The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
My assumption was that buildings were able to be upgraded when they hit some hidden milestone, if that milestone is time then I'm disappointed and suddenly on board with dropping cities everywhere.
Its not time its necessity.

We build bigger Juvnat facilities when we were using up 98% of the Juvnat we produced per anum, so @Durin gave us an option for building bigger Juvnat facilities.

I'm pretty sure we'll always have options for things like factories and promethium extractors so long as we can support them, so yeah its partially time, but mostly its as we need them, much easier and less hassle.
 
That doesn't sound right, we were running a deficit of AM for so long and unless I've forgotten trade was what got us out of it not being able to expand our factories.
No we can expand our AM and EM production we're doing it right now, but by bringing in AM and EM from off world we're able to do projects we wouldn't otherwise be able to.

The reason we didn't expand the forges earlier was due to there not being enough admech population.
 
No we can expand our AM and EM production we're doing it right now, but by bringing in AM and EM from off world we're able to do projects we wouldn't otherwise be able to.

The reason we didn't expand the forges earlier was due to there not being enough admech population.
Which projects are these, I didn't look at the winning plan but I went back to the last turn. We had mine and promethium locked and all options we were offered were defensive (apart from found city).
 
Which projects are these, I didn't look at the winning plan but I went back to the last turn. We had mine and promethium locked and all options we were offered were defensive (apart from found city).
We have the project expand forge city into forge hive in Scotts admech section, when a hive has been made we can upgrade its Forge into either a Forge Cathedral or Cathedral Forge for AM and EM.
 
Mechanicus cities don't export population to our regular cities, so spreading out won't do anything to stop Forge-Hive growth.
While thats interesting and I did not know that, my point is that we know the trigger on two sets of buildings. Hives can upgrade at a specific population, and mechanicus forges require a specific hive level. It is not unreasonable to assume that other buildings have one or the other of these requirements.
 
While thats interesting and I did not know that, my point is that we know the trigger on two sets of buildings. Hives can upgrade at a specific population, and mechanicus forges require a specific hive level. It is not unreasonable to assume that other buildings have one or the other of these requirements.
Yes, the juv nat upgrades were triggered by us using up a majority of our supply, the mine upgrades were triggered by us running out of metal and having the room to expand.

Need and other factors.
 
The only place I see that could be of use to have any fortresses would be on the north most places to act as tidebreaker for the next demonic invasion.

How good those would be I don't know.

@Durin 1. Would a number of fortresses towards the north/south pole reduce the danger (give a defence bonus to the cities)?
2. If so how many would be needed
2a: for any bonus at all.
2b: for best bonus (that is not a wall around the pole)
2c: for optimal bonus (bonus compared to number of fortresses)
3. What is the generals opinion on the construction and placements of fortresses?
 
Besides more cities are always good, more industry, more people more control over the area, more laser guns and macro canons.

Whats not to love?

@Durin

1. I noticed we're missing type III basic power armour presumably the mass producible raider armour. You said we found all STCS for power armour in the datacore, was this also there with the ace armour?
1. no
The only place I see that could be of use to have any fortresses would be on the north most places to act as tidebreaker for the next demonic invasion.

How good those would be I don't know.

@Durin 1. Would a number of fortresses towards the north/south pole reduce the danger (give a defence bonus to the cities)?
2. If so how many would be needed
2a: for any bonus at all.
2b: for best bonus (that is not a wall around the pole)
2c: for optimal bonus (bonus compared to number of fortresses)
3. What is the generals opinion on the construction and placements of fortresses?
1. they would distract forces from attacking the cities rather then give a defence bonus
2. the more the better, also the further north the greater the effect, though given that you have not explored very far north you do not know what danger the wildlife has
2a.any would have an effect
2b-2c, unknown, it depends on the attackers general
3. not currently practicle in large numbers, though Schwartz has been considering building a super-fortress as a final fall back location
 
1. Would it be a admech angering action to do? Cause its not innovation, more stripping down.
2. How tough is our armour plating normally? Neosteel?
3. Do we have the capacity (not can we do it, I know we can't yet) to create either Hellions, Thor or Warhounds (not titans these things) Warhound
4. Will the diviner tracking power we reverseed engineered provide a flat bonus to the Macrocanon's firing, or will it enhance the reroll?
5. Do you have an ETA for the update?
6. Have any of the biologis tried to clone an avernite animal?
 
