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
Ok going over economics we need to do a trade with Midgard. We can sell them the 8 billion metal and a billion promethium a year for 15 billion thrones. Which would give us 22 billion surplus a turn. We should have the cargo space for that. @Enjou
 
Age: 750
M: 17+26=43- Turoq is an highly skilled, very experienced general able to commend his forces on any scale with the skill of a master. In the Imperial Trust only you and Julius are his betters.
I: 14+30=44- As a Daemon Prince of the Great Conspirator it is unsurprising that Turoq is a plotter of masterful skill, and with his gift he is near unmatched at spotting plots.
A: 23+6=29- Turoq has always shown a high level of skill for administration that has, surprisingly, not degraded much since his fall to chaos and ascension to daemonhood.
L: 16+18=34- Turoq understands that knowledge is power, and goes out of his way to ensure that he is well armed.
P: 17+33=50- Turoq's level of willpower and self-knowledge is incredible, making him impossible to manipulate for all but the gods.
D: 15+19=33- Turoq is a skilled leader and diplomat, able to effortlessly discover what makes those he encounters, and how to take advantage of this .
C: 17+36=53- In battle Turoq wields heavy weapons usually mounted on battle tanks with unerring accuracy, whether he is sniping targets on the horizon or blasting foes in hand to hand combat. Between his size and skill even the greatest heroes of the Imperial Trust should be wary of him.
Psychic Power:32+11=43 (630*40=25,200)- Since his ascension to daemonhood Turoq has become a mighty sorcerer with power on the upper level of the Beta range. This is magnified greatly on his daemonworld.
Control: 14+17=31- As a Daemon Prince Turoq is made out of the power of the Warp, giving him a level of control that few mortals can match.

Daemon Prince of the Weaver of Destinies (+4M, +10I, -2A, +6L, +8P, +2D, +8C, 32 Power, +6 control. *40 Power Multiplier, type changes to daemon/divine, can claim territory and domains,) - Turoq is a Daemon Prince of the Weaver of Destinies, as as such is a minor god beholden to one fo the Great Gods of Chaos.
Fallen Paladin(+4M, +8P, +6D, +6C, +2 all other stats, +25 to morale for all forces under his overall command)- Turoq was a paladinamong the Anteaters, a shining hero who led them to victory after victory in the bleakest of eras. After his fall he is every bit as dark as he once was bright.
Ascended Daemonic Gift: Gift of Insight (+6M, +10I, +6P, +6D, +2 all other stats, can see though all deceptions and illusions below Paragon level, can detect the presence of Paragon level deceptions and illusions)-Turoq was gifted with the ability to see though all deception and illusions, even those believed true by the Changer of Ways. This gift, and all the dark truths that it showed him, was instrumental in his fall and remains one of his key weapons.
Paragon Piety Trait: Dark Enlightenment
(raise level required to deceive Turoq by one, immune to all mental effects, +200 to all telepathy rolls, +200 to psychic resistance, actually wise)- Between his Gift and his own efforts Turoq has gained utter self-knowledge, and with it a form of enlightenment. This makes it impossible to influence him with even the most subtle of powers and gives him great insight into the working of others.
Paragon Combat Trait: Range Matters Not
(no range penalties, no backwash damage or penalties)- Turoq has mastered the use of heavy weapons to such an extent that it does not matter if he is firing at the extreme limit of his weapons range or in melee, he will hit his target regardless.
Daemonic Power: Father of Daemons (+1M, +2I, +1P, can create minor daemons from his power)- Turoq is able to create lesser daemons out of fragments of his own power. While these daemons are weaken then even Furies they are able to act as his eyes an ears within his domain, and outside of it.
Daemonic Power: Weapon Morphing (+2C, Armour 19, can morph weapons of up to ordinance scale that he has consumed) - Turoq's deamonic form is always shifting in color and shape. Turoq is able to control this shifting to allow him to morph heavy weapons and amour when in battle, much like those infected with the Obliterater Virus can.
Hero of the Astartes (+8M, +6I, +6L, +9P, +13C, +4 all other stats, can command ground and naval battles) - Before ascending to daemonhood Turoq was a centuries old hero of the Adeptus Astartes who had led his men into thousands of battle and fought in countless more.
Master Devastator
(+1M, +1I, +5 Combat, +50 to all rolls with ranged weapons) - Unlike most heroes of the Adeptus Astartes Turoq prefers wielding the heavy weapons of a Deverstator in battle, and has mastered their use, though since his ascension he wields even larger weapons.
Expert Strategist
(+3M, +15 to rolls by troops under your overall command)- Turoq is highly skilled at commanding on every scale, directing his troops with unerring skill.
Expert Sorcerer (+1I, +1D, +2L, +2P, +3 Power, +3 Control, can use sorcery, +30 to all sorcery rolls)- While not born a psyker Turoq has become and expert sorcerer due to gifts from his patron and his studies. This allows him to oppose other champions of chaos with his psychic might, though he is no match for the true sorcerers in this.

