We're probably not going to ever unfuck the militia jetbikes. It came up in the earlier discussions, but jetbikes are in the singularly awful position of being fielded in large numbers but paying vehicular upgrade costs, meaning that for the same cost of putting a holofield on an eight-person jetbike squad we could put that holofield on eight IFVs or heavy support vehicles- which is an obviously better use of our points.

What we're more likely to end up doing is shifting to a force organization that makes minimal or no use of jetbikes and fields heavily-armed and armored heavy jetbikes instead, or possibly one that makes extensive use of air units to serve in the role of fast-moving supporting fire. Those are vehicle types that can pile on a lot more gun per defensive system and so are less expensive overall.
 
I have tech ideas, but you are welcome to make suggestions. No garentee I'll actually use them or used them as is, but anyway.


Calling the vote
Cool.
So, one thing I was trying to come up with at the time was the post fall Eldar version of a power cell. Before the fall, you might have had all sorts of exotic power sources such as a harnessed warp rift, a stolen star, or capturing the energy from miniature black holes.
Post fall, I think canonically they use miniaturized fusion reactors.
My idea is basically reversing the process of wraithbone creation. Wraithbone is effectively energy to matter conversion, so why not harness the process in reverse. (Gurps has rules for everthing, so it was just re-skinning of anti-matter cells, and nano-assemblers).
I was thinking something like this could be used to supplement Eldar's Psyker abilities, maybe allowing weaker psykers use of force weapons.

The Pre-fall eldar wouldn't have needed this technology, because they could pull however much energy they wanted directly from the Warp.

Also, can we research this? It would be a good combo (lotheran sea guard style) against orks and later Tyranids.
We have those already, under the sign of the bonesinger.
 
For everyone concerned about the quality of our troops equipment and the resulting potential casualties, remember that they're not deploying in a vacuum. They'll be deploying on prepared, familiar territory alongside a battle hardened force that is shielded by naval assets against an enemy who likely are still reeling (likely recovering an exponentially higher rate than us, though) from the initial conflict. Eldar will likely die, yes, but I don't think they're going to die in droves.
 
We're probably not going to ever unfuck the militia jetbikes. It came up in the earlier discussions, but jetbikes are in the singularly awful position of being fielded in large numbers but paying vehicular upgrade costs, meaning that for the same cost of putting a holofield on an eight-person jetbike squad we could put that holofield on eight IFVs or heavy support vehicles- which is an obviously better use of our points.

What we're more likely to end up doing is shifting to a force organization that makes minimal or no use of jetbikes and fields heavily-armed and armored heavy jetbikes instead, or possibly one that makes extensive use of air units to serve in the role of fast-moving supporting fire. Those are vehicle types that can pile on a lot more gun per defensive system and so are less expensive overall.

They have their uses.
A full 8 jetbike squad properly outfitted and with trained people is pretty damn deadly, but yeah the milita version is just oof.

8 Jetbikes with 2 starblaster rifles each, holofields and potentially gav-shields and properly armored rides is a really nasty unit to raid with.
Cost for that would be:
Jetbike 21EP
Starbalster 10 Ep, 2 Crystal x2
Hologield 18 EP
Gav-Shield 30EP
Armor 3+EP
-92 EP, 4 Crystals per
Total736, 32 Crystals

Not that i would go for that anytime soon, just too much other stuff to do and also upgrade our line infantry (a lot).
And that the same upgrades are worth more on the larger/heavier vehicles.
 
Yeah even with the forge and max production, it'd take us at least 2 turns to just get a single part of our warhost at a quality that isn't trash-tier, the entirety of a warhost would/could probably cost 50-60,000 EP at the bare minimum (and undoubtedly more if we want to try and prioritize survivability and effectiveness over size or being cost effective).

So at best, that's about 3-5 turns to get a warhost up to some kind of standard we'd consider "acceptable" and at worst, it could take even longer.

Honestly even with plentiful industry and the Forge, we're just not capable of producing enough right now.
 
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Yeah even with the forge and max production, it'd take us at least 2 turns to just get a single part of our warhost at a quality that isn't trash-tier, the entirety of a warhost would/could probably cost 50-60,000 EP at the bare minimum (and undoubtedly more if we want to try and prioritize survivability and effectiveness over size or being cost effective).

So at best, that's about 3-5 turns to get a warhost up to some kind of standard we'd consider "acceptable" and at worst, it could take even longer.

Honestly even with plentiful industry and the Forge, we're just not capable of producing enough right now.

Now think about how all the other craftworlds are looking, that don't have the forget and don't have a super sized industry for their size.

The major craftworlds are likely not very happy about the state of their logistics.
 
