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.

To my understanding, least mind edit works against willpower, not learning scores. Dogs are not terribly intelligent, and yet are permitted to roam freely in many sentry environments. A competent supervisor to a pack also mitigates the issues.

A rear guard is wonderful- it is also not anything like their entire force when attacking a major settlement and not expecting any kind of large additional force to jump them. Greengraft's weapons can overwhelm them, and that's if the force don't approach through the forest to begin with. The frontal armor of their most powerful known vehicle is vulnerable to weapons capable of being mounted in pairs on light mechs with cybernetically enhanced pilots or wielded on the shoulders of individual soldiers.

You are going to need to start providing citations. The post I recall is that he could no longer easily curbstomp Mirande in a fight, not that she could easily or even reliably beat him, and thousand-to-one odds is hardly a one-on-one fight to begin with. We also know from WoG that he keeps elites around him, for instance. You are going to push least mind edit through a camp of thousands of fanatics to get to the elites who are most likely near the leader in not just the hope, but the expectation that it is going to make you invisible to everyone but him? Mirande's reflections didn't help her make out his force distribution, much less his location before. We don't know that they are an accurate indication of his actual appearance, and actually have reason to suspect that they are not.

A bit of fearmongering is called for in a thread with the singular tag of "hubris". We have basically zero intel on this guy beyond the fact that he is the big bad we are facing earlier than expected and who is specifically designed to be as asymmetric as possible. We don't "likely" anything. The known unknowns here are huge, and the unknown unknowns are larger. That is not conducive to a special operation which is extraordinarily dangerous with good intelligence and preparation against mundane enemies.

The other strategists don't actually know about Mirande's ability to lead the landtrains at record speeds, and that is one alternative among several. The recovery operation isn't exactly appealing, but it is a lot less dangerous. Evacuating Indigo and Hammer's Rest to a fortified Shattersaw and then using the Confederacy's military and industrial advantages to confront him enhances Greengraft and plays to its known strengths over the opposing force's observed limits.
 
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To my understanding, least mind edit works against willpower, not learning scores. Dogs are not terribly intelligent, and yet are permitted to roam freely in many sentry environments. A competent supervisor to a pack also mitigates the issues.

A rear guard is wonderful- it is also not anything like their entire force when attacking a major settlement and not expecting any kind of large additional force to jump them. Greengraft's weapons can overwhelm them, and that's if the force don't approach through the forest to begin with. The frontal armor of their most powerful known vehicle is vulnerable to a weapon capable of being mounted in pairs on light mechs with cybernetically enhanced pilots.

You are going to need to start providing citations. The post I recall is that he could no longer easily curbstomp Mirande in a fight, not that she could easily or even reliably beat him, and thousand-to-one odds is hardly a one-on-one fight to begin with. We also know from WoG that he keeps elites around him, for instance. You are going to push least mind edit through a camp of thousands of fanatics to get to the elites who are most likely near the leader in not just the hope, but the expectation that it is going to make you invisible to everyone but him? Mirande's reflections didn't help her identify his force distributions, much less his location before. We don't know that they are an accurate indication of his actual appearance, and actually have reason to suspect that they are not.

A bit of fearmongering is called for in a thread with the singular tag of "hubris". We have basically zero intel on this guy beyond the fact that he is the big bad we are facing earlier than expected and who is specifically designed to be as asymmetric as possible. We don't "likely" anything. The known unknowns here are huge, and the unknown unknowns are larger. That is not conducive to a special operation which is extraordinarily dangerous with good intelligence and preparation against mundane enemies.

The other strategists don't actually know about Mirande's ability to lead the landtrains at record speeds, and that is one alternative among several. The recovery operation isn't exactly appealing, but it is a lot less dangerous. Evacuating Indigo and Hammer's Rest to a fortified Shattersaw and then using the Confederacy's military and industrial advantages to confront him enhances Greengraft and plays to its known strengths over the opposing force's observed limits.
Except the mutants have five willpower.

