This gives me a terrible, terrible idea.

What about essentially, that idea, but a warp lightning rod?

I realize this isn't very clear, what I mean is, what if we create something that takes worship going to other gods in an area and steals it said worship and said power, and not just worship, but also the emotional Chaos stuff, so if someone get's super pissed and murder someone a block away that Khorne energy is hijacked for us.

This is a terrible idea.
Mmm, conceptual and emotional manipulation based Warp-accumulation that's already tied to a particular Warp entity would probably require more research into relevant topics and pretty significant amount of Authority. It MIGHT, however, become especially relevant and important, at least the general concept, in the late stage when we take the fight to the Chaos Wastes.
 
End Times 2 Results - Chaos Dwarf Warmachine Study/Production - Tools of the Meatgrinder
City of Pillars

The City of Pillars had recovered somewhat from the minor civil war instigated when Ikit Claw last came to the stronghold of clan Mors. The scorch marks that had riddled the tunnels where the Hellprobe had been extensively prototyped had faded. The district the mad scientist had claimed as his research space had been reclaimed, with a fair few casualties due to the various dangerous constructs Ikit had left lying around tending to messily explode when mishandled, or touched at all in some cases. An entire generation of skaven children that had grown up skittering around the outskirts of the competing Skyre and Moulder compounds had taken the place of those unfortunates who had been forcibly conscripted into the assault on Zharr Naggrund. Crowded ghettoes had sprung up in the formerly abandoned districts, a hubbub of skaven that remembered the manufacture of the Drillfiends only as a vague blur of terror and bestial roaring haunted by the specters of the agents of the Underlord.

This, of course, meant it was due time for Ikit to make a return to the city in which he had become a minor bogeyman.

He was accompanied by an army that seemed to have come straight out of the common clanrat's nightmares of the stormvermin quartered higher in the city. Thousands of uniformly black furred warriors, silent and grim and thick with muscle. Each one of them bore elaborately forged plate armor, and carried fearsomely gleaming halberds and menacing blunderbusses. Every one of them smelled of sulfur and blood, and they wore fearsome metal masks in the likeness of fearsome beasts and daemons. They were the Infurnal Legion, stolen from the Bull God by the Horned Rat, and their legendary strength of will had not been lessened any by their collective transformation.

In a single night they cleared out Ikit's former residence, their lockstep discipline and massed blunderbuss fire easily shattering the morale of those young emboldened skaven who tried to resist their eviction, leaving many putative clans naught but spattered gore on flame-illuminated debris as the Legion burned out the ramshackle dwellings that had sprung up in Ikit's absence. The screams and flames gradually died down as the hours went on, until there was naught but embers.

Two skaven walked in the ashes of the community. Ikit Claw was as jagged and imposing as ever, his metallic exoskeleton hissing and rattling with every step. Magically charged lightning played idly around his frame as his internalized warpstone generators hummed and whirred, and his halberd Storm Daemon gleamed in his grip. His other arm was wholly covered by a device that almost resembled a gigantic gun barrel, though its width was that of a clenched fist. Spotting a few straggler skaven, the mad warlock lazily raised his gun-arm and fired, the contraption expelling an apple-sized warhead that was propelled by a burst of flame from its end. It rocketed swiftly after the unfortunate stragglers and detonated in a searing shockwave that boiled their blood and cracked their bodies open with concussive force as it set them aflame. As their screams echoed back to his amused ears, he turned to his companion and commented, "Your kin-brood made good-good weapons, I will admit. My enhancement of them has yielded-brought dividends, you must-must agree."

His companion merely snorted and replied, "The alignment of the tail fins is off-shoddy. It unsteadies the flight of the warhead," before continuing onward, leaving Ikit irritatedly fumbling with his ammunition to check for the alleged flaw. Though he had been converted to the superior species by the might of the Underlord, Drazhoath Ash-Fur still retained many dwarfish qualities. He retained his dwarfish height - which is to say slightly shorter than skaven average - but his frame was heavy and dense, packed with slablike muscle, and his voice was thick and grating. He wore armor that seemed to be moulded from the deepest shadows, hundreds of overlapping shards of black stone that moulded perfectly to his form and did not make any sound when he moved. A crimson talisman was affixed to the front of his throat, glowing subtly as he breathed, and he gripped a heavy scepter that bore a tangible aura of heat in his claws. He was the picture of dismissive expertise, uncaring of the ash permeating his environment as he marched to convey orders to his sworn subordinates.

