It would potentially allow us to really demonstrate our distinctive value to our allies. They don't seem to have anything in the way of indirect fires, so if we could develop artillery hosts to deploy alongside theirs it might make a noticeable difference to our joint performance.
I'm fine with just deploying our hosts armed with advanced wargear alongside our allies for now, but eventually I'd like to supply them with the wargear they can't create economically themselves. I hope to see us become the Arsenal of Elf-mocracy one day.
 
Oh, right, while we're on the subject of strike craft:

Are Heavy scale Sweepers likely to have any meaningful effect on enemy strike craft or torpedoes at all?
 
20 Starcrystals. 100 EP. 200 EP is nearly half the cost of the fighter.
My bad, but yeah, ditching the Starlances for say Suncannons (30EP) would drop the total cost down by 140EP although having a Fatesever (60EP) replace a Suncannon would make it very deadly against other strikecraft and still drop the total cost by 110EP.

Regarding turning the Caravel into a light carrier, here was a design I cooked up a while back:

[] Light Carrier Caravel Example
-[] Trade in 2 Weapon Slots for 2 System Slot
-[] 1x Heavy Las-Lance -1 Heavy Weapon Slot
-[] 2x Las-Lance Weapon Batteries - 2 Weapon Slots
-[] 2x Æthersail - 2 System slot
-[] 1x Plasma Thrusters - 2 System slots
-[] 2x Las-Lance Point Defense Battery - 2 System slots
-[] Holo-Field -1 System Slot
-[] Grav-Shield - 2 system Slots
-[] 1x Hanger - 1 System Slot

Keeping the Las-Lances because these things should be staying far away from any enemies and Las-Lances should be our longest range non-exotic unless the the Suncannon's range advantage over regular plasma weapons lets it match them.

This is way worse than a Dhow in the carrier role as the Dhow has 10 System Slots at base, and only 1 fewer Weapon Slot so we could take above design but either add an additional Weapon Battery or turn that into an extra System Slot for more hangars or some other piece of 1 System Slot cost equipment.

Edit:
Of course if we made a Dhow we would need to build a bunch of fresh hulls rather than just refitting one of our existing 52 damaged Battle Caravel hulls
 
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It's on the list, we will get to it--probably sooner rather than later TBH.

But I am definitely not rocking a Starlance equipped Strike Craft, that's gross overkill. Probably be using Plasma weapons for them, with the bomber using a bombard to do bombing runs with.

Wherever it is on the list, it needs to be far enough ahead of deploying voidcraft with torpedoes that we have enough of them built and deployed that they can escort them. That's probably quite far down the line, as I think Strike Craft are built and refit with regular EP by normal Bonesingers and Vehicle Foundries not NEP by Shipyards, making them compete with out ground forces for priority.

I think we want to refit our Caravels before that, as that's a requirement, I think, to move on to refit larger craft.

I'm fine with just deploying our hosts armed with advanced wargear alongside our allies for now, but eventually I'd like to supply them with the wargear they can't create economically themselves. I hope to see us become the Arsenal of Elf-mocracy one day.

Oh, I agree. While we still have the warning about having to upgrade our personal forces, that's probably a priority, even if I think we should focus our current forces on things that complement rather than duplicate our allies' capabilities.
 
"Master, are you sure you should be doing th-"
"Nonsense, Mireal! It will take more than a little bit of backlash from that meddlesome pigeon to truly-"
"A little bit‽ Master, that bolt threw you into the wall-!"
"As I said, a little bit of backlash. Have some faith in your old master not to repeat his mistakes, young Mireal, and note that I have put in a warding-circle!"
"Anyway. Where was I- ahhh, yes."​
⎍⎏⍹⍢⏃¥ FLZ-ASH ¥⏃⍢⍹⎏⎍
"Ha! Take that, you mange-ridden featherduster!"​

And that is why, even as a greater daemon, you don't mess with farseers.
 
Worth noting, with the Star- series weapons our infantry scale weapons have more firepower than other races vehicle grade lasers.

We could absolutely arm a fightercraft with just a pair of Starblaster carbines and NOTHING else and it would outgun an Imperium Lightning air superiority fighter.
 
So what would be a good set of weapons for a fighter? Zahr-Tann makes use of lascannons on theirs but we can probably do better then that.

Spike cannons can go brrt endlessly and have some armor penetration. We have sun cannons as plasma weapons, various grav weapons that are powerful but might be more expensive then we want on a fighter), and I don't think the combined grav guns would fit with an interceptor design.
 
even if I think we should focus our current forces on things that complement rather than duplicate our allies' capabilities.
Personally I think it would be much better and more fun to make our force it's own thing rather then something that needs to be deployed alongside someone else's forces in order to be effective.
 
I think it depends on how much Seeker research there is next turn and what it looks like, as we're doing a fair amount this turn. We've a lot of Bonesinger research built up, and I think I'd like to clear a lot of that out, as it's likely to give us options we're more likely to deploy widely as a standard part of a general refit, while Seeker research seems more likely to give more specialist weapons.
fair point.
Ha! Take that, you mange-ridden featherduster!
I love him. he deserves a name. old man Cealtharasis.
 
