Seriously tho, Commoragh is bigger than a craftworld and is easier to defend; even before Vect popped out of his tube and started doing Vect things.

We are not getting anything done with a traditional military invasion. They are, perhaps, as weak as they ever going to be, but so are we.
 
We Can't.

Cormorragh is functionally invincible to all comers, Vect is basically God there.
Well, at present the Dark City is the hole a bunch of crazy hedonists crawled into so they could keep hedonisming, and Vect isn't born yet, but yes Cormorragh has significant amounts of pre-Fall technology in various states of functionality. The big issue would be that the place has more bodies than all the Craftworlds and Exodites put together in it, because it's essentially a Dyson Shell.

Edit: Cormorragh is large enough that it has multiple whole freaking stars in it. Mostly red and brown dwarfs, maybe, but still stars. The place makes a Craftworld look like a quaint houseboat.
 
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Ok, I have an infantry refit plan that should be doable and makes our survivability much better:
1) put every infantry squad leader assigned to a warhost in Ithilmar (143 miltia squads + 100 Hearthguards, 5589 EP)
2) put the rest of militia assault squads in Voidguard (324 suits, 1944 EP)
3) give all line guardians squad leads fatecasters (107 of them, 2375 EP)
4) give 11 of 12 marine guardians leads a starblaster carbine (88 EP)
5) give the last one a starblaster pistol (4)
This a total of 10000 EP, gives every squad a strong powerhouse, and makes assault squads to not fold like paper. All the equipment sans carbines and a pistol (12 total) will be reusable by our more advanced troops.

If anyone wants to use it in a plan:
-[][Bonesinger] Forge of Vaul: Produce Wargear (5000 EP max)x2
- [] 243 Ithilmar suits, 5589 EP
- [] 324 Voidguard suits, 1944 EP
- [] 11 Starblaster carbines
- [] 1 Starblaster pistol
 
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[] Plan: Food, Obligations and lots of fire in the future.
-[ ][Steward] Design a Frigate (4 AP)
-[ ][Steward] River and Lake, Pond and Pool—All may Feed the World (4 AP)
-[ ][Steward] Design Additional Vehicle(s) (1 AP Each)x2
-[ ][Bonesinger] Continue ship repair (1 point) [Strongly recommended]
-[ ][Bonesinger] Begin refitting the Dragonships of Quilan (1 AP)
--[ ][Bonesinger] Also offer Grav-shields (+1 AP)
-[ ][Bonesinger] Assess the damage to Vau-Vulkesh's engines (2 points Each, max 2)
-[ ][Bonesinger] Refit an Escort (1 point each; 3 ships per point) x2
--[][Bonesinger] Damaged Lance Cutters to Nettle-class Escort Cutters
-[ ][Bonesinger] Develop Basic Voidship Torpedos (2 AP)
-[ ][Bonesinger] Develop Melta Weapons (2 points1 point)
-[][Bonesinger] Forge of Vaul: Produce Wargear (5000 EP max)x2
--[][Bonesinger]800 EP for 16 Razorwinds x3
--[][Bonesinger]1,020 EP for 20 Ithilmar Suits, 20 Power Mauls, 10 H.Needlers, 10 H.Flamersx3
--[][Bonesinger]198 EP for 9 VG, 9 CCW, 9 Starblaster Rifles, 1 Ithilmar, 1 Screamer GL, 1 Powersword x3
--[][Bonesinger]294 EP for 6 Ithilmar, 6 CCW, 6 Fatecaster Rifles x3
--[][Bonesinger]198 EP for 6 Ithilmar, 6 CCW, 6 Spike Cannons x3
--[][Bonesinger]780 EP for 4 Miragesx3
--[][Bonesinger]130 EP, 26 starcrystals 13 starblasters
-[][Seer] The Flaw, The Curse, The Claim (6 AP)
-[][Seer] Scry the Future
--[][Seer] When are the orks going to attack the craftworld Vau-vulkesh.
-[][Seeker] Reverse-engineer Grav-weapons (2 AP)
--[][Seeker] Graviton Impactor Weapons (+2 AP)
--[ ][Seeker] Gravetic-Implosion Weapons (+2 AP)
-- [][Seeker] Gravetic Sheer Weapons (+2 AP)
-[][Seeker] Reverse-engineer Plasma Blasters (2 AP total)
--[][Seeker] Power (+1 AP, +.5 turns)
--[][Seeker] Range (+1 AP, +.5 Turns)
--[][Seeker] Fire Rate (+2 AP, +1 turn)
--[][Seeker] Safety (-2 AP, -2 turns)
-[][Seeker] Reverse-engineer Conversion Fields (2 AP/turn, 3 turns)
--[][Seeker] Regeneration
-[ ][Warrior] Muster a Fleet
--[][Warrior] The Raiders of Val-Terrine
--[][Warrior] 4 Combat Brig, 10 Battle Carrack,15 Assault Ketch, 10 Battle Caravel, 12 Lance Cutter

