[X] Do not "teach" him... looks like we found some reagents.
-[X] Thalessa Action 1: Spirit Ward to keep the dead off us, spend a willpower with Iron will here
-[X] Thalessa Action 2: Preternatural Awareness
-[X] Thalessa Action Three: Trigger Death of a Thousand Cuts
-[X] Use all Attack actions on the army rather than Setra, taking advantage of the heavy weapons to do large damage
-[X] Dharok Action 1: Trigger Bend Light to give his enemies +2 DC to all ranged attacks
-[X] Dharock Action 2: Use Solar Hero Form to count his successes to attack twice for the purposes of damage
-[X] Dharock Action 3: Hammer on Iron Technique to try to Stun Setra
-[X] Fan uses SSC to Curse Setra, spend a willpower for one more success, re-roll with Fair Fortune if applicable
-[X] Lorgar uses Hammer on Iron technique to attempt to stun Setra.
-[X] Assuming one of those stuns land everyone piles damage onto Setra.
 
[X] Do not "teach" him... looks like we found some reagents.

Well, we made an oath so we do not have a choice in this case.
 
Added attempting to do so to the plan. Good catch.

Looking at it, I fhink we might be better off having Lorgar use telepathy and precognition to buff the rest of the party rather than directly attack Settra.

He's not very strong in combat compared to a combat focused demigod equipment, but he does have a socondary mental focus, which should mean he's very good at interpreting what he foresees and translating that into appropriate tactics and advice.
 
Looking at it, I fhink we might be better off having Lorgar use telepathy and precognition to buff the rest of the party rather than directly attack Settra.

He's not very strong in combat compared to a combat focused demigod equipment, but he does have a socondary mental focus, which should mean he's very good at interpreting what he foresees and translating that into appropriate tactics and advice.

As a primarch all his stats roll 10 dice+5 successes, that means that Hammer on Iron is guaranteed to give him the maximum of +5 extra attacks. That is a very large number of damage dice heading at Setra, especially when adding the stunning component. I do not think precog 3 can add anything comparable to that.
 
As a primarch all his stats roll 10 dice+5 successes, that means that Hammer on Iron is guaranteed to give him the maximum of +5 extra attacks. That is a very large number of damage dice heading at Setra, especially when adding the stunning component. I do not think precog 3 can add anything comparable to that.

Precog 4, which I think is enough to give a fair amount of rerolls.

And Lorgar should be an incredibly competent psyker.

The other option is for Lorgar to hit Settra's army with True Faith. That could make a lot of it crumble or be pushed out of the way.

I'm concerned that we may have the issue we had against Kairos, where the press of lesser enemies means we simply can't reach their leader. Ubshanti and giant magically reinforced statues. They could be quite an obstacle.
 
Precog 4, which I think is enough to give a fair amount of rerolls.

And Lorgar should be an incredibly competent psyker.

The other option is for Lorgar to hit Settra's army with True Faith. That could make a lot of it crumble or be pushed out of the way.

I'm concerned that we may have the issue we had against Kairos, where the press of lesser enemies means we simply can't reach their leader. Ubshanti and giant magically reinforced statues. They could be quite an obstacle.

Rerolls are considerably less valuable in this system than just throwing a pile of dice at people, especially since re-rolls only tend to trigger on a failure, they are rarely 'roll 2 and take the best'. True Faith is interesting, but I do not think Serta's unholy enough to be particularly vulnerable.

Setra's whole thing is pride, I do not think he's going to hide behind his soldiers unlike Tzeenchian SoBs, he dueled that Norscan who cut off his head and he was a hell of a lot less worthy, being an unwashed barbarian slave of the Chaos Gods.
 
Also keep this in mind. Any time you are attacked by a battlegroup with size greater than your Mythos/Essence, you loose the difference in Essence.

So Settra has a Size 5 battlegroup and you guys are mythos 2. So each turn you loose 3 Essence, IF you are attacked by the Battlegroup.

