Are there any supply/reinforcement issues to occupying lands that aren't next to lands already heavily occupied/infiltrated? Or does the UnderEmpire insure that most aren't an issue?
Less so than there would be for many other factions since the Under-Empire is almost entirely decentralized in day-to-day operations. The biggest limiter is the extent of the tunnels leading into/under those lands, which are there to varying degrees. Pretty much only Albion and Ulthuan don't have some leading to them, and as a general rule the higher the occupation/infiltration in a region, the easier you can transport armies around. This means for instance that even though you don't have much of anyone besides Rictus in the Dark Lands right now you can go through there with no hassle since you have high infiltration, meaning you have access to all the tunnels running all over the place there. It also means that in the Karaz Ankor you have high access around any place that isn't an occupied dwarf hold, which you can't really get much of an eye into, represented by your occupation being very heavy but your infiltration being very light.
 
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Less so than there would be for many other factions since the Under-Empire is almost entirely decentralized in day-to-day operations. The biggest limiter is the extent of the tunnels leading into/under those lands, which are there to varying degrees. Pretty much only Albion and Ulthuan don't have some leading to them, and as a general rule the higher the occupation/infiltration in a region, the easier you can transport armies around. This means for instance that even though you don't have much of anyone besides Rictus in the Dark Lands right now you can go through there with no hassle since you have high infiltration, meaning you have access to all the tunnels running all over the place there. It also means that in the Karaz Ankor you have high access around any place that isn't an occupied dwarf hold, which as a general rule are harder nuts to crack, represented by your occupation being very heavy but your infiltration being very light.
So, question, do we know which factions know about Nagash being back? Do we know that Nagash is back?
 
So, question, do we know which factions know about Nagash being back? Do we know that Nagash is back?
Remember how Zharr-Naggrund exploded in a gigantic magical fireball last turn? One might think that even the magical resonance of something as significant as a ritual to return Nagash to his peak power might go overshadowed by such an event, particularly if it were to happen around the same time.
 
Remember how Zharr-Naggrund exploded in a gigantic magical fireball last turn? One might think that even the magical resonance of something as significant as a ritual to return Nagash to his peak power might go overshadowed by such an event, particularly if it were to happen around the same time.
Not impossible, even if Nagash's return per the End Times was felt all over the world even in Ulthuan, even without his following rituals that had world-wide effects.

I'm gonna be really excited if the Verminking makes a reappearance-he is uniquely tied to the ancient events regarding Nagash, after all. I wonder if the circumstances might make summoning him to help deal with Nagash if and when we do so will help.

If nothing else the Horned Rat is clearly playing a closer role, so if nothing else I don't see it as impossible for the Verminlords to be aware of Nagash's revival.
 
Not impossible, even if Nagash's return per the End Times was felt all over the world even in Ulthuan, even without his following rituals that had world-wide effects.
Nagash in canon End Times was hyped up to be far more powerful than any other portrayal of him, I'll note, being described as being the big bad to oppose the chaos gods even before he ate the god of death and absorbed Shyish. Here he's less ludicrous at the moment; think of him as powerful as he was before he got killed by the Fellblade the first time, the peak of power he achieved then. Scary as fuck, but not world-ending on its own.
Yet.

@Xantalos

Will we also see the results of our works on the Dawi-Zharr prisoners this coming turn?
Yes actually, thank you for reminding me about that.
 
Well, seeing as Nagash isn't yet capable of taking on the world...there is an opportunity here as much as a threat. Nagash is a little bit more troublesome with his history with the Skaven and proximity to the World's Edge Mountains, but...he could also be another chaotic factor by which our enemies are further destroying themselves.

He'll likely head for either Nehekhara or Sylvania first, logically. But sadly, it's not out of the question that he'll learn of the dwarven exodus and see an opportunity to seize a base.

We need more information to be sure, but there's no reason to assume we're stuck on one option-shank him as soon as possible-when it come to Nagash.
 
I would prefer that option, though, because how the hell are we supposed to shank him latter, when he is more powerful?
 