Took out the armor foundry even if it pained me quite a bit and slotted in 6 escort retrofit/repairs. Mostly because of the Biel-Tan timer and us likely needing every ship we have free for that.

1 scry to see when the orks are most likely to directly attack our craftworld, following that would be looking at with what forces, but that is for later / next turn if that attack is happening soon.

I think the Steward is rock solid and the best we can do this turn in combination with what we do with the bonesinger AP.

Only thing missing here is the EP for the forge, but goal is for the next turn refit to turn a lot of the Milita Assault squads into smaller Forgefire Squads with the gear they get.
10 Ithilmar Assault Suit, Power Mauls and 5 each Heavy Flamer and Heavy Needler.
23+20=43 x10 = 430 +5*6+5*10= 510EP per squad updated.
19 squads updated for 9690 Ep, leaves 310 for other stuff (+13 Ithilmar Assault Suit and 1 starblaster) for 9999 Ep used. Could go for the last 310 also with just starblasters for full usage.

At 19 updated militia assault squads I think that are all that are used inside the warhosts that are home.
 
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Honestly the fact is that until Vect comes along and kills his way up the power ladder to become Cormorragh's absolute tyrant, the Proto-Druchii are not, in fact, anything even remotely stable-adjacent and spend too much time playing Game Of Thrones, Even More Bastardry And Assassinations Edition or doing super-heroin cut with lighter fluid and rubbing alcohol and torturing people to death so they can vicariously feel the experience from someone who isn't jaded by tens of thousands of years of sensation-seeking with their mind powers. They're not really a factor on a galactic scale for some time.

Pretty sure QM said they have one of the Keys of Asuryan (with Cegorach having 3, Slaanesh having 6, us potentially having one, and there being an unknown number of others left).
As far as anyone knows, only ten were ever made, and only three survived the War in Heaven. One lies somewhere in Cormorragh, fed a constant stream of sacrifices to insulate the Dark City from the Webway's disruption. One lies in the palace of the Dark Prince, which was once the Phoenix Court of the Aeldari Empire. One lies somewhere else---perhaps the Black Library, perhaps elsewhere---for it was stolen away by the Laughing God as he fled. There might be a fourth, somewhere, lieing hidden on one of the lost Croneworlds or borne away by one of the Craftworlds in utmost secrecy, but you certainly have no reason to even suspect the possibility of its existance in universe and if it does exist, it is almost certainly wrapped in wardings fit to styme a God of Chaos, let alone a mortal Seer, to keep the existence of such a prize hidden.
 
Its also worth noting that Cormorragh hasn't yet dominated the Proto-Druchii's other port cities. Its certainly got the long term advantages that make such almost inevitable mind you, but places like Sha-Dom are more than capable of contesting the great houses of Cormorragh. Cormorragh only achieved true dominance over the other realms in m37.

Its actually fairly plausible that we could bring some of the smaller satellite realms under our influence, at least long enough to evacuate them.
 
Its also worth noting that Cormorragh hasn't yet dominated the Proto-Druchii's other port cities. Its certainly got the long term advantages that make such almost inevitable mind you, but places like Sha-Dom are more than capable of contesting the great houses of Cormorragh. Cormorragh only achieved true dominance over the other realms in m37.

Its actually fairly plausible that we could bring some of the smaller satellite realms under our influence, at least long enough to evacuate them.
Leave a nice present 🎁 for are Truly dark cousin ❤️!
 
