So our Void Sail Ketch is an absurdly lethal piece of fuck you, both faster than our other Ketch design with heavierarmament, And both Holofield and Grav-shield.

Yeah, we are gonna kill So many orks with this lovely lady.
It is faster and tougher, but the weaponry is weaker (because we swapped the Starlance CIWB for Las-lance Point Defense). Definitely a big improvement, especially if the build time ends up the same as the original Assault Ketch.
 
On the other hand, each Starlance CIWB will provide us with 10-20 superheavy Starlances suitable for titan-hunting heavy tanks.

....speaking of tanks, more vehicular upgrades!

  • Wraithivory Veneer: While Wraithbone is durable and flexible, sometimes it's material properties are varied enough to warrant the use of a specialized name. Wraithivory is harder and holds a keen edge, but is more brittle and inflexible. It can break up some projectiles and reject them, increasing armor-or it can be used to give a vehicle a ramming prow.
  • Medulary Wraithbone: Wraithbone can repair itself given time, but a vehicle with Medulary Wraithbone has been upgrade to have a sacrifical pool of psycho-plastic it can use to patch up it's hull much faster than normal. This is an inferior copy of an old healing blessing of Isha.
  • Seer-Throne: Less a throne and more a mobile sanctum for prognasticators, this vehicle has been psychically prepared for the stresses and requirements of carrying in-motion an active psyker, a rather dangerous thing to do in normal circumstances.
  • Forgework Array: A set of excavation and engineering tools, formerly used on non-combat vehicles and psychomata to shape worlds, now merely ditch-digging, fortification building and minesweeping equipment. Most eldar are loathe to fight from a ditch, but others know that good earthworks braced with wraithbone can make for a good position to fight form for a time.
 
Huh, Looking over our armoury, we don't really have an artillery option, Guess for now we will have to keep whatever vehicle we make in the domain of Grav-tank with direct fire weapons (FateShredders and Sheers Might count? Depends on what happens if we just start shooting them in an arc, Do they veer down and Impale Stuff?).

Speaking of, The Amount of artillery/Indirect firing weaponry that eldar has is... kinda limited? The D-cannon doesn't count, The Doomweaver and shadowweaver are cool and seems to be the closest equivalent to actual artillery, But we have no monofilament weaponry so we can't exactly recreate it yet.

The closest thing they have to Standard artillery are the Dark reapers man portable Tempest Launchers, but those are actually like, infantry sized.

Interesting hole both in the eldar and our armoury. The closest thing we have right now is the screamer grenade launcher.

Definitely Want to look into that at some point, Eldar holo-Field Shoot and scoot artillery, whether its monofilament like the weavers or Missile based like an enlarged tempest Launcher sounds Fun... For us, That sounds hellish for whoever we shoot at.


Since artillery is out, and given our new surplus of Starlance CIWB's, A Titan killer/Heavy Grav tank seems to be a good choice. Superheavy's tend to demand either Horrifying amounts of resources to answer, Or other superheavies. Whether its answering Ork Superheavy's or forcing Biel-tan to have a response when they attack us, it seems like a useful stick to have right now to back up our Faster elements and Infantry.
 
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975.M29 | Turn 2 | Vehicle design Subvote 1/2
War Ketch
Designed primarily as a refit for existing Assault Ketches, the War Ketch retains the bulk of the original armament, but removes the original Starlance close in weapons batteries in favor of less expensive Lascannon point defense batteries, and swaps one Plasma drive for an additional Æthersail. The principal improvement is the installation of a Grav-Shield generator and Holo-Field projectors which render the ship vastly less vulnerable to hostile fire.
Equipment:
• 1x Heavy Starlance
• 1x Fatetwister Cannon Weapons Battery
• 1x Lascannon Point Defense Weapon Battery
• Holo-Field
• 1x Grav-Shield Generator
• 2x Æthersail
• 1x Plasma Thrusters
Construction Time:
• 2 Turns (single ship)
• 3 Turns (batch of 2)
• 4 Turns (batch of 3)
• 5 Turns (batch of 4)
Special Resource Requirement:
• 350 Starcrystals
• 50 Fatebender Psy-Scopes



The next order of business is the three additional vehicles currently in the planning stages. It is recommended that at least one should be a vehicle suitable for engaging Super-heavy armored vehicles, as your ground forces do not at present possess any non-improvizational method of responding to such units, and that at least one be suitable for a Fast Attack role. Modernizing one or more of your existant platforms with lower cost technologies and new systems may also be a good option, to allow faster construction and more widespread deployment whilst improving durability.

