Turn 2.2 Results :
ganonso
Compulsive Quest Starter
- Location
- PACA France
Turn 2.2 Results :
Diplomacy: 93+25: 118
This place is strange. You are accustomed to the Imperial style where endless diversity expresses itself. There are millions of different cultures but even on military stations, they must be displayed in a show of might. Tau seem to have an allergy to figurative art. The walls are bare white with symbols in their crude writing. According to the Dialogus, these mean things like Unity and Pride. An attempt to support their godless society by replacing the light of the Emperor, beloved by all, by concepts. It shouldn't work and you have read the dissection reports on the troubling influence of the Ethereals caste. But enough with Tau deviancy. You are sure you are being led on, and strangely in a position where diplomacy can help you. Diplomacy with xenos. Alas these are the demands of duty.
"You are young." Not the most diplomatic beginning but you have a plan. "We see you are preparing to launch for the planet below." Is it the blue skin or the absence of nose who makes them so difficult to read? "We have our own ways to know what was out there and we have surely faced it before. Your empire is on the rise," and how it hurts to recognize it, "and there are things you yet ignore about the wider galaxy." You pause for emphasis. "Like the presence of mutations on the planets not explainable by standard genetics?" There you have it. The bedraggled diplomat's expression is recognizable now. Surprise and interest. He garbles something in his language and a voice answers through the comm the same. He takes a deep breath before extending his arms and make signs to follow you.
"Shas'O Brabaranth will receive you. We accept any help in the spirit it is offered and repay any treachery with the same." Well at least things are clear. You are taken to a place more recognizable. All command centers, from the crude Orks to the decadent Eldar look the same after all. People gathered around a holo-projector and the scenes in there make you understand why you were taken there.
On one screen you see the world, idyllic like they said Terra was at the beginning. There is a primitive stone castle overseeing the plains and an army ready to besiege it. You know them. You have seen them before and fought them. The creatures are strange. They could have looked like humans from afar but their skin is electric blue. Their head sprout both horns and a beak, and their muscled hands are clawed. Tzaangors. The progeny of the God of Sorcery. Mutants all and all breeding true. Unfortunately intelligent. Even as most bear only steel weapons, you see some busying themselves around a primitive cannon, the first on this planet apparently. Other hold long tubes you expect to be filled with flammable substances. If the world was alone, you have no doubt a horde in significant number could actually destroy it. Yet.
"I don't understand" you begin on a tone of false naivety. "I fought your forces before. You have the technology aplenty to slaughter these beasts. Even with their accursed brains, they are still at black-powder level."
The answer comes from an armored female Tau. You see only the faint hint of that in her features as she wears no helmet. "Indeed we have and we could. Yet the appearance of the horde was unforeseen and many of the mutants seem to have strange abilities." Yes that is called psychic powers or sorcery, and indeed it can be a problem. "Also they are not alone." Asteria rises a eyebrow at the notion and concentrates on other projection by the holo. And what you see is indeed much more worrying than a mutant horde.
At first, you cannot make out the details of the thing. It is a mass of protoplasmic flesh advancing on what appears to be a genuine Tau army. Blue light from their rifles and weaponry lit the air and scars the creature but such wounds regenerate in one instant. The massive blob continues to advance, creating limbs out of nowhere. This is bad. This is a daemon and one who cannot be sustained without a rift. The creature is accompanied by a horde of its lesser brethren but they are not important.
War: 24+93: 117
The Tau surprise you a bit. They haven't faced the Forces of Chaos in battle before according to all intel you have, but they retreat in good order, their units indicated on tactical display to launch in a series of feint meant to cut the daemons from one another and annihilate them. Against a mortal army such a strategy would have been devastating, against the NEverborn it keeps the retreat to become a rout. Until something even worse comes through. The holo, who had a perfect pristing quality to it, begins to sizzle and break down as something massive come into shape. The rune of the Great Mutator appears on the tactical display without any prompting and you keep yourself from shooting the computer right there. On the screen appears the shadow of two vast great bird-like wing whose feathers bear changing grinning faces. The thing to which they belong ressembles a hideous cross between a vulture, a giant, and a rotting corpse.
Lord of Change. Of the lesser neverborn of Tzeentch one of the greater. And they are manifold in powers and strategies. That is not good.
Now is the choice. Do you tell the xenos about the power of Chaos and build your strategy from that?
[] Tell everything you know. The Warp, the Ruinous Powers, the Daemons, the Warp Rift who is potentially sustaining the demonic invasion. Propose your help for assaulting the most fortified position as you know the most about the foe.
[] Feed deliberate false information to the Tau in hopes their forces are going to be killed, preparing for an Imperial take-over of the planet.