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3. not currently practicle in large numbers, though Schwartz has been considering building a super-fortress as a final fall back location
I have to wonder what a super fortress for Avenus would be and I am sad we don't have a Fist successor chapter based on Avenus to help make sieges even worst for our enemies.​
 
1. they would distract forces from attacking the cities rather then give a defence bonus
2. the more the better, also the further north the greater the effect, though given that you have not explored very far north you do not know what danger the wildlife has
2a.any would have an effect
2b-2c, unknown, it depends on the attackers general
3. not currently practicle in large numbers, though Schwartz has been considering building a super-fortress as a final fall back location
Casarrondo Defenders d100= 38+10(defences)-30(far north)+24(Omake)=42: Severe damage 10.7% of the population killed
Gormec Defenders d100= 16+10(defences)-25(far north)+19(Omake)=20: Critical damage 12.9% of the population killed
Helm's Deep Defenders d100= 25+10(defences)-20(far north)+20(martial)+1(heroics)+19(Omake)=55: Major damage 9.4% of the population killed

Lieutenant-General Khol d100=80+23(combat)+8(piety)-14(situation)-10(general)+10(traits)+7(Omake)=104: Survive
Lemnos Defenders d100= 79+10(defences)-15(far north)+24(Omake)=98: Moderate damage 5.1% of the population killed
Belagost Defenders d100= 44+15(defences)-10(north)+19(Omake)=58: Moderate 7.7% of the population killed
Lonely Citadel Defenders d100= 83+10(defences)+19(Omake)=112: Light damage 3.7% of the population killed
In the last invasion the cities further north had a malus because of it.
1. So defensive fortresses would give a bonus called "Distraction" or a different (for us lighter) scale to determine the damage done?
Just found this:
The various Crabs, Testudo-class Guardian Tank and Superheavy vehicles will require more investigation in order to determine how to best use them. The best way to use Landing Pads will also require dedicated research.
2. Do you have a plan already when we get the option to research/unlock these? If so would you share it?
 
Question for that Ultimate Fortress, do they have laser sharks in the mote. Or even better neuro-beam sharks.

Just wondering
In Avernues this is not silly lie but the truth:V I really don't see why at all Avernites are considered so terrifying and deranged by the rest of the Imperial Trust. Who doesn't go on enthusiastic walks and engage in hiking:eyebrow:
 
I'd be half tempted to design the ultimate fortress of last resort as a mobile one somewhere between the one we're currently figuring out and the Muspelheim floating cities. If worst comes to worst we could then basically move it into one of the even more dangerous parts of Avernus and just dare whatever is after us to follow.
 
The Return of Garkill, again Part Eleven: Boom
The Return of Garkill, again Part Eleven: Boom
T=9:09:00-10:11:00

As the Orks approached Salem the massed artillery contained within the city opened fire, slaughtering the first horde for over a day, killing half of its numbers before they reached engagement range of the walls. However this still leaves hundreds of millions of Orks outside the walls with billions more approaching. The Orks attempt to land their Roks on Salem proves to be an utter failure, with Ridcully and the Diviners being able to direct the Orbital Defence lasers to hit with unerring accuracy and the Macrocannons shooting down those Roks that made it past the defence lasers. In fact so effective ere Salem's Orbital Defences that not only did they deflect all of the incoming Roks without needing most of the psykers you had detailed to support them they were able to destroy the Roks, along with six of the Roks targeted for the area outside of Salem. This removes one of the three main threats to the city, leaving the Gargents and Weirdboyz unaccounted for.
T=9:08:00-10:09:00
Artillery vs Ork Horde d100=21+120(skill)+84(Grand and Regional Commander)+29(local commander)=254
Ork Hordes Defence d100=32+15(skill)+21(Martial)=68
4,000 Ork Boyz Warbands destroyed
14,000 Speed Freaks Warbands destroyed
17,951 'Eavy Boyz Warbands destroyed

