But as things stand Holo-Fields will go on everything, no exclusion.
And they pretty much fully shut down smart weaponry + sensors in their covered area.

I just have problems seeing you want to use this in active application that isn't a massive pain.

Again, please don't treat everything like a Solved Problem when we don't really even have a proper vertical slice of everything. Militia certainly don't get Holofields, but one equipped with a Scrambler Field Generator on one of their dudes can still get similar benefits for instance without paying a large premium on it per elf. And having one to supplement a Holofield equipped force can be useful for covert operations, because the two technically do different things that synergize, not conflict. Holofields scramble visual targetting data, while Scrambler Fields interfere with electronic data. Sure, it isn't going to shut down guns like a proper Haywire weapon will, but you'll have a hard-ass time calling for help when your comms are scrambled.
 
Last edited:
Exactly what diplomatic situations are we in that are so urgent and immediate that they demand sacrificing all of next turn's diplomacy, effectively delaying our ability to address anything except themselves until at least Turn 7?
... So, coming back to this.

If A Pearl Without Price requires a diplomatic action to start, that. Otherwise nothing.

Do we actually know whether or not we need to take a diplomatic action to get moving on this quest chain, @Mechanis, or should we be fumbling around in the dark?
 
Again, please don't treat everything like a Solved Problem when we don't really even have a proper vertical slice of everything. Militia certainly don't get Holofields, but one equipped with a Scrambler Field Generator on one of their dudes can still get the same benefits for instance without paying a large premium on it per elf.

But militia isn't going to be part of our armed forces (at least after we sorted out the ones we already have and they will be getting VGA likely pretty soonish) ?

They are pretty much just civilians we throw basic armor and a weapon at when the craftworld is attacked directly and at no other point.
 
Again, please don't treat everything like a Solved Problem when we don't really even have a proper vertical slice of everything. Militia certainly don't get Holofields, but one equipped with a Scrambler Field Generator on one of their dudes can still get similar benefits for instance without paying a large premium on it per elf. And having one to supplement a Holofield equipped force can be useful for covert operations, because the two technically do different things that synergize, not conflict.

Well, the Scrambler Field gives a small fraction of the benefits of a Holofield. We don't know the range of that effect, how much it can scale, or how much it would cost, or how much it synergises with a holofield or when it would be ready.

It's possible it does what you say, but it's an indefinite length project for uncertain benefits.

Now, the same may be true of the perfect grav gun hybrid, but I think we've more of a hint that it might have useful spin offs, at least.
 
Last edited:
But militia isn't going to be part of our armed forces ?

They are pretty much just civilians we throw basic armor and a weapon at when the craftworld is attacked directly and at no other point.

We were already told a while back "You're in the same position that the Imperium was at the start of the Great Crusade, where you could give everyone the best of the best shit, but they had to scale things down to a more reasonable level and cut costs over time because the logistics didn't allow for it." We're not tapping even the tiniest fraction of our potential elfpower right now, and assuming that we'll only be deploying small scale forces forever feels like trying to project current circumstances forward indefinitely, when there's so much shit going on that we don't even know we don't know.

I would Like a Professional Army in the long run, with VGA as the standard armor. But we're not going to be able to just will that into being for a long time, and even then, we'll still want the option of bulking up with levies if things are important enough. I don't want to treat those levies like expendable trash though when we do, but I'm not certain if we can afford to scale that on the level we need.
 
Last edited:
This is uncalled for.

A lot of people just vote for Alectai's plans, so the fact that he compromises so much to please as many people as possible is great.
There's compromise, and there's complaining that people dare to put up another plan without justifying every deviation from your plan, or acting as if people are putting a gun to your head when they don't agree with every element of your plan and are forcing you to change it.

It's just a plan.
People are allowing to have others.
Disagreement is not whining, you're not being forced to do anything.
People putting up a different plan is not some malicious deception.
Disagreement is not bullying.
 
