Should be enough to core a mid-grade cruiser in one barrage, methinks, assuming of course the void shields don't get a say.
Not counting the Mega-Starlance, which can be busy coring a different cruiser, yeah. I don't think we actually need more gun on our battleships anytime soon; maybe when we're considering building ones with non-exotic weapons.
 
I'm going to say that I think any ship that uses two PD systems should use two different PD systems.

We probably shouldn't use the same PD system on every different ship that carries one PD system, for that matter.
Why not? Plasma is the advanced "anti-everything" weapon. And even if we run into enemies with strikecraft that are resistant to plasma, we will have our interceptors with fatesever cannons.

That said, I could see having the frigate mount 1 plasma and 1 missile launcher PD, under the logic that guided missiles would be able to hit targets from further away, even if DPS is worse than plasma.

Edit:
Sacrificing the 2nd Special slot gets us +8 system slots, and if I've got the counts right we already had 2 free, for a total of 10.
You only get half as many slots back, so removing the 2nd special slot would give 4 system slots, not 8. Still, 6 slots should be enough for a holofield and grav shield, plus 1 remaining system slot for a hanger or PD or aethersail
 
Last edited:
Escorts: Ketch Frigates
Unlikely. Either we design sloop destroyer for melta torpedo duty, possibly iterating a hull first, or we save it for an entirely new raider escort class hull.

Dhow Light Cruiser:
Clipper Cruiser:
Galleon Battleship:
We aren't going to be using any of these civilian models to build new warships. The difference between a militarized hulls and a none militarized hulls is too great, and the point where we will start building new ships far enough off to provide us with the time to developing new hulls, particularly of the missing Corvette, Raider, and Grand Cruiser classes that make up the missing models of the classic 8 navel classes, as well as a new battleship.
 
Last edited:
Unlikely. Either we design sloop destroyer for melta torpedo duty, possibly iterating a hull first, or we save it for an entirely new raider escort class hull.


We aren't going to be using any of these civilian models to build new warships. The difference between a militarized hulls and a none militarized hulls is too great, and the point where we will start building new ships far enough off to be worth developing new hulls, particularly of the missing Corvette, Raider, and Grand Cruiser classes that make up the missing models of the classic 8 navel classes, as well as a new battleship.
I was just using the hull names as shorthand for what arrangement of slots to use.
 
You only get half as many slots back, so removing the 2nd special slot would give 4 system slots, not 8.
Whups, I did use the wrong number.

Alas, the correct one seems to be 3, if battleships use the same values as light cruisers. That is a terrible refund rate.

... I'd say we design a transport ship before we start refitting battleships, and strip the webway gate out of most of them. That gets us a lot more defense systems.
 
Last edited:
You get half the slots back, and a special weapon uses 8 system slots.
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.
Not likely that's a typo, since it's spelled out entirely and explicitly distinguished from the "get half slots back" the standard and heavy slots get.
 
Not likely that's a typo, since it's spelled out entirely and explicitly distinguished from the "get half slots back" the standard and heavy slots get.
You are right, I missed that.

The combat Brig currently spends 12 system slots, leaving 3 free. Removing the empty Special weapon would give 3 more slots. Assuming battleship shields don't need more slots than cruisers (since both are capital ships), then that would be 5 slots for a grav shield and holofield, and 1 free slot for something else
 
Last edited:
Special Weapon Slots are probably sufficiently custom to be extra inefficient. Personally this is good justification not to convert them to system slots. They can still be used to mount two heavy naval weapon batteries if you don't want to do a special class weapon battery. Convert other weapon slot types instead.

I'm hoping to take Militarized hull turn 6, and iterate the sloop and brigantine hulls, while putting together a raider and grand capitol class model from scratch. We likely do have a pick of four, given how many of our other actions this turn from our new warrior actions revolve around the number four.
 
Special Weapon Slots are probably sufficiently custom to be extra inefficient. Personally this is good justification not to convert them to system slots. They can still be used to mount two heavy naval weapon batteries if you don't want to do a special class weapon battery. Convert other weapon slot types instead.

