Due to the nature of what you are doing and where, once you raise a storm, it stays there for a few hours.

Just checking, but to what degree does this apply to people with the natural version of the mutation:

Article:
The Character suffers no negative effects from exposure to a place of desolation, including penalties, environmental damage and even visual impairment.


Would they be able to see through a high intensity sand storm and not be damaged by it?
 
Dharok gets his full bonus to combat and social rolls while in combat, so here's an idea:
  1. Draw out contingents of the Chaos army lead by a champion
  2. Bleed them with hit and run tactics until the commander is good and sick of it
  3. Issue a challenge with Dharok, proclaiming his name, his former allegiance and present feelings on chaos
  4. In the duel try to persuade the enemy champion to also turn coat
  5. If it does not work kill them
  6. Rinse and repeat
  7. Once we get a response, likely from the cavalry and sorcerers Fan and Lorgar jump them with MHM and psychic powers
 
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ok I say we split up Lorgar and the Ambulls smash the siege engines and escape, Dharok takes the grox riders and sand bikes with amulets of protection to massacre the sorcerers before running away, Fan with the dread Ambull and the rest of the ground pounders goes around ambushing the supplies as they come in until Lorgar and Dharok are done then regroup

Dharok gets his full bonus to combat and social rolls while in combat, so here's an idea:
  1. Draw out contingents of the Chaos army lead by a champion
  2. Bleed them with hit and run tactics until the commander if good and sick of it
  3. Issue a challenge with Dharok, proclaiming his name, his former allegiance and present feelings on chaos
  4. In the duel try to persuade the enemy champion to also turn coat
  5. If it does not work kill them
  6. Rinse and repeat
  7. Once we get a response, likely from the cavalry and sorcerers Fan and Lorgar jump them with MHM and psychic powers
I feel like the plan gives up the initiative too much and we are at numerically disadvantaged hit and run army we need the initiative and can not afford to give the enemy the initiative lest they be able to press the numbers advantage against us, also your plan is based around the enemy being both predictable and idiots that would fall for the same trick or tactic more than once
 
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Just checking, but to what degree does this apply to people with the natural version of the mutation:

Article:
The Character suffers no negative effects from exposure to a place of desolation, including penalties, environmental damage and even visual impairment.


Would they be able to see through a high intensity sand storm and not be damaged by it?
You and your forces are "immune" to any AOE and everything else like vision imparements, etc, though lightning strikes do hurt.
 
ok I say we split up Lorgar and the Ambulls smash the siege engines and escape, Dharok takes the grox riders and sand bikes with amulets of protection to massacre the sorcerers before running away, Fan with the dread Ambull and the rest of the ground pounders goes around ambushing the supplies as they come in until Lorgar and Dharok are done then regroup


I feel like the plan gives up the initiative too much and we are at numerically disadvantaged hit and run army we need the initiative and can not afford to give the enemy the initiative lest they be able to press the numbers advantage against us, also your plan is based around the enemy being both predictable and idiots that would fall for the same trick or tactic more than once

Chaos warriors tend to be dumb in this particular way, they even have a mechanical rule based on their tendency to accept duels.
 