The rear-guard can mobilize, and while we're busy trying to clean up on that, the rest of his vehicle fleet has turned around and will be driving straight at our trains, which, aside from mechs, are the only things capable of mounting our field guns. What's worse, for every mech and train we lose, it becomes exponentially more difficult to destroy the greater than two dozen war rigs he has. We brought mechs as heavy support with a single howitzer, so it's highly unlikely we have more than perhaps 10 field guns, and beyond that everything else is man-portable, and thus considerably less capable of downing the rigs.

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.
Is that citation enough? He's not even particularly sure if the 'curbstomp' was intended to be specifically for Mirande vs Immortan or his entire personal guard/army at once while wounded with no vehicle. His entire army is on drugs, which one can assume causes at least some penalty to willpower, even if their best are comparatively less high than the rest. The average person only has a willpower in the mid-high 10's, with insanely exceptional characters like Dia having only 25. To compare, we could probably say the crazy torture rapist guy is Dia-equivalent, and nobody else will have more than 25 willpower to our 53. @Academia Nut Are there penalties applied to using Least Mind Edit on larger numbers of people at once? Is Mind Edit based on comparative or flat willpower for purposes of 'forgetting presence'?

So because the thread is tagged hubris, that makes it okay to stoop to fearmongering? You do realize that your own fearmongering and assumptions themselves are also hubris, right? You puff out your chest and say 'well obviously I'm right and you're wrong, my plan is sure to work because they're stupid, your plan is sure to fail because they're brilliant.' With the information we actually have, we can assess his general strength, general abilities, and the general landscape of his civil organization to a pretty good margin. You, on the other hand, are blowing all of these factors out of proportion to the things we know to the point that your assumptions are no longer just speculation, but contradictory to some of the information we already know, and even some of your other assumptions as seen with your blatant dismissal of the disparity in military competence between your assessments of your idea vs the assassination.

Yes, nobody but Dia and Mirande know, yet neither of them brought it up as a viable option, maybe their 50+ and 30+ martial stats have something to do with that? Like, say, that it's a strategically foolish choice and they're trained to recognize it? As for evacuating an entire hub city and a highly developed community at once into our polity, we're going to tank hydroponic food production in the process, overharvest sap for another food crisis, and rapidly begin to experience issues in terms of starving ourselves out of our own siege plan, if they even choose to go with us in the first place. Remember, these guys are their own independent polities, and just because we say 'you should move over here, because we're better', doesn't mean they'll actually do it.
 
Except the mutants have five willpower.

The rear-guard can mobilize, and while we're busy trying to clean up on that, the rest of his vehicle fleet has turned around and will be driving straight at our trains, which, aside from mechs, are the only things capable of mounting our field guns. What's worse, for every mech and train we lose, it becomes exponentially more difficult to destroy the greater than two dozen war rigs he has. We brought mechs as heavy support with a single howitzer, so it's highly unlikely we have more than perhaps 10 field guns, and beyond that everything else is man-portable, and thus considerably less capable of downing the rigs


Is that citation enough? He's not even particularly sure if the 'curbstomp' was intended to be specifically for Mirande vs Immortan or his entire personal guard/army at once while wounded with no vehicle. His entire army is on drugs, which one can assume causes at least some penalty to willpower, even if their best are comparatively less high than the rest. The average person only has a willpower in the mid-high 10's, with insanely exceptional characters like Dia having only 25. To compare, we could probably say the crazy torture rapist guy is Dia-equivalent, and nobody else will have more than 25 willpower to our 53. @Academia Nut Are there penalties applied to using Least Mind Edit on larger numbers of people at once? Is Mind Edit based on comparative or flat willpower for purposes of 'forgetting presence'?

So because the thread is tagged hubris, that makes it okay to stoop to fearmongering? You do realize that your own fearmongering and assumptions themselves are also hubris, right? You puff out your chest and say 'well obviously I'm right and you're wrong, my plan is sure to work because they're stupid, your plan is sure to fail because they're brilliant.' With the information we actually have, we can assess his general strength, general abilities, and the general landscape of his civil organization to a pretty good margin. You, on the other hand, are blowing all of these factors out of proportion to the things we know to the point that your assumptions are no longer just speculation, but contradictory to some of the information we already know, and even some of your other assumptions as seen with your blatant dismissal of the disparity in military competence between your assessments of your idea vs the assassination.