Remember how Zharr-Naggrund exploded in a gigantic magical fireball last turn? One might think that even the magical resonance of something as significant as a ritual to return Nagash to his peak power might go overshadowed by such an event, particularly if it were to happen around the same time.
Hmm, I wonder if we can leverage the fact that we slew the Dwarves corrupted kin to allow them to open their tunnels to our forces? I mean, wouldn't they consider their grudge against the chaos dwarves for betrayal to be greater than their grudge against the Skaven? Potentially great enough to counterbalance eachother?
 
Hmm, I wonder if we can leverage the fact that we slew the Dwarves corrupted kin to allow them to open their tunnels to our forces? I mean, wouldn't they consider their grudge against the chaos dwarves for betrayal to be greater than their grudge against the Skaven? Potentially great enough to counterbalance eachother?
The dwarves can do some pretty crazy things for Grudges, but I'm pretty sure they don't give out party favors to mortal enemies-if anything they'll probably consider it a new Grudge or transfer the Dawn Zhar's to them, to kill the ones who took away their opportunity to satisfy the multitude of Grudges the Dawi Zhar had.

Besides, they may be obsessive but they're not stupid. Even if they would be willing, they know that's just gonna open up (no pun intended) a bunch of other Grudges when the Skaven do shit to them. Like occupy their beloved homes.
 
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Hmm, I wonder if we can leverage the fact that we slew the Dwarves corrupted kin to allow them to open their tunnels to our forces? I mean, wouldn't they consider their grudge against the chaos dwarves for betrayal to be greater than their grudge against the Skaven? Potentially great enough to counterbalance eachother?
Even if the Dwarves would let go of a Grudge(haha no way), they sure wouldn't do it for the Skaven. The Skaven played a massive part in overwhelming and destroying several Karaks, killing any who weren't able to escape.

Yeah, the Dwarves hate the Skaven with a loathing only matched by that of the Goblins, who are the other factor in slaughtering so many Dwarf Karaks during the Times of Woe.
 
The dwarves can do some pretty crazy things for Grudges, but I'm pretty sure they don't give out party favors to mortal enemies-if anything they'll probably consider it a new Grudge or transfer the Dawn Zhar's to them, to kill the ones who took away their opportunity to satisfy the multitude of Grudges the Dawi Zhar had.

Besides, they may be obsessive but they're not stupid. Even if they would be willing, they know that's just gonna open up (no pun intended) a bunch of other Grudges when the Skaven do shit to them. Like occupy their beloved homes.
I would think that would be very dependent on who it is we assign to the job. Having one of the warlord factions handle it is a recipe for disaster, I agree, but sending either the bank and/or the army as envoys and, if successful, the ones in control of said tunnels lead to a much higher probability of success. As for not killing the chaos dwarves themselves, we have quite a few that we captured that could be offered to them. Maybe make it a competition between the dwarves and the troops by tallying kills with whoever has the most kills being the winner.
 
I would think that would be very dependent on who it is we assign to the job. Having one of the warlord factions handle it is a recipe for disaster, I agree, but sending either the bank and/or the army as envoys and, if successful, the ones in control of said tunnels lead to a much higher probability of success. As for not killing the chaos dwarves themselves, we have quite a few that we captured that could be offered to them. Maybe make it a competition between the dwarves and the troops by tallying kills with whoever has the most kills being the winner.
This is a SHOCKINGLY optimistic viewpoint in the matter. It is also anathema to both sides. The dwarves will never treat the Skaven (at least within this era) with anything less than utter, total loathing.
 
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This is a SHOCKINGLY optimistic viewpoint in the matter. It is also anathema to both sides. The dwarves will never treat the Skaven (at least within this era) with anything less than utter, total loathing.

Within all eras, the Skaven are right behind the Chaos Dwarfs.

The most peaceful Dwarf-Skaven relations could possibly be is one side standing and passively letting themselves be slaughtered.

There will be no peace, one side will exterminate the other by any means necessary.
 
Within all eras, the Skaven are right behind the Chaos Dwarfs.

The most peaceful Dwarf-Skaven relations could possibly be is one side standing and passively letting themselves be slaughtered.

