[] Starhawk Assault Ketch
-[] 1x Heavy Starlance -1 Heavy weapon slot
-[] 1x Fatetwister Cannon Weapons Battery - 1 Weapon slot
-[] 1x Spike Macrocannon Battery - 1 Weapon slot
-[] 1x Æthersail - 1 System slot
-[] 1x Plasma Thrusters - 2 System slots
-[] Point Defense Battery - Spike Cannons - 1 System slot
-[] Grav-Shield - 2 System slots
-[] 1x Holo-Field -1 System slot

This seema pretty feasible all things considered, it lets us keep most of our heavy hitting weaponry (those starlances and fatetwisters are especially juicy), lets us grab both a holo + grav shield for survivability and gives us a good way to intercept strike-craft and torpedoes.

(Plus it'd still be a pretty fast warship considering the æthersail and thrusters)
 
This seema pretty feasible all things considered, it lets us keep most of our heavy hitting weaponry (those starlances and fatetwisters are especially juicy), lets us grab both a holo + grav shield for survivability and gives us a good way to intercept strike-craft and torpedoes.

(Plus it'd still be a pretty fast warship considering the æthersail and thrusters)

I personally consider the
-[] 1x Spike Macrocannon Battery - 1 Weapon slot
a waste of a slot.

Ship is already covered in exotic weaponry, that isn't going much of anything to the ship offensively.
Another Sail is much better there.
 
I wonder how large an object can be fit through our webway gates - can we fit fighters through it?

If not, can our fighters have wings taken off and reattached, or similar tricks to let them fit?
If you mean the ship mounted ones, those are big enough to get titans through, so fighters can straight up just fly through them. In general, though, Webway gates range from "barely big enough for one person to walk through" to "can literally fly an entire Craftworld through with room to spare".
 
I personally consider the
-[] 1x Spike Macrocannon Battery - 1 Weapon slot
a waste of a slot.

Ship is already covered in exotic weaponry, that isn't going much of anything to the ship offensively.
Another Sail is much better there.
50 Psy-Scopes is nearly half a turn's worth of Psy-Scope production for a single escort. As it stands we have a ton of Assault Ketch's, most of which have their weapons batteries intact. This means we're barely paying anything in terms of Psy-Scopes when it comes to refitting our Ketch fleet if we only have 1 Fatetwister battery per ship.

Adding a second Fatetwister battery means we'd have to pay for an additional 108 Fatetwister batteries (5040 Scopes) instead of the 12 (we have 12 Ketch's with damaged weapons batteries) we'd otherwise need to pay.

My rationale for ditching the superheavy vehicle Starlance CWIS is that we'd be getting 520 Starcrystals per Ketch with intact CWIS (all of them) which gives us even more Starcrystals to play with when it comes to building more anti-ship weapons and/or vehicle weapons.
 
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50 Psy-Scopes is nearly half a turn's worth of Psy-Scope production for a single escort. As it stands we have a ton of Assault Ketch's, most of which have their weapons batteries intact. This means we're barely paying anything in terms of Psy-Scopes when it comes to refitting our Ketch fleet if we only have 1 Fatetwister battery per ship.

Adding a second Fatetwister battery means we'd have to pay for an additional 108 Fatetwister batteries instead of the 12 (we have 12 Ketch's with damaged weapons batteries) we'd otherwise need to pay.

My rationale for ditching the superheavy vehicle Starlance CWIS is that we'd be getting 520 Starcrystals per Ketch with intact CWIS (all of them) which gives us even more Starcrystals to play with when it comes to building more anti-ship weapons and/or vehicle weapons.

... maybe read my post a bit more carefully when you try to counter what i am saying?

I am not talking about adding another Fatetwister battery.
What I am saying is that the Spike Macrocannon Battery you are adding isn't really useful because the Fatetwister battery that the ship already has more than covers things there.


The system slot is just way more useful in other places.

