didn't you say that we basically have no chance in combat with the biomancer? At least it would be highly unlikely to beat him in single combat?

I may have mentioned something like that at some point before my plans were derailed, but no, not after the latest round of upgrades. Also, I may have been speaking about what would happen if you ran into his whole army while alone and wounded, or if you had rolled shitty on the encounter table and run literally face first into his war rigs, starting the battle sans vehicle.
 
I may have mentioned something like that at some point before my plans were derailed, but no, not after the latest round of upgrades. Also, I may have been speaking about what would happen if you ran into his whole army while alone and wounded, or if you had rolled shitty on the encounter table and run literally face first into his war rigs, starting the battle sans vehicle.

Well, one advantage to the Commando Snatch--I imagine if we do get stuck in, that our head-ghost will get a chance to have some fun vicariously.

Really, our best case scenario would be beating him there and then killing him when he tries to claim the treasure, but given our luck with the Biomancer's Horde so far, I doubt we'll be so fortunate.
 
It's unlikely we're ever going to get an ideal setup, and I'm pretty sure we'll know him when we see him (he's the only one we can't get a bead on. Or she). So yeah... I think we should go for the (literal) decapitation strike.

Here comes a candle to light you to bed.
Here comes a chopper to chop off your head.
 
Well, one advantage to the Commando Snatch--I imagine if we do get stuck in, that our head-ghost will get a chance to have some fun vicariously.

Really, our best case scenario would be beating him there and then killing him when he tries to claim the treasure, but given our luck with the Biomancer's Horde so far, I doubt we'll be so fortunate.
Well, seeing as the other options are a horribly difficult assassination and a clash between two giant armies, he's having fun no matter what.
 
[X] A small commando team air inserted to secure the tech from Black Thorn first (1.2x)

I've thought about it some more and I find the prospect of this straight-up more fun than I do an assassination attempt. Racing through a ruined city to track down treasures and pass tests whilst a horde of monsters is bearing down sounds really exciting.
 
[X] A small commando team air inserted to secure the tech from Black Thorn first (1.2x)

I've thought about it some more and I find the prospect of this straight-up more fun than I do an assassination attempt. Racing through a ruined city to track down treasures and pass tests whilst a horde of monsters is bearing down sounds really exciting.
TBH the only reason I want to assassinate is because I hope we fail our stealth surprise and challenge him to a duel between 'gods' one on one. It's exciting for a different reason :p
 
[X] Attempt an assassination (1.3x)

I've said it before, and I'll say it again.

Stab the Biomancer from orbit, it's the only way to be sure. (That, and I love the idea of sneaking through a High tech Mongol army, looking for the leader so we can stab him/her with our mystical phallic symbol, me wants!)


Discussion looks like it's dying down, so I might as well use this opportunity to ask something while we wait on the update.

What do you all think the rest of advanced sins, tempered, sins, combined vices, and combined virtue/sins are called?

Fucking annoying.
 
[X] A small commando team air inserted to secure the tech from Black Thorn first (1.2x)
 
He likely considers himself immune to such attempts (and would be right except for force weapons) so he has no reason to bother with all that, nor is there even likely to be any internal conflict after all that brain washing. It doesn't fit well with his supposed status as a physical god either.

He is presumably human, and so does not reincarnate if killed. He is unlikely to have gotten this far with disregard for his own safety. His army immediately tearing itself apart upon his removal does not line up with there being no more internal conflicts. -and, I'm sorry, the plan is not only to assassinate him, but to get close enough to stab him? With zero intel on his system's internal structure?



No, AN said he can always run at top speed due to his rigs being able to plow through the things we have to stop for. He is also using fusion power for his vehicles as well so there is no energy advantage.

In addition, he's been heading to Black Thorn for 5 weeks already. Us meeting him there simultaneously is specifically in regards to air travel.

He had never had an assassin after him because he has a drugged up army of religious supplicants, not subjugated raiders. He also doesn't give invisibility to his entire force, as was pointed out in prior discussion.

Finally, as mentioned at the start of this post, we can't get anything to Black Thorn before he's packed up and left.

Ninjas, ninjas everywhere.

Why do you keep saying this? It is dangerous, but possible for Greengraft's military to get to Blackthorn at the same time that he does despite his two month head start.

