So here's a tentative budget for what we can afford with the infantry rationalizations: I didn't want to assume a total commitment to the infantry budget- whether that's to roll out vehicles, save a Forge AP, etc. This is predicated on us rolling out these upgrades to roughly half our militia forces at a time, with some upgrades affecting our named warhosts if we can afford them.

10,180 EP
-960 EP for MWH 1&2, HMWH 1&2 to have Holofields on their Veterans, 1728 EP for MWH 1&2, HMWH 1&2 and the named warhosts.
-6,600 EP for the Militia rearmoring, enough for MWH 1&2, HMWH 1&2, and possibly the three named Warhosts if the suits are relatively cheap (4 EP versus 5)
-Maybe a Starcarver infantry support weapon in Guardian Fire Squads? (30 EP, 8 SC). 16 GFS in a Militia Warhost, 15 GFS in a Heavy Militia Warhost. 62 GFS for MWH 1&2 and HMWH 1&2 roll out- 1,860 EP and 496 Starcrystals.

I'd like to eventually start putting HB as Guardian squad commanders, but I'm not sure when we're going to be doing doctrinal changes as opposed to equipment changes.

The Vyper is probably what we'll end up with effectively then which is just an up-armored version of our Bright Talons. For the Hornet, whenever we get to it we'd probably be better off modifying the existing Speeder chassis rather than evolving the up-armored Bright Talon design further.
Pretty much, I just don't know how big of a leap it is for our vehicle designers to say 'maybe an enclosed vehicle is a good idea' and don't want to assume we'll get recognizably modern Eldar vehicles too early. With a holofield and maybe a grav shield they should be pretty well protected even if it's more recognizably on the Bright Talon frame.

A one man regular jetbike with a Fatecaster rifle+Holofield is probably what we should standardize on for a one man lighter skirmisher for the time being. Given Fatecasters can fire off the bore and are homing, it's probably a really good fixed weapon to strafe with


Edit: For anyone interested in budgeting for IFVs: We have around ~50 Needlestorms between MWH 1&2, HMWH 1&2 and the named warhosts. Upgrading those with Holofields would cost 900 EP, 1500 EP for Grav shields, 2400 EP all told. That actually isn't as much as I was expecting. 600 EP if we want to throw a pair of heavy flamers to dissuade Ork charges on the fireteams etc. Priority is probably to see if we can double it's troop bay, but it's pretty servicable platform to focus on upgrading if we want to increase the mechanized element. If I ran the numbers right this increases the sticker price of a Needlestorm from 236 EP to roughly 296 EP.
 
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The question then becomes this: Do we want to grab a superheavy vehicle (neglecting our IFV grav-barge idea) or grabbing a better IFV for our troops? (At the cost of being powerless to stop a titan until we design a new superheavy and main battle tank next turn)

Actually, @Mechanis Are we able to select the rationalization option multiple times in a turn, or is it that we can only do one of each per turn?
 
The question then becomes this: Do we want to grab a superheavy vehicle (neglecting our IFV grav-barge idea) or grabbing a better IFV for our troops? (At the cost of being powerless to stop a titan until we design a new superheavy and main battle tank next turn)

Actually, @Mechanis Are we able to select the rationalization option multiple times in a turn, or is it that we can only do one of each per turn?

For now we fix our shit, and after we mostly finished said fixing we can start going to the expensive superheavy stuff.

A one man regular jetbike with a Fatecaster rifle+Holofield is probably what we should standardize on for a one man lighter skirmisher for the time being. Given Fatecasters can fire off the bore and are homing, it's probably a really good fixed weapon to strafe with
Fatecaster rifles also count as heavy weapons and are pretty expensive EP wise at 25 per.
I think just adding guns to the jetbike directly (2 starblaster rilfes as example) works much better.
 
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Holy hell Arach-Qin went absolutely Beast Mode on their neighbors.

And they're a Minor.

Our position in general is not bad, even if there's a lot of scary Orks in the region, we've got plenty of people who hate them too. There's worse grounds to come to an Agreement on.