32 Orbital Defence Lasers vs Ork Roks d100=32+120(skill)+84(Grand and Regional Commander)+29(local commander)+43(High Grandmaster Ridcully+46(Divination Choirs)=352
Ork Roks Defence d100=99+21(Martial)+25(Rok)=145
273.92 damage inflicted
36 damage blocked by shields, 237.92 damage inflicted
18 Roks deflected with 2.54/8 HP

80 Macrocannons Ork Roks d100=11+120(skill)+84(Grand and Regional Commander)+29(local commander)+10(Omake)=254
Ork Roks Defence d100=31+21(Martial)+25(Rok)=77
56.64 damage inflicted
36 Roks destroyed

After landing the Ork Roks unleashed two thousand four hundred Gargents, including a pair of Mega Gargents and fifty Great Gargents, as well as a million Weirdboyz and a quarter billion of Garkill's best boyz, many of them Nobs. When combined with the numbers that the approaching hordes contain, the firepower of almost eighty Roks and the millions of Boyz being teleported down to the Roks each hour Salem is under assault from the most powerful force seen since the First Daemonic Incursion. During this time your Pyromancers launched several attacks on the Ork Weirdboyz, killing a few tens of thousands of the disorganised psykers.
T=10:09:00-10:10:00
Primaris Hobbs and Pyromancers d100=97+40(Primaris Hobbs)+60(Choir)+20(support)+5(Saint Lin)=222: Success
Ork Weirdboyz d100= 58+200(numbers)-27(disorganisation)+72(Waaagh)=303
26,760 Weirdboyz killed

A bit over an hour after the Roks landed the Ork Weirdboyz started their attack, which took the form of a massive wall of green light that approached Salem from all directions. Grandmaster Xavier and his Daemonologists immediately began to sap power from the ritual, breaking key points and weakening the overall ritual by twelve percent. However this came at a price, with dozens of Xavier's psykers ding in the attempt and the remainder collapsing from exhaustion, with the effort of contending with the sheer power of the Orks ritual proving to be too much. Next Grandmaster Tamia and both her songweavers and the telepaths attempted to disrupt the coordination of the Ork Weirdboyz, significantly reducing the accuracy of the ritual. Finally the Telekinetics attempted to strengthen the walls as the ritual hit. Thanks to your psyker combined efforts when the green wall hit the walls it is35 halted, though not before reducing the outer defences of Salem to rubble and killing the over half a million men that were manning the walls. Thankfully over half of the Ork Weirdboyz die as a result of their ritual, which greatly reduces the power of any future rituals, which will not be possible for the next day or so anyway. This attack will force you to either retreat behind your secondary defences, which are around half as strong as the primary defences and will be far more vulnerable to both the Roks bombardment and Orkish assault or to pull back into the inner city, abandoning ninety percent of Salem and crowding the remaining districts.
T=10:10:00
Imperial Daemonologists d100=80+69(Xavier)+74(Choir)+20(support)+5(Saint Lin)=248: Success
Ork Weirdboyz d100= 97+1,395(numbers)-99(disorganisation)+144(Waaagh)+50(heroes)=1,587
reduce Weirdboyz ritual power by 16%

Tamia and the Songweavers d100=37+92(Tamia)+80(Choir)+73(support)+5(Saint Lin)=289: Success
Ork Weirdboyz d100= 81+1,395(numbers)-99(disorganisation)+144(Waaagh)+50(heroes)=1,571
reduce Weirdboyz ritual accuracy by 18%

