The only tactical role not currently filled by any of our weapon systems is long-range artillery. When we sink a few turns into missiles that'd be fixed.
If that's an option I would like also to sink some seeker AP into grav longe-range indirect fire weapons, like making imploder or amplifier or combo of them long-range and indirect fire. These weapon systems bypass most shields and don't have a detectable projectile or ray, making them perfect for invisible long-range assault.
Fusion mortars are artillery.
 
The first true long range artillery we're getting is probably the vehicle missile launcher. Depending on the guidance system.
 
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990.M29 | Turn 5 | Light Capital Design
Next on the agenda is the pair of light capitals. Like many of your existing inventory, the defensive systems of your older vessels were compromised by the Fall, and no longer funcion; additionally, you have developed numerous new weapons technologies more potent than mere Las-Lances, yet not requiring the difficult-to-produce components of those systems you have preserved from the Fall.


Slots come in four types: System Slots, which are used for the majority of equipment, and Weapons Slots, divided between standard Weapons Batteries, Heavy Weapons Batteries, and Special Weapons. Standard batteries mount a pair of standard naval-grade weapons, Heavy batteries mount either a single Heavy Naval weapon or three standard naval weapons. Special Weapons Slots, similarly, may mount either a single Special Weapon—at present only the Starcaster Mega-Lance is available in this category—or a pair of Heavy Naval weapons.
All ships will by default possess a set number of each type of slot, depending on their size and hull type—using these slots 'as is' is recommended as they do not incur any penalty for use. You may, if desired, add an additional standard weapons battery at the expense of two Systems slots, an additional Heavy weapons battery at the expense of four systems slots or two standard weapons batteries, and a Special Weapon slot at the expense of two Heavy Weapons Batteries or eight system slots. This does, however, incur an additional manufacturing cost above that of the slots as designed. Additionally, you may remove entirely a Weapons Battery of either type or a Special Weapon slot in order to increase your available System slots; this, however, is less efficient that a design with fewer slots to begin with—a standard Weapon Battery returns only half as many system slots (one and two, respectively,) while a Special Weapon slot refunds only three System slots.

Light Capital Hull Types Table​
TypeChassisSystem SlotsWeapons BatteriesHeavy Weapons BatteriesSpecial Weapons Slots
Light CruiserCaravel8410
Light CruiserDhow10310
CruiserCarrack8620
CruiserClipper12420

Voidship Weapons Batteries Table​
TypeSlots CostSystem Slots RefundedAlternate Use
Weapon Battery2 System1None
Heavy Weapon Battery4 System | OR | 2 Weapon Battery23x Naval Weapons
Special Weapon8 System | OR | 2 Heavy Weapon Battery32x Heavy Naval Weapons

Voidship Propulsion Systems Table​
TypeSystem Slot Cost
Æthersail1
Plasma-Thruster2

Standard Voidship Weapons Table​
NameType
StarlanceStarlance
Fatetwister CannonFatecaster
Las-LanceLas
Spike MacrocannonNeedler
Magna-Melta Macro-BlasterMelta
Graviton Thruster LanceGrav-Thruster
Graviton Sheer CarronadeGrav-Sheer
Point Singularity Projector CarronadePoint-Singularity
Vibration CarronadeVibration
Gravetic Amplifier CarroandeGrav-Amp
Macro-Imploder CarronadeGrav-Gun
Macro-SuncannonPlasma
Fusion CarronadePlasma
Light Torpedo LauncherTorpedo
Heavy Torpedo Launcher

Voidship Heavy Weapons Table​
NameType
Heavy StarlanceStarlance
Heavy Las-LanceLas
Heavy Graviton Thruster LanceGrav-Thruster
Gravetic Amplifier ChieorovileGrav-Amp
Macro-Imploder ChieorovileGrav-Gun

Capital Voidship Equipment Table​
NameSystem Slot Cost
Reinforced Hull1
Hanger (3 Squadrons)1
Transport Bay (Small, 2 Warhosts)1
Transport Bay (Large, 5 Warhosts)2
Webway Gate5
Close-In Weapons Battery2
Point Defense Battery1
Holo-Field2
Grav-Shield3
Barrier Field3


