If we want (and i personally do) everyone in Power armor.
The drivers should get light power armor, not medium or heavy.
Part of it is cost (light PA is 3 EP without Holo-Fields, between 5 and 6 with one), the other bigger part is the size of the armor and how flexible it is.
Maybe light assisted with maximum power-assist? Like, to help them get out of the wreckage and dip, not fight. Guess it might have civillian applications too.
 
I feel like you're misunderstanding what it's like to be inside a vehicle. You're not exactly at ease, there's hardly any space, and your biggest regular threat is hitting your head one something the engineers forgot to pad. Your hands and feet need to maneuver just so to get into position to do their jobs, and physical dexterity to operate keyboards, switches and fix problems is at a premium.

You suggest that, in this cramped space, where you might need to reach into restricted areas, wearing power armor with extra bulky plating is the way to go.
I only suggested that accidentally, because what I had in mind was really this:
Look at that thing. It has multiple exposed gunner positions. The guy in those positions doesn't need to worry about being fine dexterity and being cramped, he needs to be worried about target identification, accurate aiming, and being shot by people who want his giant gun to stop shooting at them. If this is our design paradigm (and I suspect that it is for barge and speeder designs) we need the guys manning those guns to have a well-armored crew suit.

You're right that someone who spends their time flipping switches inside a cramped tank and interacting with the world through screens needs a totally different suit design. Autotargeting and sensors don't matter for them and armor would just get in the way. They probably need light armor, maybe with a protective conversion field to ward against emergencies. Or just stick with our cheapo brigantine forever.
 
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The best armour for vehicle crews is one that comes with a reliable teleport. No need to ponder over how their chances of survival look in case their vehicle gets busted if they can just dip out, but reliable teleportation on a personal scale and of a sufficient magnitude to get someone off a battlefield feels unreachable. Still, the teleport function might eventually be developed as a vehicle option, depending on how that tech ends up turning out.
 
The best armour for vehicle crews is one that comes with a reliable teleport. No need to ponder over how their chances of survival look in case their vehicle gets busted if they can just dip out, but reliable teleportation on a personal scale and of a sufficient magnitude to get someone off a battlefield feels unreachable. Still, the teleport function might eventually be developed as a vehicle option, depending on how that tech ends up turning out.
I think we'll have to rob necrons to get mass yoink tech. For everyone else it's extremely elite option.
 
TBH, craftworlds can produce Warp Spiders, and they aren't even really super-elite option. Not expandable, aspect warriors are pretty elite, but...

It might not be as endgame as it looks at the first glance. Especially if we get good results with the Change Our Souls projects.

That said, Dark Eldar "just resurrect your dudes" also might be viable. If anything, more viable, since we do have soul stones and our dudes could hang around indefinitely until we grow them new bodies. Craftworlds don't like these shenanigans, but... Eh.
 
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Heavy PA lets you triple damage output of a trooper, and doesn't cost much more, so medium is just not worth it, even if it's more agile.
Looking again I'd missed that weapon hardpoints was limited to Heavy PA, but even Medium PA would be able to carry both a Sidearm and a Longarm/Heavy weapon and I don't see them really needing more than that? I also wouldn't underestimate how important agility is for a jet trooper. I guess if we can finagle some kind of anti-grav for them then the weight would be less of a problem, but as is Medium just seems better suited.
 
even Medium PA would be able to carry both a Sidearm and a Longarm/Heavy weapon and I don't see them really needing more than that?
No, it's either longarm or a pair of sidearms.
When designing infantry, you may select one Armor option, and either one Longarm or Heavy Weapon, or two Sidearms, by default.
Maybe it's different for elites, or will be changed as we get more experienced troops, but for now basic squads get one melee/long/heavy or two sidearms. That's why melee weapon hardpoint on a heavy PA is in my opinion very very good for jetpackers. So much more damage per trooper.
 
Looking again I'd missed that weapon hardpoints was limited to Heavy PA, but even Medium PA would be able to carry both a Sidearm and a Longarm/Heavy weapon and I don't see them really needing more than that? I also wouldn't underestimate how important agility is for a jet trooper. I guess if we can finagle some kind of anti-grav for them then the weight would be less of a problem, but as is Medium just seems better suited.
Huh...I missed that.
How do other eldar do face mounted weapons if not with hardpoints? (mandiblasters and banshee masks)
 
No, it's either longarm or a pair of sidearms.