Last edited:
I don't disagree they'll be in use, but until we know layout it's kind of pointless to do more than void guard warsuit until we agree on who is using what and squad composition. this is setting up there basic layout for equipment to be automatically shuffled into. that means deciding weapon ratios
ECM, Theatre Shields, we can't always expect Holofields to do everything for us, but a Scrambler Field can do a lot of fun things like "Muffle enemy command and coordination that isn't Psi-based" because there's so much interference, it can let us move heavier vehicles in closer without needing to necessarily give them the expense of a Holofield personally, or to help our artillery win artillery duels. Or hell, it can actually synergize with holofields because now you can go "You can't see me, and nobody can hear you either until I'm done with you" Which'll be really damn nice for commandos and covert operatives.

It's just a damn useful thing to have, given how we're one of the only faction that actually primarily makes use of psychic communication and coordination, and having what amounts to the ability to emit Minovosky Particles can be meta defining if you take that into account in your builds.

I agree that there great, but their great someday. haywire bombs could be good enough for a strike craft turn 8.
I don't see an option on the list that seems likely to expand our Seer AP. The Seer Circle seems to be about building tools for our existing Seers to use to be better at Scrying particularly, and the recruitment options, while they may well unlock more Psy-tech research options, seem to be about training psykers to fight on the battlfield.
the seer circle, like hall of stewardship, is a tier infrastructure project for seer. like hall of stewardship it needs to be activated post completion, which is why it doesn't list AP gain. every other sign we have currently has an action for expanding AP. It makes no sense for seer to lack one.
 
cross analyze information they've gathered in the decade since with the resources of three craft worlds? using information they had shared with their allies about their doom and comparing it to our records to try and guess it's origin in quest?
That seems like something that our ships should be doing by default when we send them off for five years to find a lost craftworld. If we tell them "go find Nacretinei" they're not going to completely refuse to talk to the people who last knew where they were, or at least I'd hope not. There isn't really any kind of diplomatic coordination here- nothing that involves our craftworld or its peoples or industries beyond providing guidance to an expeditionary fleet trying to accomplish its objective. We certainly don't want them to be running back halfway across the galaxy to confer with us before making decisions or talking to people.

Pretty sure we will get a mandatory vote for the retrofit action.
Like it was for the refit votes before.
Ah, that's useful to know if true. Thanks. I'd still be interested in the plan writer's vision even if we don't have to follow it, though.

Hmm. Can we make military deployments contingent on what our Seers scry?

I'm willing to set aside the Witchblade research and Bladedancers to do the scrying, but this seems like something we might want a military force reacting on ASAP.
I don't see why we wouldn't be able to. We've got five years of turn, even if it takes a year to finish the scrying and send the fleet out with whatever we learn that seems like a reasonable course of action.

also, the QM weighed in on this to inform us that meeting need AP follow up. maybe Nacretinei gets that this turn, maybe they get it next turn. either way, it's something Mechanis confirmed. even if we had given them their own timeslots day three it would have amounted to a modest boost at best to the follow up diplomacy.
Can you find where this comment from Mechanis happened? While I recall it being said that follow-ups would be available, I haven't been able to locate anything which stated that Nacretinei needed diplomatic follow-up; my impression was that was more of a Stel-uit sort of thing. And logic would seem to indicate that 1) that quest needs to move very quickly, and 2) sitting around in meeting rooms talking about the problem is not the kind of movement it requires.

My worry is that if they were possible to find by Scrying their allies would probably already have done so (the Webway is heavily warded, so real time Scrying may blocked), and Scrying the past or future for clues about where they were or few future clues about their likely fate that we hope to reverse engineer risks drawing a giant bull's eye on them for Kairos.
My expectation would be that at minimum we should be able to past-scry for whatever location they went into the Webway, since at that point they're in realspace, and after that it's a question of flooding the area with as many scouting fleets as possible to locate them. Based on how far the craftworlds on our maps are moving each turn, they're comparatively slow, but not only is their radius of potential travel growing all the time, with the Webway constantly shifting the longer we wait the less useful that starting point will be. If the branch they took gets broken off entirely behind them locating them that way might be futile- and as you say, Webway scrying is very difficult to impossible.

