Aurora 4x
C# Fiction => Steve's Fiction => Topic started by: Steve Walmsley on November 06, 2022, 10:34:24 AM
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This is a placeholder thread for screenshots from my current campaign. I haven't been documenting it, but as it becoming quite large I though I would post a few snippets as I go.
I am currently facing five Hive Fleets (five different Swarm races). Hive Fleet Kraken has inertial confinement fusion and Hive Fleet Jormungandr, which I have only just met, is faster so I assume that has anti-matter engines.
There are three Aether Rifts, one of which is three jumps from Sol, and I have met three NPRs, two of which are at war with the third. I have somewhat fractious relations due my attempts to salvage wrecks in their territory but no open war yet. At least one is also at inertial confinement fusion. There is a very large Necron (precursor) presence in Hagia, but I can't get past the jump point due to a large picket force.
The campaign is seventeen years in and I started with gas core engines and limited research admin. Due to a strategy of disabling and capturing Tyranid ships, then using carriers to move the ships back to Terra for repair and scrapping, plus a 70% propulsion construct in Alpha Centauri, I have just managed to get my own race to inertial confinement fusion technology, although it will take a long time for upgrades. I've also explored 210 systems so far.
You will need to scroll the post to the right to see the whole map.
(http://www.pentarch.org/steve/Screenshots/Gothic3Map.png)
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Impressive!!! Steve, when you have a minute, could you please give your advice as well here? http://aurora2.pentarch.org/index.php?topic=13147.msg163132#new
Thank you!
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Oh the insanity! The sheer scale of your campaign Steve is mind-boggling, at least for me ;D
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That is one impressive starmap! Love the scale! Bet it's hard to keep track of everything.
I'm sure some more info over those NPR-on-NPR conflicts would be interesting... :)
Have they met these Tyranid forces aswell?
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Now almost 19 years into the game and I have explored 237 systems. I think I have wiped out the weakest of the five Hive fleets, although there a few stragglers I haven't tracked down and I have taken a couple more Necron systems, although still not the major Necron system of Hagia. Despite three Aether Rifts, there is no sign of any Chaos ships so far.
I am also holding ground against the fast attack craft of the other hives using the Faustus class interceptor. The latest in the series is shown below. They operate in groups of three (six for older models) from Hydra class bases located within a few million kilometres of the contact jump points.
Faustus V class Interceptor 2,000 tons 22 Crew 886.6 BP TCS 40 TH 806 EM 0
20164 km/s Armour 1-14 Shields 0-0 HTK 14 Sensors 0/0/0/0 DCR 0-0 PPV 12
Maint Life 1.15 Years MSP 1,150 AFR 400% IFR 5.6% 1YR 878 5YR 13,169 Max Repair 403.125 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 1.5 days Morale Check Required
Ravenor AC-800-DB Attack Craft Drive (1) Power 806.2 Fuel Use 166.02% Signature 806.25 Explosion 21%
Fuel Capacity 198,000 Litres Range 10.7 billion km (6 days at full power)
Valentinian-Ventris V12-240 Heavy Lance Battery (1) Range 240,000km TS: 20,164 km/s Power 37-5 ROF 40
MK III Faustus Fire Control (1) Max Range: 320,000 km TS: 15,000 km/s 97 94 91 88 84 81 78 75 72 69
R-5B Inertial Confinement Fusion Reactor (1) Total Power Output 5.1 Exp 20%
MK III Fury Augur Array (1) GPS 3 Range 3.5m km MCR 317.9k km Resolution 1
Hydra class Interceptor Base 9,750 tons 162 Crew 1,266.9 BP TCS 195 TH 0 EM 0
1 km/s Armour 1-40 Shields 0-0 HTK 74 Sensors 0/33/0/0 DCR 12-12 PPV 0
Maint Life 11.89 Years MSP 3,474 AFR 63% IFR 0.9% 1YR 45 5YR 680 Max Repair 105 MSP
Hangar Deck Capacity 6,000 tons
Captain Control Rating 2 BRG AUX
Intended Deployment Time: 120 months Flight Crew Berths 120 Morale Check Required
Fuel Capacity 451,000 Litres Range N/A
MK II Light Cruiser Active Augur Array (1) GPS 12600 Range 94.6m km Resolution 120
MK II Cloak Detection Array (1) GPS 315 Range 21.1m km Resolution 15
MK II Very Large Electromagnetic Augur Array (1) Sensitivity 33 Detect Sig Strength 1000: 45.4m km
There are still no Inertial Fusion ships in service larger than the Faustus, except for a couple of freighters, although I should have the first before 4020. The Tyranid Hive and its escort ships were taken out by a pair of Emperor II class battleships (Indominus Rex and Thunder of Heaven), with similar tech cruisers and light cruisers in support.