On the other hand, if we're having all this trouble, I don't imagine Biel-Tan is doing much better.
 
On the other hand, if we're having all this trouble, I don't imagine Biel-Tan is doing much better.

Given they are Definitely having a Warlike attribute in contrast to our people being Peaceful, i bet they at least have Assloads more people as Warhosts because when fancy weapons fail, Sheer Numbers can save the day! Or something.

Regardless, i imagine they'll be using wave tactics till they figure out how bad of an idea that is.
 
Turn 1 Results
Adhoc vote count started by Mechanis on Jun 17, 2024 at 3:10 PM, finished with 387 posts and 41 votes.

  • [X] Plan: Strong Foundations Lead to Victory
    -[X][Steward] Rationalize Infantry (1 AP)
    -[X][Steward] Rationalize Vehicles (2 AP)
    -[X][Steward] Rationalize Fleet (4 AP)
    -[X][Steward] Tend to the Fields, Ye sons and Daughters (2 AP)
    -[X][Steward] Harken the Exiles (1 AP)
    -[X][Bonesinger] Assess the damage to Vau-Vulkesh's engines (2 AP)
    -[X][Bonesinger] Effect general repairs (3 AP)
    --[X] Forge of Vaul Supports x2
    -[X][Bonesinger] The Fleets of Arach-Qin: Lords of the Void (1 AP)
    -[X][Bonesinger] The Fleets of Arach-Qin: Lighter Than a Feather (1 AP)
    -[X][Bonesinger] Develop Needlers (1 AP)
    -[X][Bonesinger] Develop Wraithbone Warsuit (1 AP)
    -[X][Bonesinger] Develop Wraithweave Brigantine Armor (1 AP)
    -[X][Bonesinger] Dispatch aid to Zahr-Tann (2 AP)
    -[X][Bonesinger] Dispatch aid to Meros (3 AP)
    -[X][Seer] Scry the Present (1 AP)
    --[X] Who is the Ork in command of the force assaulting Meros
    -[X][Seer] Scry the Future (1 AP)
    --[X] When can we expect a direct attack on our Craftworld
    -[X][Seer] Raise a Warcasting Circle (3 AP)
    -[X][Seer] The Flaw, The Curse, The Claim (5 AP)
    -[X][Seeker] Reverse-engineer Grav-weapons (2 AP)
    -[X][Seeker] Reverse-engineer Plasma Blasters (1 AP)
    -[X][Seeker] Reverse-Engineer Conversion Fields (6 AP)
    -[X][Seeker] Reverse-engineer Haywire Weapons (3/4 AP)
    -[X][Warrior] Dispatch Warhosts
    --[X] Fist of Vau-Vulkesh, Vaul-Hammer, Blades of Isha, 2nd and 3rd Militia
    -[X][Warrior] Send Forth your Fleets
    --[X] 5 Combat Brigs, 12 Battle Carracks, 25 Assault Ketches, 25 Lance Cutters, 25 Lance Sloops
    -[X][Warrior] Dispatch ships to scout the Webway (4 AP)
    --[X] 1x Caravel, 2x Sloop, 2x Lance Sloop, 2x Assault Ketch each
    -[X][Warrior] Raise a Warhost (1 AP)
    --[X] Mechanized Headquarters, Hearthguard Armor, Armored Assault, 4x Hearthguard Skirmish
    [X] Plan: The Fires of Vau-Vulkesh will spread, and the forests of Orks will burn
    -[X][Steward] Rationalize Infantry (1 AP)
    -[X][Steward] Rationalize Vehicles (2 AP)
    -[X] Form and Function to Feed a World (3 AP)
    -[X][Steward] Tend to the Fields, Ye sons and Daughters (2 AP)
    -[X] Delve the Vaults: 1 AP.
    -[X][Steward] Harken the Exiles (1 AP)
    -[X] The Fleets of Arach-Qin: Lighter Than a Feather
    -[X] The Fleets of Arach-Qin: Lords of the Void
    -[X] Develop Needlers (1 point)
    -[X] Develop Wraithbone Warsuit (1 point)
    -[X] Develop Wraithweave Brigantine Armor (1 point)
    -[X] Forge of Vaul: Produce Wargear (5000 EP max)
    -[X] Dispatch aid to Zahr-Tann: 2 points.
    -[X] Dispatch aid to Meros: 4 points.
    -[X] Assist Arach-Qin with rebuilding their Shipyard: 2 points
    -[X] Stockpile Wargear: 4 points
    [X] Plan: Maximum Repairs And Meros
    -[X][Steward] Rationalize Infantry (1 AP)
    -[X][Steward] Rationalize Vehicles (2 AP)
    -[X][Steward] Rationalize Fleet (4 AP)
    -[X][Steward] Tend to the Fields, Ye sons and Daughters (2 AP)
    -[X][Steward] Harken the Exiles (1 AP)
    -[X][Bonesinger] Assess the damage to Vau-Vulkesh's engines (6 AP)
    -[X][Bonesinger] Effect general repairs (1 AP)
    --[X] Forge of Vaul Supports x2
    -[X][Bonesinger] The Fleets of Arach-Qin: Lords of the Void (1 AP)
    -[X][Bonesinger] The Fleets of Arach-Qin: Lighter Than a Feather (1 AP)
    -[X][Bonesinger] Develop Wraithbone Warsuit (1 AP)
    -[X][Bonesinger] Develop Wraithweave Brigantine Armor (1 AP)
