The more I think about it the more I unironically think "ramming" with a special combi-sweeper is not a bad idea. Everything hit by the force of the sweeper gets hit with the speed that the firing weapon is moving. Everything within its range, crew and all, will get hit by a steel wall going several times the speed of sound. Its armor piercing, long range ramming. I want it.
 
The more I think about it the more I unironically think "ramming" with a special combi-sweeper is not a bad idea. Everything hit by the force of the sweeper gets hit with the speed that the firing weapon is moving. Everything within its range, crew and all, will get hit by a steel wall going several times the speed of sound. Its armor piercing, long range ramming. I want it.
The problem is that sweepers don't even get to super heavy scale, let alone naval.
 
Would we not already have Gellar Field equivalents though? Either via meditation practices, runes, wards or imbuing special properties into the Wraithbone itself?

I think we're told somewhere that wraithbone passively produces a Gellar Field effect, which is why Eldar ships can travel in the Warp at all.

For me basic automation.

We pretty much lost all of our automation in the fall so we will have to rebuild that and having some non-psy tech examples should help us get started there.

I want my helper/assistant/scout drones damned.

I think post Cybernetic Revolt humanity doesn't have automatation. They just put pieces of human brains or whole ones into things they want to 'automate', because of the well justified fear that any automation at all that didn't have a human in the loop makes a machine catnip for daemonic possession.

Pre-cybernetic revolt automated machines received the same treatment as the Eldar's psycotomata.

And for the same reason. Without the protection of the Eldar/their Gods automation seems exceedingly dangerous to have any near anyone with psyker powers in 40K.

The Votunn may have some way around it, but DAoT humanity don't seem to know what it is
 
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I think post Cybernetic Revolt humanity doesn't have automatation. They just put pieces of human brains or whole ones into things they want to 'automate', because of the well justified fear that any automation at all that didn't have a human in the loop makes a machine catnip for daemonic possession.

Pre-cybernetic revolt automated machine received the same treatment as the Eldar's psycotomata.

Pretty sure there wasn't a huge hate on that before Emps came around and the IoM started to become a thing because he seemed to hate AI.

Mechanicus to my understanding was pretty relaxed about it.
And there were plently of outright AI around even some still in 40k.

If you have any sources on them actually being demon catnip for daemonic possession that isn't the Admech or IoM that would be great as both have reasons to lie about it.

Also because we have some examples of AI being pretty damn fine even in 40k.
 
Pretty sure there wasn't a huge hate on that before Emps came around and the IoM started to become a thing because he seemed to hate AI.

Mechanicus to my understanding was pretty relaxed about it.
And there were plently of outright AI around even some still in 40k.

If you have any sources on them actually being demon catnip for daemonic possession that isn't the Admech or IoM that would be great as both have reasons to lie about it.

Also because we have some examples of AI being pretty damn fine even in 40k.

The Mechanicus hated automation. It's deep I their doctrine that autonomous machines are anathema. They didn't take that from the Emperor.

The Crimson Accord of Mars predates the formation of the Imperium by a long time.

And asking for non-Imperial sources on the dangers of AI is pretty challenging as they're the main source on everything.

We don't know why for sure why the Cybernetic Revolt happened, but Chaos is one of the contenders.

Particularly as it's what the Chaos Gods did to try to defeat the Emperor the next time humanity looked like it was getting too big for its boots.
 
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990.M29 | Turn 5 | Chassis Design IV | The Burden of Command I | Politics & Diplomacy
Melta Weapons
The ultimate evolution of the flamethrower, and conventional incendiaries in general, Melta weapons are among the most potent non-exotic weapons available, able to compete even with some less reliable or sophisticated plasma weapons. Their critical weakness however is distinctly lacking range; when in range however these weapons can burn down infantry, many vehicles, and inconvenient foliage with equal impunity. Single-shot, omnidirectional versions are also used as explosives in applications as diverse as hand-thrown grenades and anti-shipping torpedoes.
  • Melta pistols are potent but short ranged thermal weapons that fire ultrahot streams of material that can burn through armor with alarming speed and flash-boil unprotected tissue. While short ranged, they offer potent anti-material and -personnel capabilities for their size and price point.

