Specialist sniper teams doing things like firing through walls. They're a good way to say "fuck your bunker" while not wrecking everything in said bunker.

In naval combat, they should be good for capturing ships mostly intact... once we've got a good idea how those ships are built. Not as nice for getting that first capture to study.
Yeah, the ability to just shoot through a wall and kill whatever's on the other side of it very precisely is invaluable for any kind of urban combat (and shipboard combat certainly qualifies). As long as the sensors the infantry are carrying are good enough to tell them exactly what's on the other side of the wall, we could definitely use grav thrusters to supplement other close-combat weapons. They could also directly kill the crew inside vehicles without needing to disable most of the vehicle, as long as they're able to discern where exactly the crew are, or hit specific parts of them like engines or delicate electronics which would disable the whole thing with a precise shot.

I wouldn't want to arm an entire squad with grav thrusters as primary weapons, but as a support weapon for part of the squad, or pistols as a secondary weapon for specialist use, they could work out really well. Just make absolutely sure that whoever is using them has the sensors to make best use of them (or psychic powers which let them divine weakpoints/targets, I guess) and that there's another weapon option on the squad somewhere in case they end up fighting something that won't die to an extremely precisely placed tiny hole through them (like orks).
 
I actually can't really think of a use case for the grav thrusters.

Maybe as a replacement for star lances in a non exotic starship, depending on the fire rate?
Galleon battleship main weapon. They have good range and piercing. Galleon variation thruster tech would work well to blow holes in armor for our torpedo boat sloops or Zahr-Tann missiles to enter and detonate to destroy internals.
In naval combat, they should be good for capturing ships mostly intact... once we've got a good idea how those ships are built. Not as nice for getting that first capture to study.
No haywire is good for that. Stops the ships without compromising the hull or armor, fries the crew insides nervous system if the power is turned high enough.
 
Question: if my understanding of Fateweaver weapons is correct, could we not design warship-scale torpedoes that use Fateweaver technology to basically slip through point defenses and ignore evasive maneuvers to strike home every time they're fired within range?
 
could we not design warship-scale torpedoes that use Fateweaver technology to basically slip through point defenses and ignore evasive maneuvers to strike home every time they're fired within range?
Maybe. Option hasn't unlocked yet; dunno if we need the upgraded Academy for that (comes behind starting growing our industry), or if it's just a matter of still being in putting-out-fires mode and none of our Seekers being willing to commit to long-term projects at the moment.
 
They have default energy weapon range (so basically lascannon), suncannons have extra over plasma range. I think that comes out to suncannons being slightly worse in term of range.
Lascannons aren't noted to have any particular range advantage over non-lasweapons. While on tabletop Plasma weapons do seem to have shorter range than Lascannons the same cannot be said for say a conventional tank cannon.

Given the fact that we chose to give our plasma weapons more range over regular ones it would make sense that that range increase probably removes any potential range advantage a lascannon ranged weapon would have over a comparably sized Sunblaster or Suncannon.

Lance's having a range advantage over regular weapons batteries seems to be a lance specific trait rather than a trait of lasweapons in general since going by both Lexicanum and Battlefleet Gothic Armada lascannons can be regular weapons batteries.

It makes sense too since the way lances are designed is notably different from lascannons as rather than a single projector like lascannons lance's are made of a collection of projectors that produce a single beam.
 
Question: if my understanding of Fateweaver weapons is correct, could we not design warship-scale torpedoes that use Fateweaver technology to basically slip through point defenses and ignore evasive maneuvers to strike home every time they're fired within range?
We could, they'd just be expensive to produce and arm our ships with. Then there is the fact that torpedo ships are usually destroyers. It's simpler and cheaper to just make quality destroyers with Vibration barrage naval weapons and vaporize holes into a ships vital areas to lob a torpedo into.
 
I wonder how many committees Eldrad/Survivalist will mange to set up, I can think of at least 5:

1. Food stuff, least important for most of Eldar, could be complicated for minors and small who could simply lack space for enough farms to support their population. I think that Preventionists in general and Ishari will be quite involved in this one
2. Personal gear; I can see us and other Vaulish craftworld easily dominating this committee; us just giving not blowing up Conversion Fields, infinity ammo needlers, Wraithweave Brigantine Armor would probably give us so much goodwill, a possible return of fatecasters and starlances would allow us to basically be treated with the same respect as Major Craftworlds not named Biel-Tan (if our discovery of curses and mom being alive won't do that)
3. Seers; This will probably just Eldrad and our chad Seerlord giving lessons to all others. Or in other words Survivalists and Meros doing most legwork
4. Navy: I can see this mostly as place where we will be least useful, sure Arach-Qin and Zahr-Tann will probably be important here, but I personally think that Ravanchists who probably attacked the most and Surivalists who defended them most will be major voices here.
5. Craftworld Engine repair: People sharing how to fix stuff, probably not that important
 
I wonder how many committees Eldrad/Survivalist will mange to set up, I can think of at least 5:
I think do to the instability of warp travel right now, and the whole some parts of the webway have become inescapable labyrinths + we have no basic ftl communications, mean there aren't going to be many committees.