Yeah really has me thinking long term we could do a lot of good acting primarily as an arsenal for the more military minded craftworlds.


Also we could leverage our longer term strikes against the regional orks to maybe do some amount of diplomacy with that Hive World it sounds like
 
Fatecaster rifles also count as heavy weapons and are pretty expensive EP wise at 25 per.
I think just adding guns to the jetbike directly (2 starblaster rilfes as example) works much better.
We know you can combine 2 R into a H mount... and 2 Starblasters cost 20 EP and (4)10* Star Crystals vs. 1 Psy-scope and 25 EP. I'd pay 5 EP to save exotics and get a weapon that's a lot more accurate on the move and can be fired more often.

*The Starlance Rifle still has both a 2 Starcrystal and a 5 Starcrystal listed cost.
 
I should note, I think we should invest in getting a Heavy Grav vehicle design during the Rationalization. I don't think we currently have one, and having a heavy fist like that to destroy enemy Gargants and other large warmachines would probably be a good idea, plus such a craft could mount some impressive grav shields to ensure survivability.
 
But yeah, do we have a consensus that orbital bombardment is gonna be used as much as we can in the ensuing war?
 
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.
I think this Exodite world should be a top priority customer after our current Queue with our allies is finished up.

Sounds like they have a fleet of actual warships meant to throw down if/when the Necron show back up.

I want to examine them, get them set up into the best working condition we can, so when shit goes south Rohan/Quinlan can ride to our aid.

But yeah, do we have a consensus that orbital bombardment is gonna be used as much as we can in the ensuing war?
Absolutely, our Ground Forces are Trash at the moment, but our Fleet is surprisingly strong, and we have Lance's capable of piercing Orbital shields.

Plus we want to purge the green skins. Once they're on a planet, permanently removal is damn near impossible due to how their spores work, so Glassing their worlds may very well be in character as a First Resort to Ork Worlds. Possibly even merely contested worlds.
 
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I should note, I think we should invest in getting a Heavy Grav vehicle design during the Rationalization. I don't think we currently have one, and having a heavy fist like that to destroy enemy Gargants and other large warmachines would probably be a good idea, plus such a craft could mount some impressive grav shields to ensure survivability.
I have an idea if you'll hear me out?

The rationalization of our vehicles means we get to choose two vehicles to design and build, so I'm thinking we go with @DarkLight140's idea of creating a grav-barge IFV (listed below)

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.

This'll allow us to both keep our troops safe and also let them fire while on the move / being transported to the front, which would come in very handy.

The second idea would be to then design a superheavy tank to deal with any titans/knights we end up fighting on the front, full defensive arsenal (that we can spare), starblade as our main anti-titan cannon and some weapons to chew up anything else that gets in our way.

(Side note but I have no idea what the "R, H, V and S stats mean for the heavy grav-tank, other than SuperHeavy)

But yeah, that's my suggestion, an IFV/APC and a Superheavy titan killer.
 
Using the Grav Skimmer specifically because they can fire out is an interesting idea- personally I'd like to use the Needlestorm as the basis for our IFVs if we can upgrade it's troop capacity. Just for the sake of transparency when it comes to an entirely new design, the Grav skimmer chassis doesn't seem much cheaper than a light grav vehicle- but the ability to fire out is probably useful if we're investing in infantry armor and weapons.

The Needlestorm is 156 EP without it's cannon, and the Attack Barge is 124 EP without it's weapons (and side note, given the Attack Barge's Las-Cannon seems to be the 20 EP Vehicle mount, we actually have pretty heavy AT already).

I should note, I think we should invest in getting a Heavy Grav vehicle design during the Rationalization. I don't think we currently have one, and having a heavy fist like that to destroy enemy Gargants and other large warmachines would probably be a good idea, plus such a craft could mount some impressive grav shields to ensure survivability.
I'm a little leery of designing a super heavy just yet because I'm pretty sure each vehicle chassis has a base cost. We'd probably be looking at 6-700 EP before we factor in the chassis. Call it a cool 1000 EP per, and we'd still be left with no detachment that currently uses them. Better to get familiar with the CP system and altering/making detachments before we make some really cool center piece Super Heavy. Don't get me wrong, as proper devotees to Vaul we should be cramming in Super Heavies into places that no one else but the IG can manage- but we have to figure out how to fit them in first.