[ ] Light Capital 1

[ ] Light Capital 2


12 Hour Moratorium

 
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[ ] Cepheid-class Light Cruiser
-[ ] Chassis: Caravel (+8 Systems, +4 Weapons, +1 Heavy Weapons)
-[ ] Convert 1x Weapons to Systems
-[ ] Weapons: 2x Naval Suncannon Batteries, 1x Heavy Torpedo Launcher Battery, 1x Heavy Graviton Thruster Lance
-[ ] Systems: 3x Aethersails, 1x Point Defense Battery (Needlers? Spike Cannons?), Holofield, Grav-Shield

@Mechanis , just checking put Point Defense Batteries, do they use Heavy Weapons or Vehicle Weapons? Just need to confirm what to put there.

But yeah, the intent here is a relatively inexpensive Light Cruiser that nonetheless has significant fighting power, that can be converted from our Battle Caravels to give us a good starter package. Two Naval Suncannon batteries, a Heavy Torpedo Launcher, and a Heavy Graviton Thruster gives us a respectable degree of armaments, while its triple aethersails, point defense battery, and Holofield/Grav-Shield wombo combo give it remarkable agility and protection against lucky hits.

Possible changes could be dropping the Point Defense Battery in favor of recovering the Weapons Slot to give it a third Suncannon battery. I might actually go with that for the final draft, since it'd make it extremely fighty. Alternately, I could swap out an Aethersail to keep the Point Defense Battery while getting the weapon battery back.
 
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[] Ironthorn Escort Carrier
- [] Clipper hill
- [] Plasma-Thruster
- [] Æthersail X 2
- [] Hanger (3 Squadrons) X 4
- [] Holo-Field
- [] Grav- Shield
- [] Point-defense battery (point singularity)
- [] Point Singularity Projector Carronade X 2
- [] Fusion Carronade X 2
- [] Macro-Imploder Chieorovile
- [] Heavy Graviton Thruster Lance

[] Ironthorn Escort Carrier, More Defense version.
- [] Clipper hill
- [] Plasma-Thruster
- [] Æthersail X 2
- [] Reinforced hull
- [] Hanger (3 Squadrons) X 4
- [] Holo-Field
- [] Grav- Shield
- [] Refund 1 Heavy weapons slot
- [] Point-defense battery (point singularity)
- [] Point-defense battery (point singularity)
- [] Graviton Thruster Lance X 2
- [] Fusion Carronade X 2
- [] Macro-Imploder Chieorovile

The idea is that it's a good light carrier that's going to be dealing with anything long ranged with it's fighters and poking big holes in anything at close range before setting it on fire.
 
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[ ] Cancer-class Defense Cruiser
-[ ] Chassis: Clipper (+12 Systems, +4 Weapons, +2 Heavy Weapons)
-[ ] Convert 1x Weapons and 1x Heavy Weapons to 3 Systems
-[ ] Weapons: 2x Naval Suncannon Batteries, 1x Heavy Torpedo Launcher Battery, 1x Heavy Graviton Thruster Lance
-[ ] Systems: 3x Aethersails (3), 1x Point Defense Battery (1), Holofield (2), 2x Grav-Shield (6), Barrier Field (3)

This is supposed to be a tanky option, with a second Grav-Shield for full coverage and a Barrier Field to cover the weaknesses of Holo and Grav defenses. I think I might swap one of the Aethersails for a second PDB, but I'm not sure how the calculus on maneuverability vs being able to shoot down things that do catch us would be. Not super attached to the specific weapon loadout if anyone has alternate suggestions.
 
As for the next one... This is a fairly simple "Updefend our already existing Battle Carracks", similar to the War Ketches, so...