    Type: Sidearm
    Equipment Points cost: 2
  • Meltaguns are rifle-sized thermal weapons that can burn through even most midrange power armor or light vehicles in seconds, and nearly instantly kill unprotected infantry. The weapons do, however, have a distinct weakness of highly limited range, but offer potent capability for their size, technical complexity and price point, making the weapons a favorite of close-assault units the galaxy over.

    Type: Longarm
    Equipment Points cost: 4
  • Effectively a twin Meltagun with an extended ammunition supply, Multi-Meltas can burn through even medium vehicles with shocking speed… as long as the user can get into range first. Such weapons are popular with "Breacher Squads" that fight on hostile voidships or space stations due to their ability to rapidly remove inconvenient blast doors and sealed hatches without the risk of much overpenetration or collateral damage, however.

    Type: Heavy
    Equipment Points cost: 7
  • Melta Cannons are large-scale Melta weapons used on vehicles. While short ranged like other Melta weapons, their enormous size allows them to punch through even most vehicular armor almost instantly, leaving slag-edged blast-holes in any vehicle foolish enough to allow them to close to effective range, and mere thermal bloom alone can kill unprotected infantrymen should the vehicle-s commander turn a Melta Cannon against them.

    Type: Vehicle
    Equipment Points cost: 15
  • Colossal starship-sized melta weapons, Magna-Melta Macro-Blasters are short ranged for Macro-Weapons, but these potent weapons can burn down enemy ships in only a handful of vollies, if one can bring them to range.

    Type: Naval
    Equipment Points cost: 2
  • Melta Bombs are simple single shot Melta weapons that are potent anti-material and incendiary weapons. Small versions can be issued to infantry as equipment, serving as tools of sabotage, simple traps, and satchel charges; larger, more potent versions can be deployed by aircraft provided they are equipped to carry bombs.

    Type: Equipment | Ammunition Type
    Equipment Points cost: 3 (pack of 4) | N/A
Grenades
Grenades are hand-held explosives commonly developed by practically every species capable of throwing things at some time or another. From comparatively simple Frag or Krak grenades to terrifying Vortex grenades, these weapons can grant an infantryman a critical edge in combat, at least for a limited time.
  • Frag Grenades are one of the most basic types of grenades, using a pre-weakened shell packed with flechettes and explosives that can throw deadly shrapnel over a wide area.

    Type: Equipment
    Equipment Points cost: 2 (pack of 6)
  • Krak grenades are dedicated anti-vehicle explosives deployed to infantry. Those of the Aeldari are particularly deadly, as they contain a penetrator spike made of ultra-hard Wraithbone and miniature grav-motors that attempt to align the tip towards the Psykeicly tagged target, not solely explosives.

    Type: Equipment
    Equipment Points cost: 2 (pack of 6)
  • Smoke Grenades cause no direct damage to an enemy, but their ability to control the battlefield through obscurant clouds is not to be underestimated. Those of the Aeldari are particularly sophisticated, including not simply vision-impairing smoke clouds, but sensor-jamming microparticles that make the clouds opaque even to many types of less sophisticated sensor as well.

    Type: Equipment
    Equipment Points cost: 1 (pack of 6)
  • Screamer Grenades are an Aeldari sublethal weapon which operate as the ultimate evolution of the 'flash-bang' concept, creating a multi-vector assault on every physical sense possessed by the unfortunate victims that can leave even a hardy Ork stunned from sensory overload.

    Type: Equipment
    Equipment Points cost: 3 (pack of 6)
Voidship Torpedo Launchers
Voidship torpedoes are massive weapons packed full of explosives—or more exotic warheads—that are used in void combat. There are two principal approaches. The first is to use Light launchers, which store only enough torpedoes for a handful of salvos, and typically come as a pair. The second is to use three-tube heavy launchers, which are designed for long engagements with deep reserves of munitions—this does, however, considerably increase their cost, by a factor of three.