Edit: Hell, I have my own plan that goes for the PDF with lasweapons over the starlance CWIS.
So no argument there that the exotic weapons there are not needed.
 
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... maybe read my post a bit more carefully when you try to counter what i am saying?

I am not talking about adding another Fatetwister battery.
What I am saying is that the Spike Macrocannon Battery you are adding isn't really useful because the Fatetwister battery that the ship already has more than covers things there.


The system slot is just way more useful in other places.
I supposed given the amount of Spike batteries the Nettle has that it would synergize with this quite a bit if we swapped out the Spike battery for an additional sail or PD. Alright, I'll add a few more designs.

[] Starhawk Quick Assault Ketch
-[] 1x Heavy Starlance -1 Heavy weapon slot
-[] 1x Fatetwister Cannon Weapons Battery - 1 Weapon slot
-[] Trade in one weapon slot for 1 System Slot
-[] 2x Æthersail - 2 System slots
-[] 1x Plasma Thrusters - 2 System slots
-[] Point Defense Battery - Spike Cannons - 1 System slot
-[] Grav-Shield - 2 System slots
-[] 1x Holo-Field -1 System slot

[] Starhawk Rapid Assault Ketch
-[] 1x Heavy Starlance -1 Heavy weapon slot
-[] 1x Fatetwister Cannon Weapons Battery - 1 Weapon slot
-[] Trade in one weapon slot for 1 System Slot
-[] 4x Æthersail - 4 System slots
-[] Point Defense Battery - Spike Cannons - 1 System slot
-[] Grav-Shield - 2 System slots
-[] 1x Holo-Field -1 System slot

[] Starhawk Defense Ketch
-[] 1x Heavy Starlance -1 Heavy weapon slot
-[] 1x Fatetwister Cannon Weapons Battery - 1 Weapon slot
-[] Trade in one weapon slot for 1 System Slot
-[] 1x Æthersail - 1 System slot
-[] 1x Plasma Thrusters - 2 System slots
-[] 2x Point Defense Battery - Spike Cannons - 2 System slots
-[] Grav-Shield - 2 System slots
-[] 1x Holo-Field -1 System slot

Included a slower design with extra PD in case anyone is interested in a more PD heavy Ketch.
 
I supposed given the amount of Spike batteries the Nettle has that it would synergize with this quite a bit if we swapped out the Spike battery for an additional sail or PD. Alright, I'll add a few more designs.
Edit.
Look pretty good to me apart from using the spike pdf but that i think is mostly down to preferences, not sure how much of a difference there is mechanics wise.

my own plan for that shows what i am most likely going to vote for at this point:
(formerly Holo-Grav Ketch, new name inspired by the Sailfish)
[] Void Sail Ketch
-[] 1x Heavy Starlance -1 Heayv slot
-[] 1x Fatetwister Cannon Weapons Battery - 1 Weapon slot
-[] 2x Æthersail - 2 System slot
-[] 1x Plasma Thrusters - 2 System slots
-[] 1x Las-Lance Point Defense Battery -1 System slots
-[] 1x Holo-Field -1 System slot
-[] Trade in one weapon slot for 1 System Slot
-[] Grav-Shield - 2 system slots.

Personally strong preference for laser type weapons on PDF, due to travel time and hitting stuff.

Otherwise ships with this kind of general load out are:
Have pretty much the capital weaponry as the assault ketch.
Are faster than the Assault ketch, due to 2 Sails + 1 Thruster vs 1 Sail and 2 Thrusters.

The defensive array of Holo-Field + Grav-Shield combined with their speed should make them pretty survivable and the stealth capabilities of the Holo-Field should give them excellent wolf pack tactic capabilties / and be wonderful in ambushes.

Switching them the starlance close combat system makes them much worse in very close engagements, but the sped should allow them to generally choose their distance in combination with the Holo-Field.

Make also at least a decent escort for capital ships that can likely at least take a few stray shots due to the grav-shields without getting smashed.