[ ] War Carrack
-[ ] Chassis: Carrack (8 Systems, 4 Weapons Batteries, 2 Heavy Weapons Batteries)
-[ ] Convert 1 Weapons Battery and 1 Heavy Weapons Battery to System Slots (+3 Systems)
-[ ] Weapons: 1x Heavy Starlance, 3x Fatetwister Cannon Batteries
-[ ] Systems: 3x Aethersail, 1x Fatetwister Close In Weapons Battery, 1x Holofield, 1x Grav-Shield, 1x Hanger

Basically a straight conversion of our Battle Carracks to give them the Holofield and Grav-Shield, while we pay for that by removing the Plasma Engine. Ideal? Not really, I'd have liked that fourth propulsion option, but 3x Aethersails should still make it fast as fuck, and anyone who tries closing in is going to get the Fatetwister CIWB to the face. The free Systems Slot is put in to make it also be able to serve as a Carrier, though this could be tweaked with a little work.

Extremely overgunned thanks to its Exotic-heavy setting. I wouldn't want to mass produce these in the future, but it's a fairly quick-and-dirty revision of an already functional design, so it should be able to hold us down until we've got some militarized hulls ready to go.
 
[ ] Battle Caravel Mk2
-[ ] Chassis: Caravel (+8 Systems, +4 Weapons, +1 Heavy Weapons)
-[ ] Weapons: 2x Las Lances, 2x Spike Macrocannon Battery, 1x Heavy Las Lance
-[ ] Systems: 2x Aethersails, 2x Lascannon Point Defense Battery, Holofield, Reinforced Hull

A cheap and cheerful 'no frills' upgrade to the Battle Caravel that makes it the very baseline a combat capital ship can be. Should be a quick and simple refit, since we're only adding about 10 NEP to the hull with the holofield, reinforced hull, and spike macrocannons.
 
[ ] Unmamed Little bit of everything Cruiser
-[ ] Chassis: Clipper (+12 Systems, +4 Weapons, +2 Heavy Weapons)
-[ ] Convert 1x Weapons to 1 Systems
-[ ] Weapons: 2x Naval Suncannon Batteries, 1x Heavy Torpedo Launcher Battery, 1x Gravetic Amplifier Chieorovile, 1x Macro-Imploder Chieorovile
-[ ] Systems: 3x Aethersails (3), 1x Hanger (3 Squadrons), 1x Point Defense Battery (1), 1x Holofield (2), 1x Grav-Shield (3), 1x Barrier Field (3)

Just playing around with a generalist clipper design and putting it down given I've got some stuff I need to do.
 
As for the next one... This is a fairly simple "Updefend our already existing Battle Carracks", similar to the War Ketches, so...

[ ] War Carrack
-[ ] Chassis: Carrack (8 Systems, 4 Weapons Batteries, 2 Heavy Weapons Batteries)
-[ ] Convert 1 Weapons Battery and 1 Heavy Weapons Battery to System Slots (+3 Systems)
-[ ] Weapons: 1x Heavy Starlance, 3x Fatetwister Cannon Batteries
-[ ] Systems: 3x Aethersail, 1x Fatetwister Close In Weapons Battery, 1x Holofield, 1x Grav-Shield, 1x Hanger

Basically a straight conversion of our Battle Carracks to give them the Holofield and Grav-Shield, while we pay for that by removing the Plasma Engine. Ideal? Not really, I'd have liked that fourth propulsion option, but 3x Aethersails should still make it fast as fuck, and anyone who tries closing in is going to get the Fatetwister CIWB to the face. The free Systems Slot is put in to make it also be able to serve as a Carrier, though this could be tweaked with a little work.

Extremely overgunned thanks to its Exotic-heavy setting. I wouldn't want to mass produce these in the future, but it's a fairly quick-and-dirty revision of an already functional design, so it should be able to hold us down until we've got some militarized hulls ready to go.
Why are you converting unused weapons to system slots, then not using the system slots? The battle carrack only uses 7 system slots base, so replacing the plasma thruster with Grav shield lets you take a holofield too.

Here are my designs
Battle Caravel Refit (8 System, 4 Weapons, 1 Heavy) (4 Systems, 2 weapon batteries, 1 heavy used)
- 2 Las-Lance
- 1 Heavy Las-Lance
- 2 Point Defense Lascannons
- 2 Aethersails
- Add 2x Suncannon batteries (2 weapon batteries) (10 NEP)
- Add Holofield (1 system slot) (9 NEP)
- Add Grav-shield (2 system slot) (12 NEP)
- Add 1x aethersail (1 system slot)
- Total 31+aethersail Naval Equipment Points cost
This turns the Battle Caravel into a good escort hunter and skirmisher. It doesn't replace any existing systems because las-lances are still good weapons, and refitting those weapons would easily double the refit cost.