Turoq was born on the civilized world of Grimoyr hundreds of years after the Fall of the Imperium. He was recruited at a young age by the Anteaters Chapter which ruled the Sub-Sector and from the start was considered to be destined for greatness due to his purity, strong will and agile mind. Unlike many Astartes he developed a preference for the heavy weapons of a Devastator, weapons that he still uses to this day.

He proved these belief true with a rapid rise though the ranks of his chapter until he was the Captain of the 9th Company before reaching his second century. Turoq spent over two centuries in this position before ascending to captain of the 1st Company. It was in this time that Turoq gained a reputation as an uncorruptible paladin, a shining figure of hope in a dark era and that he took his first steps on the path to corruption. This step was using a 'Holy' helmet supposedly worn by Saint Sabbat herself that gave him great insight into the hearts and souls of both others and himself. The longer that Turoq used this helmet the greater his insight grew, until he could spot even the most subtle of cultists at a single glance. However this helmet also showed Turoq all the blemishes in the souls of his brothers and those they fight for, and the few blemishes in his own soul. Even worse it showed him the innocence of many that they fought, and the evils that they commited. Eventually constant sight of the darkness in the souls of those around him and the undeniable knowledge of his own flaws wore down on Turoq, as did his eventual realisation that the power he had come to rely on had far darker origins, and had at some point transferred from the helm to him.

The realisation that he was wielding a gift of Chaos almost broke Turoq, and for the next few decades he attempted to redeem himself by ignoring the insights offered by his dark gift and seeking death in battle. This period ended when Nanuq, the Captain of the First Company fell to Chaos and only Turoq's gift found him. While Turoq tried to ignore this revelation, distrusting the knowledge that he knew came from Chaos despite knowing that it was true, eventually he found that Nanuq was planning to assassinate the chapter master and could hold back no longer. Turoq was able to save Chapter Master Kadlu and earned great accolades for his feat, replacing Nanuq as the Captain of the First Company. However Turoq could not deny to himself that he was on the same path that Nanuq was trod, and that he lacked the courage to admit it and be given the Emperor's Mercy.

For the next few decades Turoq was forced to confront the darkness within both his soul and the souls of his brothers and they made hard choices in order to survive in an ever darker galaxy. Eventually he became convinced in the inevitability and omnipresence of Chaos, and that he lacked the courage to confront it anymore. Twenty years after giving in Turoq had managed to bring down his chapter, taking advantages of the truths he saw in the hearts of his brothers and his own reputation.

For the next century Turoq was the leader of a chapter sized warband that earned a reputation for both skill and the ability to know its limits and never push to far. Eventually Turoq maned to use this warband as the base for conquering a small domain in what was once the Sector of Epa. Though careful management, calculated risks and his own gifts Turoq was able to build a surprisingly stable society over the next few hundred years which covered half the old sector and was one of the best developed domains in the region. Eventually Turoq was able to capture and sacrifice the Punacus, a Daemon Prince of The Plague God and his entire Warband. With this ritual he was able to ascend as a Daemon Prince, and transform Epa into a deamonworld under his control.

Turoq is unusual among the forces of Chaos due to his utter self-knowledge, which tells him just how far he has fallen due to his cowardice and just how self-destructive Chaos is. This same self-knowledge forces Turoq to look at the world without any illusions, and therefore to plan knowing the real capacities of both him and his foe without any self-deception. This protects Turoq from the arrogance and megalomania that is so common among the Lords of Chaos, and allows him to see the weaknesses of the more traditional chaotic social structures which has led to the unusual society of Turoq's domain. Unlike many Lord of Chaos Turoq knows and understands that he is a monster, and has a great deal of respect for those heroes that dare oppose him. This respect however leads to him testing them by attempting to make them fall, as he once did using all the insight that he gifts give to tear though their self-deceptions show them the darker truths of their souls. If a hero manages to hold true despite his best efforts Turoq will unleash his full capacities against them, as holding back is an insult that he will not give to any true hero. Interestingly enough this has lead to Turoq stopping the assault after slaying a great hero several times in the past in order to allow his foes to gather the body and conduct a proper funeral. Though he does not always do this. However he never mutilates the body of a slain hero that has managed to earn his respect, or allows his minions to do so. Of course given Turoq's preferred weaponry there is often no body to desecrate or bury.
Huh.
Firstly, I really like him.
Like, if I had to write an essay about what I want my super-perfect OC to be, I'd use him as role model.