Emperor II class Battleship 78,125 tons 2,533 Crew 19,353.1 BP TCS 1,562 TH 12,500 EM 25,500
8000 km/s Armour 10-162 Shields 850-510 HTK 492 Sensors 33/33/0/0 DCR 60-7 PPV 408
Maint Life 1.61 Years MSP 9,299 AFR 814% IFR 11.3% 1YR 4,188 5YR 62,820 Max Repair 1250 MSP
Captain Control Rating 2 BRG AUX
Intended Deployment Time: 12 months Morale Check Required
Ravenor RDS-2500-B Magnetic Fusion Drive (5) Power 12500 Fuel Use 22.10% Signature 2500 Explosion 12%
Fuel Capacity 2,349,000 Litres Range 24.5 billion km (35 days at full power)
Valentinian-Stern VS-85 Void Shield (10) Recharge Time 510 seconds (1.7 per second)
Valentinian-Ventris V12-240 Heavy Lance Battery (12) Range 240,000km TS: 8,000 km/s Power 37-5 ROF 40
Astaroth Kinetics AK-25 Weapons Battery (24x4) Range 250,000km TS: 8,000 km/s Power 15-5 RM 50,000 km ROF 15
AK-10 Defence Battery (24x4) Range 50,000km TS: 8,000 km/s Power 3-3 RM 50,000 km ROF 5
MK IV Energy Weapon Fire Control (6) Max Range: 320,000 km TS: 8,000 km/s 97 94 91 88 84 81 78 75 72 69
R-25 Tokamak Fusion Reactor (10) Total Power Output 254 Exp 5%
MK II Cloak Detection Array (1) GPS 315 Range 21.1m km Resolution 15
MK II Battleship Active Augur Array (1) GPS 30240 Range 146.5m km Resolution 120
MK II Torpedo Detection Array (1) GPS 21 Range 8.6m km MCR 771.7k km Resolution 1
MK II Very Large Electromagnetic Augur Array (1) Sensitivity 33 Detect Sig Strength 1000: 45.4m km
MK III Very Large Thermal Augur Array (1) Sensitivity 33 Detect Sig Strength 1000: 45.4m km
ECCM-1 (1) ECM 20
Strike Group
1x Thunderhawk Assault Transport Speed: 9504 km/s Size: 19.99
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Just wondering, do you have the starting settings you used for this campaign? just interested in what kinda tech etc you started at to have 200+ systems explored under 20 years in. i usually only do 1 billion pop starts so wondering how big this was.
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Starting setup is below - I recorded this but stopped writing anything down after a few years.
I am now on 303 systems after 21 years. Only minutes ago, I destroyed a 110,000 ton hive ship, but there are still six cruisers and many smaller ships I need to track down. I am facing six different Tyranid hive fleets now, but one is mostly destroyed and I am working on a second. There are three Aether Rifts but no Chaos (Invaders) yet. There are several active Necron (precursor) systems. I am in contact with three NPRs, two of which are fighting the third and in one system fighting each other and a powerful Necron force. The Raiders have attacked me and the NPRs but haven't been a major problem.
Setup
This campaign will use the WH40k Imperial Navy and Imperial Guard as a theme, with minor elements of the Space Marines. Ship classes will mirror the general capabilities of classes of the Imperial Navy, based on the type and number of weapons specified for the ship classes in the Battlefleet Gothic board game. For example, the Dauntless class light cruiser has three lance batteries, eight weapon batteries and one defence turret in Battlefleet Gothic, so it has the same in Aurora. The Lunar class cruiser has four lance batteries, twelve weapon batteries, six torpedo launchers and two defence turrets, which is also replicated in Aurora.
I have to make exceptions for jump-capable and survey ships, as they don’t exist in BFG, so I chose a design and reduced weapons to allow room for the drive and/or sensors. I also designed the carrier-hybrids, such as the Defiant and Dictator, as full carriers, because ‘fighters’ are relatively larger in Aurora vs WH40k and its is the ‘carrier’ aspect that distinguishes those ships. Finally, there is a much wider variety of non-warships in Aurora compared to BFG so I created most of those from scratch using names appropriate to the theme.