Yes, nobody but Dia and Mirande know, yet neither of them brought it up as a viable option, maybe their 50+ and 30+ martial stats have something to do with that? Like, say, that it's a strategically foolish choice and they're trained to recognize it? As for evacuating an entire hub city and a highly developed community at once into our polity, we're going to tank hydroponic food production in the process, overharvest sap for another food crisis, and rapidly begin to experience issues in terms of starving ourselves out of our own siege plan, if they even choose to go with us in the first place. Remember, these guys are their own independent polities, and just because we say 'you should move over here, because we're better', doesn't mean they'll actually do it.

His army's doctrine is along the lines of "point and take off the leash". We have seen no indication that it is going to be able to reform and wheel about in short order, especially once it has dissolved into a looting mess. The mechs are capable of mounting two field guns each, each of which is a high ROF automatic weapon when the comparison to the armor was made against one round. The soldiers are individually capable of carrying missiles, which were described as comparable to the field guns in the same quote. If we did strike during the attack his reorienting army would be exposing itself to the pissed off locals of the largest hub city and former Authority base on the planet. That's assuming that the army and leader notorious for going offroad actually fought them on a single front on even ground the war rigs could operate on.

He's not particularly revealing about what was said, which is perfectly reasonable for OOC information. What is being established is a very large range of possibilities. You assume that a drug specifically intended to produce fanaticism creates a penalty to willpower. You assume that least mind edit is going to let you ghost through thousands of people of varying willpower without pushing or even using it unfettered, because warp phenomena have a way of setting off alarms.

Where did I guarantee success, and where did I base it on their intelligence? We have observed them operating under a particular system which is good at some things and bad at others. Strategic flexibility or complex tactical flexibility and coordination are some of the things we have reason to suspect that they are not terribly impressive at. Detecting and mobbing intruders? Not so much. Our ignorance in regards to their conventional combat capabilities is much smaller than our ignorance with regards to their internal security and organization, or even what the target looks like. We have, at best, a lower bound for his personal abilities and his general camp security, with no information on his personal security.

Dia may not even know. The last time she saw Mirande she had a split-second of precognition. Mirande may not even have consciously realized it yet. Falling back to Shattersaw is one of the explicit options given. Let hydroponics tank. Greengraft has had the ability to feed 8 people per untrained laborer from the forest alone for ages. When have we ever "overharvested" sap? Sap can be stored, and stockpiles have gotten Greengraft through firestorms before. Put extra workers on stockpiling. All of that assumes they don't have useful equipment to bring back with them. Then there's the potential of just leaving them. The enemy clearly doesn't know where they are since he went for Blackthorn first, and the other place he knows has a treasure is Shattersaw, so that is his next most likely target and at the end of the day Greengraft doesn't owe these people anything if they're too stubborn to move.
 
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Well...now that we're going the assassin route I'm not sure whether to be excited or just prep for the inevitable "face meets orbital sander" event. I suppose I look forward to seeing how much shenanigans are going to come out of this one but considering the preface that the biomancer has powers that while may not be as directly powerful as our MC's are in potentially opposite/nullifying capability I just get worried as heck. Hmm...though was this opposite capability pre- invigorate and fortune or post?

Oh well. I don't suppose one of these days we can mount the Age of Strife equivalent of a GAU-8 onto our Ukkos by any chance?
 
His army's doctrine is along the lines of "point and take off the leash". We have seen no indication that it is going to be able to reform and wheel about in short order, especially once it has dissolved into a looting mess. The mechs are capable of mounting two field guns each, each of which is a high ROF automatic weapon when the comparison to the armor was made against one round. The soldiers are individually capable of carrying missiles, which were described as comparable to the field guns in the same quote. If we did strike during the attack his reorienting army would be exposing itself to the pissed off locals of the largest hub city and former Authority base on the planet. That's assuming that the for and leader notorious for going offroad actually fought them on a single front on even ground the war rigs could operate on.