Ikit hated him already.

---​

Reconstruction of Ikit's workshop went smoothly; no one in the City of Pillars dared to naysay the heavily armed legion of skaven who had brought Ikit Claw with them when the unstable warlock-engineer demanded a large portion of the city's metal, as well as stockpiles of whatever blackpowder they could scrounge up and various other eccentric demands. Under the red-eyed gaze of the Infurnal Legion, there were no objections.

Within a few weeks the raucous buzzing and clanking that defined Ikit's presence had reestablished itself in the city, punctuated by periodic explosions of varying intensity. The Infurnal Legion periodically plunged into the extensive warrens the slave-rats of Mors dwelt in to bring test subjects back to the encampment, and their coal-black sillhouettes were constantly seen standing sentry around the perimiter, allowing none who might disturb the experiments of their master in.

As much as it rankled at Ikit's ego, Drazhoath was indeed very good at building the weapons of his former race. Within a few weeks the City of Pillars was echoing with the nonstop thunder of guns as the duo tested the viability of mass-produced prototypes of the Legion's guns. For while the war machines of the dawi zharr were of peerless quality, capable of falling off a mountainside and still outperforming their human-made counterparts, that formidable might meant nothing to the skaven if they could not be produced in large enough numbers to arm the vast hordes of the Under-Empire. So as Drazhoath and Ikit took apart and reassembled countless barrels, steam engines, and nefariously constructed warheads, their discussions ranged for many days on how they could streamline the production of their instruments of death.

Thanks to his prior experimentation with the Bazuka, Ikit found it simple to comprehend the working of the Inferno Gun, a portable cannon that fired red-hot blasts of shrapnel. Drazhoath's knowledge of the precise measures needed to forge it made it easy to simplify enough to easily churn them out, and they proved their efficacy as turrets around the exterior of their complex; many an unwary skaven was turned to paste for stepping too closely. Admittedly the versions that were churned out from the forging districts of the City tended to have their barrel warp or even explode after prolonged use, but the backblast rarely killed anyone other than the operators, which was well within acceptable limits.

The Dreadquake Mortar proved to be of great interest to both Ikit and Drazhoath - for the Skyre engineer it was an opportunity to better the lacklustre Poisonwind mortars, which had long been disappointing in its range. For Drazhoath, the warpstone engines of Skyre offered the promise to increase the firing rate of the Dreadquake, which had long been hindered by the rate at which their coal-fired steam engines could generate sufficient power to launch a shot. With the raw stuff of magic itself at his disposal, even the enchanted coal he had used paled in comparison. The two designs were extensively analyzed and then fused, favorable aspects from each being taken into the greater end product, which ended up being dubbed the Deathflinger. The curiously deadly shells the Dreadquake was famous for were sadly absent, as they were the product of an advanced application of the Lore of Azgorh, and only the glut of sorceror-prophets the dawi zharr had possessed had enabled them to produce the shells in practical quantities. Thus while any mortars produced by Drazhoath himself would still fire the massive orbs of red death, most everyone else would have to content themselves with conventional explosives. Ikit privately resolved to look into obtaining knowledge of this lore of magic - he knew some Grey Seers that could be extorted sufficiently.

The Magma Cannon was another weapon that provided great opportunity for improvement. The skaven Warpfire Thrower had long been a deadly weapon in Skyre's arsenal that was hamstrung by a short range and tendency to explode and cover everything around them in toxic flaming goo. The Magma Cannon perfectly countered both of these, even the less reliable frames that were produced en masse standing up far better to the stresses of firing molten warpstone at an unfortunate area, and the larger size and clever construction of Drazhoath's own design made it able to fire to much greater distances. The Warp-Lava Cannon that was produced was a searingly powerful weapon that had the potential to burn dozens of targets alive in but one three-second burst, scaling up to hundreds depending on how large the cannon was manufactured.