Maybe it's different for elites, or will be changed as we get more experienced troops, but for now basic squads get one melee/long/heavy or two sidearms. That's why melee weapon hardpoint on a heavy PA is in my opinion very very good for jetpackers. So much more damage per trooper.
When we were designing troop options it mentions that Void Guard Warsuits get an extra Sidearm for free (with Ithilmar getting an extra Sidearm or Longarm), so Medium PA should get the same.
Armor​
NameTypeExtra WeaponsExtra Equipment
Wraithbone Trauma PlatesMinimalNoneNone
Wraithweave VoidsuitMinimalNoneNone
Wraithbone HardsuitLightNoneNone
Wraithweave BrigantineLightNoneNone
Void Guard WarsuitMedium+1 SidearmNone
Ithilmar Assault SuitHeavy+1 Non-Heavy Weapon+1 Gear
 
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I think we'll have to rob necrons to get mass yoink tech.

The Exodites of Quilan happen to sit on an Old Necron Bastion. Just saying... would be a right Shame not to visit and pay our Respect to our Old Enemies. Maybe take a Souvenir or Two as a Memento.... is only Right.

EDIT: Now if we ever get to put Holo-Fields and Quantum Shields together. :drevil:
 
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The Exodites of Quilan happen to sit on an Old Necron Bastion. Just saying... would be a right Shame not to visit and pay our Respect to our Old Enemies. Maybe take a Souvenir or Two as a Memento.... is only Right.

EDIT: Now if we ever get to put Holo-Fields and Quantum Shields together. :drevil:
The Ghost/Ghoul Stars were a (large and multi-system) Necron stronghold during the War in Heaven. All the Super Haunted™ things coming out of there are fallout from when the Old One's side of that conflict broke it over their knee, or repercussions of Phaerakh Xun'bakyr murdering Llandu'gor the Flayer there. Quilan has a fairly large and powerful fleet for an exodite world because occasionally Things come crawling out of the place and they need to Kill Them With (Plasma) Fire.

But there are presently very, very few active Necrons out and about---basically just Trayzen and Orokan, really---and the Tomb Worlds were well-hidden enough that the Aeldari Empire only ever found traces of the things (because otherwise they would have destroyed the things with extreme prejudice, up to and including "blow up the star and then swallow the supernova in an FTL-propagating black hole just to be sure," and they were definitely looking very hard for a good long while after the War ended.)
 
(because otherwise they would have destroyed the things with extreme prejudice, up to and including "blow up the star and then swallow the supernova in an FTL-propagating black hole just to be sure," and they were definitely looking very hard for a good long while after the War ended.)
So what your saying is that the reason all the tomb world's are so well hidden is because the ones that weren't got killed by OP space elfs?

Curious. Almost like the Eldar were traumatized.

That said. It's also goodies. So we should go looking again.
 
But there are presently very, very few active Necrons out and about---basically just Trayzen and Orokan, really---and the Tomb Worlds were well-hidden enough that the Aeldari Empire only ever found traces of the things
Should probably be a fair amount of salvageable Noctilith right? Since both WiH factions made pretty heavy use of the stuff and old war sites later on become IoM Blackstone "Mines"
 
That said. It's also goodies. So we should go looking again.
We have less well guarded and better hidden goodies in the form of dead crone worlds and the other thing that we apparently haven't looked into yet that biel-tan are trying to get. Currently, between the rush job War Karrock refit, dealing with the next major incursion of Orks with our reinforcements, and hopefully the fleet we sent out finishing it's freeboota hunting run, we'll have plenty of forces to send out to scour crone worlds for goodies within our area and scout out even farther along the webway. We can consider tomb hunting when easier sources of loot are no longer available.
 
Will we be able to mount holofields and grav shields onto the craft world?

We have less well guarded and better hidden goodies in the form of dead crone worlds and the other thing that we apparently haven't looked into yet that biel-tan are trying to get. Currently, between the rush job War Karrock refit, dealing with the next major incursion of Orks with our reinforcements, and hopefully the fleet we sent out finishing it's freeboota hunting run, we'll have plenty of forces to send out to scour crone worlds for goodies within our area and scout out even farther along the webway. We can consider tomb hunting when easier sources of loot are no longer available.