There will be no peace, one side will exterminate the other by any means necessary.
Yeah, I'm saying this era because it's not totally impossible in an alternate future, just so absolutely, vanishingly unlikely that it sure as hell isn't happening within this quest's lifespan.
 
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Within all eras, the Skaven are right behind the Chaos Dwarfs.

The most peaceful Dwarf-Skaven relations could possibly be is one side standing and passively letting themselves be slaughtered.

There will be no peace, one side will exterminate the other by any means necessary.
And there you prove my point. Our kind is behind the Chaotic dwarves in hatred, and since we did them a favor of removing their most despised enemy, hopefully they would make their grudge with us equal to their grudge against the elves, instead of kill on sight as it is now.
 
And there you prove my point. Our kind is behind the Chaotic dwarves in hatred, and since we did them a favor of removing their most despised enemy, hopefully they would make their grudge with us equal to their grudge against the elves, instead of kill on sight as it is now.
The only way they'd conceive of doing that is if they lobotomize themselves emotionally. The sort of thought process that could lead to that rationale for them is unthinkable for a race that is partially built on remembering every slight against them and acting on them body, mind and soul. Grudges are not just a tradition to them, they take them seriously on a personal, individual level, and act on genuine feelings for each and every one.

They are not eager to have Grudges scratched off the list, they're eager to have them satisfied such that they can go to sleep knowing there's one less slight on their race.

And there's the lesser but additional point of the fact that arguing for them to loath us with every fiber of their beings less because of what we did is to argue we intentionally did it for them, at least partially. Something they will never, ever believe.
 
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And there you prove my point. Our kind is behind the Chaotic dwarves in hatred, and since we did them a favor of removing their most despised enemy, hopefully they would make their grudge with us equal to their grudge against the elves, instead of kill on sight as it is now.
It doesn't work that way. That we killed the Chaos Dwarves changes nothing with our existing Grudges with the Dwarves. It doesn't change the fact that the Skaven killed all those Dwarves throughout the millennia. Those Grudges still exist, and the only way they can be crossed out is through brutal, bloody vengeance. The Dwarves do not reduce Grudges based on the actions of those who have wronged the Dwarves for any other good they had done, they do not forgive them, they only enact vengeance for them with massive and overwhelming force.

If anything, the Dwarves would be outraged that we had killed the Chaos Dwarves. Since it wasn't done by actual Dwarves(or at least a Dwarf-made weapon), they were robbed of their vengeance by us, and would hate us even more for it.
 
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On Actions
I've decided to make things a bit easier for you when the turn comes around and give some rough ideas on what you can do. Actions can be divided into four basic categories: Military, Diplomatic, Infastructure, and Research.

Military actions are exactly what they sound like, deploying military forces to attack an area and/or the people in it. This may be done by any clan, and supplemented by hero units at a rate of 1 per Authority invested in the attack. There is one exception to this: Thanquol, who may be attached to anything without regard for dice limits.

There is a minimum number of dice needed to conquer a region. If you invest more than the bare minimum, your chances increase of obtaining powerful artifacts, unique rewards, and other things that may otherwise be lost in the fighting.

Actions such as attacking a country, summoning a horde of daemons to supplement your armies, building large amounts of war material and manipulating ork waaaghs are all examples of this kind of action.

These are for when you need to use words or information to do your fighting rather than clanrats. They cover everything from bribing a faction to do something for you, allying with a faction should you choose to do so, and also intrigue of all kinds - spying on enemy defences, scouting for the location of an army, etcetera. Hero units may be assigned to this type of action at a rate of 1 per Authority invested in the venture, though keep in mind the personalities of the skaven you send.

Infastructure actions are your stewardship equivalent, and can be used for a few things. Firstly you can construct or improve infastructure within a certain area, building or occupying cities and strengthening the tunnel network in places you control, stuff like that. You can also use them to revamp your current infastructure - if you've invented a kickass new forge and want a few thousand in the Dark Lands so you can churn out weapons faster, that's what you'd do.

