Mechanis
Confirmed Techpriest
- Location
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anyway.
You spend AP to start repairs, and then the Forge can slice off repair time. "overrun" will just spill out into other ongoing projects in the same category, if you have any (so EG if you're building three batches of 5 Lance Cutters, and the forge rolls a 3 on helping that, you get 15 brand new lance cutters next turn. yes, this is why you have so many of those despite their attrition rates.)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.
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.
The best way is Diplomancing one or more of the other Majors to get them to Gibbs-slap Beil-tan and go "knock that nonsense off right now."
second best is to shellack them hard enough several times in a row that they give up on the basis of "gonna need a bigger Tempest."