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
Let's get some more votes so we have a clear winner so we can move on to a turn people.
Adhoc vote count started by Nurgle on Apr 30, 2019 at 8:12 PM, finished with 189 posts and 32 votes.
 
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That means he can damage them, it doesn't mean he does a lot of damage. I'm pretty sure someone calculated you needed double pen or something to inflict full damage and Grav's Bite would only have 3 pen over an exalted's armour value.
Armor formula is

1/(1+MAX(0,2-AP/Armor,Armor-AP, Armor(Armor-2.5AP), Armor^2 (Armor-5AP), Armor^3(Armor-10*AP)))^1.5

To get maximum damage you want AP = Armor*2, at which their armor does nothing.
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.
If a Last Hunter has been caught they are going to die, Toughness Rune or no Toughness Rune. They are specced for Sniping. Their targets in war are Warbosses, Heroes and Champions, all of which will have specced for having enemies' best possible armor.

If they are in a situation where Rune of Toughness matters chances are that they are already dead. They are not melee people. You ever see us put Last Hunters in Power Armor?
 
OBJECTION! They wear Recon Advanced Power Armor!

Which is of course the lighter, less armored Power Armor. The Last Hunters aren't meant to get into slugfests, they're meant to strike fast and hard from stealth, preferably killing the enemy with total surprise. Their primary opponents are the Chaotic Psykers that show up on Avernus, which will tend to be squishy but dangerous if they get awareness. If they do get awareness, the Last Hunter probably dies, and Toughness runes won't help too much given the light power armor.
 
NotteBoy said:
Just to make sure our Last Hunters are primarily snipers meaning their greatest defense is stealth and being out of range right?

Durin said:
yeah, if they are taking hits theya re in trouble

So yeah Last Hunters really shouldn't be getting hit in the first place so giving them the ability to better take a hit seems suboptimal at best
 
Just wondering, but the Luck Runes still help, right?

Durin said on Discord that they activate when something goes wrong in combat.
 
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So all the time on Avernus than, ok got it.
Well, most of the time. It probably doesn't work when say, an ambushed Hellguard champion, is beating the stuffing out of his attacker, mechanically represented by rolling a nat 100. There simply is no need for a reroll.
Adhoc vote count started by StormySky on May 1, 2019 at 9:25 AM, finished with 222 posts and 38 votes.
 
It tied again let's get some more votes.
Adhoc vote count started by Nurgle on Apr 30, 2019 at 9:08 PM, finished with 197 posts and 34 votes.
 
@Enjou I never said otherwise. Just correcting that he said the Last Hunters did not wear Power Armor. And Recon Armor is comparable to Regular/Astartes PA while being slightly thinner. It still lets wearers use Heavy Rifles. But yes, Stealth is their greatest defense, as well as range.
 
Luck Runes for Last Hunters would help them, yeah, but they would literally cost 30k credits (20 base, 100x for master, 15x for size multiplier)—that's above 1/5 of our total budget for this, and well beyond what I feel the benefits would be.

Also, I know our research queue is super backed up, but we should totally look into designing a relic-quality stealth power armor pattern, sorta like a Terminator equivalent for our sneaky dudes. A large enough portion of our heroes and top tier elites are stealth focused for it to be valuable, and Tranth is absurdly good at both stealth tech and power armor.
 
Looking ahead a bit, I think we should spend 2 diplomacy actions on lizardman trading next turn, to get a better look at what they have. That way, we at least got to trade with both sides for a bit if Lin crit fails the diplomacy action the turn after that.
Adhoc vote count started by StormySky on Apr 30, 2019 at 10:04 PM, finished with 204 posts and 35 votes.

Adhoc vote count started by StormySky on Apr 30, 2019 at 10:08 PM, finished with 205 posts and 36 votes.

Adhoc vote count started by StormySky on May 1, 2019 at 4:40 PM, finished with 233 posts and 39 votes.
 
Man. I haven't seen tension like this in a while!

Hmm...I'm going to go with...

[x] Plan Shard Runeplan
 
@Reynal such a design would likely be a combo of Recon Armor and an XV22 Commander Stealth Armor. You need to be slightly more specific if you meant Assassin Grade Stealth Suit, which is different from Relic Stealth Armor.
 
Luck Runes for Last Hunters would help them, yeah, but they would literally cost 30k credits (20 base, 100x for master, 15x for size multiplier)—that's above 1/5 of our total budget for this, and well beyond what I feel the benefits would be.