(Side note but I have no idea what the "R, H, V and S stats mean for the heavy grav-tank, other than SuperHeavy)
Ranged Weapons (infantry scale), Heavy Weapons, Vehicle Weapons, Super Heavy Weapon, and how many system slots iirc.
 
970.M29 | Turn 1 | Seer results and Armor Subvote
Scrying:
Rolls: (2d8) 11 → Success, (2d8) 5 → Fail, (2d6, Seerstone reroll) 7 → Success

⍙⍢⍦Flash⍦⍢⍙​
What is clearly an Orkish Yoof is kicked—literally—out of a hammock onto hard metal.
"Get up ya git-"

"No, too early. Let's try—"
⎍⎏⍹Flash⍹⎏⎍​
dust blows over a shattered orkish skull-
"Confound it, too late. This didn't use to be so difficult-"
⍜⏣⍔⍖⍢⏃FLASH⏃⍢⍖⍔⏣⍜​

"-nd I want da light boyz 'ere, an' dose Punchboy idjjits in da front so's dey takes most of da shooty dad dose twiggies 'ave left—Oy, you payin' attenshun, ya grots?"
The Ork is not the largest one has seen–or Seen–but the elaborate garb and, most importantly, the very impressive bicorn hat with a rackish feather of almost blindingly bright yellow serving as a plume, immediately identified this as a Freeboota Kaptain. Currently, the ork is hunched over a massive, crude map, directing tokens—which mostly appear to be costumed and mildly terrified Grots—whilst unseen subordinates look on. Notably, one tusk is clearly artificial, a polished silvery-pearl with an iridescent sheen that sometimes seems to be moving
not-quite-right. He clearly reacts to something said by one of those outside the vision's range, drawing back in offense and bellowing:
"I'z in charge cos I sayz I'z in charge! Me
Big Gorka haz betta gunz an more boyz than all six of yas put togetha, so's if ya get any ideaz I'll just krump ya good and take all da loot fer meself!

Dat's Wot I bloody thou-"
The ork pauses, trailing off midword as he idly scratches the base of the clearly artificial tusk.
"Me tusk's itchin'. Why's me tusk ichin'?"
The vision dissolves into fragments of possibility.




"Let's just Start with the heavy stuff this time shall we-"
⍥⍣⍕⌆⌗⌺FLASH⌺⌗⌆⍕⍣⍥​
Splintering possibilities while rainbow crows laugh-
"DEFINITELY NOT. Blast the Ruiner and all its works, a thousand curses upon the house of your mother¹-"
⛬∈⍄⍋⍟⏚F L A S H⏚⍟⍋⍃∋⛬​
searing lasbeams trade with the bright blue-white spears of Starlances. Sails are slashed on both sides, brilliant green and shining white trading with Vaul-black and Isha-green-
"Well, I suppose that will have to be enough, after that first attempt. Tirael! Where are my star-charts-"​


The Leader of the (current) attack on Meros is a Freeboota Kaptain, keeping at least six other warbands in line by weight of numbers and "having more and or bigger guns." He seems unusually fond of planning for an Ork…

Vau-Vulkesh does not seem likely to be attacked before 985.M29. The most likely attackers appear to be forces of the Major Craftworld of Biel-Tan.


Armor Options Subvote​

Developing a true combat armor out of your existing hardsuits is one of the first steps to developing further armors, but the question becomes which direction you wish to take the armor. Alight unpowered suits like your current hardsuit are easy and inexpensive to produce, but if desired you could simply scale up to something more closely resembling a small vehicle.
You may develop Two types armor using the options below. It is recommended that one be intended for use by most of your troops and therefore relatively inexpensive, but how relatively is up to you. Fractional values should be rounded up; note that costs will only be rounded at the end of calculation.

