Jetbike MK I & II

Additions highlighted in blue for convenience!


Yes, those bits on the winglets are part of the Refractor Field, specifically the secondary emitter panels. the Primary ones are in front, of course.


MK 1, with its single display:

MK 2, with two extra dash displays, plus the Suitlink port and status readout on the right.
 
I like this one too, but I'd like to see a final cost.

Best I can do is tally up the prices for you, any talk of "Base chassis costs" or other hidden prices aren't worth doing late at night, but the total price is roughly around the ballpark of 120-130EP (give or take, I might be wrong), most of the price tag is because of the engines, but those are essential to hitting the slot balance between a Morgana and a Hammer.
 
Yep, Automation of Exotic wielding Superheavies is... a Long goal. We can guesstimate at 1300 EP we are looking at Like 1 vehicle a turn per foundry, but to actually feed the exotic's cost is a whole other matter.

If we guesttyimate, lets say 6 psyscopes and 78 Starcrystals required to run this foundry per turn, We would have to spend 28 points expanding the Psy-scope Automation and 40 Points expanding the starcrystal automation, to feed an automated production of 1 Superheavy Per turn.

Needless to say, Automated Foundry of exotics designs is either a Double digit turn long epic, Or late late late game goals, When you can instead spend 4 points and a couple turns to set up a superheavy foundry that Doesn't use exotics.

We MIGHT be able to automate small arms exotics, Or Vehicles with singular Exotics wielding weaponry, but something like the star anvil which is equipped with so much exotic gear? Thats kind of thing is going to stay as ace in the holes.

The closest thing we might be able to accomplish is sticking singular Exotic SH weapons on Superheavy vehicles. The Fatesheer superheavy cannon for example, is "only" 4 psyscopes, which means a foundry producing 1 superheavy equipped with it would "only" be 14 bonesinger AP to facilitate. The equivilent wih the star weapons, Unfortunatly is 45-50, which is 20-25 AP worth of Starcrystal farms.

Superheavy vehicles with full Exotic weapon compliments similar to the Star anvil? That's the work of multiple turns of stockpiling and Handmaking, And will probably never see foundry'ing unless we start investing like, EVERY AP into Exotics automation for now until 10 turns from now.

Oh, and All of these these guesstimate costs for Exotics get DOUBLED if a foundry produces 2 1300EP Superheavy's instead of 1.
I think you're mixing up exotic resource production per year with per turn.

Our turns are 5 years long right now so each turn a single Starcrystal farm would be producing 200 Starcrystals (40/year * 5 years/turn) while a Fateforge would be producing 30 Psy-Scopes a turn (6/year * 5 years/turn)
4x Starcrystal Farms (+40 Starcrystal/year each)
4x Fateforges (+6 Fatebender Psy-Scopes/year each)
Taking your "1 Star Anvil/turn per Foundry" figure a single Fateforge would be enough to pay for 5 Star Anvil's a turn (30/6=5) while a single Starcrystal farm would pay for ~2 (200/78=~2.56).

That amounts to 12 BAP total sunk into 1 more Fateforge (7 BAP) and Starcrystal Farm (5 BAP) which would let us produce enough exotic resources for ~2 Star Anvils/turn indefinitely although we don't know how much BAP a Star Anvil Foundry costs.

Of course, I don't think we should automate Star Anvil production until we've either seriously overhauled it's chassis or designed a new chassis for it as I'm sure we can figure out a ton of refinements to make it more capable.
 
Last edited:

Additions highlighted in blue for convenience!


Yes, those bits on the winglets are part of the Refractor Field, specifically the secondary emitter panels. the Primary ones are in front, of course.


MK 1, with its single display:

MK 2, with two extra dash displays, plus the Suitlink port and status readout on the right.

Vulkhari Jetbike Patchnotes:

• Added windshield to jetbike (windshield wipers not included)
• Added suit-linked computer loaded with nightcore playlists.
• Removed the Ork.
 
Someone poke me when we're back to plot please? There's only so much interest I can muster in the mechanical morass of designing war machines and weapons.
 
That amounts to 12 BAP total sunk into 1 more Fateforge (7 BAP) and Starcrystal Farm (5 BAP) would let us produce enough exotic resources for ~2 Star Anvils/turn indefinitely although we don't know how much BAP a Star Anvil Foundry costs.
The problem with this as a judgement is that we know increasing our basic industry through Enhance Industry actions increases the production rate of foundries.

It does not increase the production rate of exotics.

Short term, setting up a core of elite units that use exotics is fine, but the cost to maintain whatever ratio we pick is going to increase as we improve our industry and increase our forces.
 
The problem with this as a judgement is that we know increasing our basic industry through Enhance Industry actions increases the production rate of foundries.

It does not increase the production rate of exotics.

Short term, setting up a core of elite units that use exotics is fine, but the cost to maintain whatever ratio we pick is going to increase as we improve our industry and increase our forces.
Yeah, but as our industry increases our ability to build forges also increases. Also, we can build more exotic-efficient vehicles. For example, using our new tank chassis to make a tank with 1 starlance and 1 fateshredder as primary weapons plus a heavy needler as backup would only be 20 starcrystals and 3 psy-scopes, meaning one of each exotic forge could let us build 10 tanks per turn, which is pretty reasonable IMO

[X] Plan: Fata Morgana-class Multirole Chassis, Gravshield Variant
 

Additions highlighted in blue for convenience!


