Funnily enough, we probably didn't much like Beil-Tan before the fall either, given how much they worship Khaine. We don't much like the Divine Murderhobo for what he pulled with Vaul (the whole anvil chaining business). In fact, I'd hazard that we are extremely salty that our god got eaten and Khaine sorta survived.
Not only that, Vaul died because he was bound to that fucking anvil, and according to Eldrad, if Vaul was free, he could've killed Slaneash and prevented the fall.
None, we have to burn our way through the whole garden of Nurgle, all 7 unending legions on the way in and on the way out. So far the only work that I saw where saving isha was done well was the Long Night (with honorable mention of letters to dad for sheer crack factor)
Sheesh you can really tell how much we've diverged so far when our armour already looks THIS different to what 40k era Biel-Tan (and the craftworlds in general) are rocking, I wonder what the heck we're gonna come up with next both IC and OOC.
Probably in the same ballpark as IG carapace armor. so definitely a helluva lot better than a lot of people make do with, but it's no patch on even the sort of thing the Nuns with Guns or Random Inquisitors might have, let alone a Space Marine.
Still though, the fact that our vehicle crews are rocking the same armour as what the elite IG / stormtroopers wear has gotta be a flex of some kind, right?
Still though, the fact that our vehicle crews are rocking the same armour as what the elite IG / stormtroopers wear has gotta be a flex of some kind, right?
Only means we have to create light void sealed power armor for said crews when we get the chance.
Edit:
light power armor with Improved Power-Assist and Extended Operations Modification is 2 EP.
1x1.25+0.3+0.3=1.85 EP -> rounded to 2 if I am not wrong there.
Sheesh you can really tell how much we've diverged so far when our armour already looks THIS different to what 40k era Biel-Tan (and the craftworlds in general) are rocking, I wonder what the heck we're gonna come up with next both IC and OOC.
Still though, the fact that our vehicle crews are rocking the same armour as what the elite IG / stormtroopers wear has gotta be a flex of some kind, right?
And probably the fleet crews too maybe, void-sealed, light, enhanced sensors, they'd be pretty good as starship crews for the most part
The Brightsword Squad is a line infantry formation consisting of eleven Aeldari warriors clad in a Void Guard Warsuit, each carrying a Starblaster Rifle and a one-handed blade as a sidearm. The squad leader instead wears a formidable Ithilmar Assault Suit, carrying a Screamer Grenade Launcher and Power Sword to support the squad.
CP: 12
Forgefire Squad
These heavy assault units are equipped with the potent Ithilmar Assault Suit, and consist of twelve warriors with Power Mauls and either a Heavy Flamer or Needler, making them extremely formidable assault and suppression units.
CP: 12
Voidspear Squad
These six-man squads are specialist marksmen equipped with Ithilmar Assault Suits for protection and fire-mobility, a Fatecaster Rifle, and an unpowered short spear for close combat.
CP: 12
Vehicle Rationalization I
Developing a stable of vehicles which use your current Wargear will undoubtedly be an ongoing process, to say nothing of more militarized base chassis designs, but there are a number of options currently available to you. Consider carefully your immediate needs and capabilities for this first batch of vehicles.
Transport Capacity
Transport Capacity is divided into two types; Open-topped and Enclosed. The latter is more protected from the dangers of the battlefield and or environment, the former however provides not only twice the transport capacity per point invested, but one "spare" capacity for every five points invested, as well as allowing the mounted unit to freely engage in attacks. Be aware, however, that this comes at the cost of enemy forces being able to make attacks against the mounted unit themselves in return.
Slots
Vehicle slots, unlike those of Voidcraft, cannot be "traded up"; however, they may be "traded down" to either smaller weapons, or to System slots. System slots, however, may be spent to install additional weapon slots, though obviously if you have traded some other slots this is less efficient than installing them into the base chassis. Similar to voidcraft, however, larger slots may alternatively carry smaller weapons in numbers. Note that Vehicles may only carry a single Holo-Field, and that a Maximum of two (2) Grav-shields may be mounted to any chassis available in this stage not a Heavy Grav-Vehicle; Heavy Grav-Vehicles may carry a third if desired.
Chassis Types Table
Type
System Slots
Ranged Slots
Heavy Slots
Vehicle Slots
Superheavy Slots
Jetbike
3
2
0
0
0
Heavy Jetbike
3
2
1
0
0
Skimmer
5
2
1
0
0
Grav-Barge
8
3
1
1
0
Light Grav-Vehicle
12
0
2
1
0
Heavy Grav-Vehicle
30
2
2
2
1
Slot Costs Table
Slot Type
System Slots Required
System Slots Refunded
Other Uses
Ranged Weapon
1
0.5 (2-for-1)
None
Heavy Weapon
3
2
2x Ranged Weapon
Vehicle Weapon
6
4
2x Heavy Weapon
Superheavy Weapon
30
15
3x Vehicle Weapon, 2x Vehicle weapon & 2x Heavy weapon
Not only that, Vaul died because he was bound to that fucking anvil, and according to Eldrad, if Vaul was free, he could've killed Slaneash and prevented the fall.