Getting really late here, will be interesting what other plans people come up with while i sleep and how they vote when that opens up.
 
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my own plan for that shows what i am most likely going to vote for at this point:
(formerly Holo-Grav Ketch, new name inspired by the Sailfish)
[] Void Sail Ketch
-[] 1x Heavy Starlance -1 Heayv slot
-[] 1x Fatetwister Cannon Weapons Battery - 1 Weapon slot
-[] 2x Æthersail - 2 System slot
-[] 1x Plasma Thrusters - 2 System slots
-[] 1x Las-Lance Point Defense Battery -1 System slots
-[] 1x Holo-Field -1 System slot
-[] Trade in one weapon slot for 1 System Slot
-[] Grav-Shield - 2 system slots.

Personally strong preference for laser type weapons on PDF, due to travel time and hitting stuff.

Otherwise ships with this kind of general load out are:
Have pretty much the capital weaponry as the assault ketch.
Are faster than the Assault ketch, due to 2 Sails + 1 Thruster vs 1 Sail and 2 Thrusters.

The defensive array of Holo-Field + Grav-Shield combined with their speed should make them pretty survivable and the stealth capabilities of the Holo-Field should give them excellent wolf pack tactic capabilties / and be wonderful in ambushes.

Switching them the starlance close combat system makes them much worse in very close engagements, but the sped should allow them to generally choose their distance in combination with the Holo-Field.

Make also at least a decent escort for capital ships that can likely at least take a few stray shots due to the grav-shields without getting smashed.

Getting really late here, will be interesting what other plans people come up with while i sleep and how they vote when that opens up.
Lets name our ships after fish actually.
 
If you mean the ship mounted ones, those are big enough to get titans through, so fighters can straight up just fly through them. In general, though, Webway gates range from "barely big enough for one person to walk through" to "can literally fly an entire Craftworld through with room to spare".
This seems... very cheesable. I assume there is a reason why we can't shove an entire craftworld's worth of fighters through an escort webway gate.
 
my own plan for that shows what i am most likely going to vote for at this point:
(formerly Holo-Grav Ketch, new name inspired by the Sailfish)
[] Void Sail Ketch
-[] 1x Heavy Starlance -1 Heayv slot
-[] 1x Fatetwister Cannon Weapons Battery - 1 Weapon slot
-[] 2x Æthersail - 2 System slot
-[] 1x Plasma Thrusters - 2 System slots
-[] 1x Las-Lance Point Defense Battery -1 System slots
-[] 1x Holo-Field -1 System slot
-[] Trade in one weapon slot for 1 System Slot
-[] Grav-Shield - 2 system slots.

Personally strong preference for laser type weapons on PDF, due to travel time and hitting stuff.

Otherwise ships with this kind of general load out are:
Have pretty much the capital weaponry as the assault ketch.
Are faster than the Assault ketch, due to 2 Sails + 1 Thruster vs 1 Sail and 2 Thrusters.

The defensive array of Holo-Field + Grav-Shield combined with their speed should make them pretty survivable and the stealth capabilities of the Holo-Field should give them excellent wolf pack tactic capabilties / and be wonderful in ambushes.

Switching them the starlance close combat system makes them much worse in very close engagements, but the sped should allow them to generally choose their distance in combination with the Holo-Field.

Make also at least a decent escort for capital ships that can likely at least take a few stray shots due to the grav-shields without getting smashed.

Getting really late here, will be interesting what other plans people come up with while i sleep and how they vote when that opens up.
I favor Spikes for PD since our current las-weapons aren't noted as being much better than what the humans have while Spikes and their Needler cousins are supposed to be a straight (albeit more expensive) upgrade from those.

This is reflected in the EP pricing too where Vehicle Spike Cannons cost a whole 25% more than vehicle las-cannons (25 vs 20).
 
I favor Spikes for PD since our current las-weapons aren't noted as being much better than what the humans have while Spikes and their Needler cousins are supposed to be a straight (albeit more expensive) upgrade from those.