Weight​
Weight determines the overall thickness and durability of the armor in its category. Note that lighter armors are less expensive and allow faster movement (up to a point), heavier armors are more resilient in general and have more room for integrated systems. Your present Wraithbone Hardsuits are considered Light armor.

[ ] Light
Light armor offers the least protection and room for integrated systems, but have the lowest base cost.
Base EP cost 1 | Base Integrated Systems: 1

[ ] Medium
Medium grade armors offer a reasonable balance between base cost and capability.
Base EP cost 1.5 | Base Integrated Systems: 2

[ ] Heavy
Heavy suits offer the highest protection for their mass, with the greatest room for integrated systems, but naturally have a greater base cost.
Base EP cost 2 | Base Integrated Systems: 3

Type​
In addition to the overall weight, armor may also be Unpowered, Semi-Powered, or fully Powered. Similar to weight, Unpowered is the lightest and least capable, but also the least expensive, while fully Powered armor is more expensive and capable, but obviously the most expensive. Your present Wraithbone Hardsuits are considered Unpowered armor.

[ ] Unpowered
Unpowered armor is born entirely by the wearer's own strength, sharply limiting the maximum plating which can be carried and the number of systems which may be fitted. On the other hand, it is also the least expensive to produce.
Cost Multiplier: 1 | Slot Multiplier: 1

[ ] Semi-powered
Semi-powered armor—sometimes called "power-assist" armor—incorporates a simple exo-frame that carries most of the armor's own weight. While this provides no functional increase in strength for the wearer, it does allow greater mass of plating and systems be carried. Obviously this increases the base cost of the armor, however.
Cost Multiplier: 1.25 | Slot Multiplier: 1.5

[ ] Powered
Fully powered armor does not simply bear its own mass, but adds its tireless mechanical strength to that of the wearer—this can allow one to fight for far longer as the armor carries at least some of the wearer's own mass, engage in feats like throwing light vehicles at enemies or tearing lesser foes limb from limb barehanded, and carry heavier weapons and equipment than would normally be possible. Obviously, Powered armor is the most expensive type to manufacture in exchange for this capability.
Cost Multiplier: 1.75 | Slot Multiplier: 2.5

Integrated systems​
Integrated systems are built into the Warsuit by default. Whilst often less expensive than those meant to be deployed separately (as the suit's own integral power supply negates the need to include one, for example) they do increase the overall cost of the entire suit. Additionally, you may wish to leave a few slots open in the base design, as this will make it easier to modify for other uses later, and of course allow the installation of new technologies without having to sacrifice existing capability. Note that these costs are all added after the base cost, not to the base cost.

[ ] Autotargeters
Autotargeters are a catchall term for aim-assist systems which use a warsuit's own onboard computers and sensors to help the wearer aim. For unpowered armor, they are limited to simply providing an enhanced-reality display to the wearer, but on powered or semi-powered armor they actually help adjust the wearer's aim with the suit's own servos.
+0.5 EP | 1 Slot | 1 Max

[ ] Holo-field Projector
Adding an integrated holo-field projector to the Warsuit will be significantly less expensive than a standalone deployable version, though obviously this will still fairly substantially increase the cost of the suits.
+3 EP | 1 Slot | 1 Max

[ ] Extended Operations Modification
Extended Operations Modifications increase the overall operating time of the suit in battle conditions. This includes additional life-support, power supplies, and in extremis integrated waste-recycling systems for nearly indefinite operations time.
+0.3 EP | 1 Slot | Max 4

[ ] Enhanced Sensors
Enhanced sensor systems increase a suit's ability to detect hidden foes or dangerous conditions, providing the wearer with greater battlefield awareness even is fairly difficult conditions.
+0.2 EP | 1 Slot | Max 3

[ ] Extra Plating (Powered only)
Powered Armor can be equipped with extra-thick plating if desired. While this makes such armors less mobile, they can enhance durability to something more on par with smaller armored vehicles than an infantryman.
+0.2 EP | 1 Slot | Max 3

