Let me clarify. This is preparation with what you currently have for the skirmish.

The Defense promised is for your tribe proper. You are going out to attack the enemy right now.

They have not hit you.

The Cult Mechanicus is also under separate command hence, a separate battlegroup.

They are allies, not army in this. They are staying back to fortify the position.

Yes, but I thought that what we'd purchased from the Mechanicus was a full set of equipment to arm and equip our tribe with:

My departure is imminent. My claim to the title of Fabricator General of Milhand cannot be ignored, and my presence is required there. However, your offer is too significant to dismiss entirely. An alternative must be found."

He turned back to his holographic display, inputting a series of complex commands. "While I cannot remain, I can leave behind resources that may aid you. A contingent of Skitarii grade weapons, full equipment and battle ready components will be at your disposal.

Your Tribe will be equipped with Advanced Arms and Armor, Skitarii weapons. Thalissah did a good job of training the Tribe so they can make use of the Weapons with no additional training needed and they can be modified by the Archmagos so normal people can use them.

We also have Thalassa's skitarii, who are a separate allied force, but based on the above I thought that Zabius himself had left with his troops but left a load of weapons and other gear behind to arm and equip our tribe with when we went out to battle.
 
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Yes, but I thought that what we'd purchased from the Mechanicus was a full set of equipment to arm and equip our tribe with:





We also have Thalassa's skitarii, who are a separate allied force, but based on the above I thought that Zabius himself had left with his troops but left a load of weapons and other gear behind to arm and equip our tribe with when we went out to battle.
Ah. A few reasons for this.
1. The equipment is being produced.
2. You do not want to tip them off right away.
3. This is just z skirmish to delay and bloody them, not kill them.

There are a few others, but you are not using your good stuff as you want to keep it in reserve.
 
Ah. A few reasons for this.
1. The equipment is being produced.
2. You do not want to tip them off right away.
3. This is just z skirmish to delay and bloody them, not kill them.

There are a few others, but you are not using your good stuff as you want to keep it in reserve.

Not sure surprise is worth it in that case. Someone might get shot and killed wearing chainmail when they could have high tech armor that would take the shot and for what? So the Chaos Warriors do not see we have tech with their own eyes? They have diviners and for that matter demons, there is no way to hide the transfer of that much military tech from de-materialized imps. If we are not planning to kill them wouldn't it be better to send just the heroes and leave the squishy tribal warriors, in what is right now, barely more than medieval gear behind?
 
Ah. A few reasons for this.
1. The equipment is being produced.
2. You do not want to tip them off right away.
3. This is just z skirmish to delay and bloody them, not kill them.

There are a few others, but you are not using your good stuff as you want to keep it in reserve.

Are we also keeping Dharok and our power armour in reserve?

If we're looking to shock and awe them in a decisive battle to break their faith in the Covenant's pantheon I can see that possibly making sense. If the idea is to try to demonstrate that we have and can offer true power rather than the cursed scraps offered by Chaos then hitting them with everything all at once as a show of force with maximum surprise to create a wedge for social attacks to work I can see the point.

I'm not sure Dharok would be so keen.

If we are doing this, risking our force's lives by hiding our true strength, then we should probably do all we can to make sure they come home.

If we can offer them mutations ahead of the skirmish, that makes me much more in favour of Regeneration. If that's possible it impacts on what we'd bring with us, as they'd have much less need of conventional medical supplies to tear injuries. We only have a few dozen fighters, so over the course of a few weeks we should be able to afford the essence.
 
Not sure surprise is worth it in that case. Someone might get shot and killed wearing chainmail when they could have high tech armor that would take the shot and for what? So the Chaos Warriors do not see we have tech with their own eyes? They have diviners and for that matter demons, there is no way to hide the transfer of that much military tech from de-materialized imps. If we are not planning to kill them wouldn't it be better to send just the heroes and leave the squishy tribal warriors, in what is right now, barely more than medieval gear behind?
To answer this, your encampment is warded and protected. So they do not know. As for the tech, they know but not to what extent.