Keeping the Las-Lances because these things should be staying far away from any enemies and Las-Lances should be our longest range non-exotic unless the the Suncannon's range advantage over regular plasma weapons lets it match them.
Given the Grav Thruster has equal range to most energy weapons I think it probably has the same range? Unless Las Lances are especially long range. Anyways, I see why it's not the choice here since it's not the primary weapon anyways.
 
We could absolutely arm a fightercraft with just a pair of Starblaster carbines and NOTHING else and it would outgun an Imperium Lightning air superiority fighter.
That... is a very good point. Hmm.

Has range implications, though.
So what would be a good set of weapons for a fighter?
For superiority fighters in particular I want one Fatesever canon. It's more EP and exotic efficient than the Starlances, and fighter-versus-fighter conflicts seem like one of those places where "auto hit, auto crit" gets really mean.
 
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Personally I think it would be much better and more fun to make our force it's own thing rather then something that needs to be deployed alongside someone else's forces in order to be effective.
I'm pretty sure he is talking about having some forces, probably fighters rather than void ships, good at thing our allies aren't, so that there covering a weakness in our current defenders, rather than just designing them any which way we please.

haywire weapons for disabling ships, or Meson for heavily armored targets.
 
Worth noting, with the Star- series weapons our infantry scale weapons have more firepower than other races vehicle grade lasers.

We could absolutely arm a fightercraft with just a pair of Starblaster carbines and NOTHING else and it would outgun an Imperium Lightning air superiority fighter.
Why settle for tiny tankbuster rifles when you can have space-time warping aimbot cannons that can shoot anything around you? Fatetwisters are noted to have a firing sphere and I suspect that you can pull off the same trick with other Fatecaster type weapons like the Fatesever.
The principal advantage of Fatetwister Cannon batteries is that the enemy cannot, in fact, "walk out of the firing cone," because the things are using space-time manipulation for homing bullets and therefore have more of a firing sphere. unless the enemy is also using some kind of space-time Fekery as a defense themselves, of course. (Or just has a defensive system that can nope a giant spike of Wraithbone, like a Void Sheild)

Edit: essentially, you should treat Fatetwister Cannons as something more like a battery of guided-missile launchers with a KKV warhead than a "normal" macro-cannon.
If we took say a Cargo Shuttle airframe with it's 4 Vehicle scale weapons slots and slapped a Fatesever onto each of them you'd probably get a flying no-fly zone that can also wreck any tanks that it runs into.
 
-An Orkish ship and its bevy of escorts close in on a hapless world where seen are the ruins of great plantations, effortlessly swatting aside the small flotilla of half-wrecked vessels that make a doomed effort to stop them, a rough Orkish voice bellowing in laugher—"We'z eatin' good tanight, ladz!"--a battered Killkrooza flees from a reaching shadow, only for a dozen Orkish vessels to breach into reality, guns blazing; the shadow recoils from the thundering guns—"Pick yer gobs up an' kill dat fing already ya grots!"-
-Glittering golden stars reach out for the burning remains of an Orkish fleet; upon the bridge of the largest a massive Ork stares death in the face, scowling—"I knew I shoulda neffer taken dis job-"--A ramshackle station drifts, hidden in moonshadow and dust, above a modest spiderweb of glittering lights—"'ome again, 'ome again, jigg'te jig-"-

On this, as we're Scrying the present does that mean some poor Exodite World's fleet got shattered before we managed to get there?

Hopefully we managed to save the world.

I had a post covering this before but each of our 12 Combat Brigs has 3 squadrons each with 6 of these things. That's 12*3*6=216 Bright Eagles with a whopping 8640 Starcrystals sunk into them.

That's 432 Starlances. If we can directly recycle them and install them on vehicles, that would save a phenomenal amount of EP. Do we know if we can recycle equipment lke that?

Personally I think it would be much better and more fun to make our force it's own thing rather then something that needs to be deployed alongside someone else's forces in order to be effective.

In the long run, perhaps, but in the short run I think we should prioritise distinctive things that are complementary that we'll need in the long run as well, like artillery hosts, or superheavy tanks hosts, or mechanised heavy power armour storm trooper hosts.

We're not going to have a large enough army to want to deploy on their own for ages anyway, so we may as well sequence production this way.
 
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Anything that costs significant amounts of Exotics is a big expense, and 4 Fatesevers is 5% of our 5 year production of Psy-Scopes.
 
If you want to spend significant amounts of exotics, I have a proposal for you!

Megalance Ketch:
1 Aethersail
1 Holofield
1 Lascannon Point Defense
4 slots=1 Heavy weapons slot
2 Spike Macrocannons
2 Heavy Weapons slots=1 Special weapon slot
1 Starcaster Mega-lance.

