The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

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  • Total voters
    738
Oh I don't expect them to have the same Runes. But it is reasonable to think they are as good in their specialisation as the Smiths are in theirs. Which means they have something of equivalent value to mass producible re-rolls.
IIRC they did Telepathy so we're probably looking at Rune of Greater Mind Control.

Anyway, redid my plan after noting that Chanelling needs Journeyman+ to make.

Embers in the Dusk: A Planetary Governor Quest (43k) | Page 5075

I hope everyone else sort of follows this format, it's much more readable.
 
@Enerael I appreciate your effort, but I consider that getting all the Attack runes for our Heros is well worth the 2500 extra credit.

I have always thought that the best defense is a good offense, getting all the combat runes gives our heroes a better chance of killing whatever they are fighting, meaning that it will be much more difficult for them to die since the combat time can be drastically reduced.
 
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Weapon runes should be avoided. Defences are significantly more cost-effective.
One would only know that if one knew the efficacy of defense and offense runes.
Lets keep in mind that apprentice/journeyman/masterwork are 1/2/4 in effectiveness, while cost is 1/10/100. Don't overdo it with masterworks, outside of our best elites its not worth it.
It's at least twice as good as the previous.

Also remember that a bonus to a person with +1000 is worth at least 8 of that bonus to someone with +700, and that it's our top-tier characters who deal with the worst chaos psykers, which are also the most damaging ones. Prioritizing top-tier elites minimizes the damage from the worst psykers.
 
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Primaris and Grandmaster Battle Psykers (*100)
*Master Runes (Channeling)
*Journeyman Runes (Toughness, Warding)

300+70 = 370
370*100 = 27,000 Credits
Mistake here. Channeling is base 3.

@Enerael I appreciate your effort, but I consider that getting all the Attack runes for our Heros is well worth the 2500 extra credit.

I have always thought that the best defense is a good offense, getting all the combat runes gives our heroes a better chance of killing whatever they are fighting, meaning that it will be much more difficult for them to die since the combat time can be drastically reduced.
Problem is the massive waste of giving non psykers masterwork channeling Runes and such, so I discarded the idea out of hand. But with a cost like that... I will look it into it.

It's 2 800 cr though, almost doubling the Hero Rune cost. I would have to free up cr somewhere. Will look into it.
 
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Mistake here. Channeling is base 3.
Master Rune so 3 (Channeling)*100(Master) = 300?
Problem is the massive waste of giving non psykers masterwork channeling Runes and such, so I discarded the idea out of hand. But with a cost like that... I will look it into it.

It's 2 800 cr though, almost doubling the Hero Rune cost. I would have to free up cr somewhere. Will look into it.
I am fully certain that we aren't going to do something so stupid as give nonpsykers chanelling weapons.
 
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Problem is the massive waste of giving non psykers masterwork channeling Runes and such, so I discarded the idea out of hand. But with a cost like that... I will look it into it.
Like I said, giving all applicable heroes Masterwork Channeling runes costs 700 when accounting for all modifiers, and for that price we give people like Xavier, Ridcully and Ophelia channeling runes that are at worst twice as good as the Journeyman ones, it's pretty much spare change on the total cost and nothing needs to be modified to afford it.
 
@Durin
1. How potent is the mastercrafted luck rune? As in is there an average DC for it to trigger what I assume is a reroll.
2. When you say combat only is that personal combat only, or can it apply to the strategic scale?
1. yes there is, not saying what the DC is as it varies by situation
2. personal only
@Durin
1.can we use runes to improve our Neo-Astropaths ?
stuff like the focus , power ,bridge and Stability runes seem kinda of perfect for the job
1a.can we do the same for our navigators ?
every boost to our FTL speed is worth it , especially if it can spar the Relic Material
2.can we use or create Alkahestry potions to improve or at least reduce the attrition of our Neo-Astropaths ?
2a.can we use or create Alkahestry potions to improve our navigators ?
1. not as of yet
2. ditto
 
Like I said, giving all applicable heroes Masterwork Channeling runes costs 700 when accounting for all modifiers, and for that price we give people like Xavier, Ridcully and Ophelia channeling runes that are at worst twice as good as the Journeyman ones, it's pretty much spare change on the total cost and nothing needs to be modified to afford it.
Yeah it's the "almost" spare change part that makes me consider this. I think that I found a way to free up the cr, Master Battle Psykers are losing Damage it seems.

Hopefully Durin will give us an option to not waste masterwork runes like this, some "two rune of their choice" package or something. Though it would require another round of adjustments.

It is done.

Edit:
channeling is half price for heroes
Ok, this makes perfect sense, thank you.

Now to do yet another edit...

