I will say, I like how Warsinger Captain has Creed's Special Rule when in charge of a Warhost.

"Want to Deep Strike a Titan? You can do it"

It's also more that makes us distinct as a faction, while still giving us a good toolkit of other Headquarters Units.
 
[X] Vehicle Aesthetics : Default

[X] Plan done with this.

[X] Plan Stick with the Plan
 
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They kind of have a whole adjusting their message and of the paths themselves now that they actually know what is happening, both to better sell what their offering and make things just a bit more tolerable. I imagine that the has them pretty occupied, to say nothing of the fact that their just sort of the figurehead leading a bunch of smaller coalitions which may have been shaken up by these revelations and need some internal maintenance.
Adjusting the Paths is almost certainly more of a Seeker AP action compared to a Herald one. As for the rest, I don't think it will be enough to lock Alaitoc from diplomatic expansion for a full decade. The Paths becoming more of a temporary solution don't make them any less attractive. That should mitigate matters enough so they have a few AP available to spread their influence our way before Turn 6 is through.
Realistically this was a plotline Mechanis has in reserve since creation. Given we were never intended to accomplish a 1 in 8 billion success in uncovering the curses three so early undetected, I must conclude that we have infact earned a vast head start on this quest.
Fair point, although I don't think we have that vast of a head start. It's not like the 1 in 8 billion success was an absolute prerequisite for meeting with Lal'c-Tann. Assuming no other meetup opportunity (big assumption), we probably could have managed a Aeldmoot with a far less massive success on the Curses, or just by discovering more of Biel-Tan's dark deeds.
 
Adjusting the Paths is almost certainly more of a Seeker AP action compared to a Herald one. As for the rest, I don't think it will be enough to lock Alaitoc from diplomatic expansion for a full decade. The Paths becoming more of a temporary solution don't make them any less attractive. That should mitigate matters enough so they have a few AP available to spread their influence our way before Turn 6 is through.
It's probably a seer action actually.

Seeker actions are narrowly focused on conventional high tech, while seer is very broad and covers matters of the soul and Magitech.

The paths are effectively a religion designed with a purpose. A series of rituals intended to protect the soul.
A form of intangible Magitech.
 
Adjusting the Paths is almost certainly more of a Seeker AP action compared to a Herald one. As for the rest, I don't think it will be enough to lock Alaitoc from diplomatic expansion for a full decade. The Paths becoming more of a temporary solution don't make them any less attractive. That should mitigate matters enough so they have a few AP available to spread their influence our way before Turn 6 is through.
Not quite. The Paths of Asuryani are a social solution rather than a scientific one. While there maybe some comparison study to understand our work and understand the paths impact and source of effectiveness, but more seer than seeker I imagine, but even then a part of that is still reaching out to various craftworlds under their sphere of influence who have joined the paths at various times and collecting volunteers.

Even if their not blocked from expansion, there is a whole wealth of independents, including ones leaning toward Alaitoc who may be standing on shaky ground post Aeldmoot for them to focus on before they turn their attention to the adaptionists who's ideology specifically opposed they're's until the reveal.
 
We could always just refit the Cutter hulls into torpedo boats instead of more Nettles. Given our current doctrine favors long range fire and kiting the Spike Macro cannons don't fit that as well as more lance's.
We still need mosquito brawler fleet as a screen. Nettles work great, though probably would be even better with 3x suncannons.
 
We still need mosquito brawler fleet as a screen. Nettles work great, though probably would be even better with 3x suncannons.
I think nettles work better with the spike cannon actually. the lack of heat and light mean it's harder to determine where there munitions are being fired from, making the blind fire retaliations by it's enemies even more ineffective.
 
We still need mosquito brawler fleet as a screen. Nettles work great, though probably would be even better with 3x suncannons.

Going for 2 heavy torps + 1 sun-cannon/spike-cannon is just better I think.

The trops mean they are nasty to fight in general even for larger ships and the spike cannon gives them some non torpedo way of dealing damage.
 