    -[X][Bonesinger] Dispatch aid to Meros (4 AP)
    -[X][Seer] Scry the Present (1 AP)
    --[X] Unspecified
    -[X][Seer] Scry the Future (2 AP)
    --[X] When can we expect a direct attack on our Craftworld
    -[X][Seer] The Flaw, The Curse, The Claim (7 AP)
    -[X][Seeker] Reverse-engineer Grav-weapons (2 AP)
    -[X][Seeker] Reverse-engineer Plasma Blasters (1 AP)
    -[X][Seeker] Reverse-Engineer Conversion Fields (6 AP)
    -[X][Seeker] Reverse-engineer Meson Blasters (3/5 AP)
    -[X][Warrior] Dispatch Warhosts
    --[X] Fist of Vau-Vulkesh, Vaul-Hammer, Blades of Isha, 1st Heavy Milita, 2nd Heavy Militia, 2nd Militia, 3rd Militia
    -[X][Warrior] Send Forth your Fleets
    --[X] 8 Combat Brigs, 20 Battle Carracks, 30 Assault Ketches, 25 Lance Cutters, 25 Lance Sloops
    -[X][Warrior] Dispatch ships to scout the Webway (4 AP)
    --[X] 1x Battle Carrack, 2x Assault Ketch, 2x Lance Sloop per scouting group
    -[X][Warrior] Raise a Warhost
    --[X] 1 Mechanized Headquarters Detachment (HQ), 1 Hearthguard Armor Detachment (Heavy), 1 Armored Assault Detachment (Special), 6 Hearthguard Skirmish Detachment (Standard), 1 Hearthguard Light Support Detachment (Light)
    [X] Plan: The Fires of War Starts in the Fires of Industry
    -[X][Steward] Rationalize Infantry (1 AP)
    -[X][Steward] Rationalize Vehicles (2 AP)
    -[X][Steward] Rationalize Fleet (4 AP)
    -[X][Steward] Tend to the Fields, Ye sons and Daughters (2 AP)
    -[X][Steward] Harken the Exiles (1 AP)
    -[X][Bonesinger] Assess the damage to Vau-Vulkesh's engines (2 AP)
    -[X][Bonesinger] Effect general repairs (3 AP)
    --[X] Forge of Vaul Supports
    -[X][Bonesinger] The Fleets of Arach-Qin: Lords of the Void (1 AP)
    -[X][Bonesinger] The Fleets of Arach-Qin: Lighter Than a Feather (1 AP)
    -[X][Bonesinger] Develop Needlers (1 AP)
    -[X][Bonesinger] Develop Wraithbone Warsuit (1 AP)
    -[X][Bonesinger] Develop Wraithweave Brigantine Armor (1 AP)
    -[X][Bonesinger][Forge] Produce Wargear (Reserved for New Equipment) (5,000 EP budget)
    --[X] 510 Infantry Holo-field (4080EP), 6 Force Staves (96EP) 6 Wraithbone Hardsuits (18EP), 100 Starblaster Carbines (800EP, 200SC), 3 Lasrifle (6EP). 5000EP, 200SC Total.
    -[X][Bonesinger] Dispatch aid to Zahr-Tann (2 AP)
    -[X][Bonesinger] Dispatch aid to Meros (3 AP)
    -[X][Seer] Scry the Present (1 AP)
    --[X] Who is the Ork in command of the force assaulting Meros
    -[X][Seer] Scry the Future (1 AP)
    --[X] When can we expect a direct attack on our Craftworld
    -[X][Seer] Raise a Warcasting Circle (3 AP)
    -[X][Seer] The Flaw, The Curse, The Claim (5 AP)
    -[X][Seeker] Reverse-engineer Grav-weapons (2 AP)
    -[X][Seeker] Reverse-engineer Plasma Blasters (1 AP)
    -[X][Seeker] Reverse-Engineer Conversion Fields (6 AP)
    -[X][Seeker] Reverse-engineer Haywire Weapons (3/4 AP)
    -[X][Warrior] Dispatch Warhosts
    --[X] Fist of Vau-Vulkesh, Vaul-Hammer, Blades of Isha, 2nd and 3rd Militia
    -[X][Warrior] Send Forth your Fleets
    --[X] 5 Combat Brigs, 12 Battle Carracks, 25 Assault Ketches, 25 Lance Cutters, 25 Lance Sloops
    -[X][Warrior] Dispatch ships to scout the Webway (2 AP)
    --[X] 1x Caravel, 2x Sloop, 2x Lance Sloop, 2x Assault Ketch each
    -[X][Warrior] Raise a Warhost (1 AP)
    --[X] 1 Mechanized Headquarters Detachment (HQ), 1 Hearthguard Armor Detachment (Heavy), 1 Armored Assault Detachment (Special), 6 Hearthguard Skirmish Detachment (Standard), 1 Hearthguard Light Support Detachment (Light)
    [X] Plan: Stoke the Fires, Light the Forges, side grade
    -[X][Steward] Rationalize Infantry (1 AP)
    -[X][Steward] Rationalize Vehicles (2 AP)
    -[X][Steward] Rationalize Fleet (4 AP)
    -[X][Steward] Tend to the Fields, Ye sons and Daughters (2 AP)
    -[X][Steward] Harken the Exiles (1 AP)
    -[X] The Fleets of Arach-Qin: Lighter Than a Feather
    -[X] The Fleets of Arach-Qin: Lords of the Void
    -[X] Develop Wraithbone Warsuit (1 point)
    -[X] Develop Wraithweave Brigantine Armor (1 point)
    -[X] Forge of Vaul: Produce Wargear (5000 EP max) (x2)
    -[X] Dispatch aid to Zahr-Tann: 4 points.