- Battle Carrack Refit (8 system, 6 weapon batteries, 2 heavy weapons) (7 system, 3 weapon, 1 heavy used)
- 1 Heavy Starlance
- 3 Fatetwister Weapon batteries
- 1 Fatesheer Cannon Close-In Weapons Battery
- 3 Æthersails
- 1 Plasma Drive
- Add 1x Heavy Graviton Thruster Lance (14 NEP)
- Add 3x Suncannon weapon batteries (15 NEP)
- Add Holofield (9 NEP)
- Replace Plasma Thruster with Grav-shield (12 NEP)
- Total: at least 50 NEP
This almost doubles the firepower of our cruisers, and probably is a net gain on PD coverage due to mounting more guns, even if the las-cannons are individually less efficient than the fatesheer cannons. The plasma drive is useful since it is harder to damage, but the gravshield is more useful since it prevents damage in the first place.
 
[ ] Hura Crepitans Caravel refit
-[] Caravel hull
-[] 4x Heavy Torpedo Batteries
-[] 1x Heavy Grav Thruster Lance
-[] 3x Æthersails
-[] 1x Holo-Field
-[] 1x Suncannon PD
-[] Transport Bay (Large, 5 Warhosts)

Edited for legality for cruiser slot costs. The capital-scale Grav Shield hurts.
 
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... I think I might have misread something. 3 Aethersails, 1 Plasma Drive, 1 CIWB costs 7 Slots, rght?

But I need 12 slots to give it a Holofield and a Grav-Shield as well. I can't afford that. So I buy 3 more slots by discarding weapons not used on the Battle Carrack anyway, in order to get up to 11 slots, then I still need a point to get the Holofield/Grav-Shield combo, so I discard the Plasma Drive to get to 13, and fill the empty slot with a Hangar.
 
Edit: Updated designs as I didn't see that Holo-Fields are 2 System Slots for capitals.

Preliminary refit proposal for our Caravel and Carrack hulls, chose to use tree species for our cruiser names since we're using bushes for our escorts.

[] Saccharum class Light Cruiser (8 System | 4 Weapon Batteries | 1 Heavy Weapon Battery)
-[] 1x Heavy Graviton Thruster Lance -1 Heavy Weapon Slot
-[] 2x Macro-Suncannon Weapon Batteries - 2 Weapon Slots
-[] 1x Heavy Torpedo Launcher - 1 Weapon Slot
-[] Trade 1x Weapon Slot for 1x System Slot
-[] 1x Suncannon PD -1 System Slot
-[] 3x Æthersail - 3 System slots
-[] 1x Holo-Field - 2 System Slots
-[] 1x Grav-Shield - 3 System Slots

The Caravel is pretty straightforward, the Heavy Grav-Thruster lets it hit above it's weight class against heavier ships while the Heavy torpedo battery brings some much needed torpedo capabilities to our fleet.

Given the fact that we have ~73 of these things that should that should help beef up our torpedo capabilities until we get a torpedo boat escort designed.

[] Velutina class Cruiser (8 System | 6 Weapon Batteries | 2 Heavy Weapon Battery)
-[] 1x Gravetic Amplifier Chieorovile -1 Heavy Weapon Slot
-[] 1x Macro-Imploder Chieorovile -1 Heavy Weapon Slot
-[] 3x Fatetwister Cannon Weapon Batteries -3 Weapon Slots
-[] Trade 3x Weapon Slots for 3x System Slots
-[] 1x Suncannon PD - 1 System Slot
-[] 4x Æthersail - 4 System slot
-[] 1x Holo-Field - 2 System Slots
-[] 1x Grav-Shield - 3 System Slots
-[] 1x Hangar - 1 System Slot

For the Carrack I figured we could drop the Heavy Starlance battery for a Heavy Grav-Imploder and Grav-Amplifier combo while keeping the 3 Fatetwister batteries and invest the remaining slots into more survivability features.