Also, do not underestimate them. As I said, this is a skermish to bait out secrets, both yours and theirs. You do not know their capacity and they do not know yours.
Are we also keeping Dharok and our power armour in reserve?
This is a lightning raid and neither side has full intel on the other.

You CAN try and socialise them. You CAN use your advance tech on them. There is nothing stopping you. But expect there to be consequences for doing so. It can be good, or it can be bad.

It will be on you.

The Next turn is the skermish plan turn, so you can write in what you want to do, how you want to do and what and who to take with you, but as I said, there will be consequences.
 
Not sure surprise is worth it in that case. Someone might get shot and killed wearing chainmail when they could have high tech armor that would take the shot and for what? So the Chaos Warriors do not see we have tech with their own eyes? They have diviners and for that matter demons, there is no way to hide the transfer of that much military tech from de-materialized imps. If we are not planning to kill them wouldn't it be better to send just the heroes and leave the squishy tribal warriors, in what is right now, barely more than medieval gear behind?

To be fair, even if a diviner has a vision of the gear or a daemon sees it; they may well not have the knowledge to understand quite how devastating a full set of skitarii gear is compared to what they're used to, or may be so high on their own supply of chaos blessings that they think they're just that good and overestimate themselves.

In that case best to hit them with all our unexpected or underestimated advantages all at once to puncture their hubris.
 
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If we want to figure out what surprises they have planned we could just pull a Fan Morgal Special on their leader. Get within line of sight (we can use some of those telescopes and spyglasses), use ANALYTICAL MODELING INTUITION and ask 'What unpleasant surprises do you have for us?' I'm sure they have great willpower, maybe even a ten, we have willpower to spend and CCC, that gives us two successes guaranteed. Unless the base roll would have been a double botch we are guaranteed to make it and just have his battle plan rolled out in front of us. Heck even if we do not get in range of their commander, find an officer, most of them will know some details.
 
Ok, so; if we go for a plan to bait our enemies into a false sense of superiority we can then decisively shatter later, what do we need?

Firstly; we want to avoid taking casualties. That means direct engagements should be minimised and when we attack it should primarily be with sorcery rather than conventional weapons,

Secondly, our fighters have TDC. That means we're particularly good at hit and fade attacks from the desert. Strong resistance/immunity to environmental damage also means that tactics like raising an intense sand storm that would blind, deafen and strip exposed skin from a normal person will have little effect on us but is likely to have much more o( an effect on most of them.

That means that if they send out patrols to forage we should be able to raise sandstorms and bushwack them for within cover of them. If they pull back patrols we can do the same to people on the edges of their army as they advance or camp at night.

Depending on how bold we're feeling we could also try to incapacitate our targets using MHM and drag them back to our warded home so Lorgar can convert them using Dharok as a demonstration of why they re better off renouncing Chaos. Without Ebon Dragon charms we can't go full horror movie, but we can still give it a pretty good go.

Even if we can only turn a few, having old comrades who mysteriously vanished suddenly turn up on the enemies side in the decisive battle would be another blow to morale.

Together, that suggests to me that the main thing we want to bring our people along for isn't to go out and fight, it's too serve as ritual assistants for sorcery, if they can, to scout out the location of enemies, and to drag any captives back home.

That suggests weapons and armour and medical supplies are less important than navigation tools, sorcery supplies, etc
 
If we want to figure out what surprises they have planned we could just pull a Fan Morgal Special on their leader. Get within line of sight (we can use some of those telescopes and spyglasses), use ANALYTICAL MODELING INTUITION and ask 'What unpleasant surprises do you have for us?' I'm sure they have great willpower, maybe even a ten, we have willpower to spend and CCC, that gives us two successes guaranteed. Unless the base roll would have been a double botch we are guaranteed to make it and just have his battle plan rolled out in front of us. Heck even if we do not get in range of their commander, find an officer, most of them will know some details.
This can work certainly, and I did include spyglass in the requisition for this very reason, but keep in mind that chaos is inherently.....well chaotic. Meaning you can expect the various factions to have their own plans, backstabbing plans etc.