Type: Naval | Naval
Equipment Points cost: 1 | 3
Torpedo Ammunition
The most valuable property of torpedoes for voidcraft is their flexibility, as the same launcher can be used to fire a wide variety of munitions suitable for different roles and targets.
  • Krak torpedoes are simple unguided explosives powerful enough to seriously threaten a voidcraft. While primarily used to constrain enemy maneuvering and break up fleet formations, Krak Torpedos can also offer a devastating punch at close range where an enemy ship has little chance to evade.
  • Melta Torpedos are one of the most deadly munitions that do not require advanced or exotic technology. Each contains a massive array of Melta warheads that, when the weapon hits an enemy ship, detonate in sequence to unleash deadly firestorms that can melt a vessel's interior to slag.


Matters Aesthetic

Lastly, you have an opportunity to shape the overall aesthetic design of the new unit.
This will take the form of a two-stage vote; in the first stage, each person may submit a description of overall design with up to three pictures or vote for an existing suggestion; the top four to six (depending on how many suggestions are made) will then have a more structured vote with simple example vehicles made by me to demonstrate 'end result' aesthetics.
You may also vote for the "default" option, which will result in items based on an "Eldar-ized" version of the the style in the example images below:



[ ] Vehicle Aesthetics (Write-in)



The Burden of Command

How you structure your army's command going forward will in no small part be affected by how you structure your Headquarters units and which of the available options you elect to take. Training of these units is time consuming—one does not make a general overnight—but each offers a Detachment level bonus ability, and a second for Warhosts if placed as the Headquarters Detachment thereof. Note that the magnitude of this bonus depends on training time for the unit—longer training periods provide proportionally more impactful abilities.


You may select Any Four of the options below.

[ ] Force Leader
Time Cost: 1 Turn​
[ ] Force Commander
Time Cost: 2 Turns​
[ ] Force Captain
Time Cost: 4 Turns​
A Force Leader is the most basic type of Command Unit for a Detachment, studying past knowledge of warfare, tactics, strategy, and logistics to learn what works and what doesn't. Such leaders are selected for strategic and tactical acumen, honing a keen instinct for the flow of battle that can allow their forces to strike suddenly, without warning, and fade away like smoke should a battle turn against them.
Force Leaders possess the Tactical Withdrawal and Decisive Strike special abilities. Tactical Withdrawal gives a Detachment a chance to retreat in good order even if it would normally be routed or destroyed, lessening casualties. Decisive Strike allows a Warhost to deploy a portion of its Detachments as First Strikers, which always possess favorable initiative at an Engagement's start.

[ ] Warsinger Leader
Time Cost: 2 Turns​
[ ] Warsinger Commander
Time Cost: 3 Turns​
[ ] Warsinger Captain
Time Cost: 5 Turns​
Militant Bonesingers who have studied the arts of command and warfare, Warsingers approach the art of combat with the same meticulous craftsmanship their more peaceful fellows turn to the technical problems of the Aeldari.
Warsinger Leaders possess the Song of Battle and Drums of War special abilities. Song of Battle allows a Detachment a chance to succeed on any non-critical failure when performing advanced tactics (Deep Striking, Etc); Drums of War allows a Warhost to have a chance to choose which Detachment(s) are present at the start of an Engagement even if this would normally not be allowed (EG, ambushes, etc).

[ ] Warpriest
Time Cost: 1 Turn​
[ ] Warmaster
Time Cost: 2 Turns​
[ ] Warlord
Time Cost: 4 Turns​
Militant members of the few Aeldari willing to openly devote themselves to Khaine the Bloody-Handed over other gods, Warpriests study the practice of war with literal religious fervor, and can call echoes of the War God's active blessings for short periods and inspire the warriors of the Aeldari to fight with uncanny ferocity.
Warpriests possess the Inspiring Presence and Khane's Guidance special abilities. Inspiring Presence provides a bonus to a Detachment's morale checks, making them less likely to be forced into retreat or routed; Khane's Guidance allows all Detachments in a Warhost to reroll critical failures a limited number of times per Engagement.