Also, I know our research queue is super backed up, but we should totally look into designing a relic-quality stealth power armor pattern, sorta like a Terminator equivalent for our sneaky dudes. A large enough portion of our heroes and top tier elites are stealth focused for it to be valuable, and Tranth is absurdly good at both stealth tech and power armor.
you make good point about the steath power armor.

our assasin units could also benifit and we could give a rune-enhanced version to our grandmaster pysker units (or whatever the guys we recently unlocked at grandmaster level...pretty sure they are steath units...right? regardless, I think grand-master level stuff, the guys that number in the hundreds can totally be given relic-quality, rune-enchanced power armor without it being unaffordable)
 
@Reynal such a design would likely be a combo of Recon Armor and an XV22 Commander Stealth Armor. You need to be slightly more specific if you meant Assassin Grade Stealth Suit, which is different from Relic Stealth Armor.
I was deliberately leaving it vague in composition as we don't have the resources for it to be worthwhile to make relic level armor for every situation. Ideally there would be one sort of high-tier stealth armor for extremely important 'they see me I'm dead' type missions that's super light on armor and weapon enhancements to put all resources into stealth, another that's more a direct upgrade to our current recon armor that is even more stealthy and even better for fighting for people like Xavier and Vlad who operate independently but can survive being detected, and then even another that just has its stealth capabilities high enough to match current recon suits and pours everything else into being better in a fight. Unfortunately it looks like a one size fits all approach is the only thing we can possibly afford, and I think it would be better to leave it to Durin to decide where on the stealthy-fighty continuum to put it—especially if the chrono rewinder device can be incorporated.
 
I was deliberately leaving it vague in composition as we don't have the resources for it to be worthwhile to make relic level armor for every situation. Ideally there would be one sort of high-tier stealth armor for extremely important 'they see me I'm dead' type missions that's super light on armor and weapon enhancements to put all resources into stealth, another that's more a direct upgrade to our current recon armor that is even more stealthy and even better for fighting for people like Xavier and Vlad who operate independently but can survive being detected, and then even another that just has its stealth capabilities high enough to match current recon suits and pours everything else into being better in a fight. Unfortunately it looks like a one size fits all approach is the only thing we can possibly afford, and I think it would be better to leave it to Durin to decide where on the stealthy-fighty continuum to put it—especially if the chrono rewinder device can be incorporated.
well stated, we need DM-word on this matter.

@Durin
can we get DM-word on the above post?
 
[X] Plan Rune Up!

iirc all the helguard have fire runes (and maybe banishment runes), the black irons definitely have fire and banishment. our primaris have wards, along with power weapons that help them channel, our master psyker/witch hunters have wards, banishment, and fire(being equipped like helguard).

Really, what we're lacking is the absolute top-line runes for our heroes(which both plans get) and making runes more widely available to lower tier troops. I don't want to over focus, or double up on runes for our elites (aside from the heroes) because we already have domestic rune production dedicated to them.

Especially on the stuff we aren't really making right now, like toughness, damage, piercing.

Edit: the runes for psychic/witch hunters is my biggest problem with this plan. i'm not sure how siren apprentice wards stack up against our basic warding, or how our banishment rune compares to their banishment rune. Presumably, it's better or it wouldn't be on the shopping list. Or at least it frees up our rune makers to produce other things.
 
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[X] Plan Rune Up!

iirc all the helguard have fire runes (and maybe banishment runes), the black irons definitely have fire and banishment. our primaris have wards, along with power weapons that help them channel, our master psyker/witch hunters have wards, banishment, and fire(being equipped like helguard).

Really, what we're lacking is the absolute top-line runes for our heroes(which both plans get) and making runes more widely available to lower tier troops. I don't want to over focus, or double up on runes for our elites (aside from the heroes) because we already have domestic rune production dedicated to them.

Especially on the stuff we aren't really making right now, like toughness, damage, piercing.

Edit: the runes for psychic/witch hunters is my biggest problem with this plan. i'm not sure how siren apprentice wards stack up against our basic warding, or how our banishment rune compares to their banishment rune. Presumably, it's better or it wouldn't be on the shopping list. Or at least it frees up our rune makers to produce other things.
Even Apprentice Runes are better than what we do. We don't have Damage or Piercing Runes access. Our runecrafters are pretty limited in both quantity and skill, but are able to mass produce Runes on the scale of the Black Irons at least. (The Sirens don't have enough people to mass produce, but even their apprentices are better than what we have.)
 
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