In short, the chaos horde is not a unified and disciplined enemy. For good and for ill.
 
This can work certainly, and I did include spyglass in the requisition for this very reason, but keep in mind that chaos is inherently.....well chaotic. Meaning you can expect the various factions to have their own plans, backstabbing plans etc.

In short, the chaos horde is not a unified and disciplined enemy. For good and for ill.

Combined with my proposal to kidnap/vanish people, if we use AMI to gather intelligence on the horde's internal divisions we could target who to disappear to exacerbate them.

Knowing this might also help with attempts to turn individual captives during the skirmishing phase and perhaps make it easier to persuade entire factions to defect in the decisive battle.
 
I just found a gift that might be worth taking as a Mutation:

Iron Resolve

Rank 1 Stargazer Gift
Through the blessings of the spirits, the Stargazer's resolve is tempered like steel, allowing great feats through application of sheer will. An ancestor-spirit teaches this Gift.
System: Once per scene, the Stargazer may spend one Willpower to gain two automatic successes on an action, rather than one.
Source: 20th Anniversary Edition

This is strong even normally for the Garou, but for us with CCC... one gets you two, which means that two gets you four. This is powerful in combat when we need/want multiple successes on high DC rolls, but even more so when the roll are spaced out no more than one per scene like with crafting.

And also this thing is cheap, Level 1 Gift means Level 2 Mutation, which is 6 XP, less than a favored charm.
 
That's interesting if we can safely get Gifts as mutations.

From what we were told before we can't grant Gifts to other people until we have an Inner World, but that's slightly different.

In terms of Willpower related things we can get, I'd be tempted by the following:

Article:
True Love (4 points)
Despite the bleakness of the world and the alienation that most mages suffer, your character has discovered a true love. Such love gives hope and inspiration in the face of even the greatest difficulty, for it is a sign that the world is not totally devoid of higher, purer powers. You gain one automatic success on all Willpower rolls, which can only be negated by a botch. On the other hand, you probably have to spend time rescuing your true love from danger or questing to find him or her again.

Article:
Code of Honor (2 points)
Your mage has some personal ethic or code of honor, above and beyond the teachings of Tradition, by which she lives. This code guides her actions, promotes higher standards and gives a clear ethical path. Your mage's belief in and struggle to uphold this code grants you two additional dice to all Willpower rolls when he acts in accordance with this code or when resisting some compulsion that might force him to violate the code. You should work with the Storyteller to describe and flesh out the code. Note that if your mage does not uphold the code and ponder its impact on his lifestyle regularly, this merit may be revoked.


Both strongly character affecting, and we'd need to have Fan meet someone new after mourning his wife (which isn't impossible) and carefully pick a code that would be relatively achievable (something about making the galaxy a better place and opposing the Chaos Gods?)

I think we roll Willpower for Sorcery, and we certainly do for MHM and CCP.
 
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There are also gifts for WP recovery - really good WP recovery, without any inconvenient triggers. Given how our kit is a little WP hungry, those could be good.
 
There are also gifts for WP recovery - really good WP recovery, without any inconvenient triggers. Given how our kit is a little WP hungry, those could be good.

Yeah

Article:
Strength of Purpose
Rank 2 Philodox Gift / Rank 2 Croatan Gift / Rank 2 Get of Fenris Gift (Camp: Fangs of Garm)

Some Garou feel so strongly about their place in the pack, the tribe and the world that they can draw on this resolve in times of need. The Philodox can pull new resolve from his deepest reserves. A wolf-spirit teaches this Gift.

System: Once per scene, the player may roll Stamina + Rituals (difficulty 7). For every two successes, the Philodox recovers one point of Willpower up to her maximum.