He's not particularly revealing about what was said, which is perfectly reasonable for OOC information. What is being established is a very large range of possibilities. You assume that a drug specifically intended to produce fanaticism creates a penalty to willpower. You assume that least mind edit is going to let you ghost through thousands of people of varying willpower without pushing or even using it unfettered, because warp phenomena have a way of setting off alarms.

Where did I guarantee success, and where did I base it on their intelligence? We have observed them operating under a particular system which is good at some things and bad at others. Strategic flexibility or complex tactical flexibility and coordination are some of the things we have reason to suspect that they are not terribly impressive at. Detecting and mobbing intruders? Not so much. Our ignorance in regards to their conventional combat capabilities is much smaller than our ignorance with regards to their internal security and organization, or even what the target looks like. We have, at best, a lower bound for his personal abilities and his general camp security, with no information on his personal security.

Dia may not even know. The last time she saw Mirande she had a split-second of precognition. Mirande may not even have consciously realized it yet. Falling back to Shattersaw is one of the explicit options given. Let hydroponics tank. Greengraft has had the ability to feed 8 people per untrained laborer from the forest alone for ages. When have we ever "overharvested" sap? Sap can be stored, and stockpiles have gotten Greengraft through firestorms before. Put extra workers on stockpiling. All of that assumes they don't have useful equipment to bring back with them. Then there's the potential of just leaving them. The enemy clearly doesn't know where they are since he went for Blackthorn first, and the other place he knows has a treasure is Shattersaw, so that is his next most likely target and at the end of the day Greengraft doesn't owe these people anything if they're too stubborn to move.
So what you're saying is that in settlements their strategy is 'sic em boy' and that their strategy in the tunnels with dozens of war rigs is also 'sic em boy'? Do you have any idea how mentally handicapped a commander would have to be to use the exact same strategy in a navel battle that he would use in a land battle?

Yes, I have every right to believe that the combat drug equivalent to seratonin and/or norepinephrine would make them have willpower penalties. Do you really think being high is conducive to making concerted mental efforts? Yes, I did think that least mind edit will do what it says on the tin, my apologies for assuming that the power would have it's stated effects, man I feel dumb. How in the hell did you get the idea that we'd have to use a least power unfettered? Are you off your freaking goard?

There you go, making baseless assumptions again. Read above for your assumptions on their intelligence, of course, the first paragraph covers that blunder quite well. Tell me, what have we actually observed as to their combat strategy? We encountered them a whopping two times, the first was a scavenging crew during mop-up, and the second was in a 1 vs a lot fleeing fight with an unarmored, barely manned vehicle. The fact that you can sit there and speculate their strategy from this tells me you really aren't thinking your guesses through very well. So, due to that, our ignorance of both their strategic ability AND their personal level security is both nearly 0, but we can extrapolate more for personal security based on what we know than we can from strategic ability.

Dia not knowing is a red herring, and you're trying to use it to distract from actual debate. As for your other statement, we haven't overharvested sap yet, but you intend to nearly double our immediate population in the span of a few weeks. Eventually the trees will be tapped out, and we'll have to make ever-expanding rings of collection to top off stored food. The idea isn't sustainable or even feasible, as we'd have to transport thousands of people, after first dropping our own soldiers off at Shattersaw, in less than six weeks if the speed of the biomancer is any indication. We don't even know if we have the infrastructure to support that many people that quickly.

And hey, let me toss this at you. While we don't know their military strategy at all, we also don't know the full extent of their forces. I could speculate that he only brings out 60-70% of his forces in any given raid while leaving the rest to protect the vehicles, and we wouldn't know at all. I could speculate that he has even weirder mutant soldiers that will have regenerative properties strong enough that we'd need to explode or burn them to get rid of them. Care to argue against that? You can't, because it's baseless speculation that nothing can prove or deny, like most of your own arguments, and as such, should not be considered with much weight compared to speculation derived from what facts we have.
 
29.16
[X] Attempt an assassination (1.3x)

"We've got to stop him hard and fast. A military expedition would be playing catch up and there is the risk of getting caught out of position. Admittedly, its a risk to them too, but we have limited air lift. That means dropping light and lethal assets in," you state, pointing things out.