[ ] Improved Power-Assist (Powered & Semi-powered only)
Spending some additional cost and space within a powered or semi-powered Warsuit to improve its exo-frame can compensate, to a degree, for the loss of mobility caused by heavier plating.
+0.3 EP | 1 Slot | Max 4

[ ] Integrated Weapon(s) (Heavy Powered only)
Heavy Powered armor, being more akin to a small wearable vehicle than what most would consider mere armor, has sufficient room to incorporate hardpoints for integrated weapons systems. This can allow a wearer to exceed the usual limits of carried weapons, allowing flexibility and raw firepower that lesser infantry cannot match.
  • - [ ] Melee Hardpoint
    +0.1 EP | 1 Slot | Max 2
  • - [ ] Ranged Sidearm Hardpoint
    +0.2 EP | 1 Slot | Max 2
  • - [ ] Ranged Longarm Hardpoint
    +0.2 EP | 2 Slots | Max 1
  • - [ ] Heavy Weapon Hardpoint
    +0.3 EP | 3 Slots | Max 1

[ ] Grav-Shield (Heavy Powered only)
Heavy Powered armor is large enough and strong enough to carry a vehicle-grade Grav-Shield as an integral system. While this would require a great deal of internal room, this would offer such warplate nearly unparalleled ability to resist fire, especially if combined with a holo-field. The added mass, however, would likely substantially affect the suit's ability to move quickly without an investment in enhancing its exo-frame. It also would, of course, increase the suit's cost to something approaching a light vehicle.
+15 EP | 4 Slots | Max 1


Wraithweave Brigantine, meanwhile, has far simpler requirements. The first is how heavy it should be, and the second is if you wish to include up to two integral systems.

Armor weight:
[ ] Minimal
minimal armor provides protection mostly against light small arms, unpowered melee weapons, and shrapnel. It is, however, the least costly to produce.
Base cost: 1 EP

[ ] Light
Light armor is suitable to resist most infantry small arms to at least moderate degree, but most heavy weapons will penetrate it without much resisance.
Base Cost: 1.2 EP

[ ] Medium
Medium armor will resist even some heavy weapons to a degree, but aside the greater cost it can also slow the wearer somewhat.
Base Cost: 1.5 EP

Systems:
[ ] Autotargeters
Like a Warsuit, these armors can be equipped with Autotargeters which project a heads-up display that helps the user aim. While less effective than the version in a warsuit, these versions are also less expensive.
+0.2 EP

[ ] Voidsealing
including full vacuum rated sealing systems and the necessary support systems would allow these suits to be used more safely in hostile conditions, such as the Void or the side of a chemical weapons strike.
+0.1 EP

[ ] Sensor package
Improving the suit's sensors will increase battlefield awareness significantly, potentially alerting the user to threats they might otherwise miss.
+0.1 EP

[ ] Holo-field
alternatively, one could include a Holo-field as an integral system to start with. Though this would of course rather significantly increase the cost of the suits themselves.
+3 EP

6 Hour Moratorium

1: Obviously, this is a direct translation of what could be subtitled as "Colorful Swearing"
 
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If they had AAA good enough, ground combat is a non issue because nothing is every going to survive the landing on the planet.

And we have good enough weaponry on our ships to crack pretty much everything they have on the ground after we got our ships some functioning defense systems.
Considering this:
First AA and AAA don't use the same weapon emplacements in 40k so that's not how that works. Second, the shields are the reason why the AAA is so dangerous as you can bombard them for decades with large fleets well being no closer to breaking them than when you started. This is the dynamic used in 40k to force ground combat to be relevant as it renders orbital superiority mostly irrelevant beyond cutting off access to the wider galaxy.

And, I didn't comment on the capability of our navy's weapons to perform in an orbital artillery role after you take out the shields, and AAA as even the 40k Imperium can do that just fine so I don't really understand why you're bringing it up.
Yeah, in general, Dominion-era lasers allows us to not just keel over and die when enemies roll out titans on the field. IDK if we'll be able to just bombard stuff from orbit, but we are perfectly capable of bonking titans with weaponry we could mount on tanks.