The logic for retaining the Fatetwisters comes from the fact that the main gimmick of Starlances is their raw power while Fatetwisters are a bit more esoteric with their unerring accuracy and ability to directly target the weakspots of enemy ships.

As we saw during the second Meros fleet action the Fatetwisters were able to directly target the specific parts of Ork ships (IRC there was a QM quote about Fatetwisters being able to go straight for engines). Given our kiting oriented doctrine the ability to potentially mobility kill any unshielded ship with Fatetwisters by having them specifically go for the engines synergizes massively with such a doctrine.
Great black spears of Wraithbone, cruelly barbed and bladed and visible only when they ever-so-briefly occlude some distant star, twist in impossible corkscrews and serpentines, impaling escorts or lesser Roks that vanish in tremendous fireballs seconds after impact, the Fatetwister Cannons finding their marks in ammunition-bunkers or volatile power-generators.

The loss of the Starlance's raw power meanwhile can be somewhat mitigated by using a combination of an Amplifier and Imploder as that combo is noted for its extreme raw power but we don't really have anything that can do the same things as a Fatetwister.
The largest forms of Combi-Gravs, these terrifying weapons can threaten even Titans or Voidships with being crushed to nothing under grav-fields so powerful they can resemble small singularities (though they are not truly so), though their cost is comeasurately great.

Given we have 54 Carracks to refit we can't really afford to change to Fatesever PD as those will cost much more than the existing Fatesheer CIWB (64 Psy-Scopes). Even just going by Escort PD gun count (60 guns) a single Fatesever PD (2 Psy-Scopes per gun) should cost 120 Psy-Scopes at a bare minimum and given the fact that the Fatesheer CIWB (4 Psy-Scopes per gun) had 16 guns to the Ketch CIWB's 10 guns we will likely see a similar increase in PD gun count (~96 guns) for the Carrack.

Having an hangar for each of our Carracks would give us a significant increase in our strikecraft capacity as our only strikecraft carriers at the moment are our Brigs which only have a single hangar.

Once all the Carracks have been refit we will have increased our strikecraft capacity by more than 3x our current capacity.
 
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No, just 10. Grav Shield and Holo-Field are 2 and 1 slot respectively on a naval chassis.

Wait, what, new reference table says 3 and 2. Gimme a sec.
Not for our capitals it seems, looking at the quick reference sheet and Grav-Shields and Barrier Fields are 3 System Slots.
Capital Voidship Equipment Table​
NameSystem Slot Cost
Reinforced Hull1
Hanger (3 Squadrons)1
Transport Bay (Small, 2 Warhosts)1
Transport Bay (Large, 5 Warhosts)2
Webway Gate5
Close-In Weapons Battery2
Point Defense Battery1
Holo-Field2
Grav-Shield3
Barrier Field3
 
... I think I might have misread something. 3 Aethersails, 1 Plasma Drive, 1 CIWB costs 7 Slots, rght?

But I need 12 slots to give it a Holofield and a Grav-Shield as well. I can't afford that. So I buy 3 more slots by discarding weapons not used on the Battle Carrack anyway, in order to get up to 11 slots, then I still need a point to get the Holofield/Grav-Shield combo, so I discard the Plasma Drive to get to 13, and fill the empty slot with a Hangar.
Nevermind, I misread how many slots the defense systems use, you are right
 
[ ] Solar Dragon
-[ ] Chassis: Carrak (+8 Systems, +6 Weapons, +2 Heavy Weapons)
-[ ] Weapons: 2x Fusion Carronades, 4x Macro-Suncannon, 2x Heavy Grav Thruster Lances
-[ ] Systems: 2x Aethersails, 1x Suncannon Point Defense Battery , Holofield, Barrier Field

Here is a design for a new-build or conversion cruiser intended to do line-of-battle duty. At range it has thruster lances and suncannons, but the real firepower is in the fusion carronades which in can dive in to unleash on the unsuspecting flank of a foe. Once those come into range, it's macroweapon firepower almost doubles! I think anyways, that's what the name 'fusion carronade' is meant to imply.