Secondly:
Daemon Prince of the Weaver of Destinies (+4M, +10I, -2A, +6L, +8P, +2D, +8C, 32 Power, +6 control. *40 Power Multiplier, type changes to daemon/divine, can claim territory and domains,) - Turoq is a Daemon Prince of the Weaver of Destinies, as as such is a minor god beholden to one of the Great Gods of Chaos.
I feel like he'd have an easy time claiming a domain, just like Ridcully did with Blind Seer.
His character theme is clear sight, both inward (whole enlightenment bit) and outward (perfect aim and seeing through lies).
Even if I have a problem remembering a fitting archetype, his character really is... trope-like; close to an ideal of sorts.

Thirdly:
I like the contrast with Ridcully.

Ridcully has an incredibly wide range, seeing the secrets hidden in the far corners of the galaxy.
Turoq might not have great seer powers, but he makes up for it with sheer depth of his sight, piercing through even the deepest cover.
Ridcully is far more offensive with his power, capable of finding and widening cracks in his opponent's defense.
Turoq, on the other hand, focuses on being infallible and untrickable. Flames in his domain are put out near immediately.
Ridcully is a very specialized psyker, and an Honored Bloodthirster nearly ended his life by rocking his scissors.
Turoq is more of a warrior, and I think khornates would find great deal of respect for him.
 
I feel like he'd have an easy time claiming a domain, just like Ridcully did with Blind Seer.
Well technically he kinda has.

Type 1 ascension.

Even if I have a problem remembering a fitting archetype, his character really is... trope-like; close to an ideal of sorts.
MMM, I'd like to say Blackguard of some kind.

A paladin that had terrible secrets revealed to them and so fell.

That kinda logic.
 
I've got this sinking feeling that the Tugozak Orks are about to reach critical mass. So much fighting, so many boyz. It probably won't be too long until the WAAAGH! energy is so concentrated that Ridcully won't be able to pierce it to kill the latest Warlord. Either that or Gork and Mork intervene to empower a Warboss to finally launch the WAAAGH!. If we could just direct this thing at Turoq, it'd solve so many problems for us. But then again, he can re-direct the WAAAGH! just as well as Ridcully can. Bah.
 
I've got this sinking feeling that the Tugozak Orks are about to reach critical mass. So much fighting, so many boyz. It probably won't be too long until the WAAAGH! energy is so concentrated that Ridcully won't be able to pierce it to kill the latest Warlord. Either that or Gork and Mork intervene to empower a Warboss to finally launch the WAAAGH!. If we could just direct this thing at Turoq, it'd solve so many problems for us. But then again, he can re-direct the WAAAGH! just as well as Ridcully can. Bah.
Unfortunately as others have pointed out they're on the wrong side of us for a redirect to be easy.

Durin may just rule it as a no.

If he says yes we maybe able to then we need to get on that now and invest all of Ridcully's actions into it.
 
It honestly looks like the best way to deal with Turoq might straight up be to challenge him outright to a Mano y Mano duel with one of our heroes. Or at the very least, pack a bunch of combat-focused heroes on an expedition to murder him, Castlevania style.
 
Dark Age Datacore Contents Vehicles and aircraft implementation as of turn 119
Dark Age Datacore Contents Vehicles and aircraft implementation as of turn 119

items in blue where either implemented immediately, or with the initial investigation action taken turn sixty seven. Items in yellow where implemented via action. uncolored items are not yet implemented.


