[x] War Carrack, No extra exotics

[x] Plan Mon-Keigh No-Climb Light Cruiser
-[x] Caravel hull
-[x] 4x Heavy Torpedo Batteries
-[x] 1x Heavy Grav Thruster Lance
-[x] 3x Æthersails
-[x] 1x Holo-Field
-[x] 1x Suncannon PD
-[x] 1x Hanger
-[x] 1x Reinforced Hull

Since three Æthersails is enough to count as "good maneuverability" on an Eldar light cruiser, and torpedo batteries are pretty long range if you're using them for battlefield control rather than shanking people, I figure this ship will be staying at extreme range often enough we can drop the Grav Shield and keep the full set of weapons batteries.

It'd be a chunk cheaper using a Las-Lance rather than the Grav Thruster, especially since that's what our Caravels are currently equipped with, but I'd like to get combat data on the Grav Thruster, and it seems like a weapon that could benefit from limiting an opponent's maneuvering options.
 
[X] War Carrack, Fate upgrade
-[X] Chassis: Carrack (8 Systems, 6 Weapons Batteries, 2 Heavy Weapons Batteries)
-[X] Convert 2 Weapons Batteries and 1 Heavy Weapons Battery to System Slots (+4 Systems)
-[X] Weapons: 1x Heavy Starlance, 4x Fatetwister Cannon Batteries
-[X] Systems: 3x Aethersail, 1x Plasma Drive, 1x Fatesheer Close In Weapons Battery, 1x Holofield, 1x Grav-Shield

[X] War Carrack, No extra exotics
I actually don't mind the extra fatetwister version, but with how the momentum is shaping I'd rather have the "No extra" in that slot.

[ ] Hura Crepitans Caravel refit
I wouldn't mind this design, but I wonder why is it trying to be at once a torpedo boat and transport ship, unless that bay is just a slot filler. Converting it into more standard weapons or just Hull reinforcement might make it for me.
 
[X] War Carrack, Fate upgrade

[X] War Carrack, No extra exotics

[X] Plan Mon-Keigh No-Climb Light Cruiser
 
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I wonder why is it trying to be at once a torpedo boat and transport ship, unless that bay is just a slot filler.
I didn't want to make the sacrifices to stick in a grav shield (the original design assumed Escort system slot costs, which didn't hold), and I was thinking about what else could go in the ship - especially after realizing we don't have any transport ships, just the Webway Portals on our battleships.

Pulled it from the updated Monkey No-Climb design for a reinforced hull and a hanger, though.
 
If you're voting for Alectai's original plan, I posted it here under "fate upgrade".

I didn't want to make the sacrifices to stick in a grav shield (the original design assumed Escort system slot costs, which didn't hold), and I was thinking about what else could go in the ship - especially after realizing we don't have any transport ships, just the Webway Portals on our battleships

I see the logic and give it a think over.
 
Not a fan of the War Carrack designs, Fatesheer CIWB just doesn't offer many benefits on a ship that already has Fatetwisters since their main gimmick of 360 degree antiship coverage is already done better by the Fatetwisters.

While you are getting Fate based anti-strikecraft and anti-ordinance capabilities for cheaper than a Fatesever PD you could do the same with a hangar loaded with strikecraft armed with Fatesever cannons plus a non Fate weapon based PD battery for the same System Slot cost.

Dropping the Fatesheers in that context let's you pay for the entire hangars worth of strikecraft or more depending on how many Fatesevers each strikecraft gets armed with and I would argue that strikecraft offer superior coverage due to being able to move independently of the ship carrying them not to mention the supporting PD battery.

If getting a few ships ready for the for the Wild Hunt is a concern we can realistically get a strikecraft refit designed by next turn and roll them out the following turn while the Wild Hunt is still 6 turns away (3 decades was the stated time).

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

[X] Velutina class Cruiser (Carrack 8 System | 6 Weapon Batteries | 2 Heavy Weapon Battery)
-[X] 1x Gravetic Amplifier Chieorovile - 1 Heavy Weapon Slot
-[X] 1x Macro-Imploder Chieorovile - 1 Heavy Weapon Slot
-[X] 3x Fatetwister Cannon Weapon Batteries - 3 Weapon Slots
-[X] Trade 3x Weapon Slots for +3 System Slots (11 total)
-[X] 1x Suncannon PD - 1 System Slot
-[X] 4x Æthersail - 4 System slot
-[X] 1x Holo-Field - 2 System Slots
-[X] 1x Grav-Shield - 3 System Slots
-[X] 1x Hangar - 1 System Slot
 
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[x] Plan Saccharum class Light Cruiser (8 System | 4 Weapon Batteries | 1 Heavy Weapon Battery)
[X] Plan Caravel Dark Javelin
 
Not a fan of the War Carrack designs, Fatesheer CIWB just doesn't offer many benefits on a ship that already has Fatetwisters since their main gimmick of 360 degree antiship coverage is already done better by the Fatetwisters.

While you are getting Fate based anti-strikecraft and anti-ordinance capabilities for cheaper than a Fatesever PD you could do the same with a hangar loaded with strikecraft armed with Fatesever cannons plus a non Fate weapon based PD battery for the same System Slot cost.

Dropping the Fatesheers in that context let's you pay for the entire hangars worth of strikecraft or more depending on how many Fatesevers each strikecraft gets armed with and I would argue that strikecraft offer superior coverage due to being able to move independently of the ship carrying them not to mention the supporting PD battery.