More likely there is going to be an informal priority chart based on things the conclave agreed on at the end of the day, which everyone takes home and shifts around according to their interests after they leave. The Survivalists for instance likely want to get the other factions to put together small armada's with warhost support for deployment to the eye, followed by industrial support to effect repairs on their craft worlds. After that, coordinating with us on the curse is probably high up their.

After that it's kinda hard to judge. Saim-Hann could be very interested in counter acting some aspects of the curses three in particular, or convinced of the armada in the eye by Ulthwe giving it's push against Beil-tan support.


. Craftworld Engine repair: People sharing how to fix stuff, probably not that important
The Aeldari know how to fix their craft worlds. It's not rocket science by their standards. The problem is having the BAP to carry out those repairs. Industrial craftworlds can be a rarity.
 
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I wonder how many committees Eldrad/Survivalist will mange to set up, I can think of at least 5:

1. Food stuff, least important for most of Eldar, could be complicated for minors and small who could simply lack space for enough farms to support their population. I think that Preventionists in general and Ishari will be quite involved in this one
2. Personal gear; I can see us and other Vaulish craftworld easily dominating this committee; us just giving not blowing up Conversion Fields, infinity ammo needlers, Wraithweave Brigantine Armor would probably give us so much goodwill, a possible return of fatecasters and starlances would allow us to basically be treated with the same respect as Major Craftworlds not named Biel-Tan (if our discovery of curses and mom being alive won't do that)
3. Seers; This will probably just Eldrad and our chad Seerlord giving lessons to all others. Or in other words Survivalists and Meros doing most legwork
4. Navy: I can see this mostly as place where we will be least useful, sure Arach-Qin and Zahr-Tann will probably be important here, but I personally think that Ravanchists who probably attacked the most and Surivalists who defended them most will be major voices here.
5. Craftworld Engine repair: People sharing how to fix stuff, probably not that important
Some kind of NATO like thing to deal with Orks (and other similar groups) might be something that some of the craftworlds might be interested in even if it's far lesser in scope. Just exchanging info on what Ork empires are where and at what level of development they are at might be feasible even if direct military corporation isn't. This might get eventually expanded to chaos corrupted groups as well eventually once the chaos corrupted polities start exploding.

Although if artificial Spirit stones don't get off the ground and the Aeldmoot becomes a periodical thing, I wouldn't be surprised if there isn't a committee like thing put together to coordinate the expeditions into the Crone Worlds for them.

1. Food stuff, least important for most of Eldar, could be complicated for minors and small who could simply lack space for enough farms to support their population. I think that Preventionists in general and Ishari will be quite involved in this one
Given how large even small craftworlds are the problems probably won't be related to lack of space and more so would be lack of expertise to non-automated farming.
 
Some kind of NATO like thing to deal with Orks (and other similar groups) might be something that some of the craftworlds might be interested in even if it's far lesser in scope. Just exchanging info on what Ork empires are where and at what level of development they are at might be feasible even if direct military corporation isn't. This might get eventually expanded to chaos corrupted groups as well eventually once the chaos corrupted polities start exploding.
I definitely see Mentioning where the Orks (and other xenos which breach containment) are being a thing, I personally don't see military cooperation being a regular thing, it seems to me more likely to be a case-by-case basis; I don't for example, see many people (mostly majors) being able to send support to us given that all of them are away from us and vice-versa, defence of carftworld? Yeah I can see people doing it (other then fucking Biel-Tan), but offensive operations or even defences of outposts? No.

I think that an unbinding oath to help each other with ultimate goal of saving Isha would be a good base for later Aeldmoots.
 
I definitely see Mentioning where the Orks (and other xenos which breach containment) are being a thing, I personally don't see military cooperation being a regular thing, it seems to me more likely to be a case-by-case basis; I don't for example, see many people (mostly majors) being able to send support to us given that all of them are away from us and vice-versa, defence of carftworld? Yeah I can see people doing it (other then fucking Biel-Tan), but offensive operations or even defences of outposts? No.