    -[X] Dispatch aid to Meros: 4 points.
    -[X] Assess the damage to Vau-Vulkesh's engines: 2 Points
    -[X] Stockpile Wargear: 2 points
    -[X][Seer] Scry the Future: 1 point
    --[X]"When will the Orks attack Craftworld Meros?"
    -[X][Seer] Scry the Present: 1 point.
    -[X] [Locked] The Flaw, The Curse, The Claim: 8 points.
    -[X] Reverse-engineer Plasma Blasters (1 AP initial)
    -[X] Reverse-engineer Grav-weapons (4 2 AP, est 1-3 turns)
    -[X] Reverse-engineer Conversion Fields (6 AP initial)
    -[X] [Locked] Dispatch Warhosts: 1st Heavy Milita, 2nd Heavy Militia, Blades of Isha, Vaul Hammer, 1st Militia.
    -[X] [Locked] Send Forth your Fleets: 4 Combat Brigs, 12 Battle Carracks, 5 Battle Caravels, 27 Assault Ketch, 25 Lance Cutters, 20 Lance Sloops
    -[X][Warrior] Dispatch ships to scout the Webway (4 AP)
    --[X] 1x Battle Carrack, 2x Assault Ketch, 2x Lance Sloop per scouting group
    [X] Plan: Strong Foundations For A More Permanent Alliance
    -[X][Steward] Rationalize Infantry (1 AP)
    -[X][Steward] Rationalize Vehicles (2 AP)
    -[X][Steward] Rationalize Fleet (4 AP)
    -[X][Steward] Tend to the Fields, Ye sons and Daughters (2 AP)
    -[X][Steward] Harken the Exiles (1 AP)
    -[X][Bonesinger] Assess the damage to Vau-Vulkesh's engines (2 AP)
    -[X][Bonesinger] Effect general repairs (3 AP)
    --[X] Forge of Vaul Support #1
    -[X][Bonesinger] The Fleets of Arach-Qin: Lords of the Void (1 AP)
    -[X][Bonesinger] The Fleets of Arach-Qin: Lighter Than a Feather (1 AP)
    --[X] Forge of Vaul Support #2
    -[X][Bonesinger] Develop Needlers (1 AP)
    -[X][Bonesinger] Develop Wraithbone Warsuit (1 AP)
    -[X][Bonesinger] Develop Wraithweave Brigantine Armor (1 AP)
    -[X][Bonesinger] Dispatch aid to Zahr-Tann (2 AP)
    -[X][Bonesinger] Dispatch aid to Meros (3 AP)
    -[X][Seer] Scry the Present (1 AP)
    --[X] Who is the Ork in command of the force assaulting Meros
    -[X][Seer] Scry the Future (1 AP)
    --[X] When can we expect a direct attack on our Craftworld
    -[X][Seer] Raise a Warcasting Circle (3 AP)
    -[X][Seer] The Flaw, The Curse, The Claim (5 AP)
    -[X][Seeker] Reverse-engineer Grav-weapons (2 AP)
    -[X][Seeker] Reverse-engineer Plasma Blasters (1 AP)
    -[X][Seeker] Reverse-Engineer Conversion Fields (6 AP)
    -[X][Seeker] Reverse-engineer Haywire Weapons (3/4 AP)
    -[X][Warrior] Dispatch Warhosts
    --[X] Fist of Vau-Vulkesh, Vaul-Hammer, Blades of Isha, 2nd and 3rd Militia
    -[X][Warrior] Send Forth your Fleets
    --[X] 6 Combat Brigs, 12 Battle Carracks, 30 Assault Ketches, 25 Lance Cutters, 25 Lance Sloops
    -[X][Warrior] Dispatch ships to scout the Webway (2 AP)
    --[X] 1x Caravel, 2x Sloop, 2x Lance Sloop, 2x Assault Ketch each
    -[X][Warrior] Raise Detachments (3 AP)
    --[X] New Model Forces derived from our Rationalization and Bonesinger Implementation this turn.
    [X] Scry the Future: 1 point
    -[X] [Locked] The Flaw, The Curse, The Claim: 8 points.
    -[X] Reverse-engineer Plasma Blasters (1 AP initial)
    -[X] Reverse-engineer Grav-weapons (4 2 AP, est 1-3 turns)
    -[X] Reverse-engineer Conversion Fields (6 AP initial)
    -[X] [Locked] Dispatch Warhosts: 1st Milita, 2nd Militia, 1st Heavy Militia, 2nd Heavy Militia, Blades of Isha, Vaul-Hammer
    -[X] [Locked] Send Forth your Fleets: 6 Combat Brigs, 12 Battle Carracks, 12 Battle Caravels, 30 Assault Ketch.
    [X] Plan: Stoke the Fires, Light the Forges, First Edition (less food, fleet redesign).
    -[X][Steward] Rationalize Infantry (1 AP)
    -[X][Steward] Rationalize Vehicles (2 AP)
    -[X][Steward] Rationalize Fleet (4 AP)
    -[X][Steward] Tend to the Fields, Ye sons and Daughters (2 AP)
    -[X][Steward] Harken the Exiles (1 AP)
    -[X] The Fleets of Arach-Qin: Lighter Than a Feather
    -[X] The Fleets of Arach-Qin: Lords of the Void
    -[X] Develop Wraithbone Warsuit (1 point)
    -[X] Develop Wraithweave Brigantine Armor (1 point)
    -[X] Forge of Vaul: Produce Wargear (5000 EP max) (x2)
    -[X] Dispatch aid to Zahr-Tann: 4 points.
    -[X] Assess the damage to Vau-Vulkesh's engines: 2 Points
    -[X] Stockpile Wargear: 2 points
 