[X] Plan Corpse Explosions
- [X] Target the Sorcerers in the skirmish
-- [X] Use VEE to grant the eligible tribesmen with us the Mega-Physical Attribute mutation so they can better keep up with the superhumans and later keep any surrendered Chaos Warriors under control in case of perfidy. Make their task helping us with the skirmish plan.
-- [X] Use VEE to grant Lorgar (two?) more dots of the Telepathy Discipline for later use against the Chaos Warriors.
-- [X] Use sorcery to raise a powerful sandstorm intense enough to block vision and hearing and to harm people exposed to it upstream of their camp so the chaos army stops and bunkers down against the weather, or at least slows.
-- [X] When the storm hits, have Fan, Lorgar and Dharok don their power armour and infiltrate to the edge of camp and silently attack an outlying tent, or if they've not bunkered down someone at the edge of their formation, trying to hide the attack from others. Be non-lethal until Fan performs the killing blow with Principle Invoking Onslaught to turn the corpses into impact detonated high explosives.
-- [X] Have Lorgar use Telepathy to project confusion amongst the enemy army and inspire suspicion that any disturbance or the later explosions they notice is an internal conflict rather than an external attack.
-- [X] Have Dharok throw the corpses on arcing paths over anything in between at the location of the sorcerers.
-- [X] If possible, do this more than once if you can attack more tents/small groups after the first.
-- [X] If we run out of sorcerers before they mobilise enough to catch us move onto throwing explosive corpses at first the war machines and then the supplies and then targets of opportunity.
-- [X] Once they've mobilised enough, escape into the sand storm. If they chase us, if possible ambush the pursuers in the storm, by snatching people on the edges of the group, turning them into explosives, and throwing them back.
-- [X] Once/if we thin the numbers of pursuers enough and they're far enough from the main body of their forces, have Dharok challenge and defeat their party's leader and Lorgar social them to try to overawe them with our power and get them to defect based on being able to offer both a better and more moral deal than the Chaos Gods,
-- [X] Have any captives turncoats guarded by the tribesmen with us.
-- [X] If that works, return to the main army and see if the same approach will work more than once.
 
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If anyone has any refinements for the plan, I'm happy to consider them?

As an aide, I've gone for this approach because:

1) It fully leverages our supernatural talents, exploiting what Fan, Dharok, and Lorgar can do.
2) It doesn't fully leverage our material resources, keeping them in reserve.
3) I think it's very hard for the Chaos Gods to come up with meaningful counters to what we're displaying that they don't already have
4) It keeps our mortal forces out of danger and away from potential corruption
5) Turning dead enemies into explosives and throwing them at the enemy seems very on brand for Infernal Exalted to me, in a gonzo, heroin pissing dinosaur kind of way. There may be some canon Infernal Monster Style charms that do something similar.
 
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I've realised that that I'm not actually doing smithing with our tribesmen. I'm considering the following:

[] Use VEE to grant enough of the Tribesmen with us dots in Weather Control to act as assistants when we conjure up the sandstorm. Make their task assisting with the ritual if possible.

[] Use VEE to grant the eligible Tribesmen with us the Mega-Physical Attribute mutation so they can keep any surrendered Chaos Warriors under control in case of perfidy. Make their task guarding them if possible.

Any objections?

We've also not granted Lorgar a VEE wish this turn? Is the skirmish important enough to do so, and, if so, what would be worth granting him? Precognition dots so he can predict where and when we should attack for the most impact? Telepathy dots to directly demoralise and confuse the enemy to make them slower to respond effectively to our attack and/or to influence them to jump to the conclusion that it's an internal dispute rather than us attacking? Something else?
 
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I've realised that that I'm not actually doing smithing with our tribesmen. I'm considering the following:

[] Use VEE to grant enough of the Tribesmen with us dots in Weather Control to act as assistants when we conjure up the sandstorm. Make their task assisting with the ritual if possible.

[] Use VEE to grant the eligible Tribesmen with us the Mega-Physical Attribute mutation so they can keep any surrendered Chaos Warriors under control in case of perfidy. Make their task guarding them if possible.

Any objections?

We've also not granted Lorgar a VEE wish this turn? Is the skirmish important enough to do so, and, if so, what would be worth granting him? Precognition dots so he can predict where and when we should attack for the most impact? Telepathy dots to directly demoralise and confuse the enemy to make them slower to respond effectively to our attack and/or to influence them to jump to the conclusion that it's an internal dispute rather than us attacking? Something else?

I think the latter would be safer. I do not think it would be wise to hand someone magic in a dangerous moment and just expect them to use it on the spot. Strength should be instinctive.
 
I think the latter would be safer. I do not think it would be wise to hand someone magic in a dangerous moment and just expect them to use it on the spot. Strength should be instinctive.

My thinking on the sorcery is that they won't be leading the ritual, and that the grant of knowledge of how to use it should include how to use it safely as ritual assistants. It's also not necessarily a choice. If helping with the ritual is enough of a task to discharge their debt they could revive both. An extra roll on the sorcery working could make a difference, both to our safety and theirs that's worth the risk.