Yes, those bits on the winglets are part of the Refractor Field, specifically the secondary emitter panels. the Primary ones are in front, of course.


MK 1, with its single display:

MK 2, with two extra dash displays, plus the Suitlink port and status readout on the right.
Are you going to color these when we hit 40k? Because they are slowly becoming more detailed.
 
The problem with this as a judgement is that we know increasing our basic industry through Enhance Industry actions increases the production rate of foundries.

It does not increase the production rate of exotics.

Short term, setting up a core of elite units that use exotics is fine, but the cost to maintain whatever ratio we pick is going to increase as we improve our industry and increase our forces.
More "Enhance Industry" actions also means more BAP for investing into increasing exotic resource production which is something we would want to do regardless since Exotic resource weapons are such force multipliers.

In addition I think that "1 Star Anvil/turn" guestimate figure is way to optimistic since just going from a gun to infantry armor in terms of size and complexity saw a 50% reduction in EP output (Needler: 300*6=1800EP vs Brigandine 450*2=900EP) despite that particular gun costing more EP than the armor.

Given the vastly greater size and complexity of a superheavy tank that uses exotic resources I suspect that a a Star Anvil foundry will have a similar lead time as actual starships in terms of production speed unless the Bonesinger investment is way higher.

The incredibly high EP cost of a Star Anvil also means that it will likely take far more "Enhance Industry" actions before the output of a Star Anvil foundry can double as well.
 
Don't rely on assumptions and supposition too hard. Thread dramatically changed its opinion on basically everything industrial and military like, three times in five turns.
 
Since it's coming down to the final stretch, and since two variants of the Fata Morgana are in the lead, I might as well tip the scales towards the one I prefer.

[X] Plan: Fata Morgana-class Medium Battle Tank Chassis

I've been convinced by @Mechanis 's comments about how even locking down a single vehicle weapon slot is enough to make a platform a specialist instead of a generalist, and how many Imperial models in fact leave all their slots for general use - which, upon reflection, does make some sense.

So if the Fata Morgana would be a poor "true generalist", then it's better to make it better at the roles it will actually be tasked with filling - specifically, as a Main Battle Tank, as a Missile Artillery Platform, as an AA gun, and as a Tank Destroyer - all of which will be done better with two pre-dedicated Vehicle Weapon slots.

During a later design round, we might aim for an actual "true generalist" that leaves 30+ system slots free - that's a mobile platform that can be used for anything from an enclosed troop transport to a platform for a Superheavy gun.
 
Last edited:
The incredibly high EP cost of a Star Anvil also means that it will likely take far more "Enhance Industry" actions before the output of a Star Anvil foundry can double as well.
in what world would we make a star anvils factory? it's a titan killer and titans are rare. the two we have will last us a century or a century and a half. if we make another star anvils it will be because we are using the forge for an EP action.
 
During a later design round, we might aim for an actual "true generalist" that leaves 30+ system slots free - that's a mobile platform that can be used for anything from an enclosed troop transport to a platform for a Superheavy gun.
we can do a heavy chassis built around this. focus less on the quality of armor and more on multiple integrated defenses.

regarding our battleships, I think we all agree that with how few of them we have, and with the important webway gates they hold, we should definitely take militarize hull and make a Brigantine hull iteration before we design a refit.
 
in what world would we make a star anvils factory? it's a titan killer and titans are rare. the two we have will last us a century or a century and a half. if we make another star anvils it will be because we are using the forge for an EP action.
It's a multi-role superheavy that's basically a Baneblade and Shadowsword fused together in terms of weapon types.

If it was supposed to be a dedicated titan killer it would just have a Starblade and some Heavy Weapons for self defense instead of a Starblade and 3 Vehicle Weapons and a Heavy Weapon that's basically got Vehicle Weapon levels of anti-vehicle capabilities.
 
We do have Biggadakka amongst our neighbors. They make titans. They are a part of Grimtusk's orc empire.
yes, but in a previous post Mechanis indicated that titans are rare. even Grimtusk Waagh isn't likely to bring more than one of them to a fight, and nothing we care to defend is remotely close enough for them to drag a titan too for decades.
 
... huh.

The "multirole" version is currently 5 votes ahead, after all vote combinations are done (which I missed on my first pass).

If there's anybody who's currently not voting for any Morgana variant, then it's likely you can collectively tip the vote one way or the other. I now find myself in the odd position of advocating against a plan vote that I created. :thonk:
 
I seriously don't have the energy to browse through entirety of the latest thread knife-fight, so if somebody could sum it up why I should vote for one of the almost identical-looking plans over the other, that would be grand.
 
I seriously don't have the energy to browse through entirety of the latest thread knife-fight, so if somebody could sum it up why I should vote for one of the almost identical-looking plans over the other, that would be grand.
Vote Morgana MBT if you want the Morgana to be slightly less expensive when built to shoot things
Vote Morgana Multirole if you want the Morgana to be able to turn into an infantry carrier or think we're going to develop extremely slot-intensive gear which belongs on a tank chassis
Vote Hammer if you want the final layer of our tank's defensive onion to be able to ignore infantry guns and weather vehicle guns decently
 
[X] Plan: Fata Morgana-class Medium Battle Tank Chassis

Basically what I proposed, just in an iteration with weapon slots already.

Once this hull is ready can do an iteration at the same time we are designing a tank on it to strip the vehicle slots and get a good IFV and command vehicle hull.
 
Last edited:
Back
Top