Some months in, the subject of missiles came up. Ikit was understandably eager to improve upon the lacklustre design of the Doomrocket, and Drazhoath was mildly bemused that the skaven hadn't come up with viable missile technology at this point, given the other extremes to which portions of their technology had advanced. After a relatively minor spat concerning Ikit percieving some insult toward his eccentricities in that statement that culminated in thirty-four legionaires dead and the Iron Rat's spine shattered by Drazhoath encasing him in a torso-sized fist formed out of the stone beneath their feet and squeezing, they convened to discuss how the Deathshrieker Rocket design possessed by Drazhoath could be improved upon. The subsequent examination of both designs resulted in an extremely rare event - Ikit threw out his own design entirely in favor of Drazhoath's. The similarities between their rocket designs were too close to be coincidence, and upon learning that the Doomrocket had been copied from observing Cathay's weaponry, it was understood how. The dawi zharr had had dealings with Cathay at many times in the past, Drazhoath explained, and at some point had managed to pick up the secret of effective aerodynamics for their own attempts at ballistic weaponry. Thus the Doomrocket, which was based in turn off of observation of that inferior imitation of chaos dwarf, was effectively a throwaway copy as far as their purposes went.

Nevertheless, progress was swiftly made on re-designing the Deathshrieker, and Ikit picked up the intricacies present in rocket science swiftly. After a series of disastrous experiments in which Drazhoath attempted to bind the spirits present in the embers of warpstone fires, it was decided that they would stick to conventional munitions for the time being. As they watched the spiked rockets they settled on soar gracefully into an unsuspecting settlement of clanrats on a higher level of the city and detonate quite effectively, their opinion was validated - a full three quarters of the missiles landed on target, and judging by the shade of red their test site had been painted, their explosive force had not been lessened by their alterations.

The year dragged on and the variety of designs flowing out of Ikit's laboratories kept increasing in deadliness and efficiency. The Infurnal Legion conducted operations to seize the forging district of the City to streamline the production of the new weapons, and often tested them on its unwitting populace, who increasingly drew back from the area and began launching sporadic raids, which were all torn to pieces by the sentries and their guns. But the attacks kept increasing in both intensity and frequency, and eventually it reached the tipping point.

---​

Late in the year, the stormvermin of Mors grew tired of their underlings being slaughtered for no discernible reason and marched on the encampment of guns with an army of five thousand irate rats clad in iron armor and bearing steel weapons. They'd decided they had had enough of this foreign clan and insane warlock mucking about with their city, and were going to show them how Mors ran business.

Somewhat strangely, the occupied quarter seemed almost abandoned when approached. The sentry gunners that had earned the reputation of being eerily accurate with their blunderbusses were absent, and much of the haze of smoke that had hung over the area had vanished along with the cacaphony of noise Ikit Claw's machinery had made. It was as if the mad warlock and the Legion had just packed up and left.

They made their way into the soot-covered district, seeing everywhere signs of industry - gargantuan forges had been set up, and spare parts littered the ground, oddly shaped tubes and fiddly gears and other engineering-related things. Giant sheets of metal lay discarded next to piles of metal wheels, and what little dwarfen residential buildings were left were few and far between, divided by great strips of empty space. But nowhere was there hide or hair of any of the skaven that had terrorized the City of Pillars.

The only warning they recieved was a slight humming, a vibration in the ground they could feel in their toes. Then, the entirely unexpected occurred.

Great behemoths of steel and steam leapt out from hidden caverns where they had been constructed, giant snakes of metal the height of a house mounted on wheels that screeched and hissed and roared as they galloped across the ground. Sporadic gunfire popped out from within the ranks of the stormvermin, but the warp-tinged bullets were deflected off of the thick armor the trains bore. Many were crushed under their wheels as they scrambled to get out of the way, and were left dying slowly on the ground with their guts half-squeezed out of them, feebly grasping at their uncaring comrades' ankles.

Ikit clambered up onto the roof of one of the trains, holding a crank-powered ratling gun in his enhanced grip. He laughed uproariously as he unloaded into the teeming crowds of stormvermin before the trains vanished into the Underway.