There's one other thing you can do - see, some areas have restrictions on how many Authority worth of force you can deploy there in a single turn due to travel restrictions. If you wish, you can invest Authority into reducing or eliminating those restrictions with what amount to large-scale construction projects to bore big tunnels there, burn obstructing jungle, carve paths, etc. These do tend to be rather visible to enemies, so it's advisable not to do it into hostile territory if you mind not getting the work wholly done. You can assign hero units to any of these actions at the rate of 1 per Authority, which may speed up the rate of work.

Research actions fall into one of two categories: conventional research and superweapons. Conventional research is what it sounds like - you can invest dice into improving a technology found on the technology list, invent a new one entirely - fluff will likely have this be as you figuring out how to mass-produce an already existent scientist's project unless it's really out there like the Drillfiends were - or apply the technology to some other avenue. Science, basically. This does also apply to military doctrine and such, or designing a eugenics program - actually implementing it would be an infastructure action.

You may research any technology, whether it already exists or not, and I do mean anything. The Under-Empire is a giant melting pot of ideas, and for every idea there's a skaven out there that's had it at one point or another. However, more obscure ideas are harder to actualize than those with some grounding in known principles. What this means is that while it is perfectly possible to create an airplane or atom bomb, it will be far more expensive than if your techbase has concepts that will support it and ensure that you have something to build off of. As a general rule, the less technologies you have with a connection to whatever you intend to create, the more expensive it will be as more parts of it have to be created for the first time, with all the disastrous experimentation that implies.

Superweapons are entirely different. They represent those times when the skaven pour monumental amounts of lives, resources, and labor into one singular project that works wonders. Think of the Fellblade and the Morskittar Gun from canon End Times for examples. You can direct any clan to produce a superweapon (and giving at least a rough idea of what you want it to turn out as will help) or you can tell two or more to collaborate on one if you think that'll turn out well. Depending on the results, what you create may be able to be mass-produced with research, though that possibility diminishes the more dice are poured into the project. You can add dice to a superweapon over multiple turns, and assuming it isn't destroyed in combat you may use it and then upgrade it the following turn. Or you could make it a one-shot weapon like a giant bomb, your choice.

As with every other action, you may assign hero units to these actions at a rate of 1 per Authority. Some are better at certain types of research than others.

If you can think of actions to take that don't fit into these rough guidelines, you'll likely still be able to take them. This is just to give you some rough ideas on what you can do rather than leaving you entirely to the write-in. The same guidelines for assigning clans to the actions still apply.

For an in-universe explanation of what Great Clans are, see Lore: Skaven Clans. What Great Clan status means in mechanical terms is that a clan with that status will undertake actions in a turn on their own even if assigned to an Authority-backed task. What actions those are, how many each clan takes, and how impactful they are is affected by a multitude of things, such as general strength, amount of territory under their possession, and position on the Council. As a rule, though, they will be devoted towards advancing the clan's wellbeing. This may be a good or bad thing depending on what situation you are in.
 
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So, I have a question. How long is a turn and how many turns does it take a Skaven to go from being a fetus to being fully grown?
 
Some early spitballing here...

A few dice on building up new holdings in/underneath the Dark Lands (perhaps throw a sop to Mors for their large casualties)
Maybe half the dice or so on some other military campaign once an appropriate target can be agreed upon
And a couple dice on researching the most interesting new tech acquired (leaning Chaos Dwarf War Machines)
 
Superweapons are entirely different. They represent those times when the skaven pour monumental amounts of lives, resources, and labor into one singular project that works wonders. Think of the Fellblade and the Morskittar Gun from canon End Times for examples. You can direct any clan to produce a superweapon (and giving at least a rough idea of what you want it to turn out as will help) or you can tell two or more to collaborate on one if you think that'll turn out well. Depending on the results, what you create may be able to be mass-produced with research, though that possibility diminishes the more dice are poured into the project. You can add dice to a superweapon over multiple turns, and assuming it isn't destroyed in combat you may use it and then upgrade it the following turn. Or you could make it a one-shot weapon like a giant bomb, your choice.
So, I have an idea for a Superweapon.

An Airship or plane.

Like, specifcially, could we do Superweapon research to build one super amazing Airship or plane and also mass produce a bunch of shittier ones?
 
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