One thing i think we can end up trading our armor for, at least to allies, is either raw resources and/or mutual aid in repairs and upteching.

Arach-Qin is willing to offer us their own Super Ship for fixing up their fleet, i see no reason we can't lighten the stong by offering the products of our forge for their own voidsmen and infantry.
 
Bladedancer said:
Unfortunately, they cannot do this and psykeicly manipulate the heavy armor they once enjoyed, and thus must effectively engage in combat without armor at all—none of the armor available to you is both light enough and flexible enough not to hinder their abilities. To provide even some minimal protection, they are supplied with a belt containing a Holo-Field system, the only present use of the technology.

Vzibit: Yo dawg, I heard you liked having heavy armour that you can work with, so I put power assist on your power assist, so you can murderblend while your powers assist.

[] Hypothetical Bladedancer Armour
- [ ] Heavy
- [ ] Powered
- [ ] Holo-field Projector x1
- [ ] Enhanced Sensors x3
- [ ] Improved Power-Assist x4

EP Cost 3.5 + 3 + .6 + 1.2 = 8.3, round up to 9
 
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Saim-Hann probably won't be a big fan of our heavier stuff since speed's their whole gimmick and we trade a little bit of that to be able to survive a loud sneeze so it might be an uphill battle to convince them.
I think that they would just commission us to create and produce a new type of armour for them specifically, probably light or medium power armour, with Extended Operations Modification, Holo-field Projector, Enhanced Sensors and Improved Power-Assist (probably twice).
 
You know, I hope we build a suit with a heavy weapons slot eventually. Or just, all the slots. Just because an Arsenal Suit sounds fun. A pile of guns we wrapped around a guy and called power armor.
 
You know, I hope we build a suit with a heavy weapons slot eventually. Or just, all the slots. Just because an Arsenal Suit sounds fun. A pile of guns we wrapped around a guy and called power armor.
I don't think Melee and Ranged Sidearms are compatible, because those both go on the forearm

But basically, Tau battlesuits?

Two Sidearm slots + 1 Shoulder mounted heavy weapon. The rest goes to Plating and Sensors.
 
I think that they would just commission us to create and produce a new type of armour for them specifically, probably light or medium power armour, with Extended Operations Modification, Holo-field Projector, Enhanced Sensors and Improved Power-Assist (probably twice).
Yeah I could definitely see us recieving commisions from the other craftworlds for new armour and weapons systems every now and then, maybe some psyker / seer stuff once we learn to make battle-psyker-friendly armour too.

Hopefully we'll find out what kind of stuff we can make in the next turn or three and see if my idea for a void-guard upgrade package proves economically viable or not (listen, if the Emperor/Anatolian can pull 20 space marine legions worth of power armour out of his golden rear, then so can we :V )
 
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I don't think Melee and Ranged Sidearms are compatible, because those both go on the forearm
Power fists. Or the melee weapons are in a Tail or some other form of robotic limb. Or having the ranged sidearms not be in the forearm, maybe mounted to the head or small turrets on the shoulder or hips (Which would open up the idea of using them as PD or having them be semi-autonomous, automatically engaging various targets). There's lots of ways to make it work.
But basically, Tau battlesuits?

Two Sidearm slots + 1 Shoulder mounted heavy weapon. The rest goes to Plating and Sensors.
Yes. Well, we'd probably want just sensors and power assist because this thing is carrying so much GUN. But yeah. Mobile high power weapons platform spec. Really the ideal would be Heavy+Standard and then sensors and power assist.
 
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I've been staring at the front page for a bit, and I think I'm starting to get my head around how detachments, warhosts, squads an wargear interact.

I know the current Trauma Plates and Hardsuits will be eventually phased out by Brigantine (2EP spammable armour) and Warsuits (whatever 6EP standard line armour wins) respectively. Will we be wanting to replace the current 2EP Voidsuits with the Brigantine as well? I know the latter is better for the same cost, but it'd still cost resources to make the swap in the first place.
I think that they would just commission us to create and produce a new type of armour for them specifically, probably light or medium power armour, with Extended Operations Modification, Holo-field Projector, Enhanced Sensors and Improved Power-Assist (probably twice).
The main problem I can see with commissions is that the other craftworld would then need to be able to maintain and repair whatever gear they buy. Which might still be acceptable to them, if it means they have better gear now, but they'd be accepting that anything they lose they'd have to buy again from us.

EDIT: @Mechanis I know it says the Forge of Vaul can help with building/repairing starships, but can it do anything for them other than reducing the number of turns it takes to finish, like increasing the number of ships we can repair with a single Bonesinger AP? I'm just looking at the number of ships that need repairing and at the current rate of repair it'd take 70AP to repair all of the Capital ships and 67AP to repair all of the Escorts.
 
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One thing i think we can end up trading our armor for, at least to allies, is either raw resources and/or mutual aid in repairs and upteching.

Arach-Qin is willing to offer us their own Super Ship for fixing up their fleet, i see no reason we can't lighten the stong by offering the products of our forge for their own voidsmen and infantry.

