payloads. Torpedo launchers are often found on smaller ships, where their high damage to size ratio and significant degree of flexibility allows them to be more threatening than they might otherwise be—after all, a Vortex warhead or Plasma explosive is just as dangerous when launched by a Corvette as when it is launched from a battleship!

Torpedo Launchers are generally classed as either light or heavy based on the number of tubes, with light launchers being a pair and heavy launchers a trio in the case of the Aeldari.


Harken the Exiles

There are three offers to aid you: The first, of course, is Quilan—the necessity of maintaining a fleet to defend themselves from various dangers from the nearby Ghost Stars has led them to have a higher than average percentage of their population in permanent settlements than is typical, and those same dangers have resulted in you having an easy thing to offer: refitting their fleet with some of the weapons and defenses you have developed to replace those that no longer function.

The second is distant Val-Terrine, whose population leaned heavily to Isha before the Fall, and so maintain a far more agrarian existence than most. They are troubled by Ork raids—Freebootas, likely from a hideout nearby—and their payment would be in the tracking and elimination of these raiders, which they have not enough ships nor forces to accomplish while defending themselves adequately. The third is… well.

The Arrival

What fun! What Jest!
Not a night of Rest!
The Fool yet lives,
And so thusly his shadows,
So come now quick,
This is no trick,
But offer the aid of these Fools do we,
To see thy world remain vibrant and free!​

The Harlequins have made contact with you.

Take aid from:
[ ] Quilan
Refit Quilan's fleet with equipment of your devising, in exchange for a number of teachers willing to help your farmers avoid basic pitfalls.

[ ] Val-Terrine
Help Val-Terrine in the galactic southeast with a minor raiding problem by tracking the Freebootas so engaged to their lair and destroying them.

[ ] The Masque of Sundered Lovers
The mysterious Harlequins are willing to help you get into contact with sources of expertise you may not have considered or known of. Supposedly for free, but the Laughing God's followers are… occasionally less than predictable. And sometimes a little too fond of the parable about being careful what one wishes for…

6 HOUR MORATORIUM

 
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It occurs to me that we will probably want to refit our Assault Khetches rather than ripping them apart for their weapons batteries for new-build ships. Maybe pull off one of the plasma engines to fit some holofields on them?
Yeah, removing all the exotics from our Ketches leaves us with genuinely more exotics than we'll be able to reasonably spend for a while. I'm currently leaning towards splitting the Assault Ketches into two classes, one that keeps the Heavy Starlance as a dedicated lance boat, and one that drops the heavy mount to convert it's Fatetwister Battery into a Fatesheer CIWB. Roughly 3-1 ratios composing a typical frigate squadron. If these ships are carrying expensive exotic weaponry they do probably deserve decent defenses so we have to find room to fit in holo-fields, a grav-shield, and a reinforced hull.

Stellar Rose-class Fleet Frigate (350 SC, ~45 NEP)
1x Heavy Starlance Battery, 1x Las-Lance Battery (350 SC, 25 NEP)
1x Reinforced Hull (?)
Las-Cannon Point Defense Battery (12 NEP)
1x Aethersail, 1x Plasma Thruster (?)
Holo-Field, Grav-Shield (8 NEP)
Ivory Holly-class Defense Frigate (40 PS, ~49 NEP)
2x Las-Lance Battery (10 NEP)
1x Reinforced Hull (?)
Fatesheer CIWB (40 PS, 30 NEP)
1x Aethersail, 1x Plasma Thruster (?)
Holo-Field, Grav-Shield (8 NEP)
The Ships of Arach-Qin​
Yeah. This just proves to me we cannot afford any more shields. Maybe as a replacement, but if 1x Reinforced hull is only a minor armor belt, we're going to be really thin skinned if we basically force ourselves to devote any more system slots to shields. As is, we're still going to be fairly squishy past the Holo-Fields and Grav-Shields.
 
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Huh, Arech-Qin actually has proper warships?
If one counts ships whose former active defenses don't work, leaving them to rely entirely on their armor (which is admittedly pretty good) then yes.

Technically you do too, it's just that when those active defenses still worked (and the materials involved were more common) you went for "really shooty" designs rather than ones that are a bit less shooty but tougher when their defenses are otherwise penetrated, which was a perfectly reasonable decision at the time.
You can take any of them in any combination or none (though obviously you don't get any benefits if you don't pick any), it's more about what you are willing to spend some of next turn's actions on/who you're comfortable buddying up with.

Hmmm.

Roughly what kind of a scale are we talking about here, with this refit? How many ships, what needs replacing, and what are they looking for in terms of doctrine?
A couple of heavy cruisers, a handful of cruisers, and around thirty or so escorts. Their fleet exists mostly to make them too hard a nut for random gribblies, pirates, lost Waaaghs, and so on to crack, not to go around conquering things or protect a planet sized starship with millions to billions of people on it. They'll probably mostly want holo-fields and maybe a Grav-Shield or two to replace the defense systems that aren't working anymore, and maybe some Spike Cannons or Las-Lances to replace some of the exotic stuff they're concerned about their ability to maintain long term. Nothing too onerous or exciting.
 
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