Ork Weirdboyz ritual d100= 61+1,138(numbers)-99(disorganisation)+118(Waaagh)+41(heroes)=1,259
Telekinetic and walls defence d100=47+20(Primaris)+68(Choir)+240(defences)+20(support)+5(Saint Lin)=386
outer defences reduced by 228, next level of defences suffers 1/12 damage
28 Milita Siege Infantry Brigades killed
27.9 PDF Seige Infantry Brigades killed
419,465 Ork Wiedboyz die

As the Orks ritual ended you returned fire with fifty thousand Deathstrike missiles, targeted with assistance from High Grandmaster Ridcully and his diviners. A fifth of these missiles were aimed at the Ork Weirdboyz, which were mostly hiding under the void shields of some of the Roks. Despite this High Grandmaster Ridcully was able to time the Deathstrike missiles so that the first volley created a momentary breach in the shields which the far smaller second volley slipped though. As a result of this targeting around half of the surviving Weirdboyz were killed, bringing their number down enough to prevent them doing a repeat of their ritual on the inner walls. Next two thousand Deathstrikes hit the Ork Gargents, killing two thirds of them including one of the Mega-Gargents. The final Deathstrikes were aimed at Garkill himself, along with his personal guards and the ten million Nobs that form his personal army. While his personal Roks shields blocked sixty percent of the Deathstrikes those that made it though killed over eighty thousand of his Mega-Nobs, and one point six million normal Nobs. Finally a hundred Deathstrike Missiles loaded with Life-Eater Fungus warheads were launched at Garkill and his elites, resulting in a series of mushrom clouds that killed nearly everythig within his personal Roks shields. The exceptions to this are some of the Roks crew, that were behind blast doors in the more distant regions of the Roks an around fourteen thousand of Garkill's personal guard of Mega-Nobs, which are now standing in the middle of a rather empty area.
T=10:10:00-10:11:00
1,000 Deathstikes vs Weirdboyz d100=22+241(skill)+84(Grand and Regional Commander)+29(Local Commander)+43(High Grandmaster Ridcully)+26(Divination Choir)+30(spotters)=472
Ork Defence (Weirdboyz) Roll d100=40+60(skill)+100(Weirdboyz)+25(Orks)+42(martial)+50(Roks)=317
28,000 damage absorbed by Rok Shields,
225,460 Weirdboyz killed
39 Ork Boyz Mobs killed

2,000 Deathstikes vs Gargents d100=67+241(skill)+84(Grand and Regional Commander)+29(Local Commander)+43(High Grandmaster Ridcully)+26(Divination Choir)+30(spotters)=517
Ork Defence (Gargents) Roll d100=26+40(skill)+100(Gargents)+25(Orks)+42(martial)=233
Orks Killed
349 Ork Boyz Mobs
625 Ork Stompas
660 Ork Supa Stompas
264 Ork Gargents
34 Ork Great Gargent s
1 Ork Mega Gargent

2,000 Deathstikes vs Garkill d100=61+241(skill)+84(Grand and Regional Commander)+29(Local Commander)+43(High Grandmaster Ridcully)+26(Divination Choir)+30(spotters)=511
Ork Defence (Garkill, Mega-Nobs, and Nobs) Roll d100=35+180(skill)+100(elites)+25(Orks)+84(martial)+144(Waagh)+75(Mega-Rok)-33(Biomancers)=610
Orks Killed
8.44 Elite Mega-Nob Warbands killed
162 Elite Nob Warbands killed