To my understanding, we pretty much use wrathbone for everything that doesn't use special resources.
That means raw resources kind of is not much of a thing.

And we are the only one that can/does still produce the special resources for starlances and the fate weapons.

Overall the price we have to call for selling equipment so that it is worth it for us instead of building stuff for our own use is going to be high, because we will always need more equipment for our people.

We are currently just having some 8000 people under arms, and even with the forge we are looking at 20+ year (~4+ turns and 4 turns is us going hard for that ~12k EP per turn) using the forge and getting them into an ok state equipment wise, never mind expand to more.

Now look at how things look like if we try to expand the number of troops to 10 000, 20 000 or 100 000.
 
Power fists. Or the melee weapons are in a Tail or some other form of robotic limb. Or having the ranged sidearms not be in the forearm, maybe mounted to the head or small turrets on the shoulder or hips. There's lots of ways to make it work.

Yes. Well, we'd probably want just sensors and power assist because this thing is carrying so much GUN. But yeah. Mobile high power weapons platform spec. Really the ideal would be Heavy+Standard and then sensors and power assist.
Power Fists (and Lightning Claws) should count as "Held weapons", not hardpoints.

The best examples I can think of for Melee hardpoints are the Warp Spider exarch (that also has two ranged weapon hardpoints mounted on his back with robotic limbs), and the Harlequin's kiss (wrist mounted tube) that is wielded alongside a power weapon and a pistol.

I didn't think of the tail though, which is pretty cool.

... I kinda want to put a harlequin's kiss on a tail now.
 
You know, I hope we build a suit with a heavy weapons slot eventually. Or just, all the slots. Just because an Arsenal Suit sounds fun. A pile of guns we wrapped around a guy and called power armor.

[ ] Korhil Heavy Weapons Suit (Elite heavy fire support)
--[ ][Weight] Heavy
--[ ][Type] Powered
--[ ][Systems] Autotargeters
--[ ][Systems] Holo-field Projector
--[ ][Systems] Enhanced Sensors
--[ ][Systems] Ranged Longarm Hardpoint
--[ ][Systems] Heavy Weapon Hardpoint

Cost 7.7 -> 8 EP

This is about as much gun as we reasonably want to fit in a heavy power suit, I think. Theoretically the autotargeters and enhanced sensors could be dropped for melee/sidearm hardpoints, but maximizing the ability of all the heavy guns to locate and eliminate targets is probably a higher priority than stacking on short-ranged weapons.

Deployment doctrine for these would involve always using transport vehicles since they aren't going to be very fast, but they have the potential to put out truly appalling amounts of firepower compared to any other infantry you can name. That's as many guns as a heavy jetbike.
 
If we're thinking up uses for monomolecular wire weaponry, what if we were to suspend a web of these wires around our soldiers or vehicles in a Grav field/shield. Probably not all the time, but released on demand, to cut apart and intercept ordinance or foolish infantry who get too close. In that same vein, imagine using monomolecular wire suspended in/animated by grav fields. A threshing torrent of bladed death surging around our power armored soldiers.
Theoretically the autotargeters and enhanced sensors could be dropped for melee/sidearm hardpoints, but maximizing the ability of all the heavy guns to locate and eliminate targets is probably a higher priority than stacking on short-ranged weapons.
Really what you'd want to replace the autotargeters with, if anything, is Power assist so these things can really hoof it around.
[ ] Korhil Heavy Weapons Suit (Elite heavy fire support)
--[ ][Weight] Heavy
--[ ][Type] Powered
--[ ][Systems] Autotargeters
--[ ][Systems] Holo-field Projector
--[ ][Systems] Enhanced Sensors
--[ ][Systems] Ranged Longarm Hardpoint
--[ ][Systems] Heavy Weapon Hardpoint

Cost 7.7 -> 8 EP
But yeah, what you drew up is basically what I would want for this thing. Though perhaps swapping the Holofield for a conversion field once we get them because this thing might not exactly be fast enough to make good use of a holofield.
 
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Really what you'd want to replace the autotargeters with, if anything, is Power assist so these things can really hoof it around.
I disagree here. For a specialist armor set, every system reasonably possible needs to be in support of the main purpose of the armor, and this one's purpose is maximum gun. Power assist is the right choice for assault units (because they need to close as quickly as possible) and for raiding/skirmisher units (because movement is core to their combat paradigm). But for a specialist unit whose purpose is to put out as much firepower as they possibly can, all of their systems should be devoted to either gun or making guns do their job better, after one reserved for defense. If they need to move around quickly, that's what attached vehicles are for- and these should have very strong synergy with the open-topped grav barge designs which allow infantry to shoot off them that have been thrown around.

But yeah, what you drew up is basically what I want. Though perhaps swapping the Holofield for a conversion field once we get them because this thing might not exactly be fast enough to make good use of a holofield.
If we can fit the conversion field in a single slot that would probably be a better move than a holofield as their defense system, yeah. Sadly we don't have those yet so we can't be sure they're not 2+ slots instead of just one.
 
