Well, look at the Leman Russ executioner (the plasma cannon variant). It has d6+3 hits, 7-8 strength, 2-3 AP, 2-3 damage (depending on overcharge or not). That profile is indicative of large blast radius, and while excellent vs light vehicles and infantry, it is less efficient vs tough vehicles with good Armor.
Compare that to a tank with a lascannon, like the repulsor executioner. It's heavy lascannon has 2 shots at strength 16, ap 4, d6+4 damage. Way worse vs infantry, but much better at killing tough vehicles.
TLDR plasma is better general purpose, but just for killing vehicles a lascannon would be better
That sounds cool. I know it's probably not for this quest but I'm curious. How many cards have you come up with yet?Actually, it's because I got slightly distracted and spent the last week alternating between doing some Imperial ships and designing a comprehensive Imperial Tarot. As one does.
Significantly superior barring certain exceptional examples of the latter (Archeotech, for example) or the relatively rare extreme-range engagement where atmospheric attunation becomes a problem. Like Lasguns, and Las weapons in general, their advantage is being good enough weapons on the cheap, not being particularly amazing. Plasma, as noted, has a blast radius, tends to make even things that are nominally capable of tanking the hit rather toasty, and generally does horrible things to surface features like, say, sensor heads, gun barrels, and similar.@Mechanis how would our vehicle sized suncannons compare to vehicle lascannons when shooting at targets with medium vehicle armor?
Three sets of Major Arcana that are 5 suites of five cards, and twelve standard suites of 14 cards (five original, later superceded by five post-heresy, plus two later additions.)That sounds cool. I know it's probably not for this quest but I'm curious. How many cards have you come up with yet?
So how could the spike cannon be described then?As the lore states, Plasma weapons are pretty much the Basic Fancy Anti-Everything Gun of the setting, in the same way that Las-weapons are the Basic Cheap Gun.
Even the heavy weapon scale versions of a Combi-Grav Culverin can kill/cripple most tanks in a single hit:Combi-Grav Culverin said:A Combi-Grav combines an Imploder Gun and Grav-Amplifier into a single weapon that is far more dangerous than the sum of its parts, able to crush even a heavy tank under a merciless fist of gravity. Though obviously such systems are expensive.
bingo. Metalrender Squads are Zahr-Tann's "See those tanks?" "Yes, sir?" "I don't want to." "Yes Sir!" gang. especially when you consider that the combi-grav is going to be bringing most tanks to a screeching halt with instantly bottomed-out suspension even if it doesn't just pancake the things, leaving it easy prey for, say, missiles and maybe a round of grenades.
There's Dark Lance/Brightlances and Prism Cannons. We even got a sneak peak at Prism Cannons in action during the Aeldmoot courtesy of Iyanden:If we wanted to make an "armor penetrating" variant without pulling out the exotics, it's likely to be worth it to eat the EP premium to get some of the nastier grav-weapons as the main weapon - graviton thruster lances are "some of the most effective armor-piercing weapons in existence" and "unlike smaller graviton-thruster weaponry, Graviton Thruster Lances have significantly less limited range, being comparable to the average range of other energy weapons of similar scale." Combine those with any sort of secondary attack that can make use of the enemy armor being turned into swiss cheese (fatecasters, obviously, but the plasma bloom of a suncannon should also do well) and you should have something truly terrifying.
One of Iyanden's too hefts a large shoulder-fired device which seems to mostly be an enormous focus-crystal of some sort, and a crystalline-electronic chime cuts through the din of battle as it unleashes a searing white beam that cuts through two Plaguebearers before detonating in a pyroclastic blast that envelopes two unfortunate Daemonettes and some cawing birdlike thing of the fate-twister.
Last weapon related question from me for now: are Heavy needlers worse than a plasma Culverin for pure anti-infantry work? (Obviously plasma would win when shooting at elite infantry or vehicles, but I'm wondering specifically vs stuff like ork boys)As the lore states, Plasma weapons are pretty much the Basic Fancy Anti-Everything Gun of the setting, in the same way that Las-weapons are the Basic Cheap Gun
They are anti-armor canons.That's a good question, Needlers are basically anti-infantry bullet hoses with infinite ammo, but Spike cannons seem a bit weirdly placed. Aside from the fact they can scale up to Naval grade while Needlers cap out at heavy.
Ok, I no longer object to arming all our tanks with plasma.
Last weapon related question from me for now: are Heavy needlers worse than a plasma Culverin for pure anti-infantry work? (Obviously plasma would win when shooting at elite infantry or vehicles, but I'm wondering specifically vs stuff like ork boys)
I think the Spike Cannon is basically the Eldar equivalent to a 20th century tank's main gun. Or a 40k Battle Cannon. Probably gets more interesting with development options we haven't gotten to yet.That's a good question, Needlers are basically anti-infantry bullet hoses with infinite ammo, but Spike cannons seem a bit weirdly placed. Aside from the fact they can scale up to Naval grade while Needlers cap out at heavy.
Right, it's the heavy machine gun to the Fusion Mortar's light artillery.I doubt it, because that Heavy Needler is probably spitting out hundreds--if not thousands--of shots per minute, while a Culverin will be lucky to shoot once every two, three seconds or so.