"Which means you," your mother states, with a mixture of pride, worry, and annoyance.

You nod and then say, "I think Mag and I are probably among the most dangerous people on the planet, and we can work well together. For an assassination mission we should be overkill."

Colonel Hammer seems skeptical, but Director Reno just snorts and says, "Having seen you in action with a broken arm and broken ribs, let me just state that I am thankful you're friendly. No offence Colonel, but I would go back on our defence agreement in a heartbeat if I was told it was that or have her coming for me."

At that Hammer just raises an eyebrow and then says, "It seems the reports were not quite such an exaggeration, considering that I know you wouldn't say such things frivolously."

Your mother just frowns but nods and says, "We can make the arrangements. Also, before you go, we've managed to get together an arrangement with Major Danzig. While he's not quite willing to accept that the Authority is gone, he has given us limited access to the codes for the communication satellites. We'll print out a phone for you to use for the purposes of calling for assistance or retrieval if you end up outside the intended operational zone. I already know that you know, but I do have to say that this is only to be used responsibly since we're technically being given a favour by a sovereign power."

"Gotcha," you state.

Rolled 91 + 43 + 18 = 152
Superior success!

Your preparations don't take long as you and Mag are already almost prepped to go, although you do get a new set of carapace armour for you and some proper leaf armour for Mag. You also load up on weaponry in the form of pistols and carbines for the both of you and more ammunition for your anti-materiel rifle. You suspect you may not get good use out of the big rifle since you haven't been able to confirm that your target ever leaves the tunnels and into places where it might be useful, but in terms of assassination plans, sniping is definitely preferred. You've even brought scopes for the carbines to improve your mid-range punch a bit.

Fortunately this quick loading gives you one hell of an advantage: you're able to drop into the city currently being sacked, one of the Ukkos being in between its repair cycle and thus able to quickly ferry you two to the forest of the hub city where the fires still burn, its bounties still being gathered up and hauled off.

The thought occurs to you that the sick fuck is likely getting his jollies off in this place right now. You'll kill him if you think you can do it without compromising the much more important task of finishing off his boss.

The city appears ugly in your senses, a giant ball of suffering and death, and it makes you want to explode, but you just take all of that rage and carefully tend to the fires of your soul.

You're pretty impressive for being able to do that, you know? Still... does this place make your soul itch?

Sensation
Rolled 18 + 106 = 134
Kind of...

Chance
Rolled 50

Kind of. There's... well, there's a lot wrong out there, but there is certainly something odd.

Be wary. There are things in motion in this place that are liable to strike from unwary angles.

You nod quietly at the advice as you infiltrate inside the city, watching the masses carry off anything that looks important. There is also a huge amount of scrap being moved and thrown in a pile... presumably the shifts stuck on the worst part of salvage duty will go over it for a few days after the main force has gone on to sort through for anything of actual, significant value. Fortunately primary combat has already declined and between the skills you and Mag possess and your ability to cloud the minds of pretty much everyone you encounter, this makes it a breeze to just ghost through the ruins of the city.

You're somewhat surprised by the number of times Mag rather ruthlessly knifes someone. While he hasn't started to burn in the Warp, he is definitely smouldering and its... something to see his temper actually bubbling up. Outside of combat he's normally half-feral but well meaning in his interactions and inside combat he's like a force of nature, but in this in between state you get to see more of his actual emotional response. The thoughts bubbling at the top of his head are dark ones, memories of friends and loved ones lost to raids similar in tone if not in scale. Occasionally other faces will transpose themselves on his targets in the moment before the kill, old enemies long since dispatched returned to haunt him and be killed anew vicariously.

Eventually though you find someone important looking. Glancing at his bodyguards, you just look at Mag and say, "Stay here until the really obvious signal happens."

Mag just nods in ascent as you walk out into the open towards the group, who are doing their own thing, utterly oblivious to your presence due to your clouding of their minds. Standing right next to their leader, you drop the telepathic jamming you have set up and replace it with a telepathic shriek to blast all of their minds.

