Point Singularity Projectors use immense gravetic force to create a micro-singularity and then fire it at a target. When the singularity reaches the desired distance, the operator releases a secondary trigger and allows the singularity to evaporate, unleashing an explosion of tremendous force. While slow-firing and difficult to operate, a Point Singularity Projector can devastate a squad of infantry, blast apart a tank, or send a voidship reeling depending on the size of the weapon.
Rending Blades [Melee] [1 AP]
Effectively the Chainsword to the Gravity Blade's Power Blade, a Rending Blade uses multiple oscillating grav-fields of prodigious strength but miniscule range to rip their way through most materials—often in a spray of small chunks and dust flung away from the rapidly oscillating fields.
You are correct in that Graviton Thrusters are not making especially large holes in things, though of course that is very much relative as a Superheavy Graviton Thruster Lance is still going to be poking holes big enough to be larger than, say, an Orks' entire head, but they also make holes in things, with a list of materials capable of resistance that is very short. And two of them haven't even been (re-)invented yet.
It's basically like this: one action point gets you 5 "replace one type of armor in a Detachment" coupons, 5 "Replace or add any 3 weapons or equipment types in a Detachment" coupons, and 5 "trade one armor replacement and Equipment replacement coupon for one vehicle type addition or replacement" coupons, valid one turn only. How you choose to spend your coupons is your choice, as long as you have enough equipment and aren't adding more things than a Detachment can normally support.
It probably wouldn't even occur to Orks to dodge such a ship.Super sniper anti-void ship gun…and being able to cut anything apart? Stealth ramming ships that are armored to heck and back and laugh at anything that's not 2 sizes larger or faster or can kill it quick enough?
Add in potential to make the best armor ever after using super gravity because fuck you warp buggery and reality bullshit mixing?
Sign me up Scotty.
Okay, the costing here is a little tricky, but I think this breaks things down properly.[ ] Reverse-engineer Grav-weapons (1 AP minimum, See below)
Grav weapons use artificial gravity manipulation to destroy targets—whether it be by amplifying gravity so the target is crushed under its own weight, hurling victims into the sky to let natural gravity do the work, or ripping things apart with rotating or oscillating gravity-fields. Adding this technology to your arsenal will provide many options, for such weapons can be used on nearly any scale. Having devised a defensive system using gravetic principles already, you will find it easier to develop Grav-weapons than might otherwise have been the case.
Finally, there are a limited number of systems which may be developed between each type of weapons in the time you have available.
You may make one (1) selection from each category for free, plus four (4) additional selections across all categories. You may make further selections beyond this by investing the listed AP costs for each selection.
On a side note, what does this mean?[ ] Starcrystal Farm (5 points each, -50% production from 1 existing farm each)
[ ] Fateforge (7 points each, -100% production from one existing forge each)
On a side note, what does this mean?
Does it mean that building a Fateforge consumes the production of an existing fateforge until it's completed?
Or does it mean that building a new one just doesn't do anything?
For all homeside warhosts (3 Militia, 3 heavy militia, 1 Battlecasters) I'm putting
- all Hearthguard except jetbikers in Void Guard
- all Militia in brigantines
- all Battlecasters in Ithilmar
- I'm giving Militia Assault Squad leaders VGA+starcarver pistol, and everyone else will be in brigantine and swap laspistol for flamer pistol
- I make 14 extra VGA because we need to make something
Current suggestions for Vault investment is putting them on the engine, where a single roll could save 8BAP, if the system works as I think it does. So that's a pretty big gain.So a few things to note: using Vaul AP is substantially more efficient in terms of raw BAP for wargear production than it is reducing build times (that usually only saves 1d3 BAP- the big return is the time not the AP), considering we aren't strapped for time so much as we are BAP and that the scenario where we are strapped for time (refitting the military) spending the VAP on wargear is probably the best single use of it right now. I strongly recommend at least one VAP on wargear because it's just mathematically the most efficient way it can substitute for BAP outside of really long term estimates. If we really want to get more modern ships of ours in the water ASAP there's an argument for spending some there, but objectively speaking the Forge of Vaul is an insane advantage in wargear production and a minor acceleration in build times. 1 VAP is about 10.4 BAP of wargear- we have the greatest ability to print out war material on short notice of probably any Craftworld in existence.
I immediately thought of the shitty little fighters Meros made, imagine the look on someone's face when they get rammed by an upjumped escape pod and it cores their ship.Have a dumber idea. Apply this principle to power armor. Imagine a suit of Ithilmar or lighter power armor covered in grav blades. Or a vehicle covered in grav blades.
I really doubt we're going to get all three actions to fix the engines done before Biel-Tan shows up, especially because we still need to wait a turn and spend a stewardship action even once it's fully repaired (and afterwards time isn't nearly so critical) and even then, assuming we need to have some kind of decently geared up army for Biel-Tan and the Orks (who are implied to be fielding super heavy vehicles and a threat we should probably address even if we get our fellow Craftworlds out of the line of fire)- a VAP on wargear is still 10.4 BAP's worth.Current suggestions for Vault investment is putting them on the engine, where a single roll could save 8BAP, if the system works as I think it does. So that's a pretty big gain.
On top of that, if we manage to fix the engines, we can go fetch our greenery, which would free up a whatever ships we assign to escort duty.
The other two really big stand out weapons are Sweeper cannons and Fusion Mortars. Area of effect weaponry for our vehicles is probably the single greatest solution to both Orks and hostile Eldar.
IIRC, the Biel tan attack is a statistical thing. We had even odds of them attacking us by then, but since it hasn't happened yet, we're might still get lucky (don't fall for the gamblers fallacy. If they kept rolling no attack, it doesn't mean an attack is guaranteed now)Also, off topic but we are now at 980.M29, Biel-Tan is going to attack us by next turn and if we want to fight them off, we need to brace for impact ASAP.
The other two really big stand out weapons are Sweeper cannons and Fusion Mortars. Area of effect weaponry for our vehicles is probably the single greatest solution to both Orks and hostile Eldar. Orks are very swarmy and want to get to grips with us in melee where they can brawl us with their insane numerical advantage, and Eldar are both squishy and very hard to hit. Sweeper cannons let us both break up Orkish charges and shatter their momentum to let us bring our firepower superiority to bear and let us disrupt the agility and mobility of hostile Eldar and letting their relative fragility become a lethal weakpoint
Yeah, assuming things we don't take this turn don't disappear and the costing remains the same it's more efficient to focus on Plasma and let the Grav weapons be slow rolled by the free research slots.If we do the opposite and go all-in on plasma instead of grav, it has much less complex costing so we get something like this:
Also, off topic but we are now at 980.M29, Biel-Tan is going to attack us by next turn and if we want to fight them off, we need to brace for impact ASAP.
QM said that it's: the chance Biel Tan will attack us reaches at least 10% on Turn 3, which means an attack now is by no means guaranteed.IIRC, the Biel tan attack is a statistical thing. We had even odds of them attacking us by then, but since it hasn't happened yet, we're might still get lucky (don't fall for the gamblers fallacy. If they kept rolling no attack, it doesn't mean an attack is guaranteed now)