"So they have a two month head start on us and their average speed is... well, even accounting for stopping to raid and indoctrinate and the like, we would still have to go at rash speeds to catch up with them just when they arrive at Black Thorn," your mother states, grinding her teeth in irritation at being caught flat footed like this.​

The air travel is for the commando or assassination operation. Greengraft troops can go anywhere they like without concern for raiding, can even bail into the woods if necessary, carry enough supplies to last months, resupply on the fly from an intact industrial base, have beefier transports backed by the same vehicles and dragonfly scouts plus air recon, and internal lines applies if he is heading towards us. Greengraft solidly has the mobility advantage in an extended conflict where he is on the offensive.

He disrupts Mirande's readings of his entire force, and even renders his personal force so hard to detect that she would have literally been run over by them before they set off any psychic alarms. Mirande wasn't even able to successfully pick out one of the lesser patrols for her and Mag to try to blow past. Not only can't she pick him out from a crowd, her senses can't pick out the crowd until it's right on top of her. She was virtually murdered by three surprised mutants, and now the plan is apparently to try to infiltrate a completely unknown organization composed of hundreds more, god knows whatever other abominations, as well as various battle-tested soldiers, officers, and technicians in camp, find this person we know nothing about, whose appearance we know nothing about, whose command style we know nothing about, whose court we know nothing about, whose entourage we know nothing about, and somehow get close enough to stab him, and then get out alive.
 
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This is kind of off topic for the current conversation but I'd like to go back a couple days and get some clarification on our new and future powers.

[X] Advanced Invigoration (near total control over the body via Warp based invigoration gives a bonus equal to 1.5xWillpower to personal combat and a bonus equal to Willpower on mental rolls. Other effects like feats of strength are also possible)

Does invigoration have any affect on our ability to wield weapons? More specifically I mean the bigger squad based weapons like the EM SAW or the light autocannon or future use of something like a plasma cannon. Do these become more man portable to the new juiced up Mirande?

Basically it gives us a massive combat boost but what does it entail more fluff wise and what exactly is a feat of strength?

For the future powers I'm more wondering how far alter genetics goes. The CKII pool on genetic traits is not exactly a large one and while certainly battling mutations is a useful ability your mention of needing the greater version of the power to make ourselves a genius makes me wonder if you are strictly using the CKII pool our if you have some traits of your own up your sleeves.

For a character that is already quick needing 5 levels into a power to get the next level up on a trait seems slightly wasteful as far as personal benefits go.
 
He is presumably human, and so does not reincarnate if killed. He is unlikely to have gotten this far with disregard for his own safety. His army immediately tearing itself apart upon his removal does not line up with there being no more internal conflicts. -and, I'm sorry, the plan is not only to assassinate him, but to get close enough to stab him? With zero intel on his system's internal structure?

Why do you keep saying this? It is dangerous, but possible for Greengraft's military to get to Blackthorn at the same time that he does despite his two month head start.

"So they have a two month head start on us and their average speed is... well, even accounting for stopping to raid and indoctrinate and the like, we would still have to go at rash speeds to catch up with them just when they arrive at Black Thorn," your mother states, grinding her teeth in irritation at being caught flat footed like this.​

The air travel is for the commando or assassination operation. Greengraft troops can go anywhere they like without concern for raiding, can even bail into the woods if necessary, carry enough supplies to last months, resupply on the fly from an intact industrial base, have beefier transports backed by the same vehicles and dragonfly scouts plus air recon, and internal lines applies if he is heading towards us. Greengraft solidly has the mobility advantage in an extended conflict where he is on the offensive.

