Seriously?And just in case anyone does get it. Yes, Dark just posted a joke. It isn't real. And yes, I did go back and check the sheet just because the sheer WTF? made me have to make sure...![]()
Maybe upgrade the finance department so they can handle as many DDs as we're willing to pay for.. well, it's a hypothetical upgrade, I suppose.
finsihed the Admiral
he is a great Admiral but in the wrong fleet
Spoiler: Admiral Mark SarnowAdmiral Mark Sarnow, Commander of the Avernite Navy
Age: 213 rejuve to 25
M: 16+11=27 (+38 marital bonus)- Admiral Sarnow is a skilled admiral more then worthy of the rank, though he is not counted among the best of the Imperial Trust.
I:28+8=36- Admrial Sarnow is a genius at deception on all levels, able to easily pull of naval ambushes, conduct extensive hit and run campaigns as well as runs a decent spy network on the die.
A:18+8=26- Admiral Sarnow is a skilled administrator whose attention to detail and skill at spotting misleading reports serves him well.
L: 12+2=14- Admiral Sarnow has the level of education expected of an naval officer of his rank and little more.
P:13+1=14- Admiral Sarnow is faithful to the Emperor, though no-one would call him one of Avernus' most faithful.
D:11- Admiral Parnell is a warrior not a diplomat, and it shows.
C: 18 +6=24- While not a front line combatant Admiral Parnell is still a skilled swordsman and can hold his own in a fight, against most human foes at least.
(36/7+.5=5.5)
Admiral (+4M, +1A, +1C -1D, -1I, can command fleets)- Mark Sarnow became the Admiral in the Avernite Navy after demonstrating his skill at leading and commanding ship in war.
Disciplined (+2M, +1A, +1P)- Admiral Sarnow is highly disciplined, and expects the same from his men.
Thorough (+2M, +3I, +3A, +2L)-Admiral Sarnow is always very though in everything he does, which means that his plans always have several contingencies, a fact that has saved ships under his command several times in the past.
Expert Administrator (+3A) – Admiral Sarnow is a highly skilled administrator able to easily manage the most dispersed portion of the Avernite Fleet.
Expert Raider (+1M, +2I, +10 to harassment by ships under his command) – Admiral Sarnow has spent most of his career commanding light forces and is an expert using them to their full capabilities.
Master of the Blade (+2M, +1D, +5C, +50 to melee combat rolls)- Admiral Sarnow has put in a lot of time and effort over the years to developing his swordsmanship and is a highly skilled swrodsman. However while he has developed a mastery of the blade his lack of major combat experience means that his general combat skills are merely average. For an Avernite.
Incredible Cunning (+2I)- Admiral Sarnow has always been very cunning, being able to nearly instinctively avoid trouble and bypass obstacles.
Or loan him to Muspelheim for their stealth fleet, or volunteer him to the Trust to run a raiding fleet.
I admit I had to do it too.Yes, I had to. It was one of those situations where it's so unbelievable you just can't not believe it until you've checked twice. And even then you have to look back a third time just as you've decided 'Yes, it wasn't real. Yes it really wasn't" just so you can go "Okay, this is getting silly. I've checked and re-checked. IT'S STILL NOT REAL! Quit bugging me brain!"
AMBUSH FRONTAL PLANETARY ASSAULTWell...
We have a Dark Eldar as an admiral.
If we can get him to combine his speciality with our fleet speciality we'll be golden.
No need, because of our Death world status and our own incredibly entrenched spy network the only people who have a proper spy net are the Inquisition (and Jane still accidentally grabs inquisitorial agents occasionally) as most of their agents end up dying to spiders.1. What is needed to boost Avernus's counter-spy network on Avernus?
Given the nature of Avernus as well as the psycic power that appears as you go down, probably between Manageable and DOOM COMES FOR US ALL!Can Ridcully divine the relative degree of danger between building and not building the Azure Isles railways?