100 Life-eater Deathstikes vs Garkill d100=34+241(skill)+84(Grand and Regional Commander)+29(Local Commander)+43(High Grandmaster Ridcully)+26(Divination Choir)+30(spotters)+50(Life-Eater)=484
Ork Defence (Garkill, Mega-Nobs, and Nobs) Roll d100=37+180(skill)+100(elites)+25(Orks)+84(martial)+144(Waagh)-33(biomancers)=537
Orks Killed
0.18 Elite Mega-Nob Warbands killed
838 Elite Nob Warbands killed
14/16 Damge to Mega-Rok

As the Ork horde made its final approach to Beirut you moved a significant force into the city, bringing your regulars to thirty million and your elites to near a million, including several hundred thousand Svartalfar Guard. This force should be enough to hold the city, and seize the Roks that landed within it. Smaller but still significant forces moved into Lorien, Okefenokee, Malea and Yphax. While these movements do greatly strengthen the cities that will soon be coming under attack they do this at the expense of weakening your more distant cities defences. You only hope that Garkill is not planning a sudden attack on some of the more distant cities with his Roks.
T=9:09:00-9:22:00

As the Roks finished landing around Beirut you launched ten full batteries of Deathstrike Missiles against the gathered horde. The Deathstrikes hit with massive force, taking out a full five percent of the gathered Orks including a fifth of the gathered Big Gunz, which were your main targets. Shortly after the Deathstikes landed the Big Gunz started to gather under the cover of the Roks shields, were they were joined by sixty massive artillery pieces. The combined fire-power of the Orkish artillery, including the Roks was concentrated on a two kilometre stretch of Beirut's wall for a day, inflicting moderate damage and killing fifty thousand defenders. Given that this included two million artillery pieces firing non-stop for a full day this amount of damage is minor, which shows that artillery needs to be far more concentrated to seriously damage your defences. In return your Macrocannons smashed down the majority of the Ork Shields allowing the rest of your artillery to massacre the majority of the Ork artillery. As the Imperial artillery exchanged fire with its Orkish counterparts Ork forces launched a series of cautious attacks on the walls of Beirut, during which it was discovered that the Speed Freaks had somehow had their vehicles modified to be able to climb up the cities walls. However even this proved not to be enough to deal with your well entrenched siege infantry and bomber raids, who killed over a hundred Orks for every loss that they suffered. According to Marshall Christianson as long as the walls hold firm there is no risk of Beruit falling to
T=9:09:00-10:09:00
1,000 Deathstikes vs Aridia 3 Horde d100=45+241(skill)+84(Grand and Regional Commander)+25(Local and Unit Commander)+30(spotters)=405
Ork Hordes Defence d100=99+14(skill)+11(Martial)=125
   
Imperial Kills​
Ork Boyz (10k Orks, 100 Truks, 100 Buggies, 10 Dreads, 40 kans,10 Battlewagons)​
459​
Ork Speed Freaks (5k Orks, 500Trukks, 5k Bikers, 500 Buggies, 50 Battlewagons)​
397​
Ork 'Eavy Boyz​
417​
Ork Stormboyz​
209​
Ork Armour​
695​
Ork Dread​
966​
Big Guns​
2,086​
Very Big Gunz​
35​


Orkish Artillery vs Beruit d100=72+14(skill)+11(Martial)+10(Very Big Gunz)+20('Uge Gunz)+40(Roks)=167
Beruit Defence d100=70+222(defences)+70(skill)+42(Grand and Regional Commander)+4(local commander)=408
-30 defence bonus, 140/192 damage to next wall section
0.3 Militia Siege Brigades killed
0.27 PDF Siege Brigades killed

20 Macrocannons vs Ork Roks d100=56+48(Grand Commander)+36(regional commander)+9(local commander)=149
7.96/12 damage an hour inflicted on Rok shields ,

Beirut Artillery vs Ork Artillary d100=64+120(skill)+48(Grand Commander)+36(regional commander)+9(local commander)=297
Ork Hordes Defence d100=45+14(skill)+11(Martial)+25(defences)=95
12,382 Big Gunz Mobs destroyed
231 Very Big Gunz destroyed
24 'uge Gunz destroyed

