- Location
- Somewhere Beyond the Sea
We should probably wait until after we get the ship and figure out what it's carrying first before we draft up any plans of a refit
we certainly aren't able to design a refit until we have it, but we know we want the absolute best weapons available on it, and a good mix of our available defenses.We should probably wait until after we get the ship and figure out what it's carrying first before we draft up any plans of a refit
That's why I was pushing for my Carrack design proposal that had a hangar and PD instead of a CIWB battery since those things eat up 2 System Slots.but wouldn't we have to refit our ships to have more hangars first?
The only ship with a hangar is the combat brig, and we don't have many of those.
Sure, upgrading the fighters would be a "stealth upgrade" to the combat brig before we get to the actual refit, but that's not going to do much for the number of ships isn't it?
Our Carrack is a formidable gunship, and the current winning plan for carracks just puts active defences on it. It would take just as long to put a hangar on it, as it would to just armor up.
Only having a few fighter makes the fighter refit factories a lower priority. Creating more demand for fighters just adds more pressure on the already precious BAP, slowing the refits even further.
We don't really have much of a Psy-Scope reserve compared to Starcrystals since the leading Carrack design doesn't reduce the Psy-Scope usage at all like what happened with the War Ketch refit.
For reference a Starcaster when fitted onto a Brig takes a up a decent amount of space so the fact that those 6 Starcasters are considered part of the tertiary weapons suggests that a Sword of Vaul has way more space for additional weapons than what was mentioned above.[ ] Killing Blow of the Murdiously Shining Sword, Sword of Vaul class Relic Warship (-5 points)
Killing Blow of the Murdiously Shining Sword is currently armed primarily with batteries Fatetwister Cannons along its flanks, supplemented by batteries of light and heavy naval-grade Starlances and a set of six forward-facing Starcaster Mega-Lances—effectively what remains of its tertiary weapons battery
As of turn 5 we've got another 5 turns before we're done with everything from this batch.They are few. They are battered, scarred and limping, yet for all their horrific damage, they remain unbroken. These are the most wounded of Arach-Qin's survivors: Two Thysania class battleships. One Coscinocera class Heavy Cruiser. Eight Calliplaca class Cruisers. Two Phalaros class light cruisers. Five Terncladus class raiders. Twelve Synempora class frigates. Twenty two Argema class Destroyers.
With ~10 turns we'd get an extra ~1.2k Psy-Scopes but give we'll want plenty of Fatesever, Fatesheer, and Fatetwister batteries on a Sword of Vaul we're going to want to stock up as many as we can as just a 3x increase in Psy-Scopes from a single Fatesheer PD scaled up for a SoV will probably wipe out those extra Psy-Scopes.Turn 5 Repairs said:
- 1 Thysania class Battleship, ETA 5 turns | 015.M30
- 1 Thysania class Battleship, ETA 3 turns | 005.M30
- 1 Coscinocera class Battlecruiser, ETA 4 turns | 010.M30
- 3 Calliplaca class Cruiser, ETA 2 turns | 000.M30
- 2 Phalaros class Light Cruiser, ETA 1 turn | 095.M29
- 3 Terncladus class Heavy Frigate, ETA 1 turn | 095.M29
- 3 Synempora class Light Carrier, ETA 1 turn | 095.M29
Sweeper PD is short range, so ineffective against most crafts but boy is it effective against boarding attempts. Which is a big threat against flagships.I don't think we should be going for a pure Fatesever PD network in the first place. Yes, they're very nice PD, but we're only going to have the one Sword of Vaul, we can't afford to make it easy to specialize against.
I'd like to get through at least the first level of Missile Launchers soon, plus any more steps we might need for seeking properties; Missile PD with Haywire Missiles ought to be pretty good, too. Other than that, a single Starlance PD net is going to be pricy but very effective, I expect.
Technically, but given Vibration Culverins have short-ish range even for Vehicular weapons and need extended time-on-target to actually damage vehicles rather than just their crew, I wouldn't recommend it.
not likely. for one their very short range, for two it's only really Superheavy and up that can melt tanks or aircraft in seconds. you'd need at least a close in.