Helheim Pattern Rhino- More advanced Rhino
Helheim Pattern Command Rhino- More advanced Command Rhino
Helheim Pattern Razorback- More advanced Razorback
Helheim Pattern Whirlwind- More advanced Whirlwind
Helheim Pattern Skyspear- More advanced Skyspear
Helheim Pattern Vindicator- More advanced Vindicator
Helheim Pattern Vindicator Destroyer- Replaces Demolisher Cannon with Neutron Destroyer
Helheim Pattern Predator- More advanced Predator
Land Speeders- More advanced Land Speeder

Jetbikes- Fast medium armoured Jetbikes equipped with built in twin Impaler Rifles or a heavy weapon. (implemented turn 91)

Goliath Combat Walker- Walker larger then Sentinel equipped with two pairs of twin linked Heavy Weapons, one in an AA mount. (implemented turn 60)
Diamondback Medium Hover Tank – Medium Hover tank armed with a Ordnance Weapon, Neutron Destroyer being the most common.
(implemented turn 78)
Beowulf main battle tank- A Battle tank similar is size to a Leman Russ but faster. Most often equipped with a Melta Canon, Plasma Destroyer, twin Gatling Impaler or Neutron Destroyer as the main weapon and a single hull mounted heavy weapon. This seems to be the missing link between Predators and Land Raiders.
Echidna Mobile AA Tank- This tank is similar is size and speed to a Beowulf but replaces the weapons with six AA weapons, generally Neutron repeaters. This tank is able to accurately fire at enemy aircraft, or land units, while moving at full speed and was designed to provide AA coverage to mobile tank forces.

Crab Assault Walker- This vehicle is a six legged walker equipped a pair of gripping claws. It is designed to traverse any terrain type from deep sea to mountainous forest and has many different variants. Each variant has a pair of heavy weapons and either an ordnance weapon, two more heavy weapons or transport capacity. (implemented turn 82)
Phase Tank- Based on Helheim-pattern Rhino and armed with pair of hull-mounted Neutron Casers and pintle-mounted Heavy Impaler, its only outstanding feature is a solid phase transformation generator. Designed through studying the Aridian Sand Shark, it is capable of projecting an electron field around the vehicle, inducing a process superficially similar to liquefaction in granular matter, allowing the tank to, essentially, sink in the ground to hide. A specialised flotation mechanism (combining jets on the bottom of the tank with manipulation of phasing field) allow it to pop out of cover quickly. (implemented turn 75)

Helheim pattern Land Raider Proteus- A Land Raider variant with improved sensors.
Land Raider Annihilator- Land Raider variant equipped with hull mounted heavy Conversion Beamer and two Conversion Beamers. No transport capacity.

Testudo-class Guardian Tank- Lightly armed heavy Tank that projects a single directional void shield (implemented turn 110)
Spider-Crab Heavy Assault Walker- This vehicle is a larger version of the crab that can be equipped with a heavy ordinance weapon and three heavy weapons. Some variants sacrifice some of their fire-power for transport capacity. (implemented turn 82)

Harvester Heavy Hover Tank – Heavy Hover tank generally armed with no less then six Gatling Impalers with massive ammunition reserves, this tank seems to be entirely designed to wipe out large numbers of enemy infantry and light vehicles, such as Orks often field. There are several variants that replace some or all of the Gatling Impalers with other heavy weapons.

Helheim pattern Spartan- Similar to the known Spartan Assault Tanks
Fellblade- A Powerful advanced Superheavy tank equipped with a twin Heavy Accelerator Battle Cannon and defended by heavy armour and void shields. These tanks can perform well against almost all targets by changing ammunition type.
Fellsword- A variation of the Felblade that replaces the main gun with a Neutron Obliterator, this is a Titan Hunter designed to engage enemy Superheavies at long range.

Hellsword- A variation of the Felblade that replaces the main gun with a Titan Conversion Beamer, this is siege tank designed to cause massive damage to defences and those manning them at extreme range. (turn 110)
Hellblade- A variation of the Felblade that replaces the main gun with a Plasma Blastgun, this is a heavy infantry killer, designed to kill entire platoons of power armoured foes in a single shot.
Hellord- A variation of the Felblade that replaces the main gun with a twin Heavy Gatling Impaler, this is an infantry killer, designed to kill entire companies of infantry and light vehicles in a single burst of fire. (implemented turn 103)
Siege Crab Superheavy Assault Walker- This vehicle is a largest version of the crab, being around the same size as a Fellblade and having similar defences. It can be equipped with a Titan weapon, an ordnance weapon and five heavy weapons. Some variants sacrifice some of their fire-power for transport capacity. (implemented turn 82)
Helheim Pattern Adjudicator Mobile Assault Platform- A massive tank slightly larger then a Capitol Imperialis. This seems to be designed to fulfil the same role but is far more advanced in every respect. Of particular note is its Hyper Void Shield Generator, which can project a Void Shield capable of surviving a direct hit from a battleship grade lance without falling. However this shield can only be held for a matter of seconds before the generator overheats, after which it must cool down for a minute.
Northern Sentinel Titan-Killer – This is a vehicle notably smaller then a Knight-Titan that is designed to act as a sniper and is equipped with basic stealth systems. It is far more agile and maneuverable then ordinary Titans which it uses to avoid taking fire. It is equipped with an overcharged Neutron Annihilator which trades rate of fire for an even higher damage output. In general this is an excellent vehicle in built up or mountainous areas but suffers due to its lack of toughness in open areas. (implemented turn 99)
Knight Forlorn- The design for the Knight Forlorn was found- pretty sure the knight world implemented this on their own but I could not find confirmation.