[ ] Warseer Commander
Time Cost: 3 Turns. Requires existing Warseer(s) to train.
Warseers can be designated as leaders of armies, and their training extended to cover the necessary knowledge, and the use of their abilities on a more strategic scale. They are, however, the most difficult to train.
Warseer Commanders possess the Psykeic Guidance and Foresight of the Eldar special abilities. Psykeic Guidance allows a Detachment to succeed at any normally failed roll, provided it is not a Critical Failure and the Magnitude of Failure is less than half the Target Number. Foresight of the Eldar grants all Detachments in a Warhost automatic victory when rolling initiative at the start of an Engagement, except on a natural critical failure.

Politics and Diplomacy

You may select any two of the below:

[ ] Kher-Ys | The Tears of Isha
The Craftworld of Kher-Ys seeks to recreate the Tears of Isha, or at least something close enough to serve the same purpose for the modifications pioneered by Iyandan in the creation of spirit stones. This could prove of immense value to the Diaspora as a whole, but they are only of average size, and their two allies only a small and minor craftworld. Drawing them into the coalition you are building in the north would greatly improve both their own security and your own.

[ ] Muirgaythh | The Inescapable Labyrinth
Muirgaythh and their own minor allies seek to recreate tools of your ancient enemy, the Necron, and thereby imprison servants of the Great Enemy in gaols not even they can escape. It is likely that in so doing they may learn many secrets held by that ancient enemy, yet only a small craftworld is Muirgaythh, and so that small coalition is far more vulnerable than might be comfortable.

[ ] Stel'iy-Rann | A Pearl Without Price
The small craftworld of Stel'iy-Rann is the senior-most of a small coalition in which the craftworld Nacretinei was a member, yet that Craftworld has seemingly vanished without a trace, and the party they had stated their intent to send to the Aeldmoot made no appearance. Stel'iy-Rann and the other three minors craftworld of that coalition have grown concerned for their fate, now, and would certainly welcome the resources of your own coalition in the search for their missing compatriot—an easy door to draw them into your sphere of influence

[ ] Stel-Uit | The Bladefleet
Vaulish Stel-Uit sheered away their own shipyards, for the spar on which they were built served as a grasping-point for monstrously sized Keeper of Secrets during the Fall. Their fleet has suffered heavily during their escape, for they lingered almost too long to save as many and as much as they could from the madness of the Croneworlds, and they succeeded mightily, with a populating half again larger than most Small craftworlds. Drawing them into your orbit should be a simple matter, for offering your shipyards to those without is becoming something of a specialty.

[ ] Lal'c-Tann | Oaths of Brootherhood
The host of Lal'c-Tann, it seems, came to the aid of Arek-Vet, nephew of Aresh-Vul, after he and his host were cut off from that of his own father, right in the nick of time—had they been a second later, Arek-Vet would be dead; yet together he and Ferin'Elt, lord of Lal'c-Tann, slew the two Keepers of Secrets that had nearly killed him. Following that feat, the two have sworn oaths of brotherhood, and what remains of Arek-Vet's host now bases itself on Lal'c-Tann as they search for his father…
…And Terithillian.​
The Beacon-Forge, the Vaul-Flame.
Greatest and grandest of the Craftworlds who held Vaul as patron above all.​

Drawing Lal'c-Tann into your orbit, then, will be simple, for though Aresh-Vul and his brother Aerin-Vel are long estranged, Arek-Vet and Geil-Vad have a fast friendship, and with the horror of the Fall to temper him, Aresh-Vul finds that the thought of reconciliation with his brother more palatable than his younger self might have believed, and so learning of his fate is of great concern…