[] No you don't know anything about Chaos. Go back to the ship, descend towards the greatest concentration of forces, impose your help and begin the purge.
Diplomacy: 93+25: 118
This place is strange. You are accustomed to the Imperial style where endless diversity expresses itself. There are millions of different cultures but even on military stations, they must be displayed in a show of might. Tau seem to have an allergy to figurative art. The walls are bare white with symbols in their crude writing. According to the Dialogus, these mean things like Unity and Pride. An attempt to support their godless society by replacing the light of the Emperor, beloved by all, by concepts. It shouldn't work and you have read the dissection reports on the troubling influence of the Ethereals caste. But enough with Tau deviancy. You are sure you are being led on, and strangely in a position where diplomacy can help you. Diplomacy with xenos. Alas these are the demands of duty.
"You are young." Not the most diplomatic beginning but you have a plan. "We see you are preparing to launch for the planet below." Is it the blue skin or the absence of nose who makes them so difficult to read? "We have our own ways to know what was out there and we have surely faced it before. Your empire is on the rise," and how it hurts to recognize it, "and there are things you yet ignore about the wider galaxy." You pause for emphasis. "Like the presence of mutations on the planets not explainable by standard genetics?" There you have it. The bedraggled diplomat's expression is recognizable now. Surprise and interest. He garbles something in his language and a voice answers through the comm the same. He takes a deep breath before extending his arms and make signs to follow you.
"Shas'O Brabaranth will receive you. We accept any help in the spirit it is offered and repay any treachery with the same." Well at least things are clear. You are taken to a place more recognizable. All command centers, from the crude Orks to the decadent Eldar look the same after all. People gathered around a holo-projector and the scenes in there make you understand why you were taken there.
On one screen you see the world, idyllic like they said Terra was at the beginning. There is a primitive stone castle overseeing the plains and an army ready to besiege it. You know them. You have seen them before and fought them. The creatures are strange. They could have looked like humans from afar but their skin is electric blue. Their head sprout both horns and a beak, and their muscled hands are clawed. Tzaangors. The progeny of the God of Sorcery. Mutants all and all breeding true. Unfortunately intelligent. Even as most bear only steel weapons, you see some busying themselves around a primitive cannon, the first on this planet apparently. Other hold long tubes you expect to be filled with flammable substances. If the world was alone, you have no doubt a horde in significant number could actually destroy it. Yet.
"I don't understand" you begin on a tone of false naivety. "I fought your forces before. You have the technology aplenty to slaughter these beasts. Even with their accursed brains, they are still at black-powder level."
The answer comes from an armored female Tau. You see only the faint hint of that in her features as she wears no helmet. "Indeed we have and we could. Yet the appearance of the horde was unforeseen and many of the mutants seem to have strange abilities." Yes that is called psychic powers or sorcery, and indeed it can be a problem. "Also they are not alone." Asteria rises a eyebrow at the notion and concentrates on other projection by the holo. And what you see is indeed much more worrying than a mutant horde.
At first, you cannot make out the details of the thing. It is a mass of protoplasmic flesh advancing on what appears to be a genuine Tau army. Blue light from their rifles and weaponry lit the air and scars the creature but such wounds regenerate in one instant. The massive blob continues to advance, creating limbs out of nowhere. This is bad. This is a daemon and one who cannot be sustained without a rift. The creature is accompanied by a horde of its lesser brethren but they are not important.
War: 24+93: 117
The Tau surprise you a bit. They haven't faced the Forces of Chaos in battle before according to all intel you have, but they retreat in good order, their units indicated on tactical display to launch in a series of feint meant to cut the daemons from one another and annihilate them. Against a mortal army such a strategy would have been devastating, against the NEverborn it keeps the retreat to become a rout. Until something even worse comes through. The holo, who had a perfect pristing quality to it, begins to sizzle and break down as something massive come into shape. The rune of the Great Mutator appears on the tactical display without any prompting and you keep yourself from shooting the computer right there. On the screen appears the shadow of two vast great bird-like wing whose feathers bear changing grinning faces. The thing to which they belong ressembles a hideous cross between a vulture, a giant, and a rotting corpse.
Lord of Change. Of the lesser neverborn of Tzeentch one of the greater. And they are manifold in powers and strategies. That is not good.
Now is the choice. Do you tell the xenos about the power of Chaos and build your strategy from that?
[] Tell everything you know. The Warp, the Ruinous Powers, the Daemons, the Warp Rift who is potentially sustaining the demonic invasion. Propose your help for assaulting the most fortified position as you know the most about the foe.
[] Feed deliberate false information to the Tau in hopes their forces are going to be killed, preparing for an Imperial take-over of the planet.
[] No you don't know anything about Chaos. Go back to the ship, descend towards the greatest concentration of forces, impose your help and begin the purge.