Chassis Types Table​
TypeSystem SlotsRanged SlotsHeavy SlotsVehicle SlotsSuperheavy Slots
Jetbike32000
Heavy Jetbike32100
Skimmer52100
Grav-Barge83110
Light Grav-Vehicle120210
Heavy Grav-Vehicle302221

Slot Costs Table​
Slot TypeSystem Slots RequiredSystem Slots RefundedOther Uses
Ranged Weapon10.5 (2-for-1)None
Heavy Weapon322x Ranged Weapon
Vehicle Weapon642x Heavy Weapon
Superheavy Weapon30153x Vehicle Weapon, 2x Vehicle weapon & 2x Heavy weapon
Note: Slot costs for additional slots above those included in basic chassis design only.

Ranged Weapons​
NameType
Starblaster RifleStarblaster
Starblaser CarbineStarblaster
Fatesplitter CarbineFatecaster
Needler RifleNeedler
Needler CarbineNeedler
Spike RifleNeedler
Spike CarbineNeedler
FlamerFlamer
LasrifleLas
LascarbineLas

Heavy Weapons​
NameType
StarcarverStarlance
Fatecaster RifleFatecaster
Heavy NeedlerNeedler
Spike CannonNeedler
Heavy FlamerFlamer
Screamer Grenade LauncherSonic/Grenade
LascannonLas

Vehicle Weapons​
NameType
StarlanceStarlance
Fatesever CannonFatecaster
Fateshredder CannonFatecaster
Spike CannonNeedler
LascannonLas

Superheavy Weapons​
NameType
StarlanceStarlance
StarbladeFatecaster
Fatesheer CannonFatecaster
Spike CannonNeedler

Other Wargear​
NameType Slot Cost
Vehicle Holo-FieldDefense/Holo-Field2 (1 Max)
Vehicle Grav-ShieldDefense/Grav-Shield3 (2 Max)
Infantry Capacity (Enclosed)System/Transport1
Infantry Capacity (Open Top)System/Transport1

[ ] Vehicle 1
[ ] Vehicle 2
[ ] Vehicle 3


6 HOUR MORATORIUM

 
I think now would be a good time for me to try dabbling in a design for an MBT now that we have the 3 extra vehicles to work on, since we don't have any measurements for slot costs for some of the equipment, I'll be making some guesses using the info we learned from the last vehicle design plan.

[ ] Forgehammer Battle Tank (No additional weaponry added, 4 free slots available)
-[ ] Light Grav-Vehicle Chassis
-[ ] 1x Starlance (Vehicle Slot)
-[ ] 1x Spike Cannon, 1x Heavy Needler (Heavy Slot)
-[ ] Vehicle Holo-Field
-[ ] 2x Vehicle Grav-Shield

Total cost = 172EP + 20SC (price of chassis not included)

This would be our equivalent to a main battle tank, very effective anti-tank capabilities coupled with a pair of spike cannons as secondary weapons will mean that it'll pretty easily mulch most threats it'll have to deal with, two grav-shields and a holo means that nothing short of saturated AOE weaponry (or mass volume of fire) is going to hurt it.

But if we want to make use of the extra slots to cram in an extra gun or two...

[ ] Forgehammer Battle Tank (Max slots)
-[ ] Light Grav-Vehicle Chassis
-[ ] 1x Starlance (Vehicle Slot)
-[ ] 1x Spike Cannon, 1x Heavy Needler (Heavy Slot)
-[ ] Vehicle Holo-Field
-[ ] 2x Vehicle Grav-Shield
-[ ] Convert 4 System Slots -> 1 Heavy + 1 Ranged Slot
-[ ] 1x Starcarver (Heavy Slot)
-[ ] 1x Needler Rifle (Regular Slot)

Total cost = 208EP + 28SC (Not including chassis because I can't find the price for it)

This version would give our already strong MBT a Starcarver that would act as a secondary weapon (moving our spike cannons to the tertiary weaponry) and adding a needler rifle mostly because there's nothing else to spend the extra slot on.

With this version of the Forgehammer, it would probably make a Leman Russ Tank crew cry if it was dropped into 40k (and I'd even bet good money it might be enough to threaten a baneblade).