He disrupts Mirande's readings of his entire force, and even renders his personal force so hard to detect that she would have literally been run over by them before they set off any psychic alarms. Mirande wasn't even able to successfully pick out one of the lesser patrols for her and Mag to try to blow past. Not only can't she pick him out from a crowd, her senses can't pick out the crowd until it's right on top of her. She was virtually murdered by three surprised mutants, and now the plan is apparently to try to infiltrate a completely unknown organization composed of hundreds more, god knows whatever other abominations, as well as various battle-tested soldiers, officers, and technicians in camp, find this person we know nothing about, whose appearance we know nothing about, whose command style we know nothing about, whose court we know nothing about, whose entourage we know nothing about, and somehow get close enough to stab him, and then get out alive.
A quick, gentle scan of their surface thoughts reveals that everyone is compromised in some way, the supervisor surprisingly least of all. The slaves are all high on something that makes their thoughts feel distinctly unpleasant to your senses while the mutants are basically no longer sapient and are barely even sentient.
The band of rapist torturers are on another vehicle and someone just jumped under the wheels in order to... prove their devotion to you? No... no, not just to you, although that is part of it. This is... this is a group of true believers bringing an angel back to their god.
Your divinations are still being jammed by the psyker leading the raider band, but you are able to pick up a few odd tidbits by attempting to figure out what others in the group would be doing if he weren't around. The sick fuck responsible for the room you found is dead in pretty much every time line where his patron isn't around to protect him, which is heartening in that it appears that whatever has banded the raider group together and given them a sense of divinely ordained purpose to be fanatical over, it apparently doesn't involve letting psychotic rapists run around freely. So at least for that problem taking out the head of the organization will be useful.

Actually, doing your divinations and getting returns where the leader of the whole thing is absent gives you interesting returns, in that the entire faction seems to implode about the day after he is absent. He is pretty much the central uniting force, which would suggest telepathy to a frightening degree, but you actually think it has something to do with the drugs. A dual layer chemical dependency and conditioning effect perhaps?
According to actual updates, more than half of his entire army is effectively non-sentient kill machines kept in check by a strong cocktail of drugs. The other half is composed of what amounts to two factions: The crazies with the torture guy who likely act out of sport, and the crazy true believers who act out of 'divine guidance'. Basically all of these people are high as kites. The biomancer has no problems with internal dissent, at least as long as he's still alive to distribute or biomance his devotion drug.

As for going to meet them army to army at Black Thorn, it's suicidal. AN has also posted that in a fight between our trains and their rigs, their rigs will literally crush the train, and have enough steam to keep going into possibly one more train each. They are also capable of shrugging off at least one shot from our field guns, should we try to use those, so we can't even ensure they don't get on top of us before ramming our army to pieces. We cannot fight them in the rails because of this, or we'll have a huge chance to lose a significant portion of the 1000 man army Dia brought along.

And finally, the biomancer doesn't make his personal force invisible, nor does he magically protect anyone else. The only way that would have been possible is on a 1-10, critical failures only, as 11-20 would have been the same result as 1-10 except we got a Future Sight warning for it.

You shouldn't waltz into discussion and spew all this useless wrong information and screw up honest attempts to vote or get good information. Even AN just responded saying that you're basically cutting speculation from whole cloth instead of actually knowing anything.

Man it's good to be off the phone so I can argue better.
 
According to actual updates, more than half of his entire army is effectively non-sentient kill machines kept in check by a strong cocktail of drugs. The other half is composed of what amounts to two factions: The crazies with the torture guy who likely act out of sport, and the crazy true believers who act out of 'divine guidance'. Basically all of these people are high as kites. The biomancer has no problems with internal dissent, at least as long as he's still alive to distribute or biomance his devotion drug.

As for going to meet them army to army at Black Thorn, it's suicidal. AN has also posted that in a fight between our trains and their rigs, their rigs will literally crush the train, and have enough steam to keep going into possibly one more train each. They are also capable of shrugging off at least one shot from our field guns, should we try to use those, so we can't even ensure they don't get on top of us before ramming our army to pieces. We cannot fight them in the rails because of this, or we'll have a huge chance to lose a significant portion of the 1000 man army Dia brought along.

And finally, the biomancer doesn't make his personal force invisible, nor does he magically protect anyone else. The only way that would have been possible is on a 1-10, critical failures only, as 11-20 would have been the same result as 1-10 except we got a Future Sight warning for it.

You shouldn't waltz into discussion and spew all this useless wrong information and screw up honest attempts to vote or get good information. Even AN just responded saying that you're basically cutting speculation from whole cloth instead of actually knowing anything.

Man it's good to be off the phone so I can argue better.