For the Battlefleet Gothic ship lists, I am primarily using the Expanded Revised edition, plus I may use the Additional Ships Compendium for roles not covered by the standard ship lists. Ground forces will be based on the equipment of Imperial Guard, Space Marines and other Imperial forces from the WH40k 8th edition codices. In order to utilise the nomenclature of the Imperial Navy, railguns of 12cm or more will be named weapon batteries, gauss turrets will become defence turrets, CIWS are commercial defence turrets, 10cm railguns on small craft will be lascannon, particle beams will be lance batteries, lasers will be bombardment cannon and missiles will become torpedoes. There are various attack craft in WH40k which are harder to replicate exactly, but I will stay true to their intended roles.
To reflect the theme and to allow me to include all the listed weapons, I have ‘gone large’ with the ship design, with light cruisers at 18,750 tons and cruisers at 37,500 tons. This fleet doctrine and weapon mix will not produce ‘efficient’ ships, but good design is not the intention. This is a role-play campaign based on a WH40k Imperial Navy theme.
With all the above in mind, I made the following changes to the starting setup:
• Starting population is two billion with standard installations for that population size, except for 800 Maintenance Facilities instead of 600.
• Starting Research Points are double normal to allow for the variety of starting weapons.
• Starting Build Points are double normal, on the assumption the Imperium has been building up the largest army and fleet it can support before venturing into the galaxy.
• Shipyards are customised for the ship classes. This results a large number of shipyards, although the vast majority have only a single slipway. Also, the Imperium doesn’t have the resources to use them all.
• Ruin chance is increased from 20% to 25%.
• All spoilers active. NPRs can activate Precursors and Raiders
• 5 NPRs. 50-100 LY
• NPRs can generate other NPRs with a 10% chance.
• Limited Research Admin (my new favourite option)
• Hostility Modifier +20
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Spoke too soon - first Invader ship just transited.
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I thought it would interesting to share the screenshot of this Lunar class cruiser - Imperial Wrath. 20 ships destroyed, comprising 296,000 tons, plus 3000 missiles shot down. Travelled 450 billion km.
The game is now up to 382 systems, or almost double the size of the earlier screenshot.
(http://www.pentarch.org/steve/Screenshots/Gothic3003.PNG)
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Are you finding that with the change to officer generation for naval and ground commanders, you have a good surplus of commanders to actually fill all of those AUX/ENG/TAC/etc. modules? I remember in <2.0 games the command modules sometimes felt a bit useless because I couldn't find enough (qualified) commanders for any of them except AUX.
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Are you finding that with the change to officer generation for naval and ground commanders, you have a good surplus of commanders to actually fill all of those AUX/ENG/TAC/etc. modules? I remember in <2.0 games the command modules sometimes felt a bit useless because I couldn't find enough (qualified) commanders for any of them except AUX.
I just skimmed through my BB and CA and they seem to have full complements.
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I thought it would interesting to share the screenshot of this Lunar class cruiser - Imperial Wrath. 20 ships destroyed, comprising 296,000 tons, plus 3000 missiles shot down. Travelled 450 billion km.
The game is now up to 382 systems, or almost double the size of the earlier.
How do you manage exploration on such a huge distances?
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I thought it would interesting to share the screenshot of this Lunar class cruiser - Imperial Wrath. 20 ships destroyed, comprising 296,000 tons, plus 3000 missiles shot down. Travelled 450 billion km.
The game is now up to 382 systems, or almost double the size of the earlier.
How do you manage exploration on such a huge distances?
I have usually 10-12 (depending on casualties) survey ships of about 9000 tons, each with 3 geo and 3 grav survey sensors, plus maybe 15-16 1000-ton survey ship with a single sensor, either grav or geo. I establish logistics bases as I explore for resupply and overhaul. I am 26 years into the game so far. I tend to be very aggressive with exploration.
I've now met seven Hive Fleets, at least a dozen Necron systems and five NPRs, three of which are in conflict with each other. Two invader ships so far.
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If the Necrons are remnants, then what would the invaders be? Are they Chaos due to coming from rifts? Or perhaps aggressive AI from the dark ages, but I guess that would also fit remnants better.
