- Location
- Arcadia
Indeed. Settra would never allow the outrage of anyone trampling in his mind.
If we do trap his soul that is a magical focus we can use to figure out where the hell he comes from and maybe open a portal.
If we kill him we get his body as well as his soul.
However, Fan has to personally strike the final blow, which I think we need to specify in the plan.
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.
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.
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?
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.