-[][Seeker] Reverse-engineer Grav-weapons (2 AP)
--[][Seeker] Gravetic-Oscillator Weapons (+2 AP)
--[][Seeker] Graviton Impactor Weapons (+2 AP)
--[ ][Seeker] Gravetic-Implosion Weapons (+2 AP)
-- [][Seeker] Gravetic Sheer Weapons (+2 AP)
-[][Seeker] Reverse-engineer Plasma Blasters (4 AP total)
--[][Seeker] Power (+1 AP, +.5 turns)
--[][Seeker] Range (+1 AP, +.5 Turns)
--[][Seeker] Fire Rate (+2 AP, +1 turn)
--[][Seeker] Safety (-2 AP, -2 turns)
-[][Seeker] Reverse-engineer Conversion Fields (2 AP/turn, 3 turns)
--[][Seeker] Regeneration
Seeker only has 12 AP, your plan is using 16.
 
You pay X to refit Y Detachments, yes, and you are correct in the conclusion that you do indeed have the same squad sizes. (Refits being more ad-hoc than rationalizations, they will be noted in a Detachment or Warhost's description as something along the lines of "these squads have been given XYZ in exchange for ABC")
Okay, so we should focus on refitting a certain amount of each type of detachment at a time.

(Shrug)

If you're arguing that Laser Cannons are the best weapon possible for anti armor work, then there's no point ever branching into anything else.
I'd say what we really want plasma for is to throw out blast effects. I don't know if plasma explosives are being chucked into this or if this is just for plasma blasters, but the thing we really seem to be lacking is an area of effect weapon. Automatic las-cannons are genuinely good AT, and plasma traditionally is more about killing Terminator Equivalents and Light Armor than being a dedicated anti-tank weaponry but we can make it work either way.

In space it's probably going to be one of our preferred macro-batteries for ships that aren't spamming lances. Though the sheer close range focus of melta macro-blasters is appealing.
Ok, I have an infantry refit plan that should be doable and makes our survivability much better:
1) put every infantry squad leader assigned to a warhost in Ithilmar (143 miltia squads + 100 Hearthguards, 5589 EP)
2) put the rest of militia assault squads in Voidguard (324 suits, 1944 EP)
3) give all line guardians squad leads fatecasters (107 of them, 2375 EP)
4) give 11 of 12 marine guardians leads a starblaster carbine (88 EP)
5) give the last one a starblaster pistol (4)
This a total of 10000 EP, gives every squad a strong powerhouse, and makes assault squads to not fold like paper. All the equipment sans carbines and a pistol (12 total) will be reusable by our more advanced troops.
Keep in mind we pay X Steward AP for Y amount of Detachment refits, which tells me we should probably focus on one type of detachment at a time and we should probably do as much as possible so that we don't have to come back around to fix whatever holes are left for a long time. Especially on a per squad basis as IIRC we can't use any of their preexisting gear in the refit.

An Assault Militia Detachment would be:
800 EP for 16 Razorwinds split across the two jetbike squads
1,020 EP for 20 Ithilmar Suits, 20 Power Mauls, 10 H.Needlers, 10 H.Flamers across two militia assault squads
198 EP for 9 VG, 9 CCW, 9 Starblaster Rifles, 1 Ithilmar, 1 Screamer GL, 1 Powersword across the militia fire squad
294 EP for 6 Ithilmar, 6 CCW, 6 Fatecaster Rifles for the Brightstar squad->Voidspears
198 EP for 6 Ithilmar, 6 CCW, 6 Spike Cannons for the Veteran Squad
780 EP for 4 Mirages
3,290 EP total, that means 3 Assault Militia detachments pretty much fully overhauled with 2 VAP at 9,870 EP (Just use the rest to stockpile Starblaster rifles I guess). Or we gamble slightly and settle for a more partial roll out spread across 6~7 Assault Militia Detachments presumably costing slightly more Steward AP. 14 overhauled militia assault squads to FF standards + 14 Mirages only costs 9,870 EP too.
 