[ ] Ulthwe | To Speak Afar
Many issues has the Fall brought. With the Webway in chaos and the Empyrean even worse, chief among them is that the Aeldari can no longer communicate at long distances easily—couriers must travel through the Webway's ever-shifting paths and brave its dangers, and to raise enough power to speak even across a continent is a struggle for most—and even those who do not struggle to raise such power find their messages torn away by the cacophony of the Immaterium. Eldrad Ulthran of Ulthwe and in particular his ally Kael Il'Drahe of Il-Kaithe are devoting what attention they may to the problem, but trapped on the edge of the Great Wound as they are, they've little to spare. Offering to bend your far less strained resources to the problem would curry much favor with one of the greatest Craftworlds currently active…

[ ] Saim-Hann | The Wyld Hunt
Durran Fellwinter, as a gesture of respect, has offered you an opportunity to forge greater bonds with mighty Saim-Hann. In two, perhaps three decades, he plans to lead a mighty host to scour many Orkish outposts and settlements that plague his Exodite allies from the face of the galaxy. For the uncommon respect you have given him, he has offered to grant some of your armies a place in this host, and Vau-Vulkesh a share in any rewards of that campaign wrested from Orkish hands. You need not decide now, of course, but it is obviously a limited-time offer, and it would likely be wise to send such hosts ahead of the planned launch of the campaign, so there is some time to train together. You can, however, obviously offer an agreement in principle, and designate hosts later.


12 Hour Moratorium

 
You may select any two of the below:
Tragedy.

Next turn we're likely to be setting up diplo facilities properly, so right now we'll be able to do two.

  • Equipment Points cost: 2 (pack of 6)
  • Krak grenades are dedicated anti-vehicle explosives deployed to infantry. Those of the Aeldari are particularly deadly, as they contain a penetrator spike made of ultra-hard Wraithbone and miniature grav-motors that attempt to align the tip towards the Psykeicly tagged target, not solely explosives.

    Type: Equipment
    Equipment Points cost: 2 (pack of 6)
  • Smoke Grenades cause no direct damage to an enemy, but their ability to control the battlefield through obscurant clouds is not to be underestimated. Those of the Aeldari are particularly sophisticated, including not simply vision-impairing smoke clouds, but sensor-jamming microparticles that make the clouds opaque even to many types of less sophisticated sensor as well.

    Type: Equipment
    Equipment Points cost: 1 (pack of 6)
  • Screamer Grenades are an Aeldari sublethal weapon which operate as the ultimate evolution of the 'flash-bang' concept, creating a multi-vector assault on every physical sense possessed by the unfortunate victims that can leave even a hardy Ork stunned from sensory overload.

    Type: Equipment
    Equipment Points cost: 3 (pack of 6)

So, are these 6 grenades that are used up when they are used, or is this 6 grenades which 'passively' refresh after combat?
 
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We are spoil't for choice.

God-Dammit HONK GOOOOOD!

We should focus on Nacreteini, time is of the essence. I am open to being convinced on the second one.

@Mechanis These diplomacy options, will we have time to unfuck our diplomacy next turn or will some of these go away after this turn?
 
@Mechanis do we think that the offer to join Saim-Hann's Wyld Hunt will still be there the turn after next?

i.e. after we set up our diplo council offices thingy.

Edit: as much as I like being 'the shipyard folk', I do think that taking on more ships will cost another BAP, so that lowers the appeal of that action this turn compared to Lal'c-Tann, Oaths of Brootherhood.
 