If the Forgehammer vote wins, the size of the crew determines how good their gear is, if it's just one guy piloting it, we can give give them some VGA, a spike rifle and needler pistol for their equipment, pretty cheap and it'll mean they can fight their way back to us if the tank gets wrecked.

If it's a two-person crew like the falcon (I think?) Then we might have to start cutting costs on their equipment (for the full slots version of the Forgehammer at least) if we want it to be economically viable.

Edit: Huh, surprised I made it in time.

For our Superheavy selection...

-[ ] Vaul's Anvil Superheavy Grav-Tank (Budget Version)
-[ ] 1x Starblade (Superheavy Slot)
-[ ] 2x Starlance (Vehicle Slot)
-[ ] 1x Spike Cannon, 1x Heavy Needler(Heavy Slot)
-[ ] Vehicle Holo-Field
-[ ] 3x Vehicle Grav-Shield
-[ ] 2x Needler Rifles

Total cost = 744 EP + 90SC

This would be a pretty effective titan-killing superheavy for when we need something big and stompy to drop dead ASAP, 2 backup starlances will deal with any kind of tank related shaboingery and the spike cannons + needler rifles will mop up any grunts trying to touch our tank.

Three Grav-Shields and a holo mean that this motherhecking BRICK of a vehicle is not going to get a SCRATCH on it.

Though, this IS the budget version of the Vaul's Anvil (which is named after an Ulthuani city coincidentally) and is designed for if we need a relatively effective anti-titan vehicle but we don't want to cough up too much EP for it.

The REAL tank is just below.

-[ ] Vaul's Anvil Superheavy Grav-Tank (Full Exotic Panoply)
-[ ] 1x Starblade (Superheavy Slot)
-[ ] 2x Starlance (Vehicle Slot)
-[ ] 3x Fatecaster Rifles (Heavy Slot)
-[ ] Vehicle Holo-Field
-[ ] 3x Vehicle Grav-Shield
-[ ] Trade in 2 Ranged Slots -> 1 System Slot.
-[ ] Trade in 15 System Slots -> 2 Vehicle Slots + 1 Heavy Slot
-[ ] 1x Starcarver (Vehicle Slot)
-[ ] 1x Fatesever Cannon (Vehicle Slot)

Total Cost = 873EP + 5 Scopes + 98SC

This is it, the beginning and the end of any godless creature that DARES to use titans against us, with a Starblade acting as our main cannon (capable of oneshotting a warhound), 3 Fatecaster rifles to act as anti-infantry support and 2 Starlances + a fatesever cannon as backup anti-tank weaponry, this rendition of Vaul's Anvil will break anything that it encounters, from infantry, to vehicles, to Titans, this is not a tank, this is a firm and loud 'Fuck You' to be deployed into a battlefield for when we need something to be smeared across the walls, and for the walls to be beaten into powder.

Crew Armament for the Budget version of the VA will be Void Guard, with maybe some exotic weaponry.

The FULL EXOTIC version will feature a FULL ithilmar outfit for the crew + some heavy exotics for the SLIM chance that if something's lucky enough to kill it, the crew will be able to evac the tank and kill their way back to safety.


Edit 2: Added the Vaul's Anvil superheavy tank to this reply.

Edit 3: Replaced one of the Spike cannons on the MBT designs with a Heavy Needler for extra infantry shredding.
 
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Forget MBT, GM explicitly recommends we make a Baneblade equivalent or at least Something that can punch up at small Titan's given our complete lack of those options.
 
If we NEED an answer to Super Heavies without fielding one of our own, a Tank Destroyer concept might be a good idea.

A 'light' vehicle that carries enough firepower to kill much larger and better armored vehicles, and enough maneuverability to get the fuck out of dodge before it can shoot back.
 
Since artillery is out, and given our new surplus of Starlance CIWB's, A Titan killer/Heavy Grav tank seems to be a good choice. Superheavy's tend to demand either Horrifying amounts of resources to answer, Or other superheavies. Whether its answering Ork Superheavy's or forcing Biel-tan to have a response when they attack us, it seems like a useful stick to have right now to back up our Faster elements and Infantry.
While I am not opposed to designing a Starlance armed superheavy tank initially I believe that we will need a Starblade armed superheavy tank in the future.

In the "Worlds of Note" threadmark the Ork planet of Biggadakka is noted for pumping out tons of walkers including full blown Gargants. Gargants should be roughly comparable to Imperial Reaver battle-titans which themselves are several steps above your average superheavy tank.