Is pretty good. Particularly for Dharok when he's fighting evil in power armour.
 
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random idea,
Article:
Some of the more ancient Warrants are dated from the very beginnings of the Imperium, and some were even signed by the Emperor Himself. Others were signed by the primarchs or other leaders of the Great Crusade on behalf of the Emperor.

we get fan/the tribe warrant of trade from Big E or use Lorgar to give use the right when we start crusading
 
random idea,
Article:
Some of the more ancient Warrants are dated from the very beginnings of the Imperium, and some were even signed by the Emperor Himself. Others were signed by the primarchs or other leaders of the Great Crusade on behalf of the Emperor.

we get fan/the tribe warrant of trade from Big E or use Lorgar to give use the right when we start crusading

Possibly. It depends on quite what charms we have by then. If we have Shattered Gale Incarnation, we might want one of Fan's bodies to be Navigator-Plenipotentiary of the Navigator Houses attached to Lorgar's Legion, one to be 'Chief Librarian' of his Legion, and another to be a Rogue Trader. All the time the core Fan can be operating from the shadows.
 
Turn 5: Every playthrough is a Stealth Archer
Colchis - 831.M30

The night is dark and moonless, providing the perfect cover for your scouting mission. You lead the way, moving silently through the underbrush, your senses attuned to every rustle and whisper in the dark. Behind you, a small contingent of your most trusted warriors follows in silent formation. You are vastly outnumbered, but tonight, stealth and cunning are your greatest allies.

As you near the enemy camp, the flickering light of numerous fires comes into view, casting an eerie glow against the surrounding darkness. The Chaos Army is encamped in a broad, shallow dune, its soldiers spread out in a seemingly disordered manner. Despite the apparent lack of order, you know better than to underestimate them. Chaos thrives in disorder, and this army is no exception.

You motion for your men to halt and crouch low behind a dune. Whispering just above a breath, you address your second-in-command, Sven.

"We're vastly outnumbered," you say, your voice barely audible over the distant crackle of campfires. "But numbers aren't everything. We need to gather as much information as we can and get out without being detected."

Sven nods, his sharp eyes reflecting your resolve. "What's the plan, my Chieftain?"

You survey the scene before you. The enemy soldiers move about their camp, many of them clad in dark, twisted armor that seems to pulsate with a life of its own.

"We need to confirm their numbers, assess their weapons and defenses, and identify any key leaders. Most importantly, we need to understand their sorcery." You say.

As you edge closer, the enchanted items the Chaos soldiers bear become evident. Weapons gleam with a sinister light, shields radiate an unnatural aura, and amulets hang around necks, glowing faintly with malevolent energy. These are no ordinary soldiers, they are armed with artifacts of dark power.

"Look at their weapons," whispers Sven , his eyes wide with dread even as he saw two warriors hack into each other. "They're enchanted. Those blades could cut through our armor like parchment."

You nod grimly. "We'll need to be extra cautious. These aren't just warriors, they're wielding sorcery in their very hands."

As you move around the perimeter of the camp, your gaze falls upon a group of figures clad in dark robes, gathered near a large central tent. These are the sorcerers, the twisted minds behind the Chaos Army's dark power. You see them gesturing and chanting, the air around them shimmering with unearthly energy.

"Those sorcerers," you say, pointing discreetly. "They're the key. If we can disrupt their magic, we'll have a better chance in battle."

Sven leans in closer. "If we can identify their leader, it might be possible to create a diversion or even take them out, disrupting their entire command structure."

You agree. "We'll need to watch for a while longer. They might reveal something important."

For hours you observe, noting the movements of the Chaos troops, the patterns of the patrols, and the activities of the sorcerers. You see no signs of daemons, which is both a relief and a concern. The lack of daemons means you won't have to deal with those nightmarish creatures, but it also means that the full might of the Chaos Army is still a mystery.