Hercules Dropship- The Hercules Dropship is a large, very well armoured dropship with powerful void shields capable of carrying an entire companies of mechanised infantry at time. It can be easily reconfigured to carry anything from infantry companies to Baneblade Squadrons. It has little firepower - four heavy weapons - and relies on escorts to protect it in high risk situations. (implemented turn 74)
Peregrine Fighter- The Peregrine Fighter is an incredibly fast and manoeuvrable fighter, armed with a pair of Neutron Repeaters and a pair of Haywire cannons. This allows them to easily shoot down most other aircraft and mess with the controls of larger aircraft, often leading to crashes. The Peregrine Fighter is also equipped with an Ion shield which can provide a lot of protection to a single hemisphere at a time. (implemented turn 74)
Stormcrow Bomber- The Stormcrow Bomber is fast, tough Bomber superior in every way to the Marauder Bomber. It is equipped with a pair of Neutron Cannons, two Heavy Impalers and two Haywire Cannons as well as four tons of munitions. Its heavy armour and one directional Ion shield is enough to allow the Stormcrow to survive multiple hits from most AA weapons with little damage. (implemented turn 74)
Firehawk Assault Fighter- The Firehawk Assault Fighter is a heavily armoured fighter equipped with a Heavy Gatling Impaler and a pair of Gatling Impalers as well as a collection of missiles. These weapon along with its speed, agility and advanced targeting augers make the Firehawk deadly against both ground and air targets. The Firehawk is most often deployed as either a strike fighter or as an escort for Stormcrow Bombers and Hercules Dropships. (implemented turn 74)
Huginn Stealth Reconnaissance Planes- The Huginn Stealth Reconnaissance Plane is a small lightly armed plane with the best stealth and sensory equipment that Archmagos Explorator Tranth has ever seen. It is equipped with a single Neutron Cannon and a pair of missiles for defensive purposes but generally relies on going unnoticed in order to survive. The combination of its stealth and its sensors make the Huginn the best aerial renaissance plane in humanity's arsenal. (implemented turn 74)

Phoenix Gunship- This seems to be the predecessor to the Thunderhawk Gunship and has many similarities. However it is faster, more manoeuvrable then the Thunderhawk as well as having a better designed internal layout. The Phoenix Gunship is usually equipped with a Neutron Obliterator, six heavy weapons and a dozen missiles but variants exists with different weapons loadouts.
Nightingale Stealth Bomber- The Nightingale Stealth Bomber is a smallish, very advanced stealth bomber capable of avoiding detection by most sensors. It is equipped with six missiles, one ton of munitions of a pair of Heavy Impalers, a loadout only a fraction the size of a Stormcrow Bomber. However by combining its very advanced targeting systems and its stealth capabilities the Nightingale can often destroy targets that a Stormcrow can't even approach.
Shadowbat Stealth Assault Shuttle - The Shadowbat Stealth Assault Shuttle is a very advanced stealth assault shuttle capable of avoiding detection by most sensors. It is rather well armed, carrying six missiles and four heavy weapons mounts but is primarily a landing craft. The Shadowbat is capable of carrying twenty infantrymen or a single medium tank, which can be stealthily inserted onto a planet from orbit while avoiding detention by most scanners.
Phoenix Bomber- This is a variant of the Phoenix that replaces the transport capacity with an even better armoured bomb bay capable of carrying ten tons of munitions. It is a devastating if expensive bomber capable of breaching even heavy fortifications with ease.


High Quality Vehicles- There are designs for higher quality, and more expensive, versions of almost all of your basic vehicles found in the datacores.