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If the Necrons are remnants, then what would the invaders be? Are they Chaos due to coming from rifts? Or perhaps aggressive AI from the dark ages, but I guess that would also fit remnants better.
Yes, Invaders are Chaos.
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• Limited Research Admin (my new favourite option)
This really helps the feel of a wide and complex research focus, thanks for the addition! Only thing that I think will compare will be when you get round to including the ground forces organization update in a release.
light cruisers at 18,750 tons and cruisers at 37,500 tons.
What does your supply infrastructure look like? With those being your main line ships that's got to eat supplies at a prodigious rate.
You've talked about aggressive exploration, that doesn't leave much room for logistics/repair to be both on developed worlds and near your front lines.
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• Limited Research Admin (my new favourite option)
This really helps the feel of a wide and complex research focus, thanks for the addition! Only thing that I think will compare will be when you get round to including the ground forces organization update in a release.
light cruisers at 18,750 tons and cruisers at 37,500 tons.
What does your supply infrastructure look like? With those being your main line ships that's got to eat supplies at a prodigious rate.
You've talked about aggressive exploration, that doesn't leave much room for logistics/repair to be both on developed worlds and near your front lines.
I've actually established considerable logistics infrastructure. I have 1236 maintenance facilities, plus twenty-two Sanctuary class Maintenance Bases. Over a third of the maintenance facilities and all of the bases are deployed outside the Sol system. Over forty percent of the species population is on colonies. One colony is 400m+ pop, four more are 100m+ and there are sixteen more at 10m+. The game has been running for just under twenty-six years and the system count is now 410.
Sanctuary class Maintenance Base 127,645 tons 1,266 Crew 2,937.3 BP TCS 2,553 TH 0 EM 0
1 km/s No Armour Shields 0-0 HTK 166 Sensors 6/8/0/0 DCR 1-0 PPV 0
MSP 14 Max Repair 100 MSP
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Maintenance Modules: 25 module(s) capable of supporting ships of 62,500 tons
MK I Commercial Active Augur Array (1) GPS 1920 Range 31.5m km Resolution 120
MK I Electromagnetic Augur Array (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km
MK I Thermal Augur Array (1) Sensitivity 6 Detect Sig Strength 1000: 19.4m km
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Do you have any protection for that Sanctuary class Base against raiders?
Also, how do you transfer/store Maintenance supplies over such huge distances?
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Do you have any protection for that Sanctuary class Base against raiders?
Also, how do you transfer/store Maintenance supplies over such huge distances?
Yes, each major colony base or maintenance base (sometimes several bases in one location) is accompanied by a local fleet. Usually a pair of 18,750-ton Dauntless light cruisers and an 18,750-ton Defiant class light carrier, plus frigate support (9375 tons) and some fast 2000-ton interceptors. Small colonies might only have a couple of frigates. The heavier ships are normally retained at Terra for offensive operations but a pair of 37,500-ton cruisers are deployed at my largest colony (in addition to the smaller ships) and also at my largest forward naval base. All the colonies also have STO units. The cruisers will probably spend more time deployed now that battleships are becoming available. I have five Emperor IV-F class battleships, with a sixth being refitted from an earlier version. The first pair of Apocalypse class battleships are under construction.
