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 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.

a single close in Fatesheer is bare minimum, and will definitely cost a lot more on a SoV than a carrack.

for missiles I'd say a close in and point defense each.

finish it off with two starlance points defense to make up for the single Fatesheer.
 
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.
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.

It devolved into arguing about whether we actually need strikecraft which I maintain we do as they're a pretty fundamental part of space combat in 40k even if they don't take center stage.
We still have a decent sized reserve, we should be fine.
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.

A Brig's Fatesever PD costs 360 Psy-Scopes apiece which translates to 180 Fatesever cannons.

That is a 3x increase from what an Escort PD battery needed (60 guns) and we're likely to see a much greater increase for the Sword of Vaul given the fact that it's got enough space for it's tertiary armaments to include 6 Starcasters.
[ ] 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
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.

Based on the fact that the ships we got from Arach-Qin were their most damaged my guess is that we've got maybe 10 turns before we're done fixing all their ships.

This estimate is based on the remaining time needed for finishing repairs on their current ships and the assumption that the next batches should be take less time as the ones we've gotten are their most damaged.
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.
As of turn 5 we've got another 5 turns before we're done with everything from this batch.
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
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.

If we went with strikecraft instead of Fatesheer CIWB wherein each strikecraft is armed with a single Fatesever plus 2 other vehicle scale weapons we would have Fatecaster based PD while still getting a surplus of 28 Psy-Scopes per ship (64-18*2=28) for a total of 1512 Psy-Scopes instead of gaining no Psy-Scopes.
 
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.
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.
 
would vibro cannons work as a point defence?
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.

Might be much more impressive as a Close-In Weapon System, though.

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.
 
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Way too late, but posted a new design.

[] War Carrack, with some scope reclamation
-[] Chassis: Carrack (8 Systems, 6 Weapons Batteries, 2 Heavy Weapons Batteries)
-[] Convert 2 Weapons Batteries and 1 Heavy Weapons Battery to System Slots (+4 Systems)
-[] Weapons: 1x Heavy Starlance, 3x Fatetwister Cannon Batteries, 1x Macro-Suncannons
-[] Systems: 3x Aethersail, 1x Plasma Drive, 1x Vibration bombard Close In Weapons Battery, 1x Holofield, 1x Grav-Shield

We should recover 64 psyscopes per ship.
 
I 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.
Unfortunately Mechanis said that graviton thrusters don't make big enough holes for Fatetwister shots to go through them
 
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.
Only paired with other Grav guns, I think. There's not much gravity to amplify in space.
 
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?
 
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?
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.
 
@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?
 
@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?
Superheavy Melta's are a thing in lore and Eldar Wraithknights use ones called Inferno Lances.
We probably need to do a Seeker action to unlock them like how we have a Seeker action for developing superheavy scale Las-weapons even though we have working naval and heavy naval scale Las-lances.
 
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.
 
Doubling our Fateforges would cost 28 BAP.

If you want that to happen anytime soon, find ways to squeeze extra Enhance Industries in.

That said, at 6 Psy-Scopes a year, a single Fateforge is enough to arm 15 fighters with a single Fatesever every turn - more than a squadron. It's not actually an impossible ask, especially since we don't currently have plans for using Psy-Scopes in military expansion, ground or army - just the refit-type hulls and the Sword of Vaul. And those are one-time costs.
 
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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.
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.

agreed. I can see us reaching a total AP and some slack in what we are spending sometimes from turn 20 to 25, though it may be a 2 or 3 turn venture.
 
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.
I think we should arm the fighter with 1 Fatesever cannon, 2 vehicle Suncannons. More firepower than lascannons, and unlimited ammo unlike missiles.
 
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