So the right move to save them if at all possible is to scry/talk/whatever to get a last known location, then shove a double handful of fleets into the Webway there and look as hard as we can, without delay. If we let this sit another turn or two they'll just be gone and next time we see them they'll have had their vision of doom fully come to pass.

Kairos probably knows they're in trouble already- as you said, their allies will have been scrying for them- in which case, I'm not sure that giving him an additional point or two of intelligence to work from will meaningfully increase our danger. The ability of any Chaos entity to act is limited, even in the Webway, but he'll certainly be trying something. We will need to come armed for a fight regardless since we've probably got proto-dark eldar to deal with, so having a bunch of demons and dark eldar doesn't necessarily change our course of action.

I think we need this confirming. I don't think this locks us out of tech we don't take, but if you're right, it's something to think about.
I had made that assumption based on how past Seeker actions have worked- we do not, for example, have a standing research action to develop fusion lances; they disappeared off our research list when we chose not to research them at the same time as our other plasma options. Similarly, if we do any haywire research at all, anything which isn't part of that research is probably going to go poof. But if we don't touch a research category it'll probably stay static until we do.

The main thing is that I'm not sure that we need Haywire tech that much. We have lots of other useful tech in comparable categories (anti-vehicle and ani-infantry), but the spins offs from a perfect grav gun and a high end weapon for elites that doesn't use exotics make be very handy.
I mostly want scrambler fields (as a very useful utility item), which I think you do as well which is why it was still on your list. Neural shredders and haywire guns I think we can do without since they're, as you say, just another way to kill things that we can already kill. But I do want haywire bombs, because they're a payload instead of a weapon, which means that they're going to add utility and breadth of options to good weapons that we'll be using anyway (missiles, grenades, etc.). Since I expect us to be using missiles and grenades regardless of our decision on haywire, researching haywire bombs feels to me like it's a straight upgrade to that future expected weapons system instead of simply researching yet another weapon option to compete with the plethora that we already have.
 
I don't disagree they'll be in use, but until we know layout it's kind of pointless to do more than void guard warsuit until we agree on who is using what and squad composition. this is setting up there basic layout for equipment to be automatically shuffled into. that means deciding weapon ratios


I agree that there great, but their great someday. haywire bombs could be good enough for a strike craft turn 8.

the seer circle, like hall of stewardship, is a tier infrastructure project for seer. like hall of stewardship it needs to be activated post completion, which is why it doesn't list AP gain. every other sign we have currently has an action for expanding AP. It makes no sense for seer to lack one.

Hrm. You just want rushed Haywire Bombs then? I think I can adjust that if that's the case, because I do agree those would be very useful.
 
We were already told a while back "You're in the same position that the Imperium was at the start of the Great Crusade, where you could give everyone the best of the best shit, but they had to scale things down to a more reasonable level and cut costs over time because the logistics didn't allow for it." We're not tapping even the tiniest fraction of our potential elfpower right now, and assuming that we'll only be deploying small scale forces forever feels like trying to project current circumstances forward indefinitely, when there's so much shit going on that we don't even know we don't know.

I have a feeling you are taking a lot of parts out of context here.

The comments the QM made in this area were pretty much always comparisons between militarized Elder now and in 40k with them never figuring out that maybe foundries would be a good idea.

The great crusade never really scaled down the shit they gave out after it got going (hell it improved in that regard for a lot of areas), what happen is that the horus heresy absolute crippled the IoM logistic backbone to the point they could keep going with the mass rollouts of terminator armor they were doing.

And I did take a look at the scalability, the answer is with the foundry production we are more than good on VGA on everyone + inclusion of Ithilmar to some degree in the troop designs from the very start.