The other boon of the needler is that all of its shots will hit a target so long as it's aimed in the general direction of a target that's in range. So you don't necessarily need something with area of effect; just spray a bunch of fire from your fatesever/needler gun in the right direction and all of the shots will hit until there's nothing left to kill.
Not sure on order but we have Organize Troops, a light cruiser and cruiser design, the particulars of our diplomacy with Stel-Uit and Stel'ys-Rann, the results of our various fleet and warhost deployments, maybe a rumor mill as a result of the communications agreement set up at the Aeldmoot.so what is coming up next now that command structure is about to be done with?
iirc we have the salvage mission, a militarised ship design and looking for the craftworld right?
Needlers cap out at heavy because scaling them up for more armor penetration/stopping power just gets you Spike weapons. Needlers are autopistols/rifles/Miniguns, Spike weapons are your hand-cannon .50 Magnum nonsense to conventional-ish projectile cannons.That's a good question, Needlers are basically anti-infantry bullet hoses with infinite ammo, but Spike cannons seem a bit weirdly placed. Aside from the fact they can scale up to Naval grade while Needlers cap out at heavy.
Needlers cap out at heavy because scaling them up for more armor penetration/stopping power just gets you Spike weapons. Needlers are autopistols/rifles/Miniguns, Spike weapons are your hand-cannon .50 Magnum nonsense to conventional-ish projectile cannons.
(in that their mode of operation is "shoot a giant spike of pointy Wraithbone at things really hard" which tends not to do much secondary damage, but having a 20cm by 35 cm spike stabbed into it tends to do pretty bad things to, say, engines. or weapons. or really unfortunate crewmen.)
So Spike Cannons basically have been obsoleted by the fact we got relatively cheap plasma right?Needlers cap out at heavy because scaling them up for more armor penetration/stopping power just gets you Spike weapons. Needlers are autopistols/rifles/Miniguns, Spike weapons are your hand-cannon .50 Magnum nonsense to conventional-ish projectile cannons.
(in that their mode of operation is "shoot a giant spike of pointy Wraithbone at things really hard" which tends not to do much secondary damage, but having a 20cm by 35 cm spike stabbed into it tends to do pretty bad things to, say, engines. or weapons. or really unfortunate crewmen.)
No, spike has low fire rate. A spike rifle only fires as fast as a bolt action rifle, and it probably gets worse as they get biggerAh, so Spike weapons are just "We can't shoot bigger bullets while still strapping four barrels in front, but it's still shooting bullets pretty fast, and now we're using bigger bullets", right?
Well the rate of fire is also lower per barrel because its having to make bigger spikes of wraithbone exnihilo.Ah, so Spike weapons are just "We can't shoot bigger bullets while still strapping four barrels in front, but it's still shooting bullets pretty fast, and now we're using bigger bullets", right?
From the sound of it currently the spike cannon is basically a modern apds round without the ds part.I think the Spike Cannon is basically the Eldar equivalent to a 20th century tank's main gun. Or a 40k Battle Cannon
For a cheapo Morgana tank design, we could probably do something like...
2x Vehicle Suncannons (Plasma goodness)
1x Heavy Needler (anti-tarpit weapon / keeps squishies from coming too close)
Which might give us a pretty good MBT on the cheap end (70EP for weapons, 70EP for the tank - theoretically - and totalling up to somewhere around 140EP) while dishing out a whole lot of hurt
An exotics version would probably be something like
1x Vehicle Starlance, 1x Fatesever Cannon
1x Heavy Starcarver
It's superb at taking down hordes, yeah, a gunline of Needler equipped rifleelfs can probably stop an Ork Boy rush dead, especially if they've got some sniper or light artillery support to occasionally clean up the bodies and headhunt the bigger ones.
Would it be possible to take the ammo creation process used by the Spike weapons and create a separate chamber dedicated to producing and holding a reserve of Spike ammo which is then fed into a rotary/automatic cannon?Needlers cap out at heavy because scaling them up for more armor penetration/stopping power just gets you Spike weapons. Needlers are autopistols/rifles/Miniguns, Spike weapons are your hand-cannon .50 Magnum nonsense to conventional-ish projectile cannons.
(in that their mode of operation is "shoot a giant spike of pointy Wraithbone at things really hard" which tends not to do much secondary damage, but having a 20cm by 35 cm spike stabbed into it tends to do pretty bad things to, say, engines. or weapons. or really unfortunate crewmen.)
With some caviat that the bigger bullers do take slightly longer for the gun to spin out, so there's a significant reduction each time the projectile size goes up, yes. But at infantry scale the difference is basically Full Auto vs Semi-Auto, which is still plenty fast. (It's the Heavy on up that really starts having to pace shots for Spike weapons)Ah, so Spike weapons are just "We can't shoot bigger bullets while still strapping four barrels in front, but it's still shooting bullets pretty fast, and now we're using bigger bullets", right?
Some bright cookie is almost certainly going to suggest such an idea at some point; how practical that would be (especially for the man-portable weapons) is likely to be variable.Would it be possible to take the ammo creation process used by the Spike weapons and create a separate chamber dedicated to producing and holding a reserve of Spike ammo which is then fed into a rotary/automatic cannon?
Being able to quickly fire a ton of Spikes at once seems like something that would be quite useful for us.