To put it into perspective the immediate tier after knight titans and superheavy tanks is occupied by vehicles like Ork Stompas and Imperial Acastus knight titans, this is followed by Scout Titan tier units like Imperial Warhound titans and Ork Supa-Stompas before we finally reach the the Battle-Titan tier occupied by Ork Gargants and Imperial Reavers at the lower rung with things like the Imperial Warlord and Ork Great-Gargant in the upper rung.
Visualization said:
[Baneblade Equiv (we are here) / Knights / Wraithknight] -> [Stompas / Acastus Knights] -> [Warhound Scout Titan / Supa-Stompa / Revenant] -> [Gargant / Reaver / Phantom] ->
[Warlord / Great Gargant] -> [Emperor Titan / Mega Gargant]

A superheavy Starlance, which is essentially a Turbolaser on steroids should be an excellent option against other superheavy tanks and should remain solid against even Scout Titan weight combatants like Supa Stompa's but I suspect that they will start struggling against true Gargants since lore and tabletop wise Volcano cannons appear to be the preferred over Turbolasers against Battle-Titan level enemies.

To support this, Imperial titans Reaver and up all run at-least one Volcano cannon and any superheavy tank (Baneblade Shadowsword and Space Marine Falchion) armed with them is considered an anti-titan specialist.

The Starblade by comparison is capable of outright overkilling a Warhound Scout Titan
A Starblade is a modified Starlance designed to engage Titan scale combatants, sacrificing the majority of its refire speed for even greater power - a single shot from a Starblade can core a fresh Warhound Titan like a mere infantryman hit by a Lascannon.
This compares very favorably against the Volcano cannon which lore-wise is only capable of crippling a fresh Warhound. With that in mind and the fact that the Starblade doesn't completely sacrifice it's refire speed for this raw power this pretty much points to it being the ideal weapon if we are faced with Ork Stompas and Gargants.

While an argument can be made that since superheavy Starlances in general are around 3 times as powerful and fire 4-5 times faster than Turbolasers that it should be serviceable against battle-titans the fact that the Starblade being able to overkill a Warhound is a notable thing suggests that the Starlance is not so powerful as to be able to do the Volcano cannon's job.

Anyways, here are my proposed superheavy tank designs:
The Suncleaver is a dedicated titan killer while the Sunlance is a generalist that should be able to handle anything up to a scout titan.

Edit:
Messed up System Slot conversion to Weapon Slots math, for revised designs, see this post

Since I already covered the use cases for Starlance vs Starblade I'm going to just include my reasoning for the secondary weapons based on my old Starcleave tank design:
Since I doubt Biel Tan is going to bring any superheavies the Fatesever cannons should be a solid option against the agile lighter vehicles that they have while still being effective against Ork vehicles.

The Starcarvers are intended to deal with swarms of lighter vehicles (which the Orks and Eldar both have) and should also be good against TEQs like meganobs which the Orks will have.

The Fatecaster Rifles are there to deal with Eldar HVTs that Biel Tan will likely bring and also any important looking Orks.

The Heavy Needlers and Needler Rifles are there to deal with massed attacks from Orks and should be able to fill an area with Wraithbone fire to counter holofields.
 
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very effective anti-tank capabilities coupled with a pair of spike cannons as secondary weapons will mean that it'll pretty easily mulch most threats it'll have to deal with

From my understanding, Spike Cannons are high-power-low-ROF weapons, so using two as backup weapons to a Starlance seems like it would leave the vehicle without a tool to deal with large groups of light/medium infantry effectively. I feel like replacing at least one with a Heavy Needler would be a better choice, in either design.
 
Tank destroyers and Titan hunters I think are a must in design.
We should probably also have Infantry-fighting vehicles. Honestly, something that fits the niche of the Astartes Rhino, which considering the number of soldiers it delivers is more of an IFV than an APC.
 
If we NEED an answer to Super Heavies without fielding one of our own, a Tank Destroyer concept might be a good idea.

A 'light' vehicle that carries enough firepower to kill much larger and better armored vehicles, and enough maneuverability to get the fuck out of dodge before it can shoot back.
Sadly you don't have a chassis big enough to put a Superheavy weapon in that's not itself a superheavy platform, though because a heavy Grav-Vehicle is a grav-vehicle its baseline level of manuverablity is a fair sight better than, say, an equivalent sized tracked vehicle.