Total: 1000 Starcrystal, 56 Weapons NEP, 3 Holofield NEP
 
Anything that costs significant amounts of Exotics is a big expense, and 4 Fatesevers is 5% of our 5 year production of Psy-Scopes.
That is fair, however I would still maintain that having any future strikecraft have 1 Fatesever would still be desirable simply due to how good they would be against other aircraft.

We have 12 Combat Brigs each with a Fatesever PD grid so we could get Fatesevers from them to arm our strikecraft. Each of those Brigs costs 360 Psy-Scopes which would suggest each one of them has 180 Fatesevers acting as their PD.

That's enough for a single Brig's PD battery to arm the majority of our 216 strikecraft with a Fatesever and we've got 12 of those.
 
The pirates are everywhere it seems. Doing pirate stuff. We want their home base, where we can smash their fleet base and then ambush their ships as they come back one by one.
 
Anything that costs significant amounts of Exotics is a big expense, and 4 Fatesevers is 5% of our 5 year production of Psy-Scopes.

And expanding production, particularly of Psy-Scopes, is expensive. Fateforges cost 7 BAP each, and add 30 Scopes/turn.

If we do go salvaging from the True Stars, recovering Fateforges would be towards the op of my list, even with the temporary reduction in the existing forge's production to train new operators.

That would be worth taking some risks with our military to get, as we could save an enormous amount of BAP.
 
That... is a very good point. Hmm.

Has range implications, though.

For superiority fighters in particular I want one Fatesever canon. It's more EP and exotic efficient than the Starlances, and fighter-versus-fighter conflicts seem like one of those places where "auto hit, auto crit" gets really mean.
Fate casters also have the whole shoot in a sphere thing going on which would be really good for a fighter. That does raise the question of what we want to put on the other vehicle slot (given how we are probably going to be trading the heavy weapon slots for a holofield/grav-shield/conversion field combo if we can). Needler weapons would only provide more rate of fire, so suncannons for more damage maybe?

Although thinking of plasma weapons makes me wonder if fusion mortars might have some use on a bomber design depending on what options our bomb bays actually have.

That is fair, however I would still maintain that having any future strikecraft have 1 Fatesever would still be desirable simply due to how good they would be against other aircraft.

We have 12 Combat Brigs each with a Fatesever PD grid so we could get Fatesevers from them to arm our strikecraft. Each of those Brigs costs 360 Psy-Scopes which would suggest each one of them has 180 Fatesevers acting as their PD.

That's enough for a single Brig's PD battery to arm the majority of our 216 strikecraft with a Fatesever and we've got 12 of those.
We do need to make them sustainable enough that we can replace them if necessary once our warchest of re-useable exotics gets used up.
 
Worth noting, with the Star- series weapons our infantry scale weapons have more firepower than other races vehicle grade lasers.

We could absolutely arm a fightercraft with just a pair of Starblaster carbines and NOTHING else and it would outgun an Imperium Lightning air superiority fighter.
I have actually been thinking about this as well, except for me it was that we could use a Starblaster rifle as a MBT main gun and make basically any other MBT active in the galaxy up to 40k look inadequate in comparison with their vehicle scale guns.

Starblaster longarm v tank would be like taking a presser-washer to a sandcastle. Even smaller Super-heavies are going to have to treat that level of firepower with respect.

Once we get our engines running and set up some basic equipment production we should make an new SC production line or two to get a Starblaster forge running. They are just to good as an all-round anti-everything weapon not to give to our elites.
 
On this, as we're Scrying the present does that mean some poor Exodite World's fleet got shattered before we managed to get there?

Hopefully we managed to save the world.
"Plantations" is a weird one to me--that could just be fruit plantations, but I generally think of plantations as, uh. 'Commerce-oriented'. Which Exodites generally don't go for.

At the time there aren't any human worlds under Notable Worlds that are noted for intensive agriculture. Hrmm.

-a battered Killkrooza flees from a reaching shadow, only for a dozen Orkish vessels to breach into reality, guns blazing; the shadow recoils from the thundering guns—"Pick yer gobs up an' kill dat fing already ya grots!"-
Any idea what this is?
 
... Honestly, given our distinct weapons, coloration, and down the line--even our hullforms, I can actually see the Imperium steadily realizing there's at least one Space Elf faction that's mostly been playing Ork Whack-A-Mole rather than murdering random humans for Existing.
 
We do need to make them sustainable enough that we can replace them if necessary once our warchest of re-useable exotics gets used up.
It's 2 Psy-Scopes per Fatesever, just off of from our current production rate with no tapping into our stockpile we could produce 60 strikecraft a turn.

Our current strikecraft is 469EP per unit. If we ditch both Starlances to save 200EP and then toss in a Fatesever and a Suncannon (110EP) plus a Holo-Field and 2 Grav-Shields (78EP) that would still be 457EP.

Our total EP production a turn assuming all Bonesinger AP and Forge actions are free is 17,200EP so our EP cap only lets us produce 17200/457=38 a turn which would be a bit above half our theoretical limit based on the Psy-Scope bottleneck.

As you can see we can quite easily sustain producing a strikecraft with a single Fatesever.
 
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