Flagship Name

  • Spirit of Fire

    Votes: 21 47.7%
  • Vigilance

    Votes: 23 52.3%

  • Total voters
    44
  • Poll closed .
Voting is open
Chronicles of Baldur: Regret, Regret, Regret...
Chronicles of Baldur: Regret, Regret, Regret...

There was much in his life that he regretted, decades of life had given way to such feelings - but even now he didn't let it overwhelm him. He was a lonely island amidst a roiling sea, though waves crashed down upon his shores he'd remain standing - battered, bruised, but never broken.

That meeting with Kesar? It would forever remain yet another of those regrets. One that would inevitably persist until something larger came up, but even then all was all subordinate to one simple regret: Valhalla.

It was his greatest loss. His chief showing of how dismissal his skills were, not only as a commander - but as a leader and as a Warden. He'd been underprepared despite the briefing, arrogant in his own actions and blind to options that were available.

Those Witch Hunters knew such truths, even now they utilized such against him. Each appearance, each meeting - purity seals, detections and more paved the way. A stark reminder of his refusal to cooperate at first with them - when he held far too much faