Given who we are and what we're up to and how...
I'm guessing this is a hint that when the time comes, we should just skip the beating around the bush and fancy talk, and lay it out plainly, bluntly, and honestly. A very Vaulish approach, if you will.
Also very amusing to just cut through all the bureaucratic red tape and years of courtly intrigue that are usually involved in high-level Eldar stuff by just taking the conversational equivalent of a massive warhammer to it and bashing the entire species in its collective face with the exact nature of the problem and questions on what to do about it.
Ahh. We started this quest with hostile Alaitoc from being a little too loud about how we couldn't afford to settle for the paths, hateful Beil-tan for telling them that things could never go back the way they were, and respectful Saim-han for choosing our own path. We need to open with telling everyone about the curses 3.
Swarm Slayer Carrack
Equipment
- swap 2 heavy weapon slots for 4 system slots
- 4 Starlance weapon batteries
- 2 Fatetwister weapon batteries
- 3 Sails
- 1 Plasma Thruster
- 1 Spike clCannon PD
- 1 Las PD
- 1 Holo Field
- 1 Grav Shield
- 1 Reinforcement
- to be determined slot
Refit Cost Exotic + AP: 50 starcrystals, gain 14 fatebender scopes, 1 AP
Total Refit Cost Exotic + AP: 2700 starcrystals, gain 754 fatebender scope, 54 AP
So it's been proposed that maybe the weapon size might have something to do with ship build times. Regardless, I'm leaning toward a Carrack that focuses on putting a volume of starlance fire out rather than a lesser amount of heavy starlance fire. Grimtusk has numbers on us and most of his ship classes will have as much trouble dealing with regular starlances as heavy starlance, but we can target more of them at once this way.
This would give us a basic high damage, all exotics weapon slot, but low exotic refit cost battle cruiser that has solid defenses without giving up any of our current mobility while trading out the close in for varied point defense. My current design has a slot left over that we could put towards a hanger for starfighters, small transport for limited warhost deployment without webway, or additional reinforcement for even more survivability, staying power in lengthy deployments, and lower likelihood of losing an exotic weapons type war vessel.
Low exotic cost. we currently don't have enough AP to refit enough of these to exceed our per turn Starcrystal gain without using the forge of Vaul. Extra fatebender scopes for Sword of Vaul Class refit. Refits paid off in 4 turns with change even if we did rush.
Add 216 starlance weapon batteries(432 guns) to the 96(192 guns) in the combat brigs.
Still 98 heavy starlances on our ketch classes.
High defense without compromising speed.
Option to diversify models for multiple roles with 12th system slot.