Do you have any thoughts about what, if anything, to grant Lorgar.

@Yzarc, do we know enough IC to say how safe using granted sorcery dots would be for ritual assistants?
 
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As to psychic powers for Lorgar, hm, it is a question, to be sure. Which one mastered would be the greatest asset here? Between telepathy and precognition, it is uncertain. Should it perhaps be hypnosis instead?
 
You have already maxed them enough for it to not matter. They still roll Perils though as they are not Psyker

Sorry, my reading comprehension is failing me- do you mean if we make the fighters with us sorcerers to serve as assistants it won't matter to the rolls?

Or that it's as safe as it can be for them to help, but they'd still have to roll perils of the warp if they did?

And do you mean because they're not initiated shaman rather than because they're not psykers. I though sorcerer-psykers still had to roll Perils, it was sorcerer-shaman who disn't need to.

Presumably Pattern Reassertion Touch would be pretty good

As to psychic powers for Lorgar, hm, it is a question, to be sure. Which one mastered would be the greatest asset here? Between telepathy and precognition, it is uncertain. Should it perhaps be hypnosis instead?

I have to admit I'm not sure. Projecting fear or confusion would be part of the Telepathy discipline in the various 40K games, I'm not sure about here? Another question for @Yzarc?
 
@Yzarc Lorgar more or less Following Daoism to Explain Warp and Real-world. Will we see Development of Real-life version of Tai chi doing his main style of Unarmed or armed combat?

In case of Other aka discont slayer I think Northern Shaolin boxing will be best over all.
 
Sorry, my reading comprehension is failing me- do you mean if we make the fighters with us sorcerers to serve as assistants it won't matter to the rolls?

Or that it's as safe as it can be for them to help, but they'd still have to roll perils of the warp if they did?

And do you mean because they're not initiated shaman rather than because they're not psykers. I though sorcerer-psykers still had to roll Perils, it was sorcerer-shaman who disn't need to.

Presumably Pattern Reassertion Touch would be pretty good
Sorry, misread this.

For your question, the people do not want to be Sorcerors. It is dangerous regardless and all those who wanted to volunteer have done so. So no one is willing to wish to become sorcerors, just as no one wants to wish to be Psykers/Witches.

There is a hefty stigma attached and will not abate till you at the minimum, fix the Worldsoul, making things safish.
I have to admit I'm not sure. Projecting fear or confusion would be part of the Telepathy discipline in the various 40K games, I'm not sure about here? Another question for @Yzarc?
I have to think of this, tentatively I do not see the problem of intimidating people via telepathy.
@Yzarc Lorgar more or less Following Daoism to Explain Warp and Real-world. Will we see Development of Real-life version of Tai chi doing his main style of Unarmed or armed combat?

In case of Other aka discont slayer I think Northern Shaolin boxing will be best over all.
They are using Solar Hero style as their go to, unarmed combat style. They have a preference for Powerfists as weapons.
 
I'm going to add the Mega-Physical attribute mutation for the fighters and granting Lorgar two dots of Telepathy to the plan unless anyone objects.

Sorry, misread this.

For your question, the people do not want to be Sorcerors. It is dangerous regardless and all those who wanted to volunteer have done so. So no one is willing to wish to become sorcerors, just as no one wants to wish to be Psykers/Witches.

There is a hefty stigma attached and will not abate till you at the minimum, fix the Worldsoul, making things safish.

Unfortunate. I'd hoped that seeing an army of chaos blessed warriors with enchanted weapons and sorcerous support that outnumbered them fifty to one might have made some people willing to take the risk.

Presumably we've done too good a job inspiring faith that we can do the otherwise impossible.

Hopefully we can Shape a population of people with fewer cultural hang ups on the issue.
 
Hot damn, 32 times our numbers.

If we pull this off, it is going to be Legendary.

This is the sort of battle that Solars Exalt trying to win, after all. . .
 
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