I given khain is the reason the Eldar pantheon had to cut themselves off and add in the fact that the Eldar seems extremely connected to their dieties and it's entirely possible he's a good part of the reason the Eldar Empie shot as bad as it did.
So open attached transport, would need to invest 12 slots into transport capability to get 14 transport slots.
Then add 1 slot for a Holo-Field and 2 for Grav-Shields to make it really hard to take them down.
-> 15 slots for that.
Grav-Barge could do that with trading in all weapon slots, apart from 1 rifle slot.
Light Grav-Vehicle has 12 slots baseline.
Trade the vehicle slot for extra slots -> 16
Trade 1 heavy down to 2 rifles, add another with the last open slot ?
For a total of 1 heavy and 3 rifles ?
Likely limited to 1 heavy +2 rifles, but that would still make for damn good attached transport.
Edit:
My two designs for the attached transports, only pick one please as one will be enough to cover for our need of getting some attached transport for our infantry.
We need more than 12 Capacity in case we attach other units to our 12 crew troops as there are some special units that can do that.
Edit3: Forgot that open has x2 transport slots, so it now has quite a few more weapons that it can use to shoot.
[ ] Attached Assault Barge
-[] Grav-Barge
-[] Attached Transport
-[] Trade in for slots: 1 Vehicle : +4
-[] Infantry Capacity (Open Top): 7 slots -> 14+1=15 Capacity
-[] Defense 3 slots:
--[] Vehicle Holo-Field x1, Vehicle Grav-Shieldx2
-[] Weapon: Spike Rifle x4, Heavy Needlerx1
[ ] Attached IFV
-[] Light Grav-Vehicle
-[] Attached Transport
-[] Trade in for slots: 1 Vehicle:+4
-[] Trade in for ranged slots:1 Heavy
-[] Infantry Capacity (Enclosed): 13 slots -> 13 Capacity
-[] Defense 3 slots:
--[] Vehicle Holo-Field x1, Vehicle Grav-Shieldx2
-[] Weapon: Spike Riflex2, Starcarver
Attachted IFV brings more fire power to the table via weapons on its own, but the Assault Barge is deadly as fuck due to infantry fire being able to fire out of it.
Edit2: Getting really late and i need some sleep.
Hope people at least kind of like the base design for the attached Vehicles, i am going with both Holo-Field and 2 grav-shields because we do very much like to keep them intact while they transport our units.
[] Heavy Jetbike model Tiranoc
-[][chassis] Heavy Jetbike
-[][Heavy weapon] Fatecaster Rifle
-[][Ranged weapon] Starblaser Carbine
-[][Ranged weapon] Starblaser Carbine
-[][Other Wargear] Vehicle Grav-Shield
-[][Other Wargear] Vehicle Holo-Field (x2)
Powerful aimbot main gun in the form of fatecaster rifle with secondary starblasters for suppressing fire and anti-infantry capabilities, (I think it can be replaced with needles if we want to save crystals) as for defence: it is a jet bike it is meant to be fast so holo-field is more important to confuse enemy and grav-shield shall work with it to hide true target even if they somehow hit it
Hm. I had been thinking that our attached transports could carry just a vehicle-scale weapon and little else, depending on the squads to handle that, but since they can't carry vehicle-scale weapons at all... well, it looks like our infantry will be doing all the shooting in that case.
I'm pretty sure this is the only viable attached barge design. It's impossible to hold our full squads while stacking all possible defenses and still retaining a heavy weapon as far as I can tell, so this is the best we can manage. But the infantry tend to have plenty of heavy weapons anyway.
It's possible to have an open-topped Skimmer as a transport option as well, but it has to be unarmed and can't carry attached singletons to make the numbers work:
[ ] Attached Assault Skimmer
-[] Skimmer
-[] Attached Transport
-[] Infantry Capacity (Open Top): 5 slots -> 6 Capacity
-[] Defense 3 slots:
--[] Vehicle Holo-Field x1, Vehicle Grav-Shieldx2
-[] Weapon: None
Of course, since 6 Capacity means it's probably carrying around a Voidspear Squad or other unit of 6-man elites, it's hardly helpless. And the big advantage of skimmers is that they're as fast as jetbikes, so this is the way to have extremely rapidly-deploying infantry units in the field.