If we're thinking up uses for monomolecular wire weaponry, what if we were to suspend a web of these wires around our soldiers or vehicles in a Grav field/shield. Probably not all the time, but released on demand, to cut apart and intercept ordinance or foolish infantry who get too close. In that same vein, imagine using monomolecular wire suspended in/animated by grav fields. A threshing torrent of bladed death surging around our power armored soldiers.
I don't think suspending invisible wire in an invisible powerhog field a good idea.
You don't want to be spending power from your active defence system to maintain a passive defence system.

However: monowire fences.
Think english archers hammering stakes in the ground in front of them to prevent cavalry from charging directly into them. Except these ones are invisible, and easy to disassemble if you want to advance (because you can see the fence-posts).
And if you want to use Grav-tech, with them, just put some sort of Grav launcher in them to make the fence posts very hard to move.
 
And teleportation is off the table for the most part as most systems in some sense use the warp for that, which for us is uh pretty bad.
Steal Pharos Device or one of its copies if its possible to find - as far as I understand it's a prototype for the Necrontyr gates. And one of their first attempts at FTL. It's still better than most other species fully developed FTL drives.
 
However: monowire fences.
Think english archers hammering stakes in the ground in front of them to prevent cavalry from charging directly into them. Except these ones are invisible, and easy to disassemble if you want to advance (because you can see the fence-posts).
And if you want to use Grav-tech, with them, just put some sort of Grav launcher in them to make the fence posts very hard to move.
That's a pretty good idea actually.... What if we mounted these to the front of one of our craft like a cowcatcher?
Consider also, monowire mines that use gravtech to levitate the monowire once they detonate. Creating an Area of Denial while they're active, in addition to the initial shredding blast.
 
That's a pretty good idea actually.... What if we mounted these to the front of one of our craft like a cowcatcher?
Consider also, monowire mines that use gravtech to levitate the monowire once they detonate. Creating an Area of Denial while they're active, in addition to the initial shredding blast.
I think that putting monowire on our vehicles (that can all fly) if a bit of a waste. That stuff is only useful against infantry and at short range, and we don't want our tanks in melee. If your vehicle can disengage, it should do so.
A back up engine seems like a better investment than trying to melee with tanks.
At least you can use that to give yourself a speed boost, and escape from melee if your main engines got knocked out.

The wave serpent transport from the other Eldar has a force shield mounted on the front... that seems like a better investment.
---
on the other hand: Monoball grenades
We can probably make these once we unlock the technology. Seems like it would work better than Frag grenades against Orks. Shrapnel is not particularly incapacitating to them, but a missing arm or leg will significantly impede them until they can see a Painboy.

And what are Monoball mines if not bigger monoball grenades?
---
Also Slicing Orbs of Zandros. Not much is known about them... but my head canon is that they use monofilament yo-yos/meteor hammers
 
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We are currently just having some 8000 people under arms, and even with the forge we are looking at 20+ year (~4+ turns and 4 turns is us going hard for that ~12k EP per turn) using the forge and getting them into an ok state equipment wise, never mind expand to more.

Now look at how things look like if we try to expand the number of troops to 10 000, 20 000 or 100 000.
It's possible that retooling or building more specialized industry would help with that issue. As noted in several of the action categories, we don't really have a military industrial complex, we're just using standard industry to manufacture military goods.

Anyway, we need to get our hands on some Noctilith. It's generally useful for our Vaulish craftiness but it's ability to both dampen and amplify empyrean energies could also be really useful for our soul forging project. I wonder if the Anatolian is actually inherently Anathema at this point, because that would also be a very good thing to study.
 
Keep in mind our EP is generally the product of artisans rather than conventional industrial output. The best way to increase output is either a) hope the soul surgery makes bonesinging safer and more productive per artisan, b) get more/more capable bonesingers over time, or c) trade exotic resources for bonesinger man-hours with our allies.

And that we probably don't need more than a few tens of thousand of soldiers based off the scale Mechanis seems to be using.

I know the current Trauma Plates and Hardsuits will be eventually phased out by Brigantine (2EP spammable armour) and Warsuits (whatever 6EP standard line armour wins) respectively. Will we be wanting to replace the current 2EP Voidsuits with the Brigantine as well? I know the latter is better for the same cost, but it'd still cost resources to make the swap in the first place.
Yeah, void suits tend to be worn by Guardian marines (who have pretty decent weaponry) or vehicle crews, the VBD benefits both pretty nicely. And tbh, we don't have an enormous amount of Voidsuits to swap to VBD.
 
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What is our long term plan for dealing with Biel Tan?
Meson Blasters and out-warcriming them with the most horrendously lethal weapons we can think of.

If the option to make Soul Anchors reappears after we complete our soul forging, that could be a plan.
Make artificial soul stones for the other craftworlds (other than Biel Tan, of course, because fuck those guys), and use that soft power to get them to keep Biel Tan at bay.
 
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