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should say heavy naval.
Politics and Diplomacy
interesting stuff overall, for certain.
[ ] Stel'iy-Rann | A Pearl Without Price
The small craftworld of Stel'iy-Rann is the senior-most of a small coalition in which the craftworld Nacretinei was a member, yet that Craftworld has seemingly vanished without a trace, and the party they had stated their intent to send to the Aeldmoot made no appearance. Stel'iy-Rann and the other three minors craftworld of that coalition have grown concerned for their fate, now, and would certainly welcome the resources of your own coalition in the search for their missing compatriot—an easy door to draw them into your sphere of influence

[ ] Stel-Uit | The Bladefleet
Vaulish Stel-Uit sheered away their own shipyards, for the spar on which they were built served as a grasping-point for monstrously sized Keeper of Secrets during the Fall. Their fleet has suffered heavily during their escape, for they lingered almost too long to save as many and as much as they could from the madness of the Croneworlds, and they succeeded mightily, with a populating half again larger than most Small craftworlds. Drawing them into your orbit should be a simple matter, for offering your shipyards to those without is becoming something of a specialty.
but we should stay the course. we have fleets primed for Stel'ys-Ran and are already factoring in starting repairs on Stel-Uit's fleets into turn 6's plausible bap expenditures. the rest of this will have to wait.
 
Tragedy.

Next turn we're likely to be setting up diplo facilities properly, so right now we'll be able to do two.



So, are these 6 grenades that are used up when they are used, or is this 6 grenades which 'passively' refresh after combat?
Depends on the grenade. Some of them (smoke and Screamer grenades for example) don't actually explode, and so are reusable if you have time to police the things after a battle (and they don't get stepped on by a mega-armor Nob or dreadnought or something), but things that explode generally will need replacements made yes. but, well, they're pretty cheap, as you can see, so having a Scrooge McDuck sized pile in a vault somewhere isn't exactly difficult.

@Mechanis do we think that the offer to join Saim-Hann's Wyld Hunt will still be there the turn after next?

i.e. after we set up our diplo council offices thingy.

Edit: as much as I like being 'the shipyard folk', I do think that taking on more ships will cost another BAP, so that lowers the appeal of that action this turn compared to Lal'c-Tann, Oaths of Brootherhood.
That option is going to remain available to, at the latest, 015-020.M30, so you don't have to jump on it right this second.
should say heavy naval.
No, you read that right. Light and Heavy launchers are both standard Naval weapons.
 
Hah, nice to see my guess about Melta + Torpedoes would synergize was on the ball! We've got actually good torpedoes now right from the get-go!

I think this is everything else that needs to be sorted out this turn here except the new ship designs?
 
Hah, nice to see my guess about Melta + Torpedoes would synergize was on the ball! We've got actually good torpedoes now right from the get-go!

I think this is everything else that needs to be sorted out this turn here except the new ship designs?
Still got Troop Org to deal with too, but yeah, most of it.
 
Is this an option we can take again in future to get others we don't take now; like vehicle designs?
You can add more and or better Leader Unit types later, yes... but that costs more AP the more types you already have. And competes with getting more advanced versions of your existing leader types. And, at least in the immediate sense, with other leadership options, like Squad Leaders, that you might want to invest in in the next few turns.
 
Nice to see that melta bombs come in aircraft versions.

The Burden of Command
So which of the options should we go for? actually thinking on it @Mechanis is each level of commander type mutually exclusive with the other levels of that type e.g if we take Force Leader we can't take Force Captain?

Politics and Diplomacy
We had best take Stel'iy-Rann as we've already committed a large amount of effort towards their quest.

As for the second option Stel-Uit does have appeal due to the simplicity of offering them use of our shipyards but Ulthwe's communication project will have great benefits going forward even if only at a local level due to no longer needing to rely couriers for communication.
 
Given how outnumbered we're likely to be, and what Mechanis said about us later getting the option to automate production, I think we should get the best commanders we can.

This is also likely to not trigger negative consequences of being Peaceful by having less experienced officers make tactical mistakes that get people killed

I'd be tempted by;

[ ] Force Captain
[ ] Warsinger Captain
[ ] Warlord
[ ] Warseer Commander

And I want the Khainite Warlord in particular as part of rehabilitating Khaine on his aspect of Khaine of the Last Hour.

Also worth nothing that we can have two HQ units in a detachment, unless I've misunderstood something, @Mechanis?

We're likely to take time to ramp up our armies, so starting with the best officers while our forces are still small and fragile makes a lot of sense to me.
 
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