Chaos Dwarf War Machines have been fully unlocked with the exception of machines that require daemonic binding, such as the Hellcannon. Designs included: Shratnel Guns, Deathflinger Mortars, Warp-Lava Cannons, Deathsqueaker Rockets, and the Gnawmulcher Locomotive. See Skyre technology tab.

Some Skyre technologies have been improved or replaced as a result of research: Poisonwind Mortars, Warpfire Throwers, Doomrockets. See Skyre technology tab.

Knowledge gained about the Infurnal Legion!
- They currently have very small numbers (~3500) but all are either former dawi zharr or homegrown recruits. They possess at least one Broodmother, though not one that gestates very quickly.
- They have established a settlement in the Dragon Isles.
- They have access to all chaos dwarf equipment and wargear at max quality, since they don't have to compromise on quality yet due to their relatively low numbers.
 
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Alright, that's done. Just ignore the part about new concepts for now, that'll be a thing that'll take a while to collect. Next up... *checks notes* Navy shenanigans!

For now though, sleep.
 
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"This rail-road will be the great-smart money-artery of our under-empire, through which will warpstone run-run. All Skavendom shall be bound, not by clan-war or Council order-tyranny, but by money-greed. From the money-heart of Skavenblight to Glassvault in the Dark Lands, these two mighty warrens, like ratogre-hearts will ever beat-beat with their large auricles and ventricles, never weakening by foul Pestilens sabotage, but always be managed by the justice-greed of the Warpfang Bank."
- Quolk Heartcarver, Warpfang Bank
 
Name: Super Skaven surgery
Description: A series of surgeries followed by training designed to give a Skaven a body and ability that equals or surpasses that greatest Skaven heroes of all time.
Probable Clan used: Horriplia or Moulder
Is this:
- An outgrowth of the various surgeries done by the two clans
- Possibly a Superweapons? It's tough to say.
Super Vermin Serum would be interesting to see, based on the surgeries combined with a variant of the Skavenbrew then hitting the target volunteer with Warpstone radiation to enduce a lasting and permanent effect a la Steve Rogers and the Super Soldier serum. Bonus is that we aren't dissuaded by a few fleshless skulls if the results are still usable.

Mmm, conceptual and emotional manipulation based Warp-accumulation that's already tied to a particular Warp entity would probably require more research into relevant topics and pretty significant amount of Authority. It MIGHT, however, become especially relevant and important, at least the general concept, in the late stage when we take the fight to the Chaos Wastes.
These are both good starting points for when we make what I imagine is the biggest and ultimate play for Domination in the Warp, redirecting the Vortex in Ulthuan to the Horned Rat.
 
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Chaos Dwarf War Machines have been fully unlocked with the exception of machines that require daemonic binding, such as the Hellcannon. Designs included: Shratnel Guns, Deathflinger Mortars, Warp-Lava Cannons, Deathsqueaker Rockets, and the Gnawmulcher Locomotive. See Skyre technology tab.
- Chaos Dwarf War Machines - The war machines deployed by the dawi-zharr were amongst the finest in the world in both firepower and reliability. Drazhoath Ash-Fur is skilled in the operation, maintenance, and construction of these devices. He could speed up research substantially if assigned to it. This technology is partially researched, and requires 2 additional Authority and the Daemonbinding tech to fully unlock. Additionally, Chaos Dwarf Wargear must be unlocked, or failing that, one additional Authority must be invested, to unlock the quality bonuses the dawi-zharr possessed.
I think you missed updating this portion down in Exploitable.

- Gnawmulcher Locomotive - A skavenified version of the dawi zharr Iron Daemon, the Gnawmulcher is a brute behemoth of metal that trundles its way across the battlefield, deflecting most attempts to harm it with its thick armor, though it is not quite as high quality as its progenitor. It is slow save for when it can build up momentum, and though it does not need rails, cannot move easily over rough terrain without them. Weapons may be mounted on it and additional storage cars may be hooked up to the primary engine to shuttle supplies.
Over long distances, after factoring in fuel and what not, how would this thing compare speed and logistics wise vs either normal skaven personal transport methods (read: scurrying) and what they do for transporting goods?

Envisioning a project next turn to start pushing rail out to between all the major settlements, starting from the Dark Lands. Skyre + the Bank for if they need to just eminent domain some rats out of the way and to set up booking and payment schemes.
 