This is reflected in the EP pricing too where Vehicle Spike Cannons cost a whole 25% more than vehicle las-cannons (25 vs 20).

Las weapons are still hit-scan because they are lasers, so should have an easier time hitting stuff.
Needlers and spikes are noted to have some accuracy problems and try to make up for that with more shots.

At least for PDF I go with the lasers over the Needler/Spike weapons.
 
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Las weapons are still hit-scan because they are lasers, so should have an easier time hitting stuff.
Needlers and spikes are noted to have some accuracy problems and try to make up for that with more shots.

At least for PDF I go with the lasers over the Needler/Spike weapons.

Wasn't the Accuracy Problem for the Needlers and spikes, In comparison to the Fate bending Weapon that they are downgraded versions off? A lot of things have accuracy problems when the competition you are being compared to is literally bending fate to hit, and hit perfectly.
 
Las weapons are still hit-scan because they are lasers, so should have an easier time hitting stuff.
Needlers and spikes are noted to have accuracy problems and try to make up for that with more shots.

At least for PDF I go with the lasers over the Needler/Spike weapons.
The accuracy deficiency is specifically in comparison to the literal "warps space-time to hit you" Fatecaster weapons, not a general accuracy issue (Needlers aren't known for their "impossible accuracy" so that bit is about Fatecasters).
Derived from Fatecaster weapons, Spike weapons are cousins to the Needlers that compensate for the loss of their impossible accuracy with greater stopping power. While each shot might be less accurate, those that do hit do so with devastating force.
 
This seems... very cheesable. I assume there is a reason why we can't shove an entire craftworld's worth of fighters through an escort webway gate.
Because if the ship is captured then the enemy can potentially do the same thing inside the craftworld?


But looking over the ship designs would close in weaponry have some potential synergy against Biel-Tan? Since with the way that Eldar ship design is focused on forward facing guns having another option to damage close ranged enemy Aether sails could potentially be useful.
 
Because if the ship is captured then the enemy can potentially do the same thing inside the craftworld?


But looking over the ship designs would close in weaponry have some potential synergy against Biel-Tan? Since with the way that Eldar ship design is focused on forward facing guns having another option to damage close ranged enemy Aether sails could potentially be useful.

The Fatetwister macro cannons pretty much shred Eldary ships.
They are only stopped by shields, pretty much ignore Holo-Fields and going by the bits from the orks fight we had. Pretty much always score the equivalent of a critical hit when it comes to doing damage.

Edit:
If what people say about the spike/needler accuracy say is true the switch over to the spike pdf makes sense.
Still would prefer going with the name Void Sail Ketch because i think a fish inspired name fits way better than a bird inspired one.
 
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That's 350 Starcrystals! No! Not on a bloody escort!

They come with them already equipped.
Same goes for the Fatetwister macro cannons.

This is all about retrofitting ships that can actuall fight with what we have and are effective against both orks and other eldar.
Keeping the current capital weaponry in place does that.

Edit:
We also have 108 of them that kind of need to be retrofitted, 51 of these are damaged.
 
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They come with them already equipped.
Same goes for the Fatetwister macro cannons.

This is all about retrofitting ships that can actuall fight with what we have and are effective against both orks and other eldar.
Keeping the current capital weaponry in place does that.

Edit:
We also have 108 of them that kind of need to be retrofitted, 51 of these are damaged.
Oh, thanks for pointing that out!

Yeah, those that already have them could keep them.

But I kind of want to set at least some aside for a beam spam battleship or battlecruiser, who'll combine their power with more survivability.
 
Oh, thanks for pointing that out!

Yeah, those that already have them could keep them.

But I kind of want to set at least some aside for a beam spam battleship or battlecruiser, who'll combine their power with more survivability.

Most promising plans currently rip out the starblaster close combat weapons that cost a staggering 540 starcrystals and only come into play in very close combat, and replace that with a simpler pdf system.