Hell, we prolly could bonk them with infantry. Massed automatic lascannon fire is lol. Lmao. Prolly inefficient for our strategies, but funny.
Unless, the QM house rules a change to how ground fortifications, theatre shields, or AAA work here in comparison to normal 40k orbital bombardment will be an ineffective tactic as even random Ork infestations on Imperial worlds have this level of technology. That's probably why the only Ork planet that was bombarded in Arach-Qin campaign was a random frontier planet.
 
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So, we've got 3 turns until Biel-Tan shows up to try and gank us. That's... Doable, if we're on the ball.

Anyway, let me work some planning out.
 
But yeah, that's my suggestion, an IFV/APC and a Superheavy titan killer.
This is pretty much what I want to do. Slap grav shields on our barges and make something to go be big and mean and scary at the orks.

Edit: As for armor, we get to make 2 different combat suit designs and I want at least one to be a heavy combat armor variant, if for no other reason than because it'd be cool and because properly equipped I suspect it could mow through enemies.
 
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I wanna say semi powered medium and powered Heavy? For the proper warsuits.

Minimal or light for the Brigandine, thats the one we Want to have little in the way of speed malus.

Really, these options are showing us exactly how the Vaulkhari will develop as things go forward. Very excited to see what comes next!
 
Okay, I think we can afford a 5 cost warsuit and still wildly roll it out to the Guardians. Any more than that and it's probably better to give it to HG and focus on the Brigantine. We can afford a 5 cost Brigantine if we want to try and push for universal holo-fields.

@Mechanis does the Powered Cost modifier affect the cost of systems, or only the base frame? Is the slot multiplier for cost or how many extra slots the gear has?
 
-[ ] Void Guard Armor (Standard Line Troop Armor)
--[ ][Weight] Medium
--[ ][Type] Semi-Powered
--[ ][Systems] Autotargeters
--[ ][Systems] Holo-field Projector
--[ ][Systems] Extended Operations Modification

A reliable, relatively inexpensive suit of armor, well protected and capable of carrying it's own weight, which limits the loss of mobility. The addition of Auto-targeters and a Holo-field Projector allows this to turn even a relatively inexperienced fighter into a peer to a more experienced expert, while the Extended Operations Modification makes it rugged and well hardened in all manner of environments

Total Cost: 5.675 EP each (Are we going to be doing any rounding up here @Mechanis ?)

In exchange though, this is tougher, more reliable, meaningfully improves anyone wearing it, and far more protective than even Wraithbone Hardsuits. This probably isn't much worse than Aspect Warrior Armor TBH and might actually be better, and this being the Standard for our professional soldiery should be a very nice thing to have.
 
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So, we've got 3 turns until Biel-Tan shows up to try and gank us. That's... Doable, if we're on the ball.

Anyway, let me work some planning out.
you have at least three turns until Biel-tan is reasonably likely to show up. it could be sooner. It could be later! even I don't actually know for certain, since it's a background roll; this is just based on the consideration of "When the target number is high enough for them showing up to have two-digit probability."
Okay, I think we can afford a 5 cost warsuit and still wildly roll it out to the Guardians. Any more than that and it's probably better to give it to HG and focus on the Brigantine. We can afford a 5 cost Brigantine if we want to try and push for universal holo-fields.

@Mechanis does the Powered Cost modifier affect the cost of systems, or only the base frame? Is the slot multiplier for cost or how many extra slots the gear has?
I specifically stated that no, system costs are added after the base cost of the suit. so Autotargeters cost an extra half-point whether you're putting them on a light unpowered suit or a heavy powersuit. (This is specifically so that more systems cost relatively smaller amounts if you're making Not!Terminator Armor, compared to "basically Guardian Armor").
Slot multipliers are again for the number of slots a suit has, systems are fixed costs.