Rolled 13 + 103 + 60 P + 10 D + 10 F + 10 WC - 20 K = 189
Crappy roll, but no way in hell for them to shrug that off

Everyone collapses into a heap, with you catching the leader. Mag comes up and quickly helps you drag him off into a nearby building, where you then go out of your way to find some place out of the way to then rip his mind apart for information.

You feel no particular need to be gentle.

While the information is corrupted with regards to the leader, you still pick up an immense amount of information, as you had been trying to gather all those months ago. Bits and pieces about the hierarchy and structure of the group. Probably the biggest one is that their raiding schedule is primarily set by a need for maintenance of their vehicles rather than a need to gather resources. There are always groups going back and forth from the main war parties to the tertiary settlements they are continuously passing. Whenever they need to stop their rigs to do regular maintenance, that's when they stop to do an in-depth raid. These means that inside the tunnels they are stopped for a few days. This is also the time when their leader, the Ordained One, does the majority of his 'punishments and blessings'.

You now have a solid reason for why the salvage team held you in religious awe: the Ordained One has created a cult of mutation. Even the savage beasts you fought are held in immense regard, in that their bestial minds are seen of as being part of a punishment where their sins are forced to manifest, thus purifying their souls at the cost of their conscious minds. You're fairly certain that their leader is just fucking up when he's not fucking around. Those accused of any of a long list of 'sinful' or 'traitorous' behaviours seem to receive no concern with whatever the psyker does to them, while those who were being rewarded and things went wrong are probably mistakes that get passed off as 'hidden sins being revealed'.

While you are fairly certain at least some of this is what could be termed faith, you are fairly certain that the whole thing is held together by a combination of the average person being high and pretty much everyone terrified of what happens to those who piss off the guy in charge. Speaking of which, while there are a number of mundane drugs - including industrial solvents for inhalation - the primary one is called Manna and it is both highly addictive and causes what are potentially telepathic bonds of loyalty and trust towards the Ordained One. You're not entirely sure what is going on, but it somehow involves brain matter and food going into a large cargo truck that serves as the Ordained One's personal transport and a steady supply of the incredibly potent Manna coming out for the masses. After even a day without it people become violent towards each other and desperate towards their supplier for the drug. The majority of the higher ups are not on the drug, but they are also under close scrutiny and have the gift of mutation dangled above their heads as carrot and stick. Impress and you'll be rewarded with (hopefully) beneficial mutations, perform poorly or traitorously and you'll get to be the next front line assault mutant.

Of course, what this all means is that the Ordained One is going to be accepting fealty and performing miracles and dishing out punishments in the tunnels nearby until they move on to the next target - Black Thorn is their intended next stop by all accounts - which should be within the next day. All you need is to grab a vehicle and head on over. Easy enough. You probably won't have line of sight with the EM-AMR, but even at extreme range a shot might present itself. More easily, you can probably infiltrate a lot further forward with the carbines and still have an excellent shot, although they do the least amount of damage. Finally, you could get dangerously close and attempt to stab him with your sword and make sure he dies and stays dead.

While its not a problem with the sword, if you are going for the ranged option you should also figure out whether to aim primarily for the head or the heart. The heart is the easier target, but if he can sculpt flesh you want to make sure he is dead before he knows what is going on and can potentially heal himself.

Plan of attack...
[] Extreme range, EM-AMR (1x)
-[] AMR - Head (0.8x)
-[] AMR - Heart (1x)
[] Medium range, carbines (1.2x)
-[] C - Head (1.2x)
-[] C - Heart (0.9x)
[] Close range, Memento Mori (0.9x)
 
First impressions:
Head is completely necessary if we try to do this with a gun, as he's unlikely to have evolved his powers to be able to restore his brain solely through the use of his soul still being partially attached to his body. Memento Mori is vastly preferred to any other attempt on the guy's life if we can help it for obvious reasons. We have the advantage of maybe being able to bullshit our way right up to him by playing the 'swearing fealty' card, which makes MM pretty damn feasible even if we choose to go in loud and proud.

I will need time to consider, however, as it's still a really difficult choice.

Edit: Forgot to account for exit strategies. MM will be harder to get out of the thick of it with unless we do particularly well with either fear rolls or initial escape rolls. The guns are much easier to bug out with after using, but run the greater risk of not actually killing the guy.