Off topic but I like to imagine that the needlers (and fatecasters in general) sound like the needlers from Halo, except without the supercombine detonation (although that could be a super interesting idea).
 
I admit, calling it 'turn 1 results' had me excited, as I thought it meant that 'results of the actions voted for', until I realised that you did not in fact, have a time dilation field. That is of course a moral failing on your part.
Though I'm not mad. Just dissapointed.

:p

Maybe 'voting results' or 'turn N vote count' might be more clear to tired-brained people like myself in the future?
 
Given they are Definitely having a Warlike attribute in contrast to our people being Peaceful, i bet they at least have Assloads more people as Warhosts because when fancy weapons fail, Sheer Numbers can save the day! Or something.

Regardless, i imagine they'll be using wave tactics till they figure out how bad of an idea that is.

Given the way Swordwinds usually went, they haven't figured it out even 11,000 years later.
 
So we've got a bunch of subvotes coming up. The rationalization votes look like we get to design four units- one Troop, two Vehicles, and one Destroyer-class starship. Given a single infantry design and two vehicle designs, what will have the largest possible impact on our military overall?

I'm strongly inclined toward making an IFV based on the grav-barge chassis; since our grav-barges are open-topped designs that allow for the troops riding in them to fire out, having vehicle-scale protective equipment on one allows for protecting all the infantry riding on it while retaining their firepower which should be a very cost-efficient way to get a lot of well-protected guns on the front lines, much better than giving every individual infantryman an expensive suite of defenses.