Emperor IV-F class Battleship 78,125 tons 2,604 Crew 22,957.6 BP TCS 1,562 TH 15,625 EM 35,700
10000 km/s Armour 8-162 Shields 1190-571 HTK 512 Sensors 42/42/0/0 DCR 70-8 PPV 396
Maint Life 1.95 Years MSP 12,866 AFR 698% IFR 9.7% 1YR 4,429 5YR 66,435 Max Repair 1562.5 MSP
Lord Captain Control Rating 4 BRG AUX ENG CIC
Intended Deployment Time: 12 months Morale Check Required
Ravenor RDS-3125-B Inertial Confinement Fusion Drive (5) Power 15625 Fuel Use 16.57% Signature 3125 Explosion 12%
Fuel Capacity 1,447,000 Litres Range 20.1 billion km (23 days at full power)
Valentinian-Stern VS-119 Void Shield (10) Recharge Time 571 seconds (2.1 per second)
Valentinian-Ventris V18-240-B Heavy Lance Battery (12) Range 240,000km TS: 10,000 km/s Power 55-5.5 ROF 50
Astaroth Kinetics AK-25 Weapons Battery (24x4) Range 250,000km TS: 10,000 km/s Power 15-5 RM 50,000 km ROF 15
AK-10 Defence Battery (20x4) Range 50,000km TS: 10,000 km/s Power 3-3 RM 50,000 km ROF 5
MK VII Energy Weapon Fire Control (5) Max Range: 480,000 km TS: 10,000 km/s 98 96 94 92 90 88 85 83 81 79
R-25 Inertial Confinement Fusion Reactor (10) Total Power Output 253 Exp 5%
MK III Cloak Detection Array (1) GPS 420 Range 27.5m km Resolution 15
MK III Battleship Active Augur Array (1) GPS 40320 Range 190.9m km Resolution 120
MK III Torpedo Detection Array (1) GPS 28 Range 11.2m km MCR 1m km Resolution 1
MK IV Very Large Thermal Augur Array (1) Sensitivity 42 Detect Sig Strength 1000: 51.2m km
MK III Very Large Electromagnetic Augur Array (1) Sensitivity 42 Detect Sig Strength 1000: 51.2m km
ECCM-3 (2) ECM 30
Apocalypse class Battleship 78,125 tons 2,586 Crew 26,774.2 BP TCS 1,562 TH 15,625 EM 35,700
10000 km/s Armour 10-162 Shields 1190-571 HTK 498 Sensors 42/42/0/0 DCR 70-8 PPV 390
Maint Life 2.08 Years MSP 15,003 AFR 698% IFR 9.7% 1YR 4,633 5YR 69,489 Max Repair 1562.5 MSP
Lord Captain Control Rating 4 BRG AUX ENG CIC
Intended Deployment Time: 12 months Morale Check Required
Ravenor RDS-3125-B Inertial Confinement Fusion Drive (5) Power 15625 Fuel Use 16.57% Signature 3125 Explosion 12%
Fuel Capacity 1,515,000 Litres Range 21.1 billion km (24 days at full power)
Valentinian-Stern VS-119 Void Shield (10) Recharge Time 571 seconds (2.1 per second)
Gothicus-Agna GA-31-SX-B Spinal Bombardment Cannon (1) Range 480,000km TS: 10,000 km/s Power 26-7 RM 60,000 km ROF 20
Valentinian-Ventris V18-240-C Heavy Lance Battery (12) Range 240,000km TS: 10,000 km/s Power 55-8 ROF 35
Gothicus-Agna GA-25-SX-B Bombardment Cannon (4) Range 480,000km TS: 10,000 km/s Power 16-8 RM 60,000 km ROF 10
Astaroth Kinetics AK-30 Weapons Battery (16x4) Range 350,000km TS: 10,000 km/s Power 21-7 RM 50,000 km ROF 15
AK-10 Defence Battery (20x4) Range 50,000km TS: 10,000 km/s Power 3-3 RM 50,000 km ROF 5
MK VII Energy Weapon Fire Control (5) Max Range: 480,000 km TS: 10,000 km/s 98 96 94 92 90 88 85 83 81 79
R-32 Solid-core Anti-matter Power Plant (10) Total Power Output 322.1 Exp 5%
MK III Cloak Detection Array (1) GPS 420 Range 27.5m km Resolution 15
MK III Battleship Active Augur Array (1) GPS 40320 Range 190.9m km Resolution 120
MK III Torpedo Detection Array (1) GPS 28 Range 11.2m km MCR 1m km Resolution 1
MK IV Very Large Thermal Augur Array (1) Sensitivity 42 Detect Sig Strength 1000: 51.2m km
MK III Very Large Electromagnetic Augur Array (1) Sensitivity 42 Detect Sig Strength 1000: 51.2m km
ECCM-3 (2) ECM 30
In terms of support vessels, I have eight Brigantines (three of the model below and five older ones with similar capability), four Barque class tankers and four Remoras for supplying smaller colonies. Some colonies produce their maintenance supplies locally, using their own minerals or via supply from CMCs.