I think nettles work better with the spike cannon actually. the lack of heat and light mean it's harder to determine where there munitions are being fired from, making the blind fire retaliations by it's enemies even more ineffective.
If that's the important thing to optimize for, then non-projectile gravity weapons like amplifiers or imploders are the best bet.
 
If that's the important thing to optimize for, then non-projectile gravity weapons like amplifiers or imploders are the best bet.


Arguably not, since gravity is such a massive factor in space travel, at least compared to space debris after the advent of void shields, even the most backassward shup probably had SOME form of sensory array dedicated towards gravity fluctuations.
Given the shizotech of 30k, a good portion of ships probably has sensors that measure that kind of stuff without even being effected.

It's arguable that the non-mettalic, non-reactive, sliver of wrathbone would be harder to track, at least with dedicated psykanic sensory arrays.
 
Arguably not, since gravity is such a massive factor in space travel, at least compared to space debris after the advent of void shields, even the most backassward shup probably had SOME form of sensory array dedicated towards gravity fluctuations.
Given the shizotech of 30k, a good portion of ships probably has sensors that measure that kind of stuff without even being effected.

It's arguable that the non-mettalic, non-reactive, sliver of wrathbone would be harder to track, at least with dedicated psykanic sensory arrays.
Oh they'll notice they're being crushed. It's just these weapons don't have a projectile or a line of effect so can't be traced to source.

And wraithbone spike should be as trackable as any high speed meteorite.

(On that note, fate weapons should be insanely good for snipers. Shoot a bit to the side for it to self correct and enemy wouldn't be able to determine where you're shooting from and you won't break concealment)
 
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A belated realisation:

@Mechanis if we have multiple quests involving searching for something and we dispatch a fleet group on one, is there a chance they will find the other? Eg. if we have sent forces to look for Nacretinei, but they find Terithillian instead, what happens?
 
You know we could probably deploy our ground forces from orbit if we needed to. They are all grav vehicles so they could just descend from orbit to the ground on wings of fire.
 
So, I'm thinking about how we can build Fist of Vau-Vulkesh to participate in the wild hunt. Good news it's going to be not super expensive, I think we will be able to fit under 2 forge actions, my guess would be 6-7k EP; bad news it will require a lot of AP. We'll need to
- design a new tank (starhammer will work in a pinch but it's really expensive for a lightish platform)
- design a new transport (unless we're good with Mirage with is an overkill for 6-person squads of hearthguard)
- design better jetbikes for hearthguard
- maybe refit bright talons
- maybe refit or even modernize attack skimmer
- train a leader
- make about ten refit profiles
 
A belated realisation:

@Mechanis if we have multiple quests involving searching for something and we dispatch a fleet group on one, is there a chance they will find the other? Eg. if we have sent forces to look for Nacretinei, but they find Terithillian instead, what happens?
I'm pretty sure we'll be searching in different regions of the galaxy. if that's not the case, I'm sure Mechanis will factor that into rolls.
- design a new tank (starhammer will work in a pinch but it's really expensive for a lightish platform)
- design a new transport (unless we're good with Mirage with is an overkill for 6-person squads of hearthguard)
- design better jetbikes for hearthguard
- maybe refit bright talons
- maybe refit or even modernize attack skimmer
- train a leader
- make about ten refit profiles
there is no way we are doing that. the wild hunt is important. it's not put off militarized hulls and spend all warrior AP for two turns to scrape together a single fully rationalized Warhost important. we can settle for our ships making a solid showing. at most we can design a new tank and transport and spend forge of Vaul actions.
 
I'm pretty sure we'll be searching in different regions of the galaxy. if that's not the case, I'm sure Mechanis will factor that into rolls.

there is no way we are doing that. the wild hunt is important. it's not put off militarized hulls and spend all warrior AP for two turns to scrape together a single fully rationalized Warhost important. we can settle for our ships making a solid showing. at most we can design a new tank and transport and spend forge of Vaul actions.
A minimum would be refit all non crew armor to vgw and a couple of blazestars to star anvils. The transports and IFVs we have are shit though, and blazestars are glass cannons.
 
Vau vulkesh contribution to the wild hunt:
- 100 dudes in ithilmar, with grav blades, conversion fields and an assortment of heavy weapons.
 
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