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

    Votes: 145 19.6%

  • Total voters
    738
Of the forces which have a high likelyhood of actually killing our heroes, which is the Lifeguard's job to stop, Daemons take the top. What is useful vs Daemons? Banishment, Damage and Piercing. Also I have the impression that Banishment have a 'Fuck Chaos' discount rate on them.
Armor is also useful against daemons, Warding in particular. And it costs half as much or less then then a third weapon rune.

Equipping all of our Helguard Battalion Champions and Veteran Battle Psykers with banishment runes is also pretty damn useful.
 
Only 15 votes so far lets get some more votes people
Adhoc vote count started by Nurgle on Apr 30, 2019 at 1:00 PM, finished with 141 posts and 15 votes.

  • [X] Plan Shard Runeplan
    [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] *25- Grandmaster Psyker and Witch Hunters (20 000 cr)
    -[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 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] Journeyman Runes of Piercing
    -[X] *1,000- Master Battle Psykers (7 000 cr)
    --[X] Apprentice Runes of Damage
    -[X] *6,000- Helguard Battalion Champions (6 000 cr)
 
Oh dang, so even an exalted tier daemon still doesn't have the armor to handle Jacob's new blade? That's pretty absurd. I like it.

yep, its why I was practically foaming at the mouth about its penetration. That said, in crunch terms, exalted demons are Titans and takes damage as such, so jacob would still have issue hurting one because they effectively has orders of magnitude more HP than typical heroes. But he'd still be far more effective against one than any other hero because he does't have to deal with its bullshit armor ontop of that.
 
yep, its why I was practically foaming at the mouth about its penetration. That said, in crunch terms, exalted demons are Titans and takes damage as such, so jacob would still have issue hurting one because they effectively has orders of magnitude more HP than typical heroes. But he'd still be far more effective against one than any other hero because he does't have to deal with its bullshit armor ontop of that.
Still just think about the kinda BS Asuraman's got packing to let him carve through two exalted (Khorne's most powerful at that) like trussed up turkeys.
 
Apprentice Toughness Runes for Last Hunters. Our most elite warriors that are not heroes.

Really.

Journeyman cost 450 cr. If, you know, you can't afford the very reasonable 4 500 cr for masterworks. For our, again, most elite of warriors.

This is silly.

Taking a break from the thread, let the votes fall where they will.
 
Ok, I will give this one last try. I will rewrite my plan in Shards style, as it seems that people might find it easier to read.

[X] Plan Rune Up!

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

Last Hunters (*15)
*Master Runes (Damage)
*Master Runes (Toughness. Warding. Luck)

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

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

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

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

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

Master Battle Psykers (*1000)
*Apprentice Runes (Damage)
*Apprentice Runes (Toughness, Warding)

Helguard Battalion Champions (*6 000)
*Apprentice Runes (Damage)

It is identical, just hopefully more readable.
 
yep, its why I was practically foaming at the mouth about its penetration. That said, in crunch terms, exalted demons are Titans and takes damage as such, so jacob would still have issue hurting one because they effectively has orders of magnitude more HP than typical heroes. But he'd still be far more effective against one than any other hero because he does't have to deal with its bullshit armor ontop of that.
I'm actually more curious to what the channeling rune would do for him since he does channel psyker attacks through his sword so wondering how much stronger that effect would. Especially considering that he could perma kill lower level daemons before he even got his true steel grav sword.
 
[X] Plan Rune Up!

I'm surprised the votes swing so hard to the other plan. Last Hunters already have crazy AP, and people going for banishment rune everywhere when we already have our own banishment runes implemented on an even larger number of troops than this seems a pretty significant waste. The points freed up by dropping those for upgrading a broader number of people are a pretty big gain.
 
[X] Plan Shard Runeplan

Gets everyone the Runes they look like they'd benefit most from. Within the budget. Prioritizes our most elite forces. Basically everything I want.

I'd like to remind people that the Sirens are much better than we are at Runes—I would anticipate even their apprentice Runes being well beyond what we can make at any quality.
 
Come on people let's get more votes so we have a clear winner so we can move on to the next turn.
Adhoc vote count started by Nurgle on Apr 30, 2019 at 3:21 PM, finished with 156 posts and 24 votes.

  • [X] Plan Shard Runeplan
    [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] *25- Grandmaster Psyker and Witch Hunters (20 000 cr)
    -[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 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] Journeyman Runes of Piercing
    -[X] *1,000- Master Battle Psykers (7 000 cr)
    --[X] Apprentice Runes of Damage
    -[X] *6,000- Helguard Battalion Champions (6 000 cr)
 
[X] Plan Shard Runeplan

Gets everyone the Runes they look like they'd benefit most from. Within the budget. Prioritizes our most elite forces. Basically everything I want.

I'd like to remind people that the Sirens are much better than we are at Runes—I would anticipate even their apprentice Runes being well beyond what we can make at any quality.

I disagree. It overcommits to offense at the cost of survivability, particularly on the Last Hunters. Getting the Last Hunters Luck and Masterwork Toughness means that fewer will die to rogue psykers, meaning that we will have more on hand to deal with rogue psykers, reducing the casualties we suffer over all.

Our elites already have high pen weapons in the form of neutron, plasma, enthlapic, and gravity weaponry. More pen is a nice to have, rather than a must.

EDIT: The way the costs are calculated, we get more bang for our buck from multiple defensive runes than multiple offensive runes.
 
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I disagree. It overcommits to offense at the cost of survivability, particularly on the Last Hunters. Getting the Last Hunters Luck and Masterwork Toughness means that fewer will die to rogue psykers, meaning that we will have more on hand to deal with rogue psykers, reducing the casualties we suffer over all.

Our elites already have high pen weapons in the form of neutron, plasma, enthlapic, and gravity weaponry. More pen is a nice to have, rather than a must.

EDIT: The way the costs are calculated, we get more bang for our buck from multiple defensive runes than multiple offensive runes.
Toughness would not help much against psykers. Warding would be the the rune to help against psykers which is what kills the most of them.
 
The Last Hunters really shouldn't be getting into pitched battle where Toughness should be needed. They're more like assassins, striking and killing swiftly.
 
The Last Hunters really shouldn't be getting into pitched battle where Toughness should be needed. They're more like assassins, striking and killing swiftly.

Toughness helps in surviving extraction. Also consider the way they have been employed in the past, particularly looking at the War of Two Fronts.
I can't imagine Toughness not helping when the TK/Pyromancy Beta has turned the zone of operation into a storm of flames and flying debris.
 
Toughness would not help much against psykers. Warding would be the the rune to help against psykers which is what kills the most of them.
The Last Hunters really shouldn't be getting into pitched battle where Toughness should be needed. They're more like assassins, striking and killing swiftly.
You're not wrong, but I'd argue it might make the difference for saving some lives when things go tits up, as it so often does.

A bit of reinforced armour could very well save their lives when there's a telekinetic throwing stuff etc.
 
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