Edit: Anyway getting really late here so will be seeing how things look when i wake up vote wise :confused:
 
Last edited:
Can you find where this comment from Mechanis happened? While I recall it being said that follow-ups would be available, I haven't been able to locate anything which stated that Nacretinei needed diplomatic follow-up; my impression was that was more of a Stel-uit sort of thing. And logic would seem to indicate that 1) that quest needs to move very quickly, and 2) sitting around in meeting rooms talking about the problem is not the kind of movement it requires.
Closed I can find, but I do recall the same having happened.
so, your various questions vis a vis following up on Craftworlds etc: You can indeed do some basic groundwork at this time to get a modest head start on your various diplomatic actions, though obviously a single day's meeting is by no means comparable to a five year investment in effort.
 
Can you find where this comment from Mechanis happened?
I think it's this:
so, your various questions vis a vis following up on Craftworlds etc: You can indeed do some basic groundwork at this time to get a modest head start on your various diplomatic actions, though obviously a single day's meeting is by no means comparable to a five year investment in effort.
Not quite sure it applies to A Pearl Without Price.
 
Last edited:
What about adding this as a warrior action?

Dispatch fleets to map the webway routes from Narcretinei's last materium location to Erat-Kesha
 
I don't see an option on the list that seems likely to expand our Seer AP. The Seer Circle seems to be about building tools for our existing Seers to use to be better at Scrying particularly, and the recruitment options, while they may well unlock more Psy-tech research options, seem to be about training psykers to fight on the battlfield.

From what we've seen before, if things will directly give more AP, or lead to more projects that give AP they say so. The Shrine of War said it gave Warrior AP, and the Hall of Stewardship said it lead to a Stewardship project.
Here's a comparison for the Hall and the Circle:

Hammer and Awl, Mason and Graver

With the critical infrastructure damage to Vau-Vulkesh repaired, it is now possible to devote more energy to large scale infrastructure projects, which can extend your Action Points—either directly, or through automating previously manual systems. These projects will require multiple turns to complete, as one must both construct the facilities in question and recruit and train the personnel to operate them, but once completed will be of great use to you. Note that while there are practical limits to these options, they do not compete with other subsections in that matter and, similarly, are currently not actively tracked in the 'front end' as you are using but a fraction of your theoretical maximum capacity.

[ ] Hall of Stewardship (2 points initial, 1 point continuous | 2 turns) (Requires a Steward action to activate)
Centralizing your administration systems from the ad-hoc organization currently serving you into something a little more formal, allowing greater breadth of action will of course first require a hall be built and fitted to house such a centralized administration.
Begin construction of a centralized administrative center for your various stewardship councils to consolidate to, streamlining the administration of your Craftworld.

[ ] Seer Circle (4 points initial, 2 points continuous | 3-5 turns) (will require at least one Seer AP to activate after completion)
Scrying is now far more difficult than it once was—not only are the blessings of the Crone and Daughter lost to you, but the Fate-changer, Master of Crows is no longer locked in an eternal duel with the gods of the Aeldari, and so seeks to confound their visions as much as it may. Yet in the most ancient of methods, there are many devices and rituals once discarded as unnecessary that might pave a way to clearer—or at least easier—visions.
Begin constructing facilities to aid your Seers in scrying, reducing the difficulty of doing so.
The Steward action mentioned does not say anything about giving more AP, and is fairly similar to the Seer wording. Further, the section brief itself calls out that these options open up methods to extend AP.
As to how Seer Circle would give us/allow us to get more AP, consider the following:
*Training a Seeing Circle seems like it could unlock something like Rune Development that will either increase AP or make AP go further, and is definitely worth a shot considering we've been told that some projects will need available Rare Units to carry out at all, but training Warcasters probably isn't going to be the general "spend AP to increase AP" Enhance Industry equivalent for Seer AP, especially considering we've been told "Few there are remaining to you who can walk the knife-edge path required to raise enough power to fight at even a fraction of your old capacity, and so you may deploy a maximum of twelve Battle Psykers per Detachment."
As far as a "Spend Seer AP to train up more Seer AP" option, the "dig up methods to make Seeing safer" option seems like the thing most likely to let us get more of our population who might have previously dabbled or have a little bit of talent over the line into "usable in at least non-combat roles without the various new hazards up to and including suddenly daemons getting in the way." Especially if that then unlocks or gives bonuses to Rune Development.
TL;DR: I think the Circle and its consolidated safety features are what will let us train more of our population as serviceable Psykers, using candidates who currently wouldn't make the cut considering the post-fall increased difficulty and danger.
 