What standard craftworld Guardian would look like, as a point of comparison?
Light unpowered with Autotargeters. and a separately issued holo-field. This is "cheap" but, well the Problems™ with that approach have been brought up in thread already.

edit: and incidentally, Terminator armor would be a Heavy Powered suit with some combination of extra armor plating, servo enhancements, and integrated weapon hardpoints, and or miscellaneous support systems.
 
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[] Plan: Star Scale (General Trooper Armor)
-[] Heavy
-[] Semi-powered
--[][Systems] Autotargeters
--[][Systems] Holo-field Projector
--[][Systems] Extended Operations Modification
--[][Systems]Enhanced Sensors x2

Should round up to 7 EP. This thing should be pretty solid, I'm more than happy to swap over to double Extended Operations instead of Enhanced Sensors, but I figured any Fatecaster tech probably really enjoys better sensors.

Total Cost: 5.675 EP each (Are we going to be doing any rounding up here @Mechanis ?)
It rounds to 6 EP.

Edit: If you went heavy armor and dropped the extended operations you also wind up at 6 EP. That's a trade off to be sure, but I imagine the Webway makes Eldar logistics a lot less similar to conventional deployments so it seems a viable alternative. I'm kinda considering that myself to make the armor as economical as possible while retaining protection.
 
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@Mechanis how does rounding on the slots go? Would heavy powered armor (3*2.5=7.5) have 7 or 8 slots? Is it regular rounding? (Ie, .0x to .4x rounds down, .5x to .9x rounds up)
 
So, what's the most expensive:

[ ] Heavy
Heavy suits offer the highest protection for their mass, with the greatest room for integrated systems, but naturally have a greater base cost.
Base EP cost 2 | Base Integrated Systems: 3
[ ] Powered
Fully powered armor does not simply bear its own mass, but adds its tireless mechanical strength to that of the wearer—this can allow one to fight for far longer as the armor carries at least some of the wearer's own mass, engage in feats like throwing light vehicles at enemies or tearing lesser foes limb from limb barehanded, and carry heavier weapons and equipment than would normally be possible. Obviously, Powered armor is the most expensive type to manufacture in exchange for this capability.
Cost Multiplier: 1.75 | Slot Multiplier: 2.5

So, 7.5 slots available, assuming rolling down to 7, cost 3.5

Autotargeters
Autotargeters are a catchall term for aim-assist systems which use a warsuit's own onboard computers and sensors to help the wearer aim. For unpowered armor, they are limited to simply providing an enhanced-reality display to the wearer, but on powered or semi-powered armor they actually help adjust the wearer's aim with the suit's own servos.
+0.5 EP | 1 Slot | 1 Max

[ ] Improved Power-Assist (Powered & Semi-powered only)
Spending some additional cost and space within a powered or semi-powered Warsuit to improve its exo-frame can compensate, to a degree, for the loss of mobility caused by heavier plating.
+0.3 EP | 1 Slot | Max 4

[ ] Holo-field Projector
Adding an integrated holo-field projector to the Warsuit will be significantly less expensive than a standalone deployable version, though obviously this will still fairly substantially increase the cost of the suits.
+3 EP | 1 Slot | 1 Max
[ ] Grav-Shield (Heavy Powered only)
Heavy Powered armor is large enough and strong enough to carry a vehicle-grade Grav-Shield as an integral system. While this would require a great deal of internal room, this would offer such warplate nearly unparalleled ability to resist fire, especially if combined with a holo-field. The added mass, however, would likely substantially affect the suit's ability to move quickly without an investment in enhancing its exo-frame. It also would, of course, increase the suit's cost to something approaching a light vehicle.
+15 EP | 4 Slots | Max 1

For 22.3 Cost. They'd kick the ass of anything in the way though. Quality makes up for a lot of quantity when you're as casualty averse as Eldar are.
 
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Got it, thanks. 6 EP for our standard Professional Soldier should be affordable, and it'd go a long way to compensate for our lack of experience and temperment since it'd give the aim-assist and avoidance benefits of Holo-Fields while being rugged enough to sustain for a long time.
 
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