Fighting him is not suicide but it is not advised either.

So I do not want this to come out of nowhere.

He has the following.

Settra - Demigod equivalent
Elite Ubshanti -Size 2
Basic skeletons infantry- Size 5
Basic skeletons Archers- Size 5
???

The last is a surprise.

Once again, this is not suicide but will not be easy or simple.
 
Rerolls are considerably less valuable in this system than just throwing a pile of dice at people, especially since re-rolls only tend to trigger on a failure, they are rarely 'roll 2 and take the best'. True Faith is interesting, but I do not think Serta's unholy enough to be particularly vulnerable.

Setra's whole thing is pride, I do not think he's going to hide behind his soldiers unlike Tzeenchian SoBs, he dueled that Norscan who cut off his head and he was a hell of a lot less worthy, being an unwashed barbarian slave of the Chaos Gods.

Fair point about his character, but I don't agree on the evil, Settra may not be unholy enough, but the magic that animates him and his army is still Nagash's Great Ritual, which is black magic all the way down.

Also keep this in mind. Any time you are attacked by a battlegroup with size greater than your Mythos/Essence, you loose the difference in Essence.

So Settra has a Size 5 battlegroup and you guys are mythos 2. So each turn you loose 3 Essence, IF you are attacked by the Battlegroup.

Fighting him is not suicide but it is not advised either.

So I do not want this to come out of nowhere.

He has the following.

Settra - Demigod equivalent
Elite Ubshanti -Size 2
Basic skeletons infantry- Size 5
Basic skeletons Archers- Size 5
???

The last is a surprise.

Once again, this is not suicide but will not be easy or simple.

Hmm, I think that trying to give our Circle Psyoportation so they can bypass the enemy units and directly headhunt Settra is important.
 
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Also keep this in mind. Any time you are attacked by a battlegroup with size greater than your Mythos/Essence, you loose the difference in Essence.

So Settra has a Size 5 battlegroup and you guys are mythos 2. So each turn you loose 3 Essence, IF you are attacked by the Battlegroup.

Fighting him is not suicide but it is not advised either.

So I do not want this to come out of nowhere.

He has the following.

Settra - Demigod equivalent
Elite Ubshanti -Size 2
Basic skeletons infantry- Size 5
Basic skeletons Archers- Size 5
???

The last is a surprise.

Once again, this is not suicide but will not be easy or simple.

Skeletons infantry should not be a problem with spirit ward. Spirit Ward should eat their successes to the point where we can walk through them given a willpower 10 dice + 2 Successes +2 Successes (Iron Resolve) at DC 7 gives an average of 7 successes which means 7 dice less for them.

I think putting Lorgar on trying to unravel the archers with True Faith might be worth it. Can he do that?
 
Edits have been made in light of the unit distribution given above. I ended up going for the wishing, everyone getting psychoportation before combat. I figure since we have coms we could just do that over a private channel while he is grandstanding @Yzarc. Does that make sense?
 
Ah, Settra.

If ever a WHFB Character could be said to be Doctor Doom-esque, it's Settra.

I wonder if we remind Settra of Alcadizaar? They're from the same dynasty of Khemri, only Settra got to be a Tomb King and Alcadizaar didn't.

The parallels are there if you squint, but I can't decide if that's a good thing or not. . .
 
Skeletons infantry should not be a problem with spirit ward. Spirit Ward should eat their successes to the point where we can walk through them given a willpower 10 dice + 2 Successes +2 Successes (Iron Resolve) at DC 7 gives an average of 7 successes which means 7 dice less for them.

I think putting Lorgar on trying to unravel the archers with True Faith might be worth it. Can he do that?

My main concern is that corporeal undead may not count as spirits. They're human souls n bodies; even if they're dead bodies.o

Warhammer style undead aren't the same as Exalted style ones.
 