The supervisor being the least affected of all is evidence of varying levels of intoxication, with the higher levels being less intoxicated. He is a unifying force for his military, but that is far from assuming himself immune to backstabbing. What are you going to do if you find out that those mindless mutants roam the perimeter areas freely at night and determine who to attack based on who has an implanted pheromone gland or start howling when they smell that one of them have been disemboweled? Once an alarm goes up the jig is up.

Are you referring to this post?

Mirande can guide 1 land train at 200km/h consistently right now, although if there is anything in the way you still have to get out and clear it. Other drivers can't really keep up with that.



They would absolutely win in a head on collision, although they might get bogged down in the debris. Now, if you had your heavy weaponry out and deployed you could take them apart, but it would take more than one missile or EM field gun round to the front to take them down. To the rear most of your heavy weaponry would shred them right quick though.

Given that the point of going to Blackthorn would be to attach them from behind while they are committed to attacking the city or to reinforce the city from the side or rear this is not nearly the concern you make it out to be, if the idea that an upscaled automatic SAW only getting one hit in is a great concern to begin with. The trains haven't been designed for ramming, but ultimately have the mass and power to be much more effective at it in an extended conflict.

The future sight warning wasn't enough to even get turned around before being within actual sight of the enemy. The simple facts are that the enemy psyker heavily screws with Mirande's abilities, and the plans for the assassination still seem to rely entirely upon those abilities because we have literally nothing of what we would need to even attempt an assassination using conventional resources. We have very good reason to expect that we are going to have a hard time locating him, much less getting to him without setting off an alarm, with Mirande's powers, and pretty much no other way of accomplishing it.

AN cut in to point out that I had raised something absolutely everyone else had overlooked: you know nothing about the internal organization of the enemy faction, and almost as little about the leader. He then took some of my examples of things which are entirely plausible and could easily go wrong as statements of fact instead of illustrations of just how ignorant we are about all of the many things that can trip up what is an extremely dangerous operation under the best conditions. While we're on the subject of wrong, how about you go back and count the number of times you asserted that getting the landtrain to Blackthorn at the same time as the enemy was a physical impossibility and that the simultaneous arrival only applied to air power?
 
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You shouldn't waltz into discussion and spew all this useless wrong information and screw up honest attempts to vote or get good information. Even AN just responded saying that you're basically cutting speculation from whole cloth instead of actually knowing anything.
Calm down a bit. We are all wrong sometimes, and no-one is doing it intentionally. We are all working towards the same goal here. Heck, we could be the one's proven wrong in the end. This argument isn't over yet.

[X] Attempt an assassination (1.3x)
 
The supervisor being the least affected of all is evidence of varying levels of intoxication, with the higher levels being less intoxicated. He is a unifying force for his military, but that is far from assuming himself immune to backstabbing. What are you going to do if you find out that those mindless mutants roam the perimeter areas freely at night and determine who to attack based on who has an implanted pheromone gland or start howling when they smell that one of them have been disemboweled? Once an alarm goes up the jig is up.

Are you referring to this post?


Given that the point of going to Blackthorn would be to attach them from behind while they are committed to attacking the city or to reinforce the city from the side or rear this is not nearly the concern you make it out to be, if the idea that an upscaled automatic SAW only getting one hit in is a great concern to begin with. The trains haven't been designed for ramming, but ultimately have the mass and power to be much more effective at it in an extended conflict.

The future sight warning wasn't enough to even get turned around before being within actual sight of the enemy. The simple facts are that the enemy psyker heavily screws with Mirande's abilities, and the plans for the assassination still seem to rely entirely upon those abilities because we have literally nothing of what we would need to even attempt an assassination using conventional resources. We have very good reason to expect that we are going to have a hard time locating him, much less getting to him without setting off an alarm, with Mirande's powers, and pretty much no other way of accomplishing it.

AN cut in to point out that I had raised something absolutely everyone else had overlooked: you know nothing about the internal organization of the enemy faction, and almost as little about the leader. He then took some of my examples of things which are entirely plausible and could easily go wrong as statements of fact instead of illustrations of just how ignorant we are about all of the many things that can trip up what is an extremely dangerous operation under the best conditions. While we're on the subject of wrong, how about you go back and count the number of times you asserted that getting the landtrain to Blackthorn at the same time as the enemy was a physical impossibility and that the simultaneous arrival only applied to air power?
This is actually an interesting point here, in that @Lailoken is raising an extremely relevant point: you have basically no intelligence on the Biomancer or how the society he is leading is structured. So making assumptions about things is a bad idea. You have no idea about the extent or nature of his powers, what he looks like, who his lieutenants are, what the internal fault lines are, etc.