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Alright, I think this will be my final preliminary plan.
[] Plan: Rounding Out The Rest
-[] [Steward] Design a Frigate (4 AP)
-[] [Steward] Design a Detachment (1 AP)
-[] [Steward] Form and Function to Feed a World (3 AP)
-[] [Steward] Delve the Vaults (2 AP)
-[] [Bonesinger] Assess the damage to Vau-Vulkesh's engines (4 AP)
-[] [Bonesinger] Armor Foundry (Ithilmar Assault Suit) (2 AP)
-[] [Bonesinger] Continue ship repair (1 AP)
-[] [Bonesinger] Begin refitting the Dragonships of Quilan (1 AP)
--[] [Bonesinger] Also offer Grav-shields (+1 AP)
-[] [Bonesinger] Develop Basic Grenades (1 AP)
-[] [Bonesinger] Forge of Vaul: Produce Wargear (5000 EP max) x2
-[] [Seer] Scry the Future (1 AP)
--[] [Seer] "When will one of our allied craftworlds be attacked?"
-[] [Seer] Scry the Present (1 AP)
--[] [Seer] "Where are the most useful artifacts in our vaults?"
-[] [Seer] The Flaw, The Curse, The Claim (5 AP)
-[] [Seeker] Reverse-engineer Meson Blasters (1/5 AP)
-[] [Seeker] Reverse-engineer Grav-weapons (6 AP)
--[] [Seeker] Gravetic Sheer Weapons
--[] [Seeker] Torsion Weapons
-[] [Seeker] Reverse-engineer Plasma Blasters (4 AP)
--[] [Seeker] Power (+1 AP, +.5 turns)
--[] [Seeker] Fire Rate (+2 AP, +1 turn)
--[] [Seeker] Lower Cost (+3 AP, +0.5 tuns)
--[] [Seeker] Safety (-2 AP, -2 turns)
-[] [Seeker] Reverse-engineer Haywire Weapons (1 AP)
-[] [Warrior] Muster a Fleet (1 AP)
--[] [Warrior] 3 Combat Brig, 12 Battle Carrack, 15 Assault Ketch, 10 Battle Caravel, 14 Lance Cutter
--[] [Warrior] Send forth a Warhost (Hearthguard Iron Fist, 1st Heavy Militia, 2nd Heavy Militia)
-[] [Warrior] Raise a Detachment (4 AP)
--[] [Warrior] Militia Line Detachment x2
--[] [Warrior] Hearthguard Light Support Detachment
--[] [Warrior] Hearthguard Line Detachment
I've finally added the fleet makeup for this one.
 
An Assault Militia Detachment would be:
800 EP for 16 Razorwinds split across the two jetbike squads
1,020 EP for 20 Ithilmar Suits, 20 Power Mauls, 10 H.Needlers, 10 H.Flamers across two militia assault squads
198 EP for 9 VG, 9 CCW, 9 Starblaster Rifles, 1 Ithilmar, 1 Screamer GL, 1 Powersword across the militia fire squad
294 EP for 6 Ithilmar, 6 CCW, 6 Fatecaster Rifles for the Brightstar squad->Voidspears
198 EP for 6 Ithilmar, 6 CCW, 6 Spike Cannons for the Veteran Squad
780 EP for 4 Mirages
3,290 EP total, that means 3 Assault Militia detachments pretty much fully overhauled with 2 VAP at 9,870 EP (Just use the rest to stockpile Starblaster rifles I guess). Or we gamble slightly and settle for a more partial roll out spread across 6~7 Assault Militia Detachments presumably costing slightly more Steward AP. 14 overhauled militia assault squads to FF standards + 14 Mirages only costs 9,870 EP too.
Considering how tight the stewardship actions are I think the 3 Assault Militia detachments (aiming for ones in our warhost) would be the way to go.

So something like this ?
-[][Bonesinger] Forge of Vaul: Produce Wargear (5000 EP max)x2
--[][Bonesinger]800 EP for 16 Razorwinds split across the two jetbike squadsx3
--[][Bonesinger]1,020 EP for 20 Ithilmar Suits, 20 Power Mauls, 10 H.Needlers, 10 H.Flamers across two militia assault squadsx3
--[][Bonesinger]198 EP for 9 VG, 9 CCW, 9 Starblaster Rifles, 1 Ithilmar, 1 Screamer GL, 1 Powersword across the militia fire squadx3
--[][Bonesinger]294 EP for 6 Ithilmar, 6 CCW, 6 Fatecaster Rifles for the Brightstar squad->Voidspearsx3
--[][Bonesinger]198 EP for 6 Ithilmar, 6 CCW, 6 Spike Cannons for the Veteran Squadx3
--[][Bonesinger]780 EP for 4 Miragesx3
--[][Bonesinger]130 EP, 26 starcrystals 13 starblasters
 
I'd say what we really want plasma for is to throw out blast effects. I don't know if plasma explosives are being chucked into this or if this is just for plasma blasters, but the thing we really seem to be lacking is an area of effect weapon. Automatic las-cannons are genuinely good AT, and plasma traditionally is more about killing Terminator Equivalents and Light Armor than being a dedicated anti-tank weaponry but we can make it work either way.
If we wanted to lean into using it for TEQ and Light Armour would Fire Rate be better than Range (assuming we'd be getting Power either way)?
 