You make your way behind a large tent, the fabric taut against the wind. The air is filled with the murmur of voices, the clink of armor, and the occasional bark of orders. You focus on the tent before you, sensing the importance of the figures within. You invoke your power, sensing your magic slipping through the cracks, coiling around the thoughts and plans of the figures inside.

"Who commands this legion?" you ask, your voice a mere breath against the canvas. You feel the answer tug at the edge of your consciousness, but you don't dwell on it. There are more questions to ask, more secrets to uncover.

Moving swiftly, you duck around the back of the tent and head towards the next target: a group of figures gathered around a makeshift altar. The flickering light of torches casts eerie shadows on their faces. You sense their importance, their connection to the arcane forces driving the enemy forward. Once again, you whisper your question into the night, "What is their strategy for the coming battle?"

The response comes quickly, like a whisper in your mind. You store the information away, knowing it could mean the difference between victory and defeat. You continue your silent patrol, your steps light and deliberate.

Near the edge of the encampment, you find a lone figure poring over maps and scrolls. The symbols and markings on the documents hint at dark rituals and strategies. You approach cautiously, your power ready to unveil the secrets hidden in the depths of their mind. "What weaknesses do they hide?" you ask, your voice barely audible.

The answer flows to you, laden with potential opportunities. You linger only a moment longer, ensuring you've gleaned all you can before moving on.

As dawn approaches, you know you must retreat before you are discovered. You signal for your men to pull back, retracing your steps with the same silent precision you used to approach. Once you are a safe distance away, you gather your warriors for a quick debrief.

"We've seen enough," you say. "Their numbers are overwhelming, but their reliance on enchanted weapons and sorcery is their weakness. We need to prepare our defenses against their magic and find a way to neutralize those sorcerers."

"We'll need more than just strategy. Our men will need to be equipped with countermeasures, anything that can negate or withstand their dark enchantments." Sven speaks up.

The journey back to your temporary camp is uneventful, but the weight of what you have seen bears heavily on you and your warriors. You are vastly outnumbered, and the enemy's sorcery is a formidable threat. But you are determined. With careful planning, unyielding resolve, and the strength of your combined faith and skill, you will find a way to overcome the Chaos Army.

As you enter your camp, you look at your men, seeing the same determination mirrored in their eyes.

"Rest now," you tell them. "We have much to do, and the battle ahead will test us like never before. But we will be ready. We must be ready."

And with that, you begin the arduous task of preparing a detailed report for the war to come, knowing that your survival, and the fate of all you hold dear, depends on it.

Overview of Forces
1. Our Forces:

- Number of Personnel: 32
- Primary Armament: Lasguns and Swords
- Secondary Equipment: Amulets designed to protect against sorcery
-Grox heavy Cavalry: 20
-Ambulls: 20
-Dread Ambul: 1
-Sandbikes: 30

Enemy Forces:
- Number of Personnel: Estimated as almost a Thousand
- Primary Armament: Enchanted melee weapons and armor
- Secondary Equipment: Siege engines, monstrous cavalry units
- Leadership: Multiple sorcerers, central command tent

2. Enemy Forces Breakdown
A. Infantry:
- Numbers: Estimated several hundred soldiers
- Armament: Swords, axes, and spears, all enchanted with dark runes to increase their lethality and durability
- Armor: Heavy plate armor, also enchanted to provide enhanced protection and resilience
- Training: Highly undisciplined but extremely skilled, showing proficiency in melee combat.

B. Cavalry:
- Numbers: Several dozen mounted units
- Mounts: Monstrous beasts, likely bred and enhanced through dark rituals to increase their ferocity and endurance
- Armament: Riders equipped with lances and swords, also enchanted
- Tactics: Utilized for shock assaults and to break enemy lines, highly effective in open terrain

C. Siege Engines:
- Types: Large trebuchets, battering rams, and other siege machinery
- Numbers: Dozens of engines, spread throughout their encampment
- Function: Designed to breach fortifications and cause significant structural damage, supported by magical enhancements for increased power and accuracy