I could also do an 'all carronade' ship if we like. Lots of punchy short-range weapons options are available.
 
And that friends, is why we read the tables when they come up, instead of assuming that past experience informs the future indefinitely!
 
At range it has thruster lances and suncannons, but the real firepower is in the fusion carronades which in can dive in to unleash on the unsuspecting flank of a foe. Once those come into range, it's macroweapon firepower almost doubles!
A Carrack with two Æthersails and no other propulsion might not be up to much diving, I think.

My default assumption is that a heavier vessel with the same amount of drives as a lighter vessel will be slower; do we have any evidence otherwise?
 
[ ] Solar Dragon
-[ ] Chassis: Carrak (+8 Systems, +6 Weapons, +2 Heavy Weapons)
-[ ] Weapons: 2x Fusion Carronades, 4x Macro-Suncannon, 2x Heavy Grav Thruster Lances
-[ ] Systems: 2x Aethersails, 1x Suncannon Point Defense Battery , Holofield, Barrier Field

Here is a design for a new-build or conversion cruiser intended to do line-of-battle duty. At range it has thruster lances and suncannons, but the real firepower is in the fusion carronades which in can dive in to unleash on the unsuspecting flank of a foe. Once those come into range, it's macroweapon firepower almost doubles! I think anyways, that's what the name 'fusion carronade' is meant to imply.

I could also do an 'all carronade' ship if we like. Lots of punchy short-range weapons options are available.
We need to design refits for our current ships, not new builds right now

[ ] War Carrack
-[ ] Chassis: Carrack (8 Systems, 4 Weapons Batteries, 2 Heavy Weapons Batteries)
-[ ] Convert 1 Weapons Battery and 1 Heavy Weapons Battery to System Slots (+3 Systems)
-[ ] Weapons: 1x Heavy Starlance, 3x Fatetwister Cannon Batteries
-[ ] Systems: 3x Aethersail, 1x Fatetwister Close In Weapons Battery, 1x Holofield, 1x Grav-Shield, 1x Hanger
You didn't convert enough slots though, you need 1 more since you are gaining 5 from plasma thruster and weapon slots, and spending 6, 5 on defense, 1 on hanger.

You also are leaving weapon slots open, which might as well be filled with suncannons for extra firepower
 
I took the Plasma Engine off to free up the points. So 3 (Aethersails), + 2 (CIWB), + 2 (Holofield) + 3 (Grav-Shield) = 10, and then the last one for the Hangar

And which weapon slot am I missing? 1 Heavy Starlance Battery, 3 Fatetwister Cannon Batteries? I've got 4 Batteries of standard and 2 Heavy, but I liquidate one of each of those to get System Slots back.
 
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As for the next one... This is a fairly simple "Updefend our already existing Battle Carracks", similar to the War Ketches, so...

[ ] War Carrack
-[ ] Chassis: Carrack (8 Systems, 4 Weapons Batteries, 2 Heavy Weapons Batteries)
-[ ] Convert 1 Weapons Battery and 1 Heavy Weapons Battery to System Slots (+3 Systems)
-[ ] Weapons: 1x Heavy Starlance, 3x Fatetwister Cannon Batteries
-[ ] Systems: 3x Aethersail, 1x Fatetwister Close In Weapons Battery, 1x Holofield, 1x Grav-Shield, 1x Hanger

Basically a straight conversion of our Battle Carracks to give them the Holofield and Grav-Shield, while we pay for that by removing the Plasma Engine. Ideal? Not really, I'd have liked that fourth propulsion option, but 3x Aethersails should still make it fast as fuck, and anyone who tries closing in is going to get the Fatetwister CIWB to the face. The free Systems Slot is put in to make it also be able to serve as a Carrier, though this could be tweaked with a little work.

Extremely overgunned thanks to its Exotic-heavy setting. I wouldn't want to mass produce these in the future, but it's a fairly quick-and-dirty revision of an already functional design, so it should be able to hold us down until we've got some militarized hulls ready to go.
CIWB should be Fatesheer not Fatetwister, Fatetwister is naval scale while Fatesheer is superheavy scale.
 
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