For our second vehicle we've got a lot of options. Jetbikes accumulate in cost quickly, so I'm leaning against those for now. A grav-vehicle chassis would work very well as a tank, but maybe we'd want to hold off on those until we get conversion fields developed? The Air Racer chassis looks very promising as it could be used to provide both air support to our troops and void support to our fleet, making it highly flexible, and since it's so fast it could probably get away with just a holofield if we had to or holofield and grav-shields since it shouldn't be taking many hits, making the grav-shield unlikely to be overwhelmed.

Our troop option seems straightfoward- "guys with armor and good guns"- but we probably want to give them a mix of weaponry to maximize the number of targets they'll be effective against and give tactical flexibility, as well as ideally reducing costs. There's also the question of whether we can afford any defensive systems beyond our new armor design for a Troop option, or those should be reserved for whatever Elites we develop later. Any opinions on the proper mix?
 
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So we've got a bunch of subvotes coming up. The rationalization votes look like we get to design four units- one Troop, two Vehicles, and one Destroyer-class starship. Given a single infantry design and two vehicle designs, what will have the largest possible impact on our military overall?

I'm strongly inclined toward making an IFV based on the grav-barge chassis; since our grav-barges are open-topped designs that allow for the troops riding in them to fire out, having vehicle-scale protective equipment on one allows for protecting all the infantry riding on it while retaining their firepower which should be a vary cost-efficient way to get a lot of well-protected guns on the front lines, much better than giving every individual infantryman an expensive suite of defenses.

For our second vehicle we've got a lot of options. Jetbikes accumulate in cost quickly, so I'm leaning against those for now. A grav-vehicle chassis would work very well as a tank, but maybe we'd want to hold off on those until we get conversion fields developed? The Air Racer chassis looks very promising as it could be used to provide both air support to our troops and void support to our fleet, making it highly flexible, and since it's so fast it could probably get away with just a holofield if we had to or holofield and grav-shields since it shouldn't be taking many hits, making the grav-shield unlikely to be overwhelmed.

Our troop option seems straightfoward- "guys with armor and good guns"- but we probably want to give them a mix of weaponry to maximize the number of targets they'll be effective against and give tactical flexibility, as well as ideally reducing costs. There's also the question of whether we can afford any defensive systems beyond our new armor design for a Troop option, or those should be reserved for whatever Elites we develop later. Any opinions on the proper mix?

For Vehicles:
Jetbikes in part because we really need to fix the militia jetbikes, and the cost are so high because we have over a thousand jetbikes currently stuck in this stupid unit.
Other upgrade should likely be either the Attack barge or the Needlestorm IFV mostly because also used a lot, they are expensive baseline, and added defenses would likely help a lot.

And likely should look at which other vehicle is used the most to and get the upgrade done for that.

And yeah kind of need to update all/most of our Milita units, depending on how many slots we have i would not do the update to the heart hguard because they are likely still fighting in Meros and they have to be home for upgrades.

This is mostly armor, but i would be pretty happy if we give mix in some harder hitting weapons into their formation.
Starblasters kind of act like anti vehicle/heavy infantry weapons for the squad, so 1-2 added to the line would likely be worth it.
 
So we've got a bunch of subvotes coming up. The rationalization votes look like we get to design four units- one Troop, two Vehicles, and one Destroyer-class starship. Given a single infantry design and two vehicle designs, what will have the largest possible impact on our military overall?

I'm strongly inclined toward making an IFV based on the grav-barge chassis; since our grav-barges are open-topped designs that allow for the troops riding in them to fire out, having vehicle-scale protective equipment on one allows for protecting all the infantry riding on it while retaining their firepower which should be a very cost-efficient way to get a lot of well-protected guns on the front lines, much better than giving every individual infantryman an expensive suite of defenses.

For our second vehicle we've got a lot of options. Jetbikes accumulate in cost quickly, so I'm leaning against those for now. A grav-vehicle chassis would work very well as a tank, but maybe we'd want to hold off on those until we get conversion fields developed? The Air Racer chassis looks very promising as it could be used to provide both air support to our troops and void support to our fleet, making it highly flexible, and since it's so fast it could probably get away with just a holofield if we had to or holofield and grav-shields since it shouldn't be taking many hits, making the grav-shield unlikely to be overwhelmed.

Our troop option seems straightfoward- "guys with armor and good guns"- but we probably want to give them a mix of weaponry to maximize the number of targets they'll be effective against and give tactical flexibility, as well as ideally reducing costs. There's also the question of whether we can afford any defensive systems beyond our new armor design for a Troop option, or those should be reserved for whatever Elites we develop later. Any opinions on the proper mix?
If possible, I'd like to suggest a troop design that focuses on survivability to offset our low numbers, so maybe some heavier Warsuits with built in holo-fields / conversion shields (though this would be pretty expensive) and starblasters as our workhorse weapon (again, if the expense isn't too high) since we can get more blasters per Vaulforge than we can with fatecasters (so if I had to guess some kind of balance - assuming we still use squads of 10 - would be a 6/4 ratio of starblasters and fatecasters maybe?)