I'm hoping to take Militarized hull turn 6, and iterate the sloop and brigantine hulls, while putting together a raider and grand capitol class model from scratch. We likely do have a pick of four, given how many of our other actions this turn from our new warrior actions revolve around the number four.
1. The Brig has no other empty Weapon slots, because its 2 Heavy weapons are converted into 6 normal capital weapons, which = 3 weapon batteries (since each weapon battery is 2 guns).
2. Why would we make a raider or grand cruiser Hull? Grand cruisers are what you use if you can't afford battleships, and raiders are the same except for Light cruisers

Edit: on 2nd thought, there is a reason to use a raider hull: if it counts as escort, we can build 3 for the same AP as a light cruiser. I still think that a grand cruiser isn't useful, since it will need the same AP to start as a battleship, but probably will still need almost as much time to build as a BB
 
Last edited:
Given the implication that transports need to be capitals, I'd probably want a militarized light cruiser hull for carriers and transports to be built out of. Could be iterated or scratch-built.

Given that escorts don't come from the same shipyard docks as capitals, I'd want one of our clean-sheet designs to be an escort, probably a relatively heavy one.

More than that feels like counting chickens before we've even bought the eggs, especially since there's not actually any need to decide until we take the action.
 
1. The Brig has no other empty Weapon slots, because its 2 Heavy weapons are converted into 6 normal capital weapons, which = 3 weapon batteries (since each weapon battery is 2 guns).
2. Why would we make a raider or grand cruiser Hull? Grand cruisers are what you use if you can't afford battleships, and raiders are the same except for Light cruisers
1 so? You can still pair them down if you need slots. Second, given what we've seen of iterated chassis options for a mere light grav vehicle, we'll likely be iterating a brigantine hull which will let us adjus slots ahead of designing a brigantine refit, which I probably should have lead with. Either way, never pair down special slots.

2

a raider hull is a heavy frigate class. It's the largest escort. Big enough for going heavy on defensive options to make something that can afford to get close and land a kill hit on q capital ship with melta torpedoes, or for putting hangers on to make a light escort carrier. Either would be worthwhile in the long-term and we could actually end up making two designs for both roles if we felt like it.

Grand cruisers are Battle cruisers. There particularly suitable for a number of roles and can be built decently faster than battleships in all likelihood. They do in fact have a use on the battlefield. I'm fairly certain Arach-qin or Quilan uses them.
 
Last edited:
I had a thought: when it comes to alternative exotic use, would a torpedo bay enhanced with a psyscope be a good use?
It's likely the most punch we can get on an escort hull.
 
As Mechanis has said, we're perfectly free to research more uses for exotics - the cost is that they cost exotics.

I think the Fate-Ward Armor for Bladedancers might have first dibs on Psy-Scope related research, though.
 
Last edited:
I had a thought: when it comes to alternative exotic use, would a torpedo bay enhanced with a psyscope be a good use?
It's likely the most punch we can get on an escort hull.
We likely need to further develop fatebender tech before we even know if that's an option, but right now it distinctly isn't one. Basic torpedo weapons don't
As Mechanis has said, we're perfectly free to research more uses for exotics - the cost is that they cost exotics.

I think the Fate-Ward Armor for Bladedancers might have first dibs on Psy-Scope related research, though.
absolutely. Can't have them reliant on Holo Field and energy dispersion barrier generators equipment forever.
 
We likely need to further develop fatebender tech before we even know if that's an option, but right now it distinctly isn't one. Basic torpedo weapons don't

absolutely. Can't have them reliant on Holo Field and energy dispersion barrier generators equipment forever.
1. When it comes to fatebender tech, I want to look into applying it to graviton thruster lances. That would theoretically nullify their low damage by letting the lances always aim for a weak point while ignoring armor and shields.
2. I figure for blade dancers, we might be able to make light power armor that either is so in-tune with the user mind that it perfectly follows their movements, or maybe armor that doubles as a casting focus so they can move it easily with telekinesis. Of course, that is just a hope
 
If we want to try and crack some Bladedancer-specific artifact research, first step is having some Bladedancers free to do the research.

Fortunately we've got a bunch of those in Warhosts that I think we're taking action to shake loose this turn, so we'll probably see what's available on the next turn vote.
 
We likely need to further develop fatebender tech before we even know if that's an option, but right now it distinctly isn't one. Basic torpedo weapons don't
It goes without saying that we have to unlock the research first.
I think that when we build the first fateforge we'll get a vote to choose whether we build it in the scope configuration or in a more generic configuration that unlocks research options.
And possibly, we might get research that costs exotics...