No need, because of our Death world status and our own incredibly entrenched spy network the only people who have a proper spy net are the Inquisition (and Jane still accidentally grabs inquisitorial agents occasionally) as most of their agents end up dying to spiders.
Avernites themselves are often too loyal to go against Rotbart as well.
Muspelheim probably has one though.
But how do you know you looked in the right place, it would be too easy if it was just at the end of the traits list. That way anyone would be able to see if their window size was less than the length of the line.Yes, I had to. It was one of those situations where it's so unbelievable you just can't not believe it until you've checked twice. And even then you have to look back a third time just as you've decided 'Yes, it wasn't real. Yes it really wasn't" just so you can go "Okay, this is getting silly. I've checked and re-checked. IT'S STILL NOT REAL! Quit bugging me brain!"
I wouldn't expect it.
We have been "infiltrated" by the inquisition because we let them infiltrate us.The two groups simply prove that we aren't a truly formidable force against spies of a certain human level. We can be infiltrated and not be able to do anything because we won't know we have been infiltrated. I don't want Dragon's Nest to gain our tech advantage without a solid Avernite spy network in their territory.
Distance does not seem to be their trouble, seeing as when it first woke it casually snacked on 60 million of our civilians souls (IIRC)my worry about the railway are those cthulhu creatures that are alpha plus, they will be some what closer to the people that go to this way.
We can ask the Sirens for help that's actually a good idea.so can we trade with our some what allies in the sea a map to where to build (and the direction)? use divination and demonology to find the more 'firm' places (as far of the warp as our planet allow)? even going all out and making 'safe house' in that route that are warded (just so we have some people survive to tell the tale and create new estrategies) and some of our elites there (especially the Psychic... if they are not 'tasty' for the alpha things)? can we send the mechanical cyborgs there (or anyone that is, lets say, 'less tasty' for the warp creatures) ? the cyborgs, we can somehow say that is a way to booster the defense to the island (because is exactly that) and that give the bonus to protect the 'holy land' where most of tech has come.
There's difference between being infiltrated by agents of either the Inquistion, to whom we give open access to our, well, everything (hell, one of our oldest and most trusted advisor is an Inquisitor Lord ffs) or Muspelheim, who are both closely allied to us and not really on "human" level both technologically or skill wise, compared to completely foreign polity with low-end Imperial tech level are like night and day.The two groups simply prove that we aren't a truly formidable force against spies of a certain human level. We can be infiltrated and not be able to do anything because we won't know we have been infiltrated. I don't want Dragon's Nest to gain our tech advantage without a solid Avernite spy network in their territory.
Incredible Cunning (+2I)- Admiral Sarnow has always been very cunning, being able to nearly instinctively avoid trouble and bypass obstacles.
Minimum psyker, it seems.When confronted with this he said that all of the invitations that he received that would have put him in taints way felt wrong in some way and he made excuses.
Factory ships are for helping to set up colonies and supplying long range fleet actions, not sitting in established systems as an extra factory that happens to be a ship.The factory ship stuff would be nice I guess, but we're not exactly hurting for production right now.
Too true. In a few decades we should see about doing with him what we did with Deacon Mark Aurilian; find him a project to micromanage while someone with more convenient inclinations runs the fleet at large.
Factory ships are for helping to set up colonies and supplying long range fleet actions, not sitting in established systems as an extra factory that happens to be a ship.
At present setting up a colony involves shipping in all the equipment to build cities from the core world(s). A slow and vulnerable process. With factory ships we can jump start local production more quickly.
This isn't necessarily true. We could reverse-engineer the component parts of the Goliath Factory ships and produce new, durable factory ship variants.However, right now we'd need to build a fairly large fleet of slow, vulnerable, and expensive Goliath factory ships in order to make a difference.
It was in the datasheets at some point. It was low enough that even when we got it from Atlas it wasn't anything approaching a game-changer for our economy though.Did Durin ever stated the actual production capabilities of Goliath Factory Ship? Because I can't find it.