If getting a few ships ready for the for the Wild Hunt is a concern we can realistically get a strikecraft refit designed by next turn and roll them out the following turn while the Wild Hunt is still 6 turns away (3 decades was the stated time).

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

[X] Velutina class Cruiser (8 System | 6 Weapon Batteries | 2 Heavy Weapon Battery)
-[X] 1x Gravetic Amplifier Chieorovile - 1 Heavy Weapon Slot
-[X] 1x Macro-Imploder Chieorovile - 1 Heavy Weapon Slot
-[X] 3x Fatetwister Cannon Weapon Batteries - 3 Weapon Slots
-[X] Trade 3x Weapon Slots for +3 System Slots (11 total)
-[X] 1x Suncannon PD - 1 System Slot
-[X] 4x Æthersail - 4 System slot
-[X] 1x Holo-Field - 2 System Slots
-[X] 1x Grav-Shield - 3 System Slots
-[X] 1x Hangar - 1 System Slot
I dont understand, could you elaborate?

Fatetwister canons cannot do anti fighter work. I mean, technically they could but the fighter craft would be very nimble and hitting one with a macro cannon would be an accident rather than anything intentional. Like killing a fly with a sledge hammer.
 
I mean, technically they could but the fighter craft would be very nimble and hitting one with a macro cannon would be an accident rather than anything intentional. Like killing a fly with a sledge hammer.
Fatetwisters will absolutely hit fighter craft, hitting no matter what is what they do. The problem is rate-of-fire; a Fatetwister is either massive overkill versus a fighter, or they've got some kind of specialist shielding that does very well against single kinetic hits and probably poorly against weight of fire.

Either way, I expect it won't take nearly as much effort to swamp Fatetwister batteries with targets, and they won't be firing at enemy vessels in the process.

@LOLROFL - while it's apparent from the system slots / batteries you've listed on your votes, it might be helpful to label the chassis your designs are using explicitly.
 
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I dont understand, could you elaborate?

Fatetwister canons cannot do anti fighter work. I mean, technically they could but the fighter craft would be very nimble and hitting one with a macro cannon would be an accident rather than anything intentional. Like killing a fly with a sledge hammer.
I specifically noted antiship coverage with regards to the Fatetwisters.

The main thing with CIWB is that it offers 360 degree coverage against ships while also being able to function as inferior PD compared to an actual PD battery.

The vast majority of our Naval scale weapons have limited firing arcs and as such you would need to move the entire ship in order to get the guns lined up to shoot something.

Fatetwisters are an exception to this as they can just mess with space-time to have their shots land so one of the main benefits of CIWB is completely nullified on ships equipped with them.

Regardless though I think CIWB for the Carrack here is a big mistake as this is realistically our only chance to expand our strikecraft capacity (Brigs are even less suitable unless we drop the Webway Gate) until we start producing brand new hulls which will be quite far in the future given how many ships we need to refit still.
 
I specifically noted antiship coverage with regards to the Fatetwisters.

The main thing with CIWB is that it offers 360 degree coverage against ships while also being able to function as inferior PD compared to an actual PD battery.

The vast majority of our Naval scale weapons have limited firing arcs and as such you would need to move the entire ship in order to get the guns lined up to shoot something.

Fatetwisters are an exception to this as they can just mess with space-time to have their shots land so one of the main benefits of CIWB is completely nullified on ships equipped with them.

Regardless though I think CIWB for the Carrack here is a big mistake as this is realistically our only chance to expand our strikecraft capacity (Brigs are even less suitable unless we drop the Webway Gate) until we start producing brand new hulls which will be quite far in the future given how many ships we need to refit still.
That doesnt sound right, because I dont think we would *have* a CIWB fatetwister weapon if it did not offer us some benefit.
 
That doesnt sound right, because I dont think we would *have* a CIWB fatetwister weapon if it did not offer us some benefit.
CIWB use superheavy vehicle weapons like Fatesheers, not naval scale weapons like Fatetwisters.

You have to keep in mind that our current fleet is made up of hasty refits that are the equivilant of bolting on a bunch of whatever weapons we have on hand and calling it a day.

It's why for example our Brig doesn't have any Heavy Weapons batteries despite have 2 Heavy Weapons battery Slots by default and instead has a bunch of regular weapons batteries in the space where the Heavy Weapons batteries would be located.

Edit:
It's also why our current Caravel has less firepower and engines than our starting Ketch despite being bigger and having way more room for weapons and equipment and is just a lame duck in general.
 
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[X] Cepheid-class Light Cruiser
-[X] Chassis: Caravel (+8 Systems, +4 Weapons, +1 Heavy Weapons)
-[X] Convert 1x Weapons to Systems
-[X] Weapons: 2x Naval Suncannon Batteries, 1x Heavy Torpedo Launcher Battery, 1x Heavy Graviton Thruster Lance
-[X] Systems: 3x Aethersails, 1x Point Defense Battery (Spike Cannons), Holofield, Grav-Shield
 
[X] Cepheid-class Light Cruiser
-[X] Chassis: Caravel (+8 Systems, +4 Weapons, +1 Heavy Weapons)
-[X] Convert 1x Weapons to Systems
-[X] Weapons: 2x Naval Suncannon Batteries, 1x Heavy Torpedo Launcher Battery, 1x Heavy Graviton Thruster Lance
-[X] Systems: 3x Aethersails, 1x Point Defense Battery (Spike Cannons), Holofield, Grav-Shield
Hey, if i'm reading it correctly, this plan is identical to the Saccharum plan.
 
Spike Cannons still shoot fast, at this scale, probably faster than a Suncannon, which is why I used them.
 
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