Again: Figure I'll placehold my vote with what amounts to the choice with the highest chance of success if we actually get a shot at using it on him.

[X] Close range, Memento Mori (0.9x)
 
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Hard to choose really since we have no idea what relic he picked up from location 2, for all we know it was a shield unit.

[] Extreme range, EM-AMR (1x)
-[] AMR - Head (0.8x)
-[] AMR - Heart (1x)
A good choice but while Over kill is nice we can't know for sure if we will get the shot.

[] Medium range, carbines (1.2x)
-[] C - Head (1.2x)
-[] C - Heart (0.9x)
Small amount of damage for a Biomancer? hell no.

[X] Close range, Memento Mori (0.9x)
I really don't want to get into close range combat with this guy. Still it might be the best choice, i just wish we could use the EM-AMR as well.
Edit: Just had a thought, if we go the close range then when we kill him we could get our hands on the relics.
 
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[] Extreme range, EM-AMR (1x)
-[] AMR - Head (0.8x)

He's good, but unlikely to be able to heal off his head being splattered. On the other hand it's a tough shot even for us, and if it fails it means crossing an entire alerted camp to score a kill

Or

[X] Close range, Memento Mori (0.9x)

Absolutely certain kill. Sneak up while they hadn't noticed us yet, and obliterate his soul.
Also certain to make Kehbon happy about the method.

I don't think heart shots or the carbine do enough damage to confirm a kill here.

You nod and then say, "I think Mag and I are probably among the most dangerous people on the planet, and we can work well together. For an assassination mission we should be overkill."

Colonel Hammer seems skeptical, but Director Reno just snorts and says, "Having seen you in action with a broken arm and broken ribs, let me just state that I am thankful you're friendly. No offence Colonel, but I would go back on our defence agreement in a heartbeat if I was told it was that or have her coming for me."
Heh. Anyone watching THAT crazy train fight would have had second thoughts about taking us.
Crappy roll, but no way in hell for them to shrug that off
Woo, the power of throwing a shitton of bonus at it.
You now have a solid reason for why the salvage team held you in religious awe: the Ordained One has created a cult of mutation. Even the savage beasts you fought are held in immense regard, in that their bestial minds are seen of as being part of a punishment where their sins are forced to manifest, thus purifying their souls at the cost of their conscious minds. You're fairly certain that their leader is just fucking up when he's not fucking around. Those accused of any of a long list of 'sinful' or 'traitorous' behaviours seem to receive no concern with whatever the psyker does to them, while those who were being rewarded and things went wrong are probably mistakes that get passed off as 'hidden sins being revealed'.
That...sounds rather like a Nurgle/Slaanesh cult's makings.
Speaking of which, while there are a number of mundane drugs - including industrial solvents for inhalation - the primary one is called Manna and it is both highly addictive and causes what are potentially telepathic bonds of loyalty and trust towards the Ordained One.
Dafug does that work?
 
[X] Medium range, carbines (1.2x)
-[X] C - Head (1.2x)
If it doesn't finish him off, one of us will probably close to engage.
 
Speaking of which, while there are a number of mundane drugs - including industrial solvents for inhalation - the primary one is called Manna and it is both highly addictive and causes what are potentially telepathic bonds of loyalty and trust towards the Ordained One. You're not entirely sure what is going on, but it somehow involves brain matter and food going into a large cargo truck that serves as the Ordained One's personal transport and a steady supply of the incredibly potent Manna coming out for the masses.
Okay, two things.
1.) I chose a really bad time to have eaten to my fill. Urgh.
2.) Brain matter. And "potentially telepathic bonds". I don't like the sound of this -- hopefully this guy doesn't have a 'cheating death' ability like the Archduke. Also hopefully he won't explode into demons.

Still, the Archduke had clones of himself and hive-minded. This guy's minions don't seem to be anything like that, we've been killing a lot of them and they haven't raised an alert or anything, and we literally just mind-delved a guy -- I think we would have noticed if there was some sort of connection of any sort.

So it's probably just really icky. (See point #1.)
 
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