3,000 Speed Freaks Warbands, 3,000 Dread Mobs vs Beruit Defenders d100=99+28(skill)+25(Orks)+22(Martial)+100(type)+50(numbers)+20(caution)-70(shields)=274
6 Milita Siege Infantry Brigades, 6 PDF Siege Infantry Brigades vs Ork Horde d100=66+272(skill)+222(defences)+10(Siege Infantry)+169(Regional and Grand Commander)+19(local commander)+50(air support)=808
4 damage done to walls
       
Imperial Kills​
Ork Kills​
Ork Speed Freaks (5k Orks, 500Trukks, 5k Bikers, 500 Buggies, 50 Battlewagons)​
6,003​
Militia Siege Infantry​
3.6​
Ork Armour​
1,608​
PDF Siege Infantry​
3.61​
Ork Dread​
2,233​
Militia Bomber Wing​
375​
Militia Fighter Wing​
200​

The four Roks that landed within Beruit immediately opened fire with their devastating short ranged weapons and unloaded millions of Orks, many of them elites. These forces were immediately contained by already entrenched militia regiments on the edges of the districts that the Roks landed on while elite forces gathered to counter attack. A mere fifteen minutes after the Roks landed Marshal Christianson began the counter attack, leading hundreds of thousands of Helguard and Svartalfar Guard against the landed Roks spearheaded by five hundred Aesir and the Black Irons. It took an hour for your forces to fight past the Orks and reach the Roks, during which a hundred thousand of your elites fell along with almost fifty Knights, who were targeted heavily by the Roks Big Gunz. It took two more hours and almost a hundred and fifty-thousand lives to seize the Roks, ending what Marshal Christianson considered the only real threat to the city.
T=9:09:00-9:12:00
Elite Strikeforce (80 Helguard Regiments, 2 Psyker Regiments, 100 Knight Maniples vs Rok forces d100=61+320(skill)+25(type)+169(Regional and Grand Commander)+38(local and unit commander)=621
Rok's forces force (800 Warbands) d100=66+150(skill)+25(Orks)+22(Martial)+50(type)+50(Rok)=273
Imperial Kills   Ork Kills  
"Eavy Boyz 200 Helguard Drop Infantry 0.76
Nobs 200 Helguard Mechanised Power Infantry 1.06
Stormboyz 200 Helguard Power Infantry 2.74
Ork Dread 200 Skitrii 2.13
    Knight-Titan Maniple 9.33
    Svartalfar Guard 2.11
    Svartalfar Elite 2.68
    Psyker Regiment 0.24
Elite Strikeforce (67 Helguard Regiments, 1.5 Psyker Regiments, 90 Knight Maniples boarding actions d100=22+320(skill)+25(type)+169(Regional and Grand Commander)+38(local and unit commander)=582
Rok's forces force (281 Warbands) d100=72+150(skill)+25(Orks)+22(Martial)+50(type)+100(defences)=419
Imperial Kills   Ork Kills  
"Eavy Boyz 70 Helguard Drop Infantry 0.91
Nobs 70 Helguard Mechanised Power Infantry 1.27
Stormboyz 70 Helguard Power Infantry 3.28
Ork Dread 71 Skitrii 2.09
    Knight-Titan Maniple 3.35
    Svartalfar Guard 2.73
    Svartalfar Elite 3.32
    Psyker Regiment 0.30

Thanks to the efforts of Primaris Rattary and his psykers and the orbital defences of Malea all of the Roks aimed at the city were deflected, and one was even destroyed. This leaves nineteen Roks landing around Malea, three of which were so badly damaged they were destroyed on landing. The artillery however was far less elective, killing only a few tens of millions of Orks as they approached Malea. However with all of the Ork Roks outside the city First Councillor Aryz is confident that he will be able to hold the walls with little trouble unless Garkill deploys significantly more forces or a previously unknown ace to the battle, which seems unlikely.
T=9:04:00-10:05:00
Artillery vs Ork Horde d100=1+120(skill)+48(Grand Commander)+19(regional commander)+29(local commander)=217 Critical Fail, Halve kills
Ork Hordes Defence d100=77+18(skill)+13(Martial)=108
3,840 Ork Boyz Warbands destroyed