What is Biel Tan after anyway?
 
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What is Biel Tan after anyway?
Just us not being big on bringing the old Aeldari empire back and not conforming to the paths of asuryan. Altaioc doesn't like us because of this too but to a lesser extent and mainly because they are just so arrogant. Biel-tan just wants to punish us because they are the most bloodthirsty of the eldar and still think the galaxy is there's, basically they consider us weak willed traitors.
 
982.M29 | Turn 3 | Meros Fleet Action | Wargear Production
Grav-Weapons
Grav-Weapons encompass a vast variety of ranged and close combat weapons which exploit gravity manipulation to damage and or disrupt a target—from Amplifier Guns that turn a victim's own mass against it, to Gravity Blades that can cut nearly anything, and dozens of other applications besides, Grav-Weapons are perhaps the second most common form of High Technology weaponry after Plasma weapons, and a truly dizzying number of weapons can fall under this umbrella.
  • Gravity Blades generate an impossibly sharp cutting edge with focused gravity fields—it is, in fact, so impossibly sharp that such weapons must be limited in efficiency, lest they slice apart not just molecules but atoms—and few wielders of a blade can stand in the heart of a nuclear explosion unharmed. On the other hand, even with deliberately throttled sharpness, such blades can still cut through most materials with no more difficulty than air.

    Type: Light Melee | Melee
    Equipment Points cost: 14 | 16
  • Implosion Hammers are melee weapons which incorporate a powerful but very short ranged grav-implosion projector in the head of a warhammer or maul. When the weapon strikes a target, the projector is activated as close to impact as possible, inflicting significant damage from the implosion effect. Their weakness, however, is that the projector machinery is not especially suited for being repeatedly smashed into things, and thus will generally suffer some form of disabling damage after repeated and prolonged usage in combat.

    Type: Light Melee | Melee
    Equipment Points cost: 10 | 13
  • Conceptually similar to the Chainsword, though vastly more sophisticated, a Rending Blade uses dozens or even hundreds of small but extremely powerful 'gaol-fields' which are rapidly oscillatilated to tear apart materials like a saw. While sophisticated, these weapons are considerably less expensive to produce than many other comparable weapons due to the relative simplicity and very short range required of their field-projectors.
    Type: Light Melee | Melee
    Equipment Points cost: 5 | 8
  • Graviton Thrusters are some of the most effective armor-piercing weapons in existence, their signature vantablack beams easily perforating almost any material with effectively no resistance. While potent, the individual beams are relatively thin—the standard pistol and rifle sized weapons being perhaps the diameter of a pencil—and so they are most effective when the user can target known weaknesses with high accuracy.
    Graviton Thruster Serpentia
    These highly advanced weapons fire thin beams of absolute blackness which can penetrate most materials as if they don't even exist, though their range is relatively short.

    Type: Pistol
    Equipment Points cost: 4
    Graviton Thruster Caliver
    Exotic gravity weapons that fire distinctive black beams of gravetic force that can punch through nearly anything without resistance, Graviton Thrusters are the terror of any armored unit with known weakpoints—their beams may be thin and their range limited, but very, very few materials can resist these weapons at all.

    Type: Ranged
    Equipment Points cost: 7
    Graviton Thruster Lance
    Unlike smaller graviton-thruster weaponry, Graviton Thruster Lances have significantly less limited range, being comparable to the average range of other energy weapons of similar scale—this makes these rare and exotic devices extremely dangerous even in relatively small numbers.

    Type: Heavy | Vehicle | Superheavy | Naval | Heavy Naval
    Equipment Points cost: 24 | 65 | 150 | 9 | 14
  • Powerful weapons which emit ultra-sharp 'blades' of gravetic force, Graviton Sheer weapons can easily slice apart anything that is foolish enough to allow one into range—for their short effective range is their critical weakness.
    Graviton Sheer Rifle
    A Graviton Sheer Rifle emits a flat 'plane' of gravetic force that will slice through nearly anything from its signature bladelike emitter. The operator can tune the shape of these blasts to account for different targets and battlefield conditions, such as releasing an expanding crescent to cut down a mob of charging Orks or a narrowly focused arrowhead to slice specific weapons off of a tank, though range is limited to only a few meters before the field weakens into uselessness.