I don't disagree they'll be in use, but until we know layout it's kind of pointless to do more than void guard warsuit until we agree on who is using what and squad composition. this is setting up there basic layout for equipment to be automatically shuffled into. that means deciding weapon ratios

As long as we'll be using them we aren't losing anything by building foundries for them, as all the equipment they make will be used/ What am I missing here?

the seer circle, like hall of stewardship, is a tier infrastructure project for seer. like hall of stewardship it needs to be activated post completion, which is why it doesn't list AP gain. every other sign we have currently has an action for expanding AP. It makes no sense for seer to lack one.

It's possible it does, but the fluff of it seems less likely than the Hall of Stewardship does. Why would have better scrying tools make you better able to say, make psy-tech, for example?

My expectation would be that at minimum we should be able to past-scry for whatever location they went into the Webway, since at that point they're in realspace, and after that it's a question of flooding the area with as many scouting fleets as possible to locate them. Based on how far the craftworlds on our maps are moving each turn, they're comparatively slow, but not only is their radius of potential travel growing all the time, with the Webway constantly shifting the longer we wait the less useful that starting point will be. If the branch they took gets broken off entirely behind them locating them that way might be futile- and as you say, Webway scrying is very difficult to impossible.

So the right move to save them if at all possible is to scry/talk/whatever to get a last known location, then shove a double handful of fleets into the Webway there and look as hard as we can, without delay. If we let this sit another turn or two they'll just be gone and next time we see them they'll have had their vision of doom fully come to pass.

Kairos probably knows they're in trouble already- as you said, their allies will have been scrying for them- in which case, I'm not sure that giving him an additional point or two of intelligence to work from will meaningfully increase our danger. The ability of any Chaos entity to act is limited, even in the Webway, but he'll certainly be trying something. We will need to come armed for a fight regardless since we've probably got proto-dark eldar to deal with, so having a bunch of demons and dark eldar doesn't necessarily change our course of action.

If we don't find them though, them having to deal with Daemons as well as hostile Webway Eldar probably makes their situation worse. DOes scrying them more gives Kairos more information, and so makes it more likely he can find them. We literally have warning about this at the top of the Scrying section, which makes me very cautious.

I had made that assumption based on how past Seeker actions have worked- we do not, for example, have a standing research action to develop fusion lances; they disappeared off our research list when we chose not to research them at the same time as our other plasma options. Similarly, if we do any haywire research at all, anything which isn't part of that research is probably going to go poof. But if we don't touch a research category it'll probably stay static until we do.

That's true, I'll think about it. It might lock off grav-guns and the spin off research for a long time though.

I mostly want scrambler fields (as a very useful utility item), which I think you do as well which is why it was still on your list. Neural shredders and haywire guns I think we can do without since they're, as you say, just another way to kill things that we can already kill. But I do want haywire bombs, because they're a payload instead of a weapon, which means that they're going to add utility and breadth of options to good weapons that we'll be using anyway (missiles, grenades, etc.). Since I expect us to be using missiles and grenades regardless of our decision on haywire, researching haywire bombs feels to me like it's a straight upgrade to that future expected weapons system instead of simply researching yet another weapon option to compete with the plethora that we already have.