Unfortunately Mechanis said that graviton thrusters don't make big enough holes for Fatetwister shots to go through themI think there might be an amazing synergy between Fatetwister/Fatesheer Cannons and Graviton Thruster Lances. The Lances can easily pierce things like reinforced starship hulls with ease, riddling them with holes but doing little else barring a lucky hit to something explosive. The Fatehaxx Cannons can then use these holes to easily reach the vulnerable insides of the ship, shredding through things like engine compartments and ammo storages. They could also just target the crew directly, leaving the ship effectively unmanned, lightly damaged, and incredibly easy to salvage later.
Only paired with other Grav guns, I think. There's not much gravity to amplify in space.Amplifiers might be interesting as CIWS, too; they've got no listed range penalty, unlike many of the grav weapons, and the big ones are explicitly AoE. Dunno how big an arc of the sky you could put under them at once, but if it's large enough the fact they're firing in batteries and boosting each other would do a lot to make up for the otherwise lackluster DPS.
40k warships are big enough to have their own gravity.Only paired with other Grav guns, I think. There's not much gravity to amplify in space.
Even better imo is a Sweeper + vibration bombard combo.The real wombo-combo would be the slow-down guns and something that does a lot of burst damage, like a Plasma Shot.
Standard PD are Vehicle scale.
I think starlance has more power than plasma and for a sword of vaul that we can't go to heavy on the fatebender Psyscopes that's worth the investment. I think with sweeper you want more power & area coverage so would be better off with Close in rather than point defense.The real wombo-combo would be the slow-down guns and something that does a lot of burst damage, like a Plasma Shot.
So if you wanted good PD, go with the a Sweeper/Suncannon combo. I think standard PD are considered vehicle scale?
Close-In Sweepers would be lovely!I think with sweeper you want more power & area coverage so would be better off with Close in rather than point defense.
ahh. well in that case I would be doubtful of a sweeper PDs ability to overcome a strike crafts propulsion sufficiently to have a meaningful effect.Close-In Sweepers would be lovely!
Alas, the Sweeper doesn't scale up to Superheavy. Heavy and Vehicular only.
Not without an Amplifier, yeah. Though very unpleasant to get wing'd by even without - fighters generally aren't built to take stresses like that.I would be doubtful of a sweeper PDs ability to overcome a strike crafts propulsion sufficiently to have a meaningful effect.
either way, I prefer the fatesheer close in missile close in and point defense, double starlance points defense I suggested earlier. It'll be expensive but effective.Not without an Amplifier, yeah. Though very unpleasant to get wing'd by even without - fighters generally aren't built to take stresses like that.
Superheavy Melta's are a thing in lore and Eldar Wraithknights use ones called Inferno Lances.@Mechanis Off-topic to the current vote but I just realized, the Melta Cannon scales up to Titan size too, kinda weird to jump from tank gun to macro-battery level. Are you going to add it to the superheavy category as well?
we only want a single vehicle grade fatesever, and only on an interceptor type defensive strike craft. we plan to pair it with two vehicles grade missile launchers, which could be armed with Melta missiles or some other manner of specialty missile. any other new strike craft made passed this point can use whatever we like and at this time I have no particular thoughts.Honestly, maybe we should consider something other than fate-guns for a mass production fighter. Yes, yes, they're aimbot and hax and that's all very good, but what if we made something that the pilot has to aim, but which can still really fuck somebody up? Melta gun and dual plasma maybe, for that firey theming?
At some point though, we need to bite the bullet and expand exotics production. Doubling our Fateforges would be a good starting point.
I think we should arm the fighter with 1 Fatesever cannon, 2 vehicle Suncannons. More firepower than lascannons, and unlimited ammo unlike missiles.we only want a single vehicle grade fatesever, and only on an interceptor type defensive strike craft. we plan to pair it with two vehicles grade missile launchers, which could be armed with Melta missiles or some other manner of specialty missile. any other new strike craft made passed this point can use whatever we like and at this time I have no particular thoughts.