Tank destroyers and Titan hunters I think are a must in design.
We should probably also have Infantry-fighting vehicles. Honestly, something that fits the niche of the Astartes Rhino, which considering the number of soldiers it delivers is more of an IFV than an APC.
You already have an effective Rhino-equivlant (better, really) in the Mirage Hover-Transport that was designed last turn---though of course some kind of IFV for small numbers of troops to replace the old Needlestorm wouldn't go amiss, given how you have a number of them.
 
Issue with a Tank Destroyer concept though, if I read this right, there isnt a way to make trade offs so a smaller platform can carry a much larger cannon.

The ONLY way to mount a super heavy weapon is to use a heavy grav.

You could presumably build a regular tank destroyer off a grav barge chassis to threaten tanks with a cheaper vehicle, but not titans.

Edit: Warp Spidered by QM.
 
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From my understanding, Spike Cannons are high-power-low-ROF weapons, so using two as backup weapons to a Starlance seems like it would leave the vehicle without a tool to deal with large groups of light/medium infantry effectively. I feel like replacing at least one with a Heavy Needler would be a better choice, in either design.
The descriptions for Spike weapons do not seem to imply a slow rate of fire, just that they hit harder to compensate for being less accurate than a Fatecaster
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.
Even larger versions of the Spike weapons derived from advanced fatecaster weapons, Spike Cannons fire increasingly large spikes of Wraithbone that can penetrate surprisingly deep into most armor. These weapons range from relatively small heavy weapons to massive macro-batteries found on starships.

Decided to include a variant of my existing designs that uses a Fatesheer in the superheavy weapon slot
Edit:
Messed up System Slot conversion to Weapon Slots math, for revised designs, see this post

Swapped out the Fatesever's for Starlance's since I didn't want to use too many Psy-Scopes. This will be significantly better against any superheavies Biel Tan brings then the other two designs since the Fatesheer should allow it to get around Holofield BS while still being servicable against Orks since Fatesheers appear to be cripple or one-shot knights.
Found only on some super-heavy vehicles, the Fatesheer Cannon fires a spearlike projectile of Wraithbone which can impale a Knight-Titan like an insect, with the unerring accuracy of all weapons of that family.

Anyways, looking at the lore Turbolasers appear to be a solid generalist superheavy weapon as not only are the good anti-vehicle weapons but they appear to have a nasty AOE against infantry too.

Considering the fact that our Starlances hit 3 times harder and fire 4-5 times faster I suspect that any superheay tank armed with a superheavy Starlance can also moonlight as an army killer since it should be able to replicate the beam spam fire-mode that a cluster of generic Turbolasers is able to pull off:
Depending on the size of the vehicle and the price its designer is willing to pay, some vehicles may carry several Turbo-Lasers in a single linked array of two, three, or even four individual weapons—these are generally referred to as "Turbo-Laser Destructors" due to their increased firepower, and offer the ability to either fire single simultaneous blasts or a steady stream of fire by alternating the individual weapons. This capacity is particularly valuable for machines which expect to engage both Super-heavy vehicles and more conventional armor, as it allows them to avoid "overkilling" units with slow-firing blasts when even a single Turbo-Laser would be sufficient.
 
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Issue with a Tank Destroyer concept though, if I read this right, there isnt a way to make trade offs so a smaller platform can carry a much larger cannon.

The ONLY way to mount a super heavy weapon is to use a heavy grav.

You could presumably build a regular tank destroyer off a grav barge chassis to threaten tanks with a cheaper vehicle, but not titans.
You can design a chassis which could do that, eventually, it's simply that you don't have a suitable base chassis yet and In Universe nobody is willing to spend the time on designing entirely new vehicle chassises while so many things are either actively on fire or smoldering still. (Same reason why some of the more fun™ weapons research is being set aside for now; you simply don't have the resources to run "maybe we can get something in fifty years" type projects at the moment.)

That said, it is theoretically possible to cram a vehicle scale weapon into a Skimmer, if you're willing to sacrifice basically all other capability for it, which does rather fit the "tank destroyer" role.
 
That said, it is theoretically possible to cram a vehicle scale weapon into a Skimmer, if you're willing to sacrifice basically all other capability for it, which does rather fit the "tank destroyer" role.
Would also be good for self propelled artillery. But I get it, cant have it all.