I keep looking multiple steps ahead and into various interesting facets of lore but I had an idea for a project that can definitely lead to some interesting effects for our units if we can get a proper network going.

Blightstones
Description: As the Elves bind their souls to Waystones to aid in the Great Ritual and sustain the Vortex in Ulthuan after studying Dwarfen runic magic, Elvish and Dawi Zhar binding magics the Skaven have infiltrated and begun corrupting the Great Ritual to their own nefarious purposes. The Vermintide now can fundamentally corrupt the function of an existing Waystone or manufacture their own twisted imitations that, rather than preventing stagnation and directing the right Winds to the Vortex, produce Dhar, infuse the surrounding crystal and rock with raw magic until they become Warpstone, and on top of those effects the Blightstones add the chittering of Skavenkind to the Great Ritual. Only repairable through an incredibly lengthy process of leeching the Skaven souls bound to the stone, mass sacrifice of Elven souls to counter balance the Skaven more rapidly, or the destruction of the Blightstone and replacing it.

With time and sufficient numbers of transformed Waystones the Vortex itself may be altered.
Probable Clans Used: Grey Seers, (Heroes: Thanquol, Drazaoth)
-Effectively an original piece if technology, this is building upon the various rituals of Daemon binding which should allow us to corrupt the Waystones.

Hopefully a future acquisition of Dwarfen runic magics and dozens of Elves to experiment on and track how their binding to Waystones works might allow us to actually build new Blightstones.
 
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Envisioning a project next turn to start pushing rail out to between all the major settlements, starting from the Dark Lands. Skyre + the Bank for if they need to just eminent domain some rats out of the way and to set up booking and payment schemes.
Oh this is a very nice idea, I would say that we should definitely also get a rail similar to the Chunnel going with construction starting at both ends to meet in the middle running a direct line from Glassvault to Skavenblight. We have plenty of Skavenslaves to hurl at the problem from the Skavenblight end of it, and connecting our Capital, largest city, and Black Corn-basket with a direct line to our latest and greatest source of wealth and newest frontier will do wonders for the Under Empire, not to mention the benefits of being able to transport troops for easier transitions of back to back invasions.

We can even make use of the Drillfiends to get most of the heavy lifting done, which is an amazing utility aspect of our prior underground transportation project.

Particular plan for this would probably be having the Warpfang Bank use their Debt Leverage trait to pull in Skyre and USA forces to monitor the Skavenslaves and equipment.
 
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I think you missed updating this portion down in Exploitable
I did at that. I won't be able to update it for a while, but basically you get the daemon-bound stuff when you research daemonbinding without any further investment on your part. All that'll be left after that is the quality bonus thing which you could unlock with a hero action or by getting chaos dwarf equipment.

Over long distances, after factoring in fuel and what not, how would this thing compare speed and logistics wise vs either normal skaven personal transport methods (read: scurrying) and what they do for transporting goods?
Over shorter distances the tried and true method of 'take slaves and run them until they die' is more economical, but longer distances it's fairly favorable to take a Gnawmulcher. They're also really good for transporting things in bulk and dangerous ingredients, the first because they're trains, the second because they're armoured cars that can have ratling guns mounted on them if need be so they're more likely to survive an ambush.

Normally fuel would be a bit more of an issue since they're still fairly ramshackle until you unlock the quality bonus thing at the end of the chaos dwarf tree, but you guys hold the Dark Lands so that's that.
 
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Over shorter distances the tried and true method of 'take slaves and run them until they die' is more economical, but longer distances it's fairly favorable to take a Gnawmulcher. They're also really good for transporting things in bulk and dangerous ingredients, the first because they're trains, the second because they're armoured cars that can have ratling guns mounted on them if need be so they're more likely to survive an ambush.
I think that bulk transport is what we care about, as well as the possibility of moving our forces to locations where the risk is the greatest from other parts of the underempire. Might be useful in linking all the major dens by use of a rail network so that people and supplies are able to be transported to where they are needed, instead of relying upon a single line for the entire underempire.
 