D. Sorcerers:
- Numbers: Estimated 20-30 active sorcerers
- Abilities: Capable of casting powerful offensive and defensive spells, including firestorms, barriers, and enchantments
- Role: Central to the Chaos Army's strategy, providing both direct magical support and maintaining the enchantments on weapons and armor
- Weakness: Reliant on concentration and ritualistic preparations, vulnerable when isolated

3. Reconnaissance and Intelligence Gathering
Questions Asked:

- What are the primary objectives of the Chaos Army?
- How are their forces distributed and organized?
- What are the capabilities and weaknesses of their enchanted items?
- How heavily do they rely on their sorcerers for both offense and defense?

Findings:
- Primary Objectives: The Chaos Army aims to weaken our defenses through a combination of direct assault and magical bombardment, followed by a large-scale invasion to seize strategic locations.
- Force Distribution: Infantry forms the bulk of their forces, supported by cavalry and siege engines. Sorcerers are positioned centrally to coordinate their magical efforts.
- Enchanted Items: Weapons and armor are heavily enchanted, providing significant combat advantages. These enchantments, however, require ongoing reinforcement by the sorcerers.
- Sorcerer Reliance: The Chaos Army's strategy is heavily dependent on their sorcerers. Without their magical support, the effectiveness of their troops' enchanted items diminishes significantly.

4. Strategic Assessment
Strengths of Our Forces:

- Mobility: Our smaller numbers and familiarity with the terrain allow for quick and stealthy maneuvers.
- Protection: Amulets provide crucial protection against enemy sorcery, mitigating one of their key advantages.
- Firepower: Lasguns offer reliable ranged firepower, capable of disrupting and thinning out enemy ranks before they can close for melee combat.

Weaknesses of Our Forces:
- Numerical Inferiority: Vastly outnumbered by the Chaos Army, requiring us to rely on hit-and-run tactics and strategic precision.
- Limited Resources: Our supply of consumables and protective amulets is finite, necessitating careful conservation and strategic use.

Opportunities:
- Sorcerer Disruption: Targeting and neutralizing enemy sorcerers can significantly weaken the Chaos Army's overall combat effectiveness.
- Supply Line Attacks: Disrupting enemy supply lines can create logistical challenges for their forces, reducing their operational capability.
- Siege Engine Sabotage: Destroying or disabling their siege engines can prevent them from breaching our fortifications, buying us valuable time.

Threats:
- Enchanted Equipment: Despite potential disruptions, the enemy's enchanted weapons and armor pose a serious threat in direct combat.
- Sorcerous Counterattacks: Enemy sorcerers may attempt to counter our protective amulets or disrupt our own magical defenses.

5. Conclusion
Given the overwhelming numerical superiority and significant magical capabilities of the Chaos Army, our strategy must focus on targeted strikes against their vulnerabilities. By disrupting their sorcerers or the siege engines or their supply lines, we can level the playing field and create opportunities for effective counterattacks. Vigilance, precision, and adaptability will be key to our survival and success against this formidable foe.

Recommendations:
- Prioritize the identification and neutralization of enemy sorcerers.
- Use hit-and-run tactics to disrupt enemy supply lines and siege engines.
- Conserve ammunition and utilize protective amulets strategically to maximize their effectiveness.
- Maintain high morale and readiness among our troops, emphasizing the importance of discipline and teamwork.

CHOOSE 1: (You can perform additional Scouting as well if you want)
You have Lorgar and Dharok with you.

[] Target the Sorcerers in the skirmish
-[] Write in battle plan

[] Target the Siege Engines in the skirmish
-[] Write in battle plan

[] Target the Supply Line Attacks in the skirmish
-[] Write in battle plan

[] Write in target + Plan

ROLLS: TDC saved you and your men more times than I can count. You were not unlucky per say but it came in VERY handy here.
 
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If we raise sandstorms up-wind, can the enemy sorcerers dispel them after they're already up and running?

Can we raise storms yet?
 
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