Playing With New toys 2
Well met, my queen. Our overtures to the quartok have been most fruitful; they have agreed to provide expertise with the new technology. While they have only had it for a short amount of time, they have still been able to do a fair amount of cataloging and identification of issues to focus on. I believe we will be able to greatly accelerate early implementation with their notes alone. What's more, Aryz has informed me he would be amenable to exchange industrial assistance for a supply of potions. As is proper I will leave such decision in your hands. I have identified a number of designs that fit our present needs and can be rolled out relatively quickly once production facilities are online. I apologize for the somewhat slapdash nature of this report. As you can imagine, things have been rather hectic of late.
Markerlights and seeker missiles.
This is likely going to be the cornerstone of our doctrine. The
markerlight is a type of beam that instead of doing damage either makes it easier for other weapons to strike a target or calls down a
seeker missile. The system is simple enough that I believe thralls should be able to benefit from it. What's more, I believe our specialist thralls should be able to operate them, enabling us to easily deploy them en masse. Seeker missiles are potent long-range missiles that are remarkably cheap, however, they need markerlights to strike true. I believe we should be able to mount them easily on warbeasts, or even create a cart for thralls to push. We should be able to easily deploy them in large numbers.
Thralls
With a bit of tinkering, we will be able to produce cheap but durable armor plates for our thralls, that will be both cheaper and far more effective than our present armoring schemes. Reworking the helmets needed for the markerlight system is a bit tricker, but should be fairly simple. In terms of armament, I'm looking at 3 guns -
pulse blasters,
pulse carbines and
pulse rifles. Blasters are
very short ranged but pack a punch. Carbines are a bit shorter range than our standard rifle, and pulse rifles have a much longer range but a lower rate of fire than the other two. Given the lackluster marksmanship of thralls, I suggest mostly using the first two types, unless markerlights prove to be even more effective than I expect them to be.
Notables
For our warborn, we can create significantly more effective armor. We've been playing around with what would work best, but we're likely looking at a massive increase in protection. For armament, I am happy to say the radiation issue of the
ion rifle is a non-issue. Between a thin layer of shielding and the right potions, we can use them at full power without much risk. We are also considering the
rail rifle. It's a bit more expensive but a bit better against heavily armored targets. That said, the ion rifle is meant more as a sniper weapon than an assault rifle, so long term we are going to want to build a custom-designed weapon for our warborn. For out other notables, we're simply repurposing the standard fire warrior kit, thickened ceramic armor and a pulse rifle for everyone.
Battlesuits and vehicles.
Ironically our hiveborn and drones are likely to see the greatest boon for now, for a very simple reason - they are about the same size as the tau. With a bit of tinkering, we can adjust the tau vehicles and battle suits for use by our kind. The Tau battle suits have a fairly heavy focus on aerial mobility that makes them ill-suited for tunnel combat;, long term we're going to need to alter the designs to suit our needs.
So far we've found a few designs that should work well in tunnel fighting as is. The
Hazard Battlesuit is designed for close quarters so it should do well, though it will likely need more training than typical. We are eyeing the
R'varna Battlesuit for our first mainline heavy suit. It's more expensive than the other two options, but it seems the best suited to tunnel fighting, having focused more on firepower and durability than agility. We've taken a look at the kind of energy discharge turning the reactor up to max can expose the pilot to, and it's nothing a master potion won't let them shrug off. These tau must be incredibly durable.
In terms of tanks and APCs, it's somewhat lacking. Most of the designs are meant for open combat, so won't be much good except for surface fighting or use in the largest caverns. As such they are not recommended for immediate deployment, with one exception. The Devilfish APC is
much faster than our present option of quick mobility away from our rail lines, so may be worth an early rollout simply for the greater strategic speed.
Super-heavies
At last, we have an option for non-organic super heavy units! They are, however, far too expensive to build and maintain with our present level of industry. It is thus with great sorrow I advise that you not implement the
Stormsurge or
Supremacy Armour until we have fully finished up tooling our industrial capacity. However, much like the quartok have pulled apart crisis suits to armor their troops, we can pull apart the Supremacy Suit to arm and armor our Titants. We can use the existing bio-mounts with only slight modifications. Aside form the
massive increase in armor, we have a number of options for devastating firepower. Having looked through our options, I recommend starting with the Pulse Ordnance Multi-Driver and the heavy rail cannon.
Air force
We have lots of designs for flyers, including some impressively big ones. Shockingly, none of them are any good in tunnel fighting, thus I recommend moving them towards the back of the list. However, I feel the need to point out that long term, this will
vastly increase our reach. I think these mantas might be durable enough to safely traverse the world's skies. The possibilities here are honestly rather breathtaking, but it will be a long time before we can afford to send off caravans of Mantas to trade with other continents.
Mecha thralls
Cheap floating disks with various systems on them. A bit smarter than a thrall, but not nearly as easy to control.
Most of what they can do we have thralls for, so I'm not sure if most of them are worth using for us. That said, shield drones seem immensely useful so I do recommend rolling them out relatively quickly.
Fortifications
Aside from the standard better guns and armor to slather our hardpoints with, there are a few specific devices that I think will be of significant use. First is the various forms of automated gun turrets they employ, possessing far greater accuracy than both our prior automation and thrall manned weapons. Second is the
Tidewall Rampart. It is, in essence, a light bunker capable of movement. The system is modular, and can easily be adjusted to fit any tunnel length. It is in effect, a lesser wall that can fire while falling back, and then advance when the danger has passed. This could be used to easily create zones of lesser safety, quickly cutting off choke points or pushing our borders down tunnels that cannot be held long term for whatever reason.
Going forward.
This is of course only scratching the surface of the possibilities, the lowest of the low hanging fruit. Once we have fully mastered this new technology we can begin altering it to suit our needs. Long term we may want to look into creating custom battle suits for our warborn and princesses, as well as fully adopting the technology to tunnel fighting. In the very long term, we may wish to look into incorporating foci and other such items into the technology, to further enhance the power or our best and brightest.
@Durin I did a thing. thanks to anders101 and DeusFerrae for helping beta this for me.