We definitely need an armed jetbike model though for fast attack.
 
Shrike Skirmish Tank:
-[ ] Skimmer Chassis
-[ ] Refund Heavy Weapon Slot
-[ ] Refund 2 ranged weapons for a systems slot.
-[ ] Trade 6 Systems slots for a Vehicular Weapon Slot
-[ ] Spike Cannon
-[ ] 2x Spike Rifles/Needlers
-[ ] Vehicular Holofield.

Behold, a perfectly ordinary tank-hunter! It scoots, it shoots, it has anti-infantry guns!

ETA: My math was off, we lose the spike rifles/needlers. It's still a skirmishy fast-attack thing, it's just less good outside it's one hat. It should be cheap though.

You could also do a heavy jetbike with the same gun without the holofield. Dunno how much it would cost, but 'very cheap' would be my guess.
 
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You can design a chassis which could do that, eventually, it's simply that you don't have a suitable base chassis yet and In Universe nobody is willing to spend the time on designing entirely new vehicle chassises while so many things are either actively on fire or smoldering still. (Same reason why some of the more fun™ weapons research is being set aside for now; you simply don't have the resources to run "maybe we can get something in fifty years" type projects at the moment.)

That said, it is theoretically possible to cram a vehicle scale weapon into a Skimmer, if you're willing to sacrifice basically all other capability for it, which does rather fit the "tank destroyer" role.
The skimmer would basically sacrifice all of the system slots (with the ranged slots refunded for the last needed system slot) for a vehicle weapon slot. Leaving only a single heavy slot left. Which, unless I'm getting this wrong and/or missing something, would mean that you could put on a holofield if you refunded the heavy slot for two system slots?

Although mentions of inefficiencies in trading slots up above would explain why the design wouldn't work, and it seems like it would be kinda fragile compared to the rest of our stuff anyway with only holo-fields.

And I've been ninjaed while deliberating on this. Although would a heavy weapon be good enough for a antitank role vs a vehicle slot weapon? Edit: Not sure why I was thinking only of lascannons and it appears the question is now moot anyway.
 
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@Mechanis two questions for clarity.

1. Looking over the warhost, our CURRENT Jetbike models are not themselves armed and instead the pilot just holds a pistol, correct?

2. Is it possible to twin link a pair of Fate- weapons mounted on the same chassis to share their prediction and guidance systems?
 
From my understanding, Spike Cannons are high-power-low-ROF weapons, so using two as backup weapons to a Starlance seems like it would leave the vehicle without a tool to deal with large groups of light/medium infantry effectively. I feel like replacing at least one with a Heavy Needler would be a better choice, in either design.

Thanks for letting me know, I've edited the MBTS to include a heavy needler and a spike cannon.

Also...

-[ ] Vaul's Anvil Superheavy Grav-Tank (Budget Version)
-[ ] 1x Starblade (Superheavy Slot)
-[ ] 2x Starlance (Vehicle Slot)
-[ ] 1x Spike Cannon, 1x Heavy Needler(Heavy Slot)
-[ ] Vehicle Holo-Field
-[ ] 3x Vehicle Grav-Shield
-[ ] 2x Needler Rifles

Total cost = 744 EP + 90SC

This would be a pretty effective titan-killing superheavy for when we need something big and stompy to drop dead ASAP, 2 backup starlances will deal with any kind of tank related shaboingery and the spike cannons + needler rifles will mop up any grunts trying to touch our tank.

Three Grav-Shields and a holo mean that this motherhecking BRICK of a vehicle is not going to get a SCRATCH on it.

Though, this IS the budget version of the Vaul's Anvil (which is named after an Ulthuani city coincidentally) and is designed for if we need a relatively effective anti-titan vehicle but we don't want to cough up too much EP for it.

The REAL tank is just below.