I think that an unbinding oath to help each other with ultimate goal of saving Isha would be a good base for later Aeldmoots.
It's going to be less cooperation and more fleet loaning like what we have with Zahr-Tann. Essentially Saim-Hann scrapes together a couple of heavy, line, scout, and transport fleets and sends them to Ulthwe for Ulthwe to dispatch as they fit and Eldrad does some Seer work on things they want every turn, or some such. This isn't cooperation but a trade of some assets one side has for assets or work the other side needs. We did this with all of our allies and now reap the benefits, so it makes sense that the Aeldari will do the same on the scale of factions during the moot proper.

We wouldn't get it, and shouldn't want it. Grimtusk isn't some impatient Ork certain to immediately set on a wild goose hunt through nearby space immediately following Meros escape. We have a decade, at least, before we have to worry about any concentrated threats in our immediate area rather than further along the unmapped webway. Long-term we have enough pure space and lack of awareness on even what direction our forces are in to buy us time to feed BAP into the engine being repaired.

Most likely we'll end up bartering defensive tech and industrial aid for repair or refits to the survivalists. We know that the eye of terror is worth 8 points, and if their as worried about survival as they indicate they didn't take certain advantages, which increases the likelihood they took relics instead.
Average Craftworlds of Lanimayesh, Varantha, and An-Iolsus, along with the Small Craftworlds Vaer-Kath, Lestellian, Myrtellos, and Jain-Il'Tenn. Of those, only Lestellian, Varantha and Lanimayash have sent more than token representatives—Lesteillian has sent their Fleetmaster Zashid Crimsonblade with the full plenipotentiary support of the Craftworld's triarchs, Varantha's own First Archon Tiraekr Daemonsbane is appearing in person, the Shattered Spear with which he slew Zarakynel when the Keeper of Secrets manifested within their conclave-grove and butchered their Everqueen-Regent and her handmaidens slung across his back, and Lanimayash has sent their First Princess Garin Yn'resh with Petalcutter, the ancestral blade of her house—which also, it was recently discovered, happens to be one of the legendary hundred blades forged for Khane by the smith-god Vaul, who bear the latter's name—as she is apparently the first in fifty millenia to be able to use its true powers.
Petalcutter for instance may be a doom blade purchase plus + martial ideology and a buy in creation two. I'm hoping there will be an independent on Ulthwe's bad side in eye of terror we can intervene on behalf of post reveal with Ulthwe high approval, for whatever they would have bought with 16 or more points.
 
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Great job you really got the feeling of scrap made
ironically I actually get a lot of milage out of the exact same technique I use for smooth organic shapes, just without hitting things with the smoothing part and a symmetry operation. The rest is mostly just not doing what I usually do and building a stable of parts, but custom building each thing along similar lines.
 
Fun art! Seeing so much of it in this quest really makes it something special.

Except for the Zapppaboat, those ships are extremely focused on forward firepower. They look like easy targets for agile opponents free to maneuver around them, but deadly threats to anything they can bring themselves to bear against successfully. Of course, I suspect that they're also cheap enough to build that they probably outnumber our small craft on the field in most circumstances, let alone our escorts, so being able to maneuver against a giant orkish doomfleet is probably a lot harder than it sounds.
 
I apologize if someone's already asked you this but what program do you use to make these ships and the others? (cause I'm guessing it's not Pixlr) My first assumption would be Blender.
ha I wish. (I actually have a legit copy that I have never gotten to use somewhere, since I stopped having money and an actual computer right around the time I got it, arg.)

So no, it's Vectary, mostly because it's free-adjacent, doesn't need to install anything, and also it was the first one I found when I stopped having a real computer and I can't be bothered to relearn Sketchup or first-learn any of the other free-ish programs out there now.
 
...are those...gas core NTRs on some of those, or just weirdly bulbous plasma torches?
The answer is "Waaagh Magic". Because even the Orks don't know, they just know that they make a satisfying rocket-roar, an appropriate amount of smoke and fire out the correct end, and push the ship around good.

Fun art! Seeing so much of it in this quest really makes it something special.

Except for the Zapppaboat, those ships are extremely focused on forward firepower. They look like easy targets for agile opponents free to maneuver around them, but deadly threats to anything they can bring themselves to bear against successfully. Of course, I suspect that they're also cheap enough to build that they probably outnumber our small craft on the field in most circumstances, let alone our escorts, so being able to maneuver against a giant orkish doomfleet is probably a lot harder than it sounds.
Most Ork ships are designed to fight head-on engagements with most to all of their firepower concentrated forward; some can manage to be okay at broadside or passing engagement because of having those very Kunning things called "turrets", but yeah, in front of an Orkish ship is where you don't want to be. They generally really, really suck at fighting things that get behind them, though, since they tend to have nothing at all able to fire aft and armor that's basically incidental.
 
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