The grav-barge IFV sounds good as long as we uparmour it and give it some grav-shields, maybe some mounted needlers/fatecasters as well?

But yeah nah, jetbikes are not good at all for our modus operandi, except maybe as scouts, they're too fragile, too squishy and we need an IFV that can take a hit, prevent its crew from getting stomped and clear a path for the grunts.

Destroyers should definitely lean into a balanced mix of starlances and fatecannons if we can help it, and absolutely grabbing holo-fields + grav-shields (or only gravs if we can only fit one or the other), so we won't be lacking in either anti-shield or anti-armour capabilities (fatecannons to drop shields and target components like engines while the starlances carve the ship apart maybe?)
 
But yeah nah, jetbikes are not good at all for our modus operandi, except maybe as scouts, they're too fragile, too squishy and we need an IFV that can take a hit, prevent its crew from getting stomped and clear a path for the grunts.

The jetbikes are by the looks of it the only option we have for light units at the moment.
And they can be excellent, but need quite a bit of investment for that, and they are still not a direct frontline unit.

They are fast, flying/hovering vehicles that with the right weaponry can do some hideous damage (3-8 jetbikes each with 2 starblasters rifles can shred a lot of things), add holofields for defense, and you have some a unit that can raid and scout and be terrifyingly good at it).

And the scouting/raiding role is i think what they are already doing.
 
If up-armoring the jetbikes with our existing defense technologies isn't acceptable then we could use this opportunity to design hornets instead as our light vehicle of choice. They're a straight upgrade over the jetbikes but come at a greater industrial, and technological cost than the jetbikes meaning they're typically only issued to elite units to be piloted by veteran jetbike pilots.
 
970.M29: Worlds of Note, Northern Galactic Rim
Known Aeldari Worlds
Erd-Varesh
Type: Maiden World
Status: Uninhabited

Erd-Varesh is the farthest north of the Maiden Worlds known to Vau-Vulkesh, and was chosen as their destination when the craftworld fled the Croneworlds. Like most Maiden Worlds which have not been settled, Erd-Varesh is a paradice world with temperate climate, but has local fauna which would be somewhat hazardous to low-technology civilizations. The rest of the system also contains abundant resources, as it has remained unexploited by any starfaring power as yet. Currently, the Craftworld of Vau-Vulkesh is stranded in this system by the damage to the craftworld's engines during the Fall.
Vat-Hrin
Type: Maiden World
Status: Uninhabited

Vat-Hrin is a maiden world located in the northeastern portion of the northern rim. Other than its overall status as a maiden world, there is nothing especially noteworthy about the system known to you at this time.
Syph
Type: Exodite World
Status: Neutral

Syph is an Exodite world in the eastern half of the northern rim. Like most exodite worlds it is sparsely populated, but fiercely defended by the local Exodites. Syph is not otherwise especially notable for Exodite worlds at this time.
Quilan
Type: Exodite World
Status: Neutral

Quilan lies on the northern edge of the Ghost Stars, once a bastion of the Necron during the ancient War in Heaven. Dark remnants of that bastion's overthrow still linger in the region, and as a consequence Quilan maintained a small but potent fleet of warships to defend their world. What has become of this fleet in the wake of the Fall is not known to you, but it is likely to have degraded in capability to at least some degree.


Human Worlds
Kronite
Type: Feudal World
Status: Ignored

Kronite is a human colony that has descended into a pre-industrial feudal state. While the wars of its petty kingdoms likely matter a great deal to its inhabitants, they have no real impact on the galaxy at large. The system, however, still contains a not insignificant amount of wreckage dating to the height of human civilization, and therefore may contain interesting technology.
K`Phra
Type: Hive World
Status: Embattled

K'Phra is a world covered with the rotting arcologies of humanity's apex, a so-called "hive world." The planet has managed to maintain some ability to construct voidships and advanced weapons, but is locked in a long, grinding war with the nearby Waaagh Grimtusk. It is likely that this state of affairs will be unchanged for some time, though Arach-Quin depopulating some of the nearby Ork worlds will likely ease pressure on the human colony somewhat.
Isstvan
Type: Civilized World
Status: Neutral

Isstvan is an 'Average' human world of any note in the current age. They have maintained some capability for advanced technology and the ability to construct some voidships, and have maintained a pocket empire with the nearby Zarnov, whose factories and mines are needed to keep the polity's military functional. This is mostly needed to deal with intermittent attacks by Orks.
Zarnov
Type: Industrial World
Status: Neutral

