Fafnirs are Heavy/Grand Cruisers, a type of class you don't actually have a hull for yet, like Raiders and Corvettes. Most of them tend to be some flavor of Discount Battleship---in the Fafnir's case it's armed like a cruiser but armored like a big tough Battleship brawler.Definitely a Clipper, between the 2 CIWB's (4), 2 Plasma Thrusters (4), 1 Aethersail (1), and 5x Hull reinforcements (5) that's already 14 System slots plus it still had 6 Weapon slots. Only way to math that out would be to trade all Heavy weapon slots for 4 regular weapon slots, and then drop two of those for the extra 2 System slots it would need.
As far as making our own brawlers, all our existing ships besides the Escorts use hull forms which favor Weapon slots over System slots.
That means that trying to refit any of them into the brawling role will result in substandard ships because we'd need to either settle for all around worse survivability due to having fewer System slots to invest into that or compromise on firepower by make inefficient Weapon slot to System Slot trades to cough up the System slots for the additional survivability.
Any brawler that we make ideally needs to be a design using either a Dhow (still think light cruisers just aren't beefy enough to be brawlers), Clipper, or Galleon as those are all hull forms which favor System slots over Weapon slots.
Holy shit, that's a lot of stuff.
Especially hyped for the Missile Launchers, Plascasters, Combi-Grav weapons, and new Shields.
Peaceful in 40k is a massive disadvantage. Who'd have thunk?
Something to note. Zahr-Tann Is a minor craftworld, and they have one hundred and eighty warhosts.
Biel Tan is a major craftworld, it could well have a hundred times the population, and a proportionately larger number of hosts.
Of interest is that they got Flare Shields on their basic line infantry.
Refractor shields on common units. Flare shields look like they are gonna combo wonderfully with the Holofields, too.
Something theoretically surmountable. Otherwise, we were fucked in chargen and there is nothing we could do, therefore nothing to worry about.What the fuck is BT going to send us if Zahr-Tann is a minor craftworld?
Check firewave squad.its on the transports, Not the line infantry, Their is a big difference between a vehicle shield and a personal shield.
Seems like this is Zahr-Tann's equivalent of our Brigandine, a 2 EP armor to hand out all over the place. Semi-powered armor; they're going to be able to use our suncasters.The standard model of armor used by the forces of Zahr-Tann, the Forgeguard Warsuit is a light power-assist armor with an integrated Autotargeting system.
Keep in mind there's two levels of military preparedness between you, because Zahr-Tann is a Martial Craftworld, not just one who didn't take the Peaceful trait. Which meant they started with a fairly decent army in both size and equipment, because "having a decent army" was one of their pre-Fall priorities.The more of these descriptions I read the more I get the impression that these guys actually know how to fight. Almost none of their stuff reads like it's been desperately cobbled together over the last handful of years in crash refit programs like literally everything of ours, and those combi-gravs are like someone took the technology that we're developing right now and did the sensible thing of making one really good type of gun out of it to use everywhere instead of developing a dozen different kinds and then being stuck wondering which to use when like we are. Those line infantry squads read like they're a combination of cheap and functional and survivable that would actually work. It's just... all the problems that we have, they don't.
I'm starting to wonder if those extra points from Peaceful were worth it if this is what the other side gets.
Oh, Beil-Tan absolutely has the forces to crush you like a bug on paper.Something to note. Zahr-Tann Is a minor craftworld, and they have one hundred and eighty warhosts.
Biel Tan is a major craftworld, it could well have a hundred times the population, and a proportionately larger number of hosts.
There is a massive difference between start with 80! fully formed warhosts and a fully working army.
And ~12 warhosts most of which are civilians that you might as well send in with sticks.
We have to spend on the order of 20-30AP from the steward section alone to fix the gear.
Add in the equivalent of ~40-50 BAP if we use the forge.
Overall we have to likely spend close to 80AP to just fix the mess we started with.
That was a 3 point difference, by the way.
Something theoretically surmountable. Otherwise, we were fucked in chargen and there is nothing we could do, therefore nothing to worry about it.
Oh, Beil-Tan absolutely has the forces to crush you like a bug on paper.
The problem is that their entire cultural thing means they're already starting to run around starting more fires than they have firefighters to go put them out, so their theoretical maximum forces are meaningless and what matters is what they can actually shake loose from all their other commitments.
My entire reasoning as well, theoretically biel-tan could absolutely steamroll us but their culture and nature basically means that they are limited in what they can send to assault us. It will still probably be big but they have fucked themselves by being well, biel-tan and fighting literally everywhere else.Oh, Beil-Tan absolutely has the forces to crush you like a bug on paper.
The problem (from their perspective) is that their entire cultural thing means they're already starting to run around starting more fires than they have firefighters to go put them out, so their theoretical maximum forces are meaningless and what matters is what they can actually shake loose from all their other commitments.
So how do allies work? Are they part of a coherent singular body politic? Does Zahr Tann follow our lead?Keep in mind there's two levels of military preparedness between you, because Zahr-Tann is a Martial Craftworld, not just one who didn't take the Peaceful trait. Which meant they started with a fairly decent army in both size and equipment, because "having a decent army" was one of their pre-Fall priorities.
Oh, Beil-Tan absolutely has the forces to crush you like a bug on paper.
The problem (from their perspective) is that their entire cultural thing means they're already starting to run around starting more fires than they have firefighters to go put them out, so their theoretical maximum forces are meaningless and what matters is what they can actually shake loose from all their other commitments.
So in total, Zahr-Tann sent us a third of their forces, about 600 warships and 80 warhosts.
What the fuck is BT going to send us if Zahr-Tann is a minor craftworld?
80 Warhosts is a third of the troops, but 600 ships is half their fleet, not a third.A full third of Zahr-Tann's muster, sixty hosts in all, to use as you see fit, along with the full half of their fleet to support them.