Brigantine II class Replenishment Ship 45,000 tons 232 Crew 1,073.8 BP TCS 900 TH 3,600 EM 0
4000 km/s JR 2-25(C) Armour 1-112 Shields 0-0 HTK 70 Sensors 11/14/0/0 DCR 1-0 PPV 0
MSP 10,014 Max Repair 180 MSP
Cargo Shuttle Multiplier 6
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Ravenor RC-45-C Commercial Jump Drive Max Ship Size 45000 tons Distance 25k km Squadron Size 2
Commercial Inertial Fusion Drive (3) Power 3600 Fuel Use 0.37% Signature 1200 Explosion 3%
Fuel Capacity 11,351,000 Litres Range 12,280.9 billion km (35534 days at full power)
Refuelling Capability: 50,000 litres per hour Complete Refuel 227 hours
MK III Commercial Active Augur Array (1) GPS 3360 Range 55.1m km Resolution 120
MK III Electromagnetic Augur Array (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
MK III Thermal Augur Array (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
Barque II class Tanker 46,597 tons 186 Crew 1,012.3 BP TCS 932 TH 2,400 EM 0
2575 km/s Armour 1-115 Shields 0-0 HTK 141 Sensors 11/11/0/0 DCR 1-0 PPV 0
MSP 13 Max Repair 72 MSP
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Commercial Magneto-Plasma Drive (5) Power 2400 Fuel Use 0.78% Signature 480 Explosion 3%
Fuel Capacity 20,000,000 Litres Range 9,911.2 billion km (44548 days at full power)
Refuelling Capability: 50,000 litres per hour Complete Refuel 400 hours
MK II Commercial Active Augur Array (1) GPS 2520 Range 42.3m km Resolution 120
MK II Electromagnetic Augur Array (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
MK III Thermal Augur Array (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
Remora class Supply Transport 1,000 tons 8 Crew 101.8 BP TCS 20 TH 81 EM 0
4026 km/s Armour 1-8 Shields 0-0 HTK 6 Sensors 1/1/0/0 DCR 0-0 PPV 0
Maint Life 19.59 Years MSP 5,825 AFR 200% IFR 2.8% 1YR 29 5YR 433 Max Repair 28.175 MSP
Lieutenant Commander Control Rating 1
Intended Deployment Time: 48 months Morale Check Required
Ravenor RDS-80-E Inertial Confinement Fusion Drive (1) Power 80.5 Fuel Use 18.13% Signature 80.5 Explosion 7%
Fuel Capacity 100,000 Litres Range 99.3 billion km (285 days at full power)
MK III Starhawk Augur Array (1) GPS 672 Range 24.6m km Resolution 120
MK I Minimal Electromagnetic Augur Array (1) Sensitivity 1.4 Detect Sig Strength 1000: 9.4m km
MK I Minimal Thermal Augur Array (1) Sensitivity 1.1 Detect Sig Strength 1000: 8.3m km
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Steve - one thing I've always wondered is how you handle Nova Cannons in WH40K campaigns? I've never found a weapn that was a satisfactory replacement, but I usually find that jump drives are a fair replacement since jump capability is needed anyways. I'm curious if there's some better idea out there though...
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Steve - one thing I've always wondered is how you handle Nova Cannons in WH40K campaigns?
I have once used advanced lasers (http://aurora2.pentarch.org/index.php?topic=6721.msg68767#msg68767) to do it. (see the Lunar Cruiser there)
Those don't do area damage, as nothing does, but surely reflect the high damage and deep penetration aspects.(warping plasma into the center of enemy ships)
I would argue that even if that technology is not available, advanced spinal mount lasers are a pretty suitable model.
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Steve - one thing I've always wondered is how you handle Nova Cannons in WH40K campaigns? I've never found a weapn that was a satisfactory replacement, but I usually find that jump drives are a fair replacement since jump capability is needed anyways. I'm curious if there's some better idea out there though...
I was considering using a really large plasma carronade. It doesn't match the AOE, but it would generate a much larger blast than most equivalent RP weapons. The other option is using spinal lasers as nova cannon.
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Steve - one thing I've always wondered is how you handle Nova Cannons in WH40K campaigns? I've never found a weapn that was a satisfactory replacement, but I usually find that jump drives are a fair replacement since jump capability is needed anyways. I'm curious if there's some better idea out there though...
I was considering using a really large plasma carronade. It doesn't match the AOE, but it would generate a much larger blast than most equivalent RP weapons. The other option is using spinal lasers as nova cannon.
That would probably work. I've thought about it before but I don't like the fact that the RP cost to get a really big, devastating carronade is still so high that you will probably never advance the technology in a typical campaign length. Spinal lasers just don't get big enough, although a quick look at the DB suggests that it would be possible to add a tech for a super-massive spinal beam with, like, 10x size or something suitably Warhammer.