Edit: The logic this post was based on was from a misreading of the construction rules, it doesn't take nearly this many system slots to carry people open-topped.
Powerful aimbot main gun in the form of fatecaster rifle with secondary starblasters for suppressing fire and anti-infantry capabilities, (I think it can be replaced with needles if we want to save crystals) as for defence: it is a jet bike it is meant to be fast so holo-field is more important to confuse enemy and grav-shield shall work with it to hide true target even if they somehow hit it
I'm pretty sure this is the only viable attached barge design. It's impossible to hold our full squads while stacking all possible defenses and still retaining a heavy weapon as far as I can tell, so this is the best we can manage. But the infantry tend to have plenty of heavy weapons anyway.
Yeah, needed transport capacity makes the design pretty hard.
Sadly the Skimmer has the problem that our elites are 6 people at the moment and attaching something to that unit means the skimmer can't transport them anymore.
Also the Skimmer likely gets expensive enough that you might as well get the Barge/IFV, because the Holo-Field and Grav-Shields add a pretty big cost factor to the baseline with +78 EP when adding all 3.
Sadly the Skimmer has the problem that our elites are 6 people at the moment and attaching something to that unit means the skimmer can't transport them anymore.
Also the Skimmer likely gets expensive enough that you might as well get the Barge/IFV, because the Holo-Field and Grav-Shields add a pretty big cost factor to the baseline with +78 EP when adding all 3.
The transport Skimmer would be a specialist unit for when you need to deploy units really quickly; I'm not sure exactly how much faster jetbikes/heavy jetbikes/skimmers are compared to grav-barges and grav-tanks, but I would expect the difference to be substantial. You're paying a premium for that speed. But it's not something that we should consider right now because we need highly-protective transports for general use at the moment, not specialist ones for elite raider deployment. The transport skimmer design was mostly a thought experiment for possible implementation in a later turn.
In terms of attaching people to our squads/extra room in our transports, if these are planned only to be used by our exotic weapons troops, might it not be worthwhile to just remove the weapons entirely?
Be a bit cheaper, and a single weapon isn't going to add much to the firepower of the squads they're attached to/firing out of them.
The transport Skimmer would be a specialist unit for when you need to deploy units really quickly; I'm not sure exactly how much faster jetbikes/heavy jetbikes/skimmers are compared to grav-barges and grav-tanks, but I would expect the difference to be substantial. You're paying a premium for that speed. But it's not something that we should consider right now because we need highly-protective transports for general use at the moment, not specialist ones for elite raider deployment. The transport skimmer design was mostly a thought experiment for possible implementation in a later turn.
Was kind of my point, we pretty much always need intended squad size +1 or +2 for the transport capacity.
To account for possible special units attaching to the squad, it is aimed at getting around the battlefield.
In terms of attaching people to our squads/extra room in our transports, if these are planned only to be used by our exotic weapons troops, might it not be worthwhile to just remove the weapons entirely?
Be a bit cheaper, and a single weapon isn't going to add much to the firepower of the squads they're attached to/firing out of them.
The reason to keep the vehicle armed with at least something is that if it's used as a battle taxi, drops off its troops, then withdraws, and then stumbles upon some enemies after doing so it's really nice to be able to shoot back.
It's an attached transport so it has to deal with this:
Was kind of my point, we pretty much always need intended squad size +1 or +2 for the transport capacity.
To account for possible special units attaching to the squad, it is aimed at getting around the battlefield.
We absolutely do not need to always account for that. Special attached units are quite rare, and our transport units are being mass-produced for largescale use. Attach the 1-2 special units that you've got in the detachment to some other squad instead, one that's walking or in a larger vehicle.
[] Heavy Jetbike model Tiranoc
-[][chassis] Heavy Jetbike
-[][Heavy weapon] Fatecaster Rifle
-[][Ranged weapon] Starblaser Carbine
-[][Ranged weapon] Starblaser Carbine
-[][Other Wargear] Vehicle Grav-Shield
-[][Other Wargear] Vehicle Holo-Field (x2)
Powerful aimbot main gun in the form of fatecaster rifle with secondary starblasters for suppressing fire and anti-infantry capabilities, (I think it can be replaced with needles if we want to save crystals) as for defence: it is a jet bike it is meant to be fast so holo-field is more important to confuse enemy and grav-shield shall work with it to hide true target even if they somehow hit it
Eh, I'd rather see aimbot Fatesplitter carbines as the lighter anti-infantry weaponry and finally have a platform that deploys the anti-everything Starcarver.
Especially since we're investing 68 EP into shielding alone, let's not half-ass the heavy weapon.