Normally fuel would be a bit more of an issue since they're still fairly ramshackle until you unlock the quality bonus thing at the end of the chaos dwarf tree, but you guys hold the Dark Lands so that's that.

Hrmmmm

I did at that. I won't be able to update it for a while, but basically you get the daemon-bound stuff when you research daemonbinding without any further investment on your part. All that'll be left after that is the quality bonus thing which you could unlock with a hero action or by getting chaos dwarf equipment.
Since it'll only take one actions we might as well wait a turn to do the railroads. Alternatively, just hope that the quality thing comes earlier in the turn then the rail lines?
 
I think that bulk transport is what we care about, as well as the possibility of moving our forces to locations where the risk is the greatest from other parts of the underempire. Might be useful in linking all the major dens by use of a rail network so that people and supplies are able to be transported to where they are needed, instead of relying upon a single line for the entire underempire.
My initial targets were Skavenblight-Port of Ruin-rest of Dark Lands and turn the Port of Ruin into a major land-sea transport hub.
 
I want more than every the Chaos Dwarf Wargear for the quality bonuses, and Daemonbinding.
Word to the wise: Having high quality equipment is worthless if it is unable to reach the hands of the intended user. A gun is useless sitting in a crate at the factory instead of in the hands of our soldiers, so insuring that our weapons reach our forces should be a higher priority than the quality of said weapons.
 
The upcoming invasion of Estalia will be interesting.

Myrmidia is a formidable individual, and Estalia is fully united and expecting of an invasion.

But...she, they, don't know.

They know the Skaven exist.

They know they live underground.

They know they have significant numbers.

And they know they have a predilection for stealth, sabotage, and subterfuge.

But they don't know.

They don't know of the empire that spans the globe, with numbers surpassing even the greenskins.

They don't know of the mad science and its impossible achievements gained without care for collateral damage.

They don't know of the diseases and plagues made fit to erode empires and strangle civilization itself, rivaling that of the plague god's own.

And they know nothing whatsoever of what it is like to face a united Skaven UnderEmpire focused and (sort of) putting aside its differences and (kind of) working around the typical Skaven weaknesses.
 
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Myrmidia's going to lose and fucking die. There's only so much the most brilliant of tactics and strategies can save you against overwhelming power and numbers. Even in 40K, Primarchs could be beaten, at times multiple Primarchs by a single foe (oh Gharkul).

So yeah. She's going to lose. It's never been in doubt. It's only ever been a question of how bothersome she'll make Skaven victory be, how much effort has to be spent on it.

Though maybe, just maybe, she'll ditch her land and flee to the Empire and try to shack up with Sigmar Incarnate, but that's a longshot hah.
 
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My initial targets were Skavenblight-Port of Ruin-rest of Dark Lands and turn the Port of Ruin into a major land-sea transport hub.
Early thoughts on this project--the Bank is easily one of the best primary movers on this given what is needed. The problem is the Bank is also the most influential clan and giving them control over the brand new game changing logistical change is going to make them TOO strong. I would either want to somehow force them to spin off a new Clan to take control over trains/ground transportation in this manner or pick a different clan to do the bulk of things and thus take primary ownership (and thus be able to collect rents and sell tickets), even if it may or may not be less efficient.

Skyre is the other obvious one even if the economic stuff is a little out of their bailiwick but they're also already a little too strong.

The Snouts in some ways would be an interesting pick for this but they're just way too weak and wouldn't have the means or be credible to head this.
 
Early thoughts on this project--the Bank is easily one of the best primary movers on this given what is needed. The problem is the Bank is also the most influential clan and giving them control over the brand new game changing logistical change is going to make them TOO strong. I would either want to somehow force them to spin off a new Clan to take control over trains/ground transportation in this manner or pick a different clan to do the bulk of things and thus take primary ownership (and thus be able to collect rents and sell tickets), even if it may or may not be less efficient.

Skyre is the other obvious one even if the economic stuff is a little out of their bailiwick but they're also already a little too strong.

The Snouts in some ways would be an interesting pick for this but they're just way too weak and wouldn't have the means or be credible to head this.
Mmm, a railway system setup could also synch well with a Bank/Moulder/Horriplia scheme to handle the numbers and administrative issues of such while also stapling their wares and influence throughout the UnderEmpire. They've already worked together and Verminkin is no small hand at numbers and finances and organization himself.