I want the scrambler fields, I also want them to be as good as possible. I don't really care that much about the bombs, I think that melta and plasma grenades/missiles will mostly fill those capabilities and with the way forges work we'll probably need one each for each grenade/missile type, which discourages having a plethora of variants that duplicate each other.

Here's a comparison for the Hall and the Circle:

The Steward action mentioned does not say anything about giving more AP, and is fairly similar to the Seer wording. Further, the section brief itself calls out that these options open up methods to extend AP.
As to how Seer Circle would give us/allow us to get more AP, consider the following:

TL;DR: I think the Circle and its consolidated safety features are what will let us train more of our population as serviceable Psykers, using candidates who currently wouldn't make the cut considering the post-fall increased difficulty and danger.

My hesitancy is that is doesn't say it makes 'Seer-ing' in general safer, but that it makes Scrying safer. Scrying is only one small fraction of what a Seer can do, one Discipline amongst many.

I also think it can wait a turn.

Don't let them bully you, man. You have every right to say 'this is where I draw the line.'

People disagreeing with his plan and proposing their own is not bullying. Come on.

I am of the opinion that we should scry for Nacretinei because Chaos can't do much. So right now it doesn't matter if Kairos will know too, he can't just kool-aid man his way into reality and needs to set up cats paws. Those things take time.

Nacretinei isn't in reality though. It's in the Webway, which is currently damaged from the Fall and hasn't been patched so still has holes through which daemons can enter and roam around, I think.
 
Last edited:
I am of the opinion that we should scry for Nacretinei because Chaos can't do much. So right now it doesn't matter if Kairos will know too, he can't just kool-aid man his way into reality and needs to set up cats paws. Those things take time.
 
Add in Ithilmar when they carry heavy weapons otherwise the heavy weapons will see far less use due to the Eldar style of warfare.
I think Void Guard can carry heavy weapons without being slowed, since the infantry rationalization update only said unpowered infantry get slowed by heavy weapons, and void guard is semi-powered
 
I am of the opinion that we should scry for Nacretinei because Chaos can't do much. So right now it doesn't matter if Kairos will know too, he can't just kool-aid man his way into reality and needs to set up cats paws. Those things take time.

Nacretinei probably isn't in reality though. It's in the Webway, which is currently damaged from the Fall and hasn't been patched so still has holes through which daemons can enter and roam around, I think:

The Webway, after all, is currently the rope in a tug-of-war between Slaanesh and Cegoratch after all (or perhaps a game of hyperdimensional-Chess-Vostroian-routlette-strip poker-billards given the two involved) and as a result is considerably more difficult to navigate than it used to be, even before the Things lurking in its forgotten corridors got stirred up, Daemons of all sorts got in, and the Druchii being a Thing all happened.
 
Last edited:
That seems like something that our ships should be doing by default when we send them off for five years to find a lost craftworld. If we tell them "go find Nacretinei" they're not going to completely refuse to talk to the people who last knew where they were, or at least I'd hope not. There isn't really any kind of diplomatic coordination here- nothing that involves our craftworld or its peoples or industries beyond providing guidance to an expeditionary fleet trying to accomplish its objective. We certainly don't want them to be running back halfway across the galaxy to confer with us before making decisions or talking to people.
several problems with that, the primary one being we need to expend effort just to find them and messages being handled essentially by Currier.

In general however, trying to bypass quest mechanics and hope we get a lucky break just isn't liable to pay off.

also, do to the nature of their likely doom being Drukhari raiders, just sending a scout fleet wouldn't be wise. we'd need to back them up with the muscle of a line fleet, and that's a bit much to commit to a wild goose chase taken outside the natural quest line order.
What about adding this as a warrior action?