    Type: Heavy
    Equipment Points cost: 20
    Graviton Sheer Cannon
    A scaled up version of the Graviton Sheer Rifle, this weapon operates in a similar fashion, firing flat 'planes' of grav-force which cut most materials like air. The principal advantage of these larger weapons is that their more powerful emitter arrays can sustain deadly levels of force for a much greater distance of a few hundred meters, when firing compressed and focused blasts, though even on 'wide-beam' settings the weapons can reach a few dozen meters.

    Type: Vehicle
    Equipment Points cost: 50
    Graviton Sheer Bombard
    Massive and moderately expensive weapons based on the Graviton Sheer Rifle, Graviton Sheer Bombards fire two perpendicular planes of force from their cross-shaped emitters—While they do gain some range over a smaller Cannon, they are still ultimately most effective at short ranges, especially when used by Voidships.

    Type: Superheavy | Naval
    Equipment Points cost: 95 | 7
  • Vibration weapons project rapidly oscillating gravetic fields from their distinctive dish-like emitters, visible only as a seeming ripple in the air—yet anything caught within their beams will swiftly begin to heat up as the grav-fields excite their molecules. At lower intensities and with lesser power, such weapons can be limited to simply inflicting debilitating (though eventually deadly) burns to a target or lighting particularly flammable objects or materials on fire, but the more powerful weapons of the family can boil a man alive instantly or reduce a light tank to a mound of molten slag in seconds. Regardless of size, however, all vibration weapons have fairly limited range, being considered medium ranged weapons at best.

    Vibration Serpentia
    The weakest form of Vibration weapon, these pistol sized forms of the technology are effectively limited to inflicting serious burns or lighting flammable or volatile materials in spite of armor, and at fairly limited ranges as well. However, their ability to simply ignore most forms of armor material mean that these weapons should definitely not be underestimated.

    Type: Pistol
    Equipment Points cost: 3
    Vibration Caliver
    These exotic grav-weapons use rapidly oscillating grav-fields to cause targets to heat up—held for even a few seconds, these weapons can burn an armored infantryman to death inside a suit of power-armor, render metal too hot to touch, and set off explosions or conflagrations as volatile materials are swept by the field.

    Type: Ranged
    Equipment Points cost: 8
    Vibration Culverin
    Larger and more powerful than the handheld versions, a Vibration Culverin can impart so much heat to a target that a man explodes, rather than burns, as all the liquid in their body turns instantly to steam, and heat metals to deadly temperatures in seconds.

    Type: Heavy | Vehicle
    Equipment Points cost: 22 | 56
    Vibration Bombard
    The largest form of Vibration weapon, massive Vibration Bombards can reduce a tank to little more than a puddle of slag in seconds, whilst their naval cousins can inflict devastating damage to voidcraft in a short-range brawl, ablating entire sections of a vessel into sheets of slag and vapor.

    Type: Superheavy | Naval
    Equipment Points cost: 165 | 10
  • Sweeper weapons are a weaponized form of tractor-pressor beam, projecting a wide but relatively weak grav-field which attempts to keep everything within it stationary relative to the emitter. Whilst this field is only strong enough to be comparable to thick mud—or wet concrete for the larger models—the operator can simply move the emitter to inflict a proportional 'shove' on everything within the field, sending everything affected stumbling—or slamming into the terrain, shoved off of cliffs or into dangerous fires or machinery.

    Type: Heavy | Vehicle
    Equipment Points cost: 18 | 45
  • One of the two most common forms of grav-weapons, Imploder Guns project powerful grav-fields which can slow or stumble an enemy on lower power settings and crack bones, crush joints, or even crumple vehicles like they were made of cheap foil, depending on the size of the weapon.

    Imploder Pistol/Rifle
    These handheld grav-weapons might lack the power to crush a tank, but they can still inflict debilitating or even deadly crush damage to merely organic tissues—or the weaker portions of human-scale robots.

    Type: Pistol | Ranged
    Equipment Points cost: 3 | 6
    Imploder Cannon
    Imploder Cannons are deadly grav-weapons which can easily crush armored infantry, lighter vehicles, or even entire battle tanks depending on the size of the weapon. Of course, at lower settings, they can simply immobilize such units instead, making them quite usefully flexible.