-[] [Steward] Design a Detachment (1 AP)

-[] [Warrior] Raise a Detachment (4 AP)
--[] [Warrior] Militia Line Detachment x2
--[] [Warrior] Hearthguard Light Support Detachment
--[] [Warrior] Hearthguard Line Detachment
Just a heads up, with the current way refits work and that any new detachment we make won't have anything besides our new troops and all the old army options, it's probably better to develop new vehicles this turn. As for the detachments, if you're trying to stand up a full new Warhost you actually still have a bit of space left. A Warhost can be 4 Heavy detachments worth, with each smaller tier doubling. This has 1 Heavy, 2 Mediums, 1 Light. You could afford another Medium Detachment and a Light Detachment. I'd probably recommend the Battlecasting for the light detachment and a HG Skirmish or Militia Assault detachment for the medium.
-[][Bonesinger] Forge of Vaul: Produce Wargear (5000 EP max)x2
--[][Bonesinger]800 EP for 16 Razorwinds split across the two jetbike squadsx3
--[][Bonesinger]1,020 EP for 20 Ithilmar Suits, 20 Power Mauls, 10 H.Needlers, 10 H.Flamers across two militia assault squadsx3
--[][Bonesinger]198 EP for 9 VG, 9 CCW, 9 Starblaster Rifles, 1 Ithilmar, 1 Screamer GL, 1 Powersword across the militia fire squadx3
--[][Bonesinger]294 EP for 6 Ithilmar, 6 CCW, 6 Fatecaster Rifles for the Brightstar squad->Voidspearsx3
--[][Bonesinger]198 EP for 6 Ithilmar, 6 CCW, 6 Spike Cannons for the Veteran Squadx3
--[][Bonesinger]780 EP for 4 Miragesx3
--[][Bonesinger]130 EP, 26 starcrystals 13 starblasters
I don't actually know if Mechanis is expecting us to clutter the plan vote with all the Wargear we're ordering but we could probably consolidate it. And we'd still need to take the refit Steward action next turn so I wouldn't necessarily focus on which squads the gear is intended for.

If we wanted to lean into using it for TEQ and Light Armour would Fire Rate be better than Range (assuming we'd be getting Power either way)?
I'd actually lean more towards Range. We've got a very shooty, very tanky army that's relatively mobile, and that means we want to be able to avoid getting pinned down in melee as it's the easiest way to stop us from shooting. Ideally most of our squads with heavy weapons should have the range to hide behind the Forgefires and to a lesser extent the Blazingswords.

That being said, I'm still a real big proponent of the -Safety option because the sooner we can field plasma weapons, the sooner we will actually have roles and uses for them. If we're forced to do major rollouts in the next ~3-4 turns (which we will be), most of the framework is going to be in place by the time plasma weapons even become an option. At least until longer turns hit and we standardize our army a bit more.
 
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The blessings may have faded and thereby diminished them, but many of such systems still have mundane portions that still work. A Forge of Vaul might not be able to spit out a thousand Battleships in less than a year anymore, but the basic systems that do still work are potent enough to be a significant Industrial complex by themselves, for example. Arach-Qin's Torpedoes might not be capable of breaking cruisers in half with single hits and able to make nearly 90° turns to hit things anymore, but they're still great big bloody missiles packed full of high explosives that even a Battleship will at least feel if they hit. And so on.
And would that also be true for other gods we build Shrines for or is that limited to stuff we can't replicate (the Forges) or stuff calling on technically not dead gods like Isha, Khaine and Cego?
 
I don't actually know if Mechanis is expecting us to clutter the plan vote with all the Wargear we're ordering but we could probably consolidate it. And we'd still need to take the refit Steward action next turn so I wouldn't necessarily focus on which squads the gear is intended for.
Cut down on the clutter a bit at least.

So updated my plan with the EP plan for 3 Assault Militia Detachments from Karugus (thank you for the work there).
Pretty much the last update to the plan if we don't get more QM info on something critical.

Now going to sleep, let's see if when I wake up again one of the plans already steamrolls the vote.
 
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