As mentioned above, Zarnov is a world primarily of industrial nature, settled during the apex of humanity's power as a mining and manufacturing site. It continues in this role as part of the pocket empire formed by the world and the nearby Isstvan system.
Othion
Type: Feral World
Status: Ignored

Othion is a former human colony which has collapsed to an entirely pre-agricultural state, its population consisting of tribal hunter-gatherers which have no real ability to influence events elsewhere in the galaxy and no advanced technology whatsoever.
Ectosa
Type: Death World
Status: Ignored

Ectosa is a world covered by ice, glaciers and blizzards resulting from still-active but malfunctioning terraforming equipment from humanity's apex. This has rendered the world nearly uninhabitable, but a small population of humans stubbornly clings to life on the world nonetheless. While they have maintained some advanced technology, particularly that related to surviving extreme cold (for obvious reasons), the world lacks the knowledge, industry or population to construct voidcraft and thus are of no significant note. It is likely, however, that the world would be much more livable if the ancient terraforming devices were shut down.


Ork Worlds
Wazdakka
Danger Rating: EXTREMIS
Wazdakka is the current capital world of the Ork warlord Grimtusk Waaaghbringa, and completely taken over by the Ork and its unsightly constructions. This world represents perhaps the greatest threat in and to northwestern galactic rim, for Grimtusk is an unusually canny example of his kind and has been thought dead on at least four occasions, only to return at the head of an even larger horde within a decade.
Zapppagitz
Danger Rating: Very High
One of the worlds subordinate to Waagh Grimtusk, Zapppagitz is what passes for a manufacturing world for the Ork, and one of Waaagh Grimtusk's major shipyards. The Orks of Zapppagitz have a notable fascination with the "Zapppa" energy weapons of the Ork, and thus make more extensive use of them than is typical of Orks.
Biggadakka
Danger Rating: EXTREMIS
Biggadakka is the primary manufacturing sites for battle-walkers and war-titans for Waaagh Grimtusk. Its sprawling, ramshackle factories turn out everything from Killa Kans to massive Gargents in service to the Ork warlord, and the system boasts an unusually large garrison—Grimtusk, being no fool, has ensured his sole supplier of war-titans is well defended against attack.
Red Sunz
Danger Rating: High
An unusual red dwarf binary system, Red Sunz is notable mainly for its especially hardy population of orks living in various asteroid colonies and free-floating jumbles that could charitably be called space stations. Waaagh Grimtusk recruits the majority of its 'Ardboyz and Flyboyz from those living in this system, with the former often going on to become exceptionally dangerous Nobz.
Dat Purple Won
Danger Rating: High
The purple light of this system's star seems to have a highly unusual effect on the Orks living within this system, producing an unusually large number of Kommandoz, Warpheds, and Madboyz. Not being one to waste a resource, Waaagh Grimtusk makes heavy use of these forces, and the world serves as the primary source for the formor two units in Grimtusk's army.
Geargitz `Ere
Danger Rating: None (formerly Very High)
This world supplied Waaagh Grimtusk with a significant portion of its Meks and their creations, but the planet has been scoured clean by the vengeful warhosts of Arach-Qin, who traced the Rok which destroyed their shipyards to the system. It will likely be centuries, if ever, before the greenskins return to this world.
Zogdakka
Danger Rating: None (Formerly EXTREMIS)
The furthest south of Waaagh Grimtusk's conquests, Zogdakka served primarily as a recruiting ground for Flash Gitz and Shoota Boyz, and the orks in the system were largely obsessed with "da Kult ov Dakka" and were unusually obsessed with "da shooty gunz". Arach-qin's fleets and warhosts scoured the system of Orkish life, despite the costs to their fleet to do so, and it will likely be centuries before Orks return to the system—if they ever do.
Black Toof
Dager Rating: None (Formerly Moderate)
A frontier settlement populated by an eclectic mix of Oddboyz and feral ork tribes, this world was loosely aligned with Waaagh Grimtusk as the largest and most powerful ork horde in the region. If any of its inhabitants still lived, they might have regretted that decision, as the grand fleets of Arach-Qin made Black Toof the first stop in their rampage, simply bombarding the planet from orbit until not even Orks could survive on its surface.
Tork-Toofa
Danger Rating: EXTREMIS
Notable as the only major Ork world in the northeast that specifically isn't aligned with Waaagh Grimtusk, Tork-Toofa is a Freeboota stronghold lead by a particularly large and cunning example of that kind, Morkan Goldtoof, and is extremely unusual as the port also plays host to pirates of other races—mostly humans—who can pay Goldtoof a tax of Loot.



Quick What's What and Who's Who in the area.
 
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