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Axtually, @DragonParadox, I realise we're missing a trick.

What I think we want to do is:

Give Darok Psycoportation
Give Lorgar Synergy
Give Thallassa Precognition

Synergy allows the psychic with the discipline to network other psykers together. This allows them to:

  • 1 dot: Detect other psychics within line of sight and with more successes know how strong they are.
  • 2 dots - Share Willpower with other members of the network.
  • 2 dots - Spend their Willpower to power other members powers.
  • 3 dots - Share the effects of their powers with other members of the group. This only requires the power to be activated once.
  • 4 dots - Merge powers that people in the network have so that any of them produce hybrid/combination effects based on any disciplines they know
  • 5 dots - Create persistent networks that past for hours at any distance

The advantage of this is that only of the group needs to know Psychoportation and they can teleport the entire group of psychics (ex-Fan) with a single use of the power, and they can ad lib a hybrid power that, say uses Precog + Psycoportarion to jump the group into the ideal location to strike.

It also means that Thalassa can then recharge the others Willpower afterwards so they can spend it much more freely in this battle.

As an aside, M20 Precognition is actually very good. It allows:

  • 1 dot - Intuition: The seer gains a knack for guessing correctly. For purely random events (lottery, dice rolls), the predictions can be rather accurate.
    The psychic can intuitively know the shortest
    route to a given destination and enjoys a higher likelihood for beneficial chance meetings. The psychic experiences no visions, they just "have a feeling" and guess very well. Even with five or more successes, predictions are unlikely to be entirely accurate.
  • 2 dots - Insight: The psychic experiences dreamlike visions during sleep and waking hours alike. Like dreams, they are rarely literal. Instead, the visions are steeped in metaphor. An enemy might appear as a fierce dragon or figures in clandestine robes, where a beloved mentor might appear as a long-dead parent. The imagery depends on the seer's paradigm, and while more successes offer detailed visions, they are always subject to interpretation.
  • 3 dots - Danger Sense: The seer's connection to the future becomes an early-warning system. The psychic perceives this as anything from a piercing temple headache, to cramps, to a creeping sense of dread.
    No matter the manifestation, it's always the same for the seer. This power is always "on," though may be subverted with certain Sphere effects or the Anti-Psychic Phenomenon. When something unnoticed targets the psychic, the Storyteller rolls Danger Sense activation before rolling ambush. This power does not cost the psychic Willpower to activate. This varies with activation successes, from getting a one or two bonus dice to spot the danger up to, at five successes, for seeing exactly what the danger is a turn in advance and knowing who is responsible for it at five successes.
  • 4 dots - Clarity: The seer enjoys a near-perfect view of the immediate future. For every activation success, players and Storyteller announce their general future plans for one turn. If the psychic interferes with time — such as moving behind cover to foil an attack, the future changes, and the psychic must reactivate this power for updates.
  • 5 dots - Roads of Time: A psychic sees more than only the most likely outcomes and their relative probabilities. As Insight, but the psychic sees time as diverging roads branching off at decisions. The seer identifies otherwise innocuous-seeming decision points before the choices are made. This also allows a psychic to see which future events are difficult to change and which events
    are most malleable. One success is 12 hours, 2 is 24, 3 is a week, 4 a month, 5 a year, and at 6+ an extra year for each success above five.
 
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Axtually, @DragonParadox, I realise we're missing a trick.

What I think we want to do is:

Give Darok Psycoportation
Give Lorgar Synergy
Give Thallassa Precognition

Synergy allows the psychic with the discipline to network other psykers together. This allows them to:

  • 1 dot: Detect other psychics within line of sight and with more successes know how strong they are.
  • 2 dots - Share Willpower with other members of the network.
  • 2 dots - Spend their Willpower to power other members powers.
  • 3 dots - Share the effects of their powers with other members of the group. This only requires the power to be activated once.
  • 4 dots - Merge powers that people in the network have so that any of them produce hybrid/combination effects based on any disciplines they know
  • 5 dots - Create persistent networks that past for hours at any distance

The advantage of this is that only of the group needs to know Psychoportation and they can teleport the entire group of psychics (ex-Fan) with a single use of the power, and they can ad lib a hybrid power that, say uses Precog + Psycoportarion to jump the group into the ideal location to strike.