Overall doesn't lose much in capabilities and we get a lot of starcrystals out of that.
(also opens up an extra system slot)
 
My main concern with replacing the CIWB for a Point Defense System is that it reduces the ships effectiveness against other starships even more than replacing the Starlances with Spike Cannons will. I'd rather have something like the below which trades a some speed and firepower in exchange for much better defenses and half the cost in Starcrystals. Not sure on the EP cost/build time, but it should be even with the original at worst. Considering we'll have the Nettle's as well to help with screening for the bigger ships I'm fine with trading a bit of effectiveness against strikecraft and missiles for more of an edge against proper voidcraft.

[ ] Assault Ketch refit
-[ ] 1x Heavy Starlance
-[ ] 1x Fatetwister Weapons Battery
-[ ] 1x Aethersail
-[ ] 1x Plasma Thruster
-[ ] 1x Spike Cannon Close In Weapons Battery
-[ ] 1x Holo-field
-[ ] 1x Grav-shield
 
@Mechanis Can you please start putting the winning vote in a spoiler at the top of the threadmarks? It makes it a lot easier to reference what vote won. Thanks.
Or you can just... use the voting threadmarks, which have every single vote count used specifically, which I am doing so I don't need to do that?
This seems... very cheesable. I assume there is a reason why we can't shove an entire craftworld's worth of fighters through an escort webway gate.
Limited throughput. Also that would require a nice big hole leading directly to the gate, or mounting it on the outside of the ship, which, well, big, fragile (comparitively to, say, the hull of a ship) expensive machinery slash potential invasion route? You want those things behind at least a few layers of security doors and armored bulkheads so people have to actually work to go swanning through them right to the Craftworld!

Edit: also, you may want to consider that whilst Fatetwister Cannons are very good, they are also very costly in Scopes, so you may want to consider a design you aren't going to be throttled to "2 per turn essentially" at most.
 
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Question: Does having two Æthersails make the ship faster in comparison to one Æthersail? Is that a linear increase? Is there anything preventing us from loading four Æthersails on a ship, using three for speed and having one "furled" so that we can use it in emergencies in case the other 3 are destroyed?
 
My main concern with replacing the CIWB for a Point Defense System is that it reduces the ships effectiveness against other starships even more than replacing the Starlances with Spike Cannons will. I'd rather have something like the below which trades a some speed and firepower in exchange for much better defenses and half the cost in Starcrystals. Not sure on the EP cost/build time, but it should be even with the original at worst. Considering we'll have the Nettle's as well to help with screening for the bigger ships I'm fine with trading a bit of effectiveness against strikecraft and missiles for more of an edge against proper voidcraft.

CIWB only works in very close combat and that is a place this ship does not want to be in any case.
If you fly into that range to use these the short ranged starlances, instead of hit-and-run with the heavy battery where they can't fight back you are doing something very wrong.

Question: Does having two Æthersails make the ship faster in comparison to one Æthersail? Is that a linear increase? Is there anything preventing us from loading four Æthersails on a ship, using three for speed and having one "furled" so that we can use it in emergencies in case the other 3 are destroyed?

Escorts I think are maxed out at 2 Sails, (some) of the capital ships have a max of 3.

_______

Last version for the Void-Sail:
[] Void-Sail Ketch
-[] 1x Heavy Starlance -1 Heayv slot
-[] 1x Fatetwister Cannon Weapons Battery - 1 Weapon slot
-[] 2x Æthersail - 2 System slot
-[] 1x Plasma Thrusters - 2 System slots
-[] 1x Spike Macrocannon Point Defense Battery -1 System slots
-[] 1x Holo-Field -1 System slot
-[] Trade in one weapon slot for 1 System Slot
-[] Grav-Shield - 2 system slots.

Still using the name of the Sail fish as inspiration, due to this being one fast ship and loving pack tactics to hunt other ships.
 
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