Landing Pad- Landing pads are cheap pads that can be positioned under a tank allowing it to safely fall from great heights. The pads have three main layers, a layer of armour on the bottom, a layer of padding in the middle and a powerful short lived repulsor at the top. Together these provide the underside of the vehicle protection as it falls, slows the vehicle for the last few seconds before landing and cushions the impact. Together they allow a tank to be dropped from multiple kilometres up and land without suffering anything more then a sharp jolt.


technically these are from another section, but they are the only two unimplemented techs from the DataCore, so I'm listing therm here for convinces sake.
Light Power Knife- This is a mass producible power knife that has a significantly inferior power field. Archmagos Explorator Tranth tells you that while the knife would have trouble piecing power armor it should do well against carapace armor.
Locator Shells- These shells rather than exploding stick to their target and broadcast a locator beacon, allowing more accurate long range bombardment and teleportation.


ok, so if anyone sees a mistake let me know and i'll correct it.


@Durin I did a bit of bookkeeping if you feel it's worth thread marking.
 
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I think that we should take three Administration Shake-up actions, and depending on how the next question is answered, five Education Review actions. My reasoning is that we're getting murdered in Thrones, and that's the one resource that we still have quick, easy actions to improve.

@Durin
1. Would Kovac's education reforms make doing Education Review actions beforehand useless?
2. Was my 'Divination Aikido' idea worthwhile, or no? You never responded after I clarified here:
Right now Ridcully and Turoq's fight over the Orks seems to be similar to wrestling; Turoq is trying to unite the Orks and Ridcully is trying to stop that.

My idea is to have Ridcully switch to Aikido, to continue the metaphor. He switches from trying to divide the Orks to trying to unite them, making this happen much faster than Turoq had planned. Then point the Orks at someone we're okay with getting hit by a Waaagh, while Turoq is still off-balance from the lack of resistance.
 
Unfortunately as others have pointed out they're on the wrong side of us for a redirect to be easy.

Durin may just rule it as a no.

If he says yes we maybe able to then we need to get on that now and invest all of Ridcully's actions into it.

No it isn't. Valinor was on the other side of us from Tugozak. Turoq is to our west, Tugozak is to our up.
We are closer to Tugozak than Turoq is, but not by much. Specifically, we're 200 LY from Tugozak while Turoq is 230 LY from Turoq.
 
Not a mistake, but one thing that I'd like to see but don't is which power armors we've added Stealth systems to. Did we get them all? I don't think so, but I'm not sure. Also, do we need to implement the Mindcatchers?

this is vehicles only. I might take a look at the other sections later today. But I know for a fact that we recently implemented mindcatchers. I also think we've rolled out all the forms of power armor.
 
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this is vehicles only. I might take a look at the other sections later today. But I know for a fact that we recently implemented mindcatchers. I also think we've rolled out all the forms of power armor.
I know we researched them, but I don't know if we implemented them.

I didn't realize that this was only vehicles. With that in mind, I think you should put in that the Stealth Vehicles research is incomplete. I'd be very interested to see other sections as well. Also, the alternate types of the Mobile Research platform that we haven't researched yet.
 
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This may be a silly question, and it might have been answered before, but:

Can a fleet fly through the webway?
 
Dammit. There went the only good way to force a direct showdown.

What about webway movement of defensive armies, while turoqs fleets are committed to planetary assaults, while charging with the fleet the slow way? ...would not help if Turoq has planet buster weapons, of course...
 
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Again, I'd like us to consider asking the Primarchs for assistance on Turoq. Even if it's just advice, they would be far better suited to helping out than anyone else we know. Save, well, the Eldar.
 
Again, I'd like us to consider asking the Primarchs for assistance on Turoq. Even if it's just advice, they would be far better suited to helping out than anyone else we know. Save, well, the Eldar.
And how would they help? Like Primarch advice isn't a magical cure all that will allow us to deal with a competent, undeceivable enemy who has greater strategic speed than us. At best any such advice would give some units and/or heroes some extra points but nothing game changing.
 
ok, so I went over the other sword of suter data banks, the only non naval techs I did't list we don't have already implemented is the Locator Shells, and maybe the Light Power Knife. I am assuming that most weapons don't need an action to use since we just slots them in. The locator shell is essentially a targeting round that would likely make it easier to focus down super heavies, and the light power knife is a poor mans power weapon. doesn't do for power armor, but can get through carapace armor, but sounds like it's cheap enough we may end up making it part of the standard militia kit.
 
And how would they help? Like Primarch advice isn't a magical cure all that will allow us to deal with a competent, undeceivable enemy who has greater strategic speed than us. At best any such advice would give some units and/or heroes some extra points but nothing game changing.
I know that. But I feel that in light of the difficulties we're facing, every little bit is going to help.
 
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