Myrmidia's going to lose and fucking die. There's only so much the most brilliant of tactics and strategies can save you against overwhelming power and numbers. Even in 40K, Primarchs could be beaten, at times multiple Primarchs by a single foe (oh Gharkul).

So yeah. She's going to lose. It's never been in doubt. It's only ever been a question of how bothersome she'll make Skaven victory be, how much effort has to be spent on it.

Though maybe, just maybe, she'll ditch her land and flee to the Empire and try to shack up with Sigmar Incarnate, but that's a longshot hah.
Heh. It's almost unfortunate she's too troublesome to take alive save perhaps by luck, she'd make such an ideal sacrifice.
 
The Snouts in some ways would be an interesting pick for this but they're just way too weak and wouldn't have the means or be credible to head this.
Actually they might be the most suitible to handle the transportation of goods, seeing as they have this technology
- Trading Rings - An extension of the distributed cell system the SS runs on, a Trading Ring is effectively a group of Snouts 'traders' that has infiltrated someplace, most often via the criminal networks present in the area. They establish channels into and out of the region, allowing them to smuggle things into and out of the area, including unique technologies. They operate on the same None -> Total scale as regular infiltration does, but have several additional features:
So if any of the clans have experience in the movement of goods, it would be them, because transport of goods goes hand in hand with trade.
 
Regarding not using Skyre or the Bank for building the Rail System, With an additional Authority the Squeakless Snouts combined with Mors might act as our Military-Illegal Industrial Complex for getting those lines built. Providing Mors a bone in regards to the USA situation as well as giving the SS a leg up, without directly benefitting or snubbing the Warpfang Bank, if we connect Skavenblight to Uzkulak as part of building up the ports and shipyards there for "shipping up and down the River Ruin to Glassvault" and our eventual conquering fleets to other nations.

Or we could replace Mors with the USA if we'd rather boost them this coming turn, but I think keeping at least one of our ground troop clans involved is definitely a good idea as having our own Army Corps of Engineers to lay down track and the like as they cross territory will be invaluable later on.

The SS are a good idea as having our Underground Railroad be that much more literal and efficient will help with our eventual invasion of Cathay and the Empire since the Trade Rings will have already been in place for us to expand from.
 
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Actually they might be the most suitible to handle the transportation of goods, seeing as they have this technology

So if any of the clans have experience in the movement of goods, it would be them, because transport of goods goes hand in hand with trade.
That reads more of a social aspect or small item smuggling than above the board bulk transport network like we're talking about setting up here.

I do agree that we can just throw authority at it and it would probably work out, with some waste, but they're nowhere near the top when you think of clans that are capable of vast earthmoving projects. Mors even isn't either, but I also agree there's some potential there. Authorize some sort of revenue sharing where Mors gets paid for passengers and SS gets paid for cargo when other clans want to use the stations and track?
 
That reads more of a social aspect or small item smuggling than above the board bulk transport network like we're talking about setting up here.

I do agree that we can just throw authority at it and it would probably work out, with some waste, but they're nowhere near the top when you think of clans that are capable of vast earthmoving projects. Mors even isn't either, but I also agree there's some potential there. Authorize some sort of revenue sharing where Mors gets paid for passengers and SS gets paid for cargo when other clans want to use the stations and track?
How about we just have the clans who invented it do it? Like, admittedly, it was hero actions and not clans we used for it, but the hero's still belong to clans, so, yeah.

It does feel right that they be rewarded for their hardwork by benefiting from it directly.
 
How about we just have the clans who invented it do it? Like, admittedly, it was hero actions and not clans we used for it, but the hero's still belong to clans, so, yeah.

It does feel right that they be rewarded for their hardwork by benefiting from it directly.
No, it wasn't written like it, but that was an Authority backed action.

Beyond that, there's nothing right in Skaven-land. Any one of these assholes will get backstabby if they get too powerful -and- their rivals will get annoyed if one Clan looks like it's getting too powerful because of Authority backed actions. These are Skaven, we need to be as cutthroat as necessary when managing the internal empire.
 
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