    Type: Heavy | Vehicle | Superheavy
    Equipment Points cost: 18 | 45 | 125
    Macro-Imploder
    Massively scaled-up versions of their lesser cousins, Macro-Imploders are gigantic grav-weapons designed to be used against voidcraft at short and medium ranges.

    Type: Naval | Heavy Naval
    Equipment Points cost: 6 | 14
  • Perhaps the second most common form of grav-weaponry, Amplifier Guns are fiendishly simple: their only effect is to amplify the effects of gravity on a target area. At high enough strength, such weapons can crush a Titan under its own weight, for these weapons are more effective the larger—and therefore more massive—their victim is.

    Amplifier Serpentia
    An Amplifier Serpentia is an advanced gravity-weapon which increases the effects of gravity on an area perhaps two meters in diameter, to a factor of perhaps four at most—which is still quite sufficient to crush most species to death under their own weight if held for any significant length of time. Though of course these high power settings will quickly drain the power supply, so operators will usually keep to lower amplification factors on smaller areas to conserve power.

    Type: Pistol
    Equipment Points cost: 3
    Amplifier Caliver
    These advanced grav-weapons amplify the effects of gravity for a small area—perhaps two or three meters—around their focus point, by up to ten times its normal strength. Under such gravitational force, most biologicals are simply crushed by their own weight, and even many vehicles cannot survive. Of course, such high settings will rapidly drain the weapon's power cells, so operators typically stick to far lower amplification settings for better endurance.

    Type: Ranged
    Equipment Points cost: 7
    Amplifier Culverin
    Whilst the actual amplification effect of these larger weapons is not exceptionally stronger than the handheld versions, topping out at perhaps a factor of fifteen or sixteen, the area affected is substantially larger—where a Caliver can target perhaps a single infantryman effectively, these larger weapons can target entire squads or large vehicles at the same time.

    Type: Heavy | Vehicle
    Equipment Points cost: 18 | 40
    Amplifier Bombard
    The largest form of Amplifier weapons, Bombards—especially the massive "Grand" macro-weapons and even larger "Emperor" heavy macro-weapons—increase in both strength and area affected as their size increases. Even the smallest form, however, can crush the toughest targets under thirty or more times normal gravity.

    Type: Superheavy | Naval | Heavy Naval
    Equipment Points cost: 110 | 8 | 13
  • Point Singularity Projectors are advanced and exotic explosive weapons that harness the power of gravity to create a potent area-effect weapon. These weapons compress space into micro-singularities which are then fired at a target, kept compressed by an extended grav-field. When the projectile reaches the desired distance and the operator releases the compression field—or simply reaches the range limit of the field projectors—the singularity evaporates, releasing all of the energy it claimed in a tremendous explosion. While the complex operation of the weapon necessitate a fair degree of skill to use effectively, the tactical utility of such a weapon in terrain-clearing and the direct-fire artillery role are rather self-evident.

    Type: Heavy | Vehicle | Superheavy | Naval
    Equipment Points cost: 25 | 62 | 175 | 12
Plasma Weapons
Perhaps the single most ubiquitous form of High Technology weaponry, Plasma weapons fire bolts, blasts, streams or beams of ultra-hot matter that can superheat most materials that it cannot ontright destroy, often inflicting significant area-effect damage from thermal bloom and radiant heat.
  • Sunblasters are a form of man-portable plasma weapons used by the Eldar, a relative of the larger Suncannons seen on many vehicles. Largely conventional in operation, the most notable feature of these weapons is that their cooling array can become dangerously hot during sustained firing, enough to inflict severe burns even though fairly thick gloves. Consequently, deployment of these weapons is restricted to forces in various forms of power armor, whose more heavily insulated gauntlets can protect the operator from the weapon's heat.

    Type: Pistol | Ranged | Heavy
    Equipment Points cost: 2 | 6 | 15
  • The larger, vehicle scale version of Sunblasters, Suncannons are largely conventional plasma weapons with few standout characteristics compared to most other weapons of equivalent size and type.