Unfortunately, he is then assigning these characteristics, spinning them whole cloth via the near mythical SB/V hypercompetency engine, which assigns characteristics to agents assuming that they will do things without properly pondering if they even can. As it is, the only powers you know the Biomancer can actually do are: screw with your precognition, and mutate other people. From your divinatory powers he also appears to be able to alter his own characteristics, but you have no idea if he has the fine control to do that at will and be able to spoof others, and you also can't be sure if even that intell is correct. You also can extrapolate that he has some mind altering substance that he distributes to his people to make them willing to die and kill for him with religious fanaticism.

Or in summary, just because you see someone running around with Jem'Hadar don't immediately assume that the guy in charge is a shape shifter.
His mutants are basically mentally non-existent. Least Mind Edit is probably overkill for the purposes of getting past them, and why on earth would they let the equivalent of rabid dogs just wander around without escort at any time at all, let alone at night when most of them are asleep? You can't ascribe that level of stupidity and in the same breath try to ascribe some kind of hyper-competence of his forces. Pick one, and only one.

And yes, I was referring to that post. I just felt it would be silly to be forced to also mention that an army as 'smart' as you make them out to be would have this cool thing called a rear guard. Again, you can't ascribe both tactical brilliance and tactical stupidity in the same breath and still have any credibility.

You still haven't given anybody a decent excuse for using the fact that he looks like Mirande!Adonis to our powers as a means of locating him, which kills your 'we don't know where he is or how to find him' argument. We even have Word of God that we can easily match and defeat him in a duel just because of our recent upgrade, so an assassination would only improve those odds. Finally, just because our powers don't work on him doesn't mean they don't work on any of his underlings. Mind Edit will still work, and, in fact, it's the perfect means of finding him, since he'll be the only person who can see us.

And yes, while AN did compliment you looking at it from a different angle, he never spun what you said as a statement of fact, in fact, all he said was that we were going in without trying to speculate those situations and that you wildly overstepped in your assumptions without properly trying to derive a decent speculation of what they could actually do. Given the facts presented, it's highly unlikely that there is much, if any, internal dissent due to the structure of the group. Given the facts presented, it's unlikely that the Biomancer has developed his powers to the degree of actual shape-shifting rather than simply optimizing or altering an existing base. Given the facts presented, we can create a rough picture of what we're getting into. You, on the other hand, simply started ascribing random guesses and competence levels based on nothing but your own imagination and then puffed yourself up with the arrogant belief that you were 'accurately assessing the risks', when you were ultimately just trying to fearmonger people into sharing your opinions.

Yes, I was wrong, but as running in to attack him directly is so suicidally stupid that Mirande and everybody else at that strategy conference didn't even bring it up as a viable option, I can accept it easily. Besides, it's not all that relevant to the current direction of the discussion, namely, the competence level of the Biomancer and his people.
 
This is kind of off topic for the current conversation but I'd like to go back a couple days and get some clarification on our new and future powers.



Does invigoration have any affect on our ability to wield weapons? More specifically I mean the bigger squad based weapons like the EM SAW or the light autocannon or future use of something like a plasma cannon. Do these become more man portable to the new juiced up Mirande?

Basically it gives us a massive combat boost but what does it entail more fluff wise and what exactly is a feat of strength?

For the future powers I'm more wondering how far alter genetics goes. The CKII pool on genetic traits is not exactly a large one and while certainly battling mutations is a useful ability your mention of needing the greater version of the power to make ourselves a genius makes me wonder if you are strictly using the CKII pool our if you have some traits of your own up your sleeves.

For a character that is already quick needing 5 levels into a power to get the next level up on a trait seems slightly wasteful as far as personal benefits go.
I think that alter genetics would have been able to give us genius even if we didn't have quick. That said, I still don't think that Greater alter genetics is worth it, especially when Greater invigorate is there as an alternative.

And the curiosity about how strong we are now is certainly warranted.
@Academia Nut ? What would you say on how strong we are?
 
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