Dispatch fleets to map the webway routes from Narcretinei's last materium location to Erat-Kesha
they disappeared before they ever attempted to join the Aeldmoot, four years prior to it infact. the region there from wasn't mentioned in the update.
There are, however, a few standouts—firstly, Nacretinei stated their intention to attend to the small federation they aligned with, yet no representative has come—and from what their allies tell you, they have seemingly vanished shortly after the announcement—nearly four years ago, now. their allies have become… concerned, but the largest among the three remaining is the Small Craftworld of Stel'iy-Rann, and they would most welcome assistance in searching for the missing Craftworld.
if I had to guess, Nacretinei was probably staying mobile, trying to avoid there doom by moving there craftworld around a bunch until they could find a strong patron at the Aeldmoot, and ran smack into it in the process. this is why it's such a mystery what happened to the world in question.
 
It's in the Webway, which is currently damaged from the Fall and hasn't been patched so still has holes through which daemons can enter and roam around, I think:
That implies we absolutely shouldn't scry for their current location, but scrying the past to find when or where they were last seen seems less likely to drop demons directly on their heads.

Stel'iy-Rann is a small Craftworld, so it seems quite possible that Nacretinei's coalition doesn't have a significant amount of Seer power themselves. Whether we need to contact them diplomatically or not, we might want to start scrying ahead of time regardless.
 
That implies we absolutely shouldn't scry for their current location, but scrying the past to find when or where they were last seen seems less likely to drop demons directly on their heads.

Stel'iy-Rann is a small Craftworld, so it seems quite possible that Nacretinei's coalition doesn't have a significant amount of Seer power themselves. Whether we need to contact them diplomatically or not, we might want to start scrying ahead of time regardless.

The problem is that if we scry for their past location, any information we get is probably more useful for Kairos than it is for us, as it's likely that the Tzeentchian daemons in the Webway are probably closer than we are - and he isn't limited to our scrying. He's fully capable of observing the future to look for Nacretinei's likely future locations himself if we tip him off that he might want to by poking around.
 
My hesitancy is that is doesn't say it makes 'Seer-ing' in general safer, but that it makes Scrying safer. Scrying is only one small fraction of what a Seer can do, one Discipline amongst many.

I also think it can wait a turn.
Technically, it doesn't say that it will make Scrying safer, just that it'll have them dig up a bunch of old techniques that might make it work better. I don't think we know exactly what that will entail, in character or out, but based on the fact that Scrying is having largely the same difficulties as the rest of our Psykering, the fact that the canon solution the Eldar would dig up/develop (Runes) worked for both, the precedent for infrastructure, etc, I'm daring to hope.
But, well, agree to disagree I guess.

On a seperate note, you said you weren't keen on sending the Blades of Isha off to act as emergency boarding party/repellers for the scavenging fleet, since the Bladesingers are delicate and high value. Were you thinking of a different heavy hitting unit instead, generic guard units, no scavenging...?
 
Last edited:
Technically, it doesn't say that it will make Scrying safer, just that it'll have them dig up a bunch of old techniques that might make it work better. I don't think we know exactly what that will entail, in character or out, but based on the fact that Scrying is having the same difficulties as the rest of our Psykering, the fact that the canon solution the Eldar would dig up/develop (runes) worked for both, the precedent for infrastructure, etc, I'm daring to hope. But, well, agree to disagree I guess.
On another note, you said you weren't keen on sending the Blades of Isha off to act as emergency boarding party/repellers for the scavenging fleet, since the Bladesingers are delicate and high value. Were you thinking of a different heavy hitting unit instead, generic guard units, no scavenging...?

Scrying is actually having particular difficulties, as mentioned in the option, that are over and above the issues that other Psyker challenges have:

Scrying is now far more difficult than it once was—not only are the blessings of the Crone and Daughter lost to you, but the Fate-changer, Master of Crows is no longer locked in an eternal duel with the gods of the Aeldari, and so seeks to confound their visions as much as it may.​

Some of the equipment the Eldar made was generic, some specific, I think. Alaitoc had an orb that allowed seers to anlify and pool their scrying powers in particular, for example.

On the Blades of Isha, I'd prefer to send more Hearthguard units instead, yes.
 
Last edited:
Back
Top