So ideas so far:
- fate based shielding tech that forces incoming attacks to miss by bending space. Might result in a grav shield level protection that is much lighter but way more expensive.
- grav thrusters that find weak points automatically. I have my doubts, but i could see it working: gravity and space are interrelated, so if there was a way to bend grav beams, space manipulation is probably the way to go.
- guided missiles and torpedoes. This is the low hanging fruit, another application of the same principles as fate weapons with a more destructive projectile.
- an alcubierre type hyperdrive: space bending to move FTL in the materium.
-a melee weapon: the spacebending is similar to the basic function of petal cutter. We could replicate some of that... Maybe a heart seeking spear, ala Gáe Bolg? Ooh, i know! Harlequin's kiss on a stick! Yes I'm shilling for it again.
Barbed Spear That Pierces with Death is an attack focused on a single target, created by Cú Chulainn to suit his own style, that strikes a fatal blow that always pierces the opponent's heart and ruins their body from within with its thousand iron thorns.
Once Gáe Bolg's name has been called, the cursed spear reverses the nature of causality, the meaning of "cause and effect" in the order of things, to make it so the cause of the "lance being thrust" comes from the effect of the "opponent's heart being pierced" by it.
Both of these feel very thematic to fateforge weapons.
-Does a teleporter count? Or bending space and using that to move quickly?
 
Last edited:
-a melee weapon: the spacebending is similar to the basic function of petal cutter. We could replicate some of that... Maybe a heart seeking spear, ala Gáe Bolg? Ooh, i know! Harlequin's kiss on a stick! Yes I'm shilling for it again.
Singing Spear already covers the throw and pull back melee weapon for psykers, one equipped with a fatebender and that includes monofilament wire or an attached grav shear or melta gun wielded by Bladedancers would be brutal. That's on top of them also getting grav blades and an armor attached ranged weapon or two (one on each arm one for range one for AOE so likely a grav thruster and a plasma flamer) for when power armor usable with reduced psychic power is made.
Also another avenue for research is combining regular plasma guns with plasma flamers so that it covers both high AP medium combat and high AP short range combat.
 
Singing Spear already covers the throw and pull back melee weapon for psykers, one equipped with a fatebender and that includes monofilament wire or an attached grav shear or melta gun wielded by Bladedancers would be brutal. That's on top of them also getting grav blades and an armor attached ranged weapon or two (one on each arm one for range one for AOE so likely a grav thruster and a plasma flamer) for when power armor usable with reduced psychic power is made.
Also another avenue for research is combining regular plasma guns with plasma flamers so that it covers both high AP medium combat and high AP short range combat.
Singing spears are artifacts and get their damage boost from being force weapons and need to be wielded by an active psyker. They don't need a fatescope to guide them, as the thrower can already pull telekinetic shenanigans with it.

Heartseeker spears should be "only" High technology, and are a melee weapon that does not require being a psyker to wield.

They're two different categories of weapon, prolly to the point of requiring different AP pools to make.

I expect, given the curses and soulforging, that Artifact weapons will be even rarer than Exotic weapons.
 
So's mixed PD, and mixed PD is also less vulnerable to various sorts of fuckery.


Sacrificing the 2nd Special slot gets us +8 system slots, and if I've got the counts right we already had 2 free, for a total of 10. Should be fine for defenses, which is good, 'cause it doesn't actually have any other empty weapons slots - 3x standard Starlance batteries + 2x heavy batteries filled with standard Starlances is all it gets.

I'd say pull the Starlances in the Heavy mounts for something actually heavy; Heavy Graviton Thrusters, or a Heavy Amplifier + Heavy Imploder, or something. Defenses are Grav Shield, Holo-Field, 2x Hull Reinforcement and an additional PD system.
A battleship with only three weapons systems? That seems dangerously over-focused on 'fight big things' to me, and extra vulnerable to other things.
 
I've been watching some videos... And it occurs to me that proportionately our hangars are really tiny.

For how small and elegant out smallcraft are, they're not very economical, space wise.

Somewhere down the line, we need to design specialized voidcraft that can be "stacked" or a better hangar that can stack fighters.

Also found this:
 
Last edited:
Back
Top