    Type: Vehicle | Superheavy | Naval
    Equipment Points cost: 30 | 95 | 5
  • Fusion Mortars are a plasma-based tactical artillery weapon that fire highly compressed 'shells' of plasma in a preprogrammed arc trajectory, releasing a large blast of superheated plasma comparable to more conventional artillery weapons of comparable size, though obviously the operator can simply set a flat trajectory and fire them like a conventional weapon.
    The man-portable form is designed to be either shoulder-fired whilst on the move, or emplaced with an adjustable bipod, whilst larger versions can be mounted to vehicles or even voidships as powerful close-combat weapons.

    Type: Heavy | Vehicle | Superheavy | Naval
    Equipment Points cost: 18 | 32 | 110 | 6


No major attack has pressed against Meros during this period—instead, a most worrying sign appears, for the Orks have been skirmishing, sending small parties that do not commit to a battle but instead poke and prod at the fleet there. This means only one thing: facing Meros now is the most dangerous manner of Ork: one who has learned patience, and a manner of rudimentary tactical skill—and been able to browbeat his subordinates into employing it.

You have 5000 Equipment Points to distribute, which may be from any of the tables below.
NameEP CostSpecial Resource CostType
Starblaster Pistol41 StarcrystalSidearm
Starblaster Rifle102 StarcrystalsLongarm
Starblaser Carbine82 StarcrystalsLongarm
Starcarver308 StarcrystalsHeavy Weapon
Fatecutter Pistol31 Fatebender Psy-scopeSidearm
Fatesplitter Carbine71 Fatebender Psy-scopeLongarm
Fatecaster Rifle251 Fatebender Psy-scopeHeavy Weapon
Needler Pistol2NoneSidearm
Needler Carbine4NoneLongarm
Needler Rifle6NoneLongarm
Heavy Needler10NoneHeavy Weapon
Spike Pistol3NoneSidearm
Spike Carbine4NoneLongarm
Spike Rifle5NoneLongarm
Spike Cannon12NoneHeavy Weapon
Laspistol1NoneSidearm
Lasrifle2NoneLongarm
Lascarbine2NoneLongarm
Lascannon6NoneHeavy Weapon
Flamer Pistol1NoneSidearm
Flamer2NoneLongarm
Heavy Flamer6NoneHeavy Weapon
Screamer Grenade Launcher4NoneHeavy Weapon
Force Sword (Light)9
None
Sidearm
Force Sword14NoneLongarm
Force Stave16NoneLongarm
Power Sword (Light)15
None
Sidearm
Power Sword18NoneLongarm
Power Maul20
None
Longarm
Close-Combat Weapon (Light)1NoneSidearm
Close-Combat Weapon1NoneLongarm
Holo-Field Generator8NoneDefense
Wraithbone Trauma Plates1NoneArmor
Wraithweave Voidsuit2NoneArmor
Wraithbone Hardsuit3NoneArmor
Wraithweave Brigandine2NoneArmor
Void Guard Warsuit6NoneArmor
Ithilmar Assault Suit23NoneArmor
NameEP CostStarcrystals RequiredFatebender Psy-scopes Required
Jetbike (Militia)2100
Jetbike (Fatesplitter Carbine)2801
Jetbike (Starblaster Rifle)3120
Razorwind Jetbike6600
Bright Talon Heavy Jetbike9881
Star Flare Attack Skimmer120162
Cloudburst Attack Skimmer9300
Attack Barge15600
Mirage Hover-Transport18200
Needlestorm IFV23603
Starhammer Battle Tank380280
Blazestar Grav-tank257201
Star Anvil Superheavy Assault Tank1300786
Bright Eagle Fighter-bomber469400

[ ] Allocate Wargear production


6 HOUR MORATORIUM
Please vote by plan.


 
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[ ] Allocate Wargear production



Mechanis, we've already committed the wargear in the turn plan, is this just you saying "Argue it again because you can add the new tech to it because this doesn't require Steward actions to implement?"

EDIT: Also, tactically speaking, what are the pros and cons of Gravity Melee weapons compared to Power Weapons? Of all categories?
 
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Mechanis, we've already committed the wargear in the turn plan, is this just you saying "Argue it again because you can add the new tech to it because this doesn't require Steward actions to implement?"

EDIT: Also, tactically speaking, what are the pros and cons of Gravity Melee weapons compared to Power Weapons? Of all categories?
I don't see where the new gravity or plasma guns are available on the list so...
 
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