-[ ] Vaul's Anvil Superheavy Grav-Tank (Full Exotic Panoply)
-[ ] 1x Starblade (Superheavy Slot)
-[ ] 2x Starlance (Vehicle Slot)
-[ ] 3x Fatecaster Rifles (Heavy Slot)
-[ ] Vehicle Holo-Field
-[ ] 3x Vehicle Grav-Shield
-[ ] Trade in 2 Ranged Slots -> 1 System Slot.
-[ ] Trade in 15 System Slots -> 2 Vehicle Slots + 1 Heavy Slot
-[ ] 1x Starcarver (Vehicle Slot)
-[ ] 1x Fatesever Cannon (Vehicle Slot)

Total Cost = 873EP + 5 Scopes + 98SC

This is it, the beginning and the end of any godless creature that DARES to use titans against us, with a Starblade acting as our main cannon (capable of oneshotting a warhound), 3 Fatecaster rifles to act as anti-infantry support and 2 Starlances + a fatesever cannon as backup anti-tank weaponry, this rendition of Vaul's Anvil will break anything that it encounters, from infantry, to vehicles, to Titans, this is not a tank, this is a firm and loud 'Fuck You' to be deployed into a battlefield for when we need something to be smeared across the walls, and for the walls to be beaten into powder.

Crew Armament for the Budget version of the VA will be Void Guard, with maybe some exotic weaponry.

The FULL EXOTIC version will feature a FULL ithilmar outfit for the crew + some heavy exotics for the SLIM chance that if something's lucky enough to kill it, the crew will be able to evac the tank and kill their way back to safety.

Made some new alterations to my current tank designs and added concepts for a superheavy tank (one being a budget / No exotics version and the other being full/nearly entirely exotics)
 
The descriptions for Spike weapons do not seem to imply a slow rate of fire, just that they hit harder to compensate for being less accurate than a Fatecaster

what would be the point of needle weapons then? If spike-weapons are rapid-fire and hit harder, what would the purpose of the needle-family be? Based on their existence I was assuming spike-weapons were operating in fairly low ROF, while Needlers have a high ROF but lower individual shot-strength.

My assumption was that Needlers operate in the range of Shuriken Weapons in terms of rate-of-fire, while Spike Weapons would be more like Kalashnokovs in terms of our rifles and Spike Cannons would be our autocannon-equivalent, but with pure kinetic energy projectiles instead of explosives.
 
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[] Anvil's Horn(768EP 45SC 4PS)
-[] Heavy Grav-Vehicle
-[] Weapons:
--[] Superheavy: Fatesheer Cannon (300 EP 4 PS), 1 Starlance (350 EP 45SC)
--[] Heavy: 1 Heavy Needler (10 EP)
-[] Slots: 30 slots into 1 SHW, 2 Vehicle, 2 Ranged and 1 Heavy into 11 Slots
-[] Defense 11 slots:
--[] Vehicle Holo-Field x1, Vehicle Grav-Shield x3 (108 EP)

This is not the most efficient anti-knight platform, but if you want to bring two Superheavy weapons into a battle in a single platform then this will do the job. It has a main cannon with the Fatesheer for improved accuracy and a Starlance for when weight of fire is required. The heavy Needler is the backup weapon for infantry that slip past the battle line.
 
what would be the point of needle weapons then? If spike-weapons are rapid-fire and hit harder, what would the purpose of the needle-family be? Based on their existence I was assuming spike-weapons were operating in fairly low ROF, while Needlers have a high ROF but lower individual shot-strength.
Needlers, as I understand them, have multiple barrels (look at the Media threadmark for the art) have a ROF of haha yes, compared to Spike weaponry (Single barrel but more stoping power) which has average(?) ROF.
Edit: could have sworn there was art about the needlers and spike weaponry.

Edit 2 : not art but about the weapons
Needlers aren't really sniper weapons, not like Fatecasters are. The Needle variants are more auto-pistol/SAW types, while Spike weapons are more hand-cannon/DMR-ish. (You may note that the Needler Rifle is a twinbarrel, the Carbine is a tribarrel, and the pistol is getting into pepperbox territory with four barrels, whilst the Spike weapons all have barrels you can stick a thumb down.)
 
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what would be the point of needle weapons then? If spike-weapons are rapid-fire and hit harder, what would the purpose of the needle-family be? Based on their existence I was assuming spike-weapons were operating in fairly low ROF, while Needlers have a high ROF but lower individual shot-strength.
it's simple. Spike weapons have autocannon rates of fire-needles have rates of fire more associate with mad dreams of miniguns and metalstorm. Thousands of fletchettes or tens of thousands, not hundreds per minute. Spike weapons have AP as well, so they punch through armor that needles bounce off or break apart upon hitting.

Anyways, time for the Tackspitter IFV:
-[] Light Grav-Vehicle chassis
-[] Spike Cannon
-[] Heavy Needler x2
-[] 6 Infantry Capacity (Enclosed)
-[] Holofield
-[] Gravity shield?
 
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