16 Orbital Defence Lasers vs Ork Roks d100=89+48(Grand Commander)+19(regional commander)+29(local commander)=185
Ork Roks Defence d100=76+13(Martial)+25(Rok)=114
54.72 damage inflicted
12 damage blocked by shields, 42.72 damge inflicted
6 Roks deflected with 4.44/8 HP

Primaris Rattary and Choir d100=74+40(Primaris Rattary)+55(Choir)=169: Success
3.26 damage inflicted
2 Roks deflected with 3.9/8 HP
+12% deflection chance

40 Macrocannons Ork Roks d100=40+48(Grand Commander)+19(regional commander)+29(local commander)=136
Ork Roks Defence d100=26+13(Martial)+25(Rok)=64
13.76 damage inflicted
1 Rok Destroyed
3 Roks deflected with 0.61/8 HP, destroyed on landing

As the dust clears from both the Ork Weirdboyz assault on Salem and your retaliatory Deathstrikes you consider the current position of your cities. Both Beirut and Malea are holding firm and you expect for Lorien and Yphax to e equally capable of fending off the Ork hordes that are approaching them, especially Yphax. The main issue is Salem, where the Ork Weirdboyz have annihilated the outer defences, almost a thousand Gargents still approach the Hive and several billion Orks are supported by scores of Roks. To make matters worse billions more Orks have recently set out from the landing sites towards the city, though they will be arriving at the city at a similar time as your reinforcements are expected to take control of the orbitals. On the positive side Garkill has had most of his personal army killed along with the majority of his guard, and even the massive Rok that he landed in. This gives you an opportunity to attempt an attack on him, though that would leaves the attacking force worryingly vulnerable to being surrounded and overwhelmed by the rest of the Orks, even if they win.
 
an around fourteen thousand of Garkill's personal guard of Mega-Nobs, which are now standing in the middle of a rather empty area.
HAHHHAHAHHAHHAHAHAHHAHAAH.

"Wot... Wha happened? Everything went boom and all me boyz are gone... WHAT DA HELL HAPPENED!!!"

In other PSYKERS ARE AWESOME, damn its gratifying to see investments paying off big time :D.

@Durin

1. Would it be a admech angering action to do? Cause its not innovation, more stripping down.
2. How tough is our armour plating normally? Neosteel?
3. Do we have the capacity (not can we do it, I know we can't yet) to create either Hellions, Thor or Warhounds (not titans these things) Warhound
4. Will the diviner tracking power we reverseed engineered provide a flat bonus to the Macrocanon's firing, or will it enhance the reroll?
5. Do you have an ETA for the update?
6. Have any of the biologis tried to clone an avernite animal?
7. How likely is it that we could teleport the strike force out if they killed Garkill, either with daemonologists or teleporters.
 
A decapitation strike against Garkill, if successful, will lead to the Orks immediately falling on each other to decide dominance. The problem is we'll likely lose any Heroes sent in to do the job, and Garkill is too canny to be left so defenceless for long.
Do we have any Deathstrikes left? Either that or we can finally try out that Ridcully-directed Xavier Firestorm.
 
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A decapitation strike against Garkill, if successful, will lead to the Orks immediately falling on each other to decide dominance. The problem is we'll likely lose any Heroes sent in to do the job.
Depends, we already got most of the Nobz. If our heroes manage to kill Garkill in a straight fight most of the surrounding Orks will disperse. If we get real lucky.

Alternativly, we could send out the people with a teleporter-reciever and hope that there are to few Weirboys to fuck with them teleporting out after the job is done.
 
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