[X] Plan Rune Up!
-[X] *1- Heroes of Avernus (5 000 cr)
--[X] Masterwork Runes of Toughness
--[X] Masterwork Runes of Warding
--[X] Masterwork Runes of Luck
--[X] Masterwork Runes of Piercing
--[X] Masterwork Runes of Damage
--[X] Masterwork Runes of Channeling
--[X] Masterwork Runes of Banishment
-[X] *15- Last Hunters (42 000 cr)
--[X] Masterwork Runes of Toughness
--[X] Masterwork Runes of Warding
--[X] Masterwork Runes of Luck
--[X] Masterwork Runes of Damage
-[X] *25- Grandmaster Psyker and Witch Hunters (20 000 cr)
--[X] Masterwork Runes of Toughness
--[X] Masterwork Runes of Warding
--[X] Masterwork Runes of Banishment
-[X] *100- Primaris and Grandmaster Battle Psykers (10 000 cr)
--[X] Journeyman Runes of Toughness
--[X] Journeyman Runes of Warding
--[X] Journeyman Runes of Channeling
-[X] *200- Life Guard (16 000 cr)
--[X] Journeyman Runes of Toughness
--[X] Journeyman Runes of Warding
--[X] Journeyman Runes of Damage
-[X] *500- Master Psyker and Witch Hunters (26 500 cr)
--[X] Apprentice Runes of Toughness
--[X] Apprentice Runes of Warding
--[X] Journeyman Runes of Banishment
-[X] *600- Helguard Regimental Champions (5 300 cr)
--[X] Apprentice Runes of Toughness
--[X] Apprentice Runes of Warding
--[X] Journeyman Runes of Piercing
-[X] *1,000- Master Battle Psykers (7 000 cr)
--[X] Apprentice Runes of Toughness
--[X] Apprentice Runes of Warding
--[X] Apprentice Runes of Damage
-[X] *6,000- Helguard Battalion Champions (6 000 cr)
--[X] Apprentice Runes of Damage

Done! Hopefully no more adjustments will be needed. Master Battle Psykers got back their Damage runes.

200 cr left over.
 
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Amended my plan
[X] Plan Shard Runeplan

Budget 139,000

Heroes (*1)
*Master Runes (Piercing, Damage, Channeling, Banishment)
*Master Runes (Toughness, Warding, Luck)

(2+1+1.5+1)*100*4+27*100 = 4900
4900*1 = 4,900 Credits

Last Hunters (*15)
*Master Runes (Piercing, Damage, Banishment)
*Master Runes (Warding)

(400*3+400) = 1600
1600*15 = 24,000

Grandmaster Psyker and Witch Hunters (*25)
Master Runes (Banishment)
Master Runes (Toughness, Warding)

100+700 = 800
800*25 = 20,000 Credits

Primaris and Grandmaster Battle Psykers (*100)
*Master Rune (Channeling)
*Journeyman Runes (Toughness, Warding)

300+70 = 370
370*100 = 37,000 Credits

Life Guard (*200)
Journeyman Runes (Piercing, Damage, Banishment)
Journeyman Runes (Toughness, Warding)

(10+20+10)*3+70 = 190
190*200 = 38,000

Master Battle Psyker and Witch Hunter (*500)
Journeyman Runes (Banishment)
Apprentice Runes (Warding, Toughness)

10+3+4 = 17
17*500 = 8,500

Helguard Regimental Champions (*600)
Apprentice Runes (Piercing, Damage)
Apprentice Runes (Toughness)

(2+1)*2+3 = 9
9*600 = 5,400

Master Battle Psykers (*1000)
*Apprentice Runes (Banishment)

1*1000 = 3,000 Credits

Elite Battle Psykers (*5000)


4,900+24,000+20,000+37,000+38,000+8,500+5,400+1,000 = 138,800
 
No Toughness for Last Hunters? What the hell? Masterwork is 4 500, but if you can't spare that much for our second best people, surely you can give them at least Journeyman for 450 cr?

Piercing? Their weapons already have ludicrous AP. Banishment is useful, but Last Hunters are not anti-daemon specialists and it costs 9 000 cr more then just Damage and Piercing alone.

Primaris and Grandmaster Battle Psykers: You could save 27 000 cr by downgrading Channeling here. Almost enough for a Luck Rune for Last Hunters. But both are viable.

Life Guard: 3 weapon runes. This is a ridiculous waste of cr. At least drop the Banishment please.

Helguard Regimental Champions: Must you give everyone multiple weapon runes? Why? It is extremely expensive. Give them one Weapon Rune and Warding instead, you even save cr from it. Our champions deal with lots of psykery.
 
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