It also means that Thalassa can then recharge the others Willpower afterwards so they can spend it much more freely in this battle.

As an aside, M20 Precognition is actually very good. It allows:

  • 1 dot - Intuition: The seer gains a knack for guessing correctly. For purely random events (lottery, dice rolls), the predictions can be rather accurate.
    The psychic can intuitively know the shortest
    route to a given destination and enjoys a higher likelihood for beneficial chance meetings. The psychic experiences no visions, they just "have a feeling" and guess very well. Even with five or more successes, predictions are unlikely to be entirely accurate.
  • 2 dots - Insight: The psychic experiences dreamlike visions during sleep and waking hours alike. Like dreams, they are rarely literal. Instead, the visions are steeped in metaphor. An enemy might appear as a fierce dragon or figures in clandestine robes, where a beloved mentor might appear as a long-dead parent. The imagery depends on the seer's paradigm, and while more successes offer detailed visions, they are always subject to interpretation.
  • 3 dots - Danger Sense: The seer's connection to the future becomes an early-warning system. The psychic perceives this as anything from a piercing temple headache, to cramps, to a creeping sense of dread.
    No matter the manifestation, it's always the same for the seer. This power is always "on," though may be subverted with certain Sphere effects or the Anti-Psychic Phenomenon. When something unnoticed targets the psychic, the Storyteller rolls Danger Sense activation before rolling ambush. This power does not cost the psychic Willpower to activate. This varies with activation successes, from getting a one or two bonus dice to spot the danger up to, at five successes, for seeing exactly what the danger is a turn in advance and knowing who is responsible for it at five successes.
  • 4 dots - Clarity: The seer enjoys a near-perfect view of the immediate future. For every activation success, players and Storyteller announce their general future plans for one turn. If the psychic interferes with time — such as moving behind cover to foil an attack, the future changes, and the psychic must reactivate this power for updates.
  • 5 dots - Roads of Time: A psychic sees more than only the most likely outcomes and their relative probabilities. As Insight, but the psychic sees time as diverging roads branching off at decisions. The seer identifies otherwise innocuous-seeming decision points before the choices are made. This also allows a psychic to see which future events are difficult to change and which events
    are most malleable. One success is 12 hours, 2 is 24, 3 is a week, 4 a month, 5 a year, and at 6+ an extra year for each success above five.

Good thought, changes made.
 
[X] Do not "teach" him... looks like we found some reagents.
-[X] Before combat: Grant Psychoportation to Dharock, Precognition to Thallassa and Synergy to Lorgar, create a network
-[X] Thalessa Action 1: Teleport into an ideal position and start blasting using precog to enhance the shots
-[X] Thalessa Action 2: Preternatural Awareness
-[X] Thalessa Action Three: Trigger Death of a Thousand Cuts
-[X] Use all Attack actions on the army prioritizing the Ubshanti
-[X] Dharok Action 1: Use psychoportation to teleport next to Setra
-[X] Dharock Action 2: Use Solar Hero Form to count his successes to attack twice for the purposes of damage
-[X] Dharock Action 3: Hammer on Iron Technique to try to Stun Setra
-[X] Fan uses SSC to Curse Setra, spend a willpower for one more success, re-roll with Fair Fortune if applicable
-[X] Lorgar True Teleport into position to use Hammer on Anvil next turn on Setra
-[X] Focus on Setra as much as you can.
-[X] Fan attempts to land the final blow so as to trap Setra's soul.


To break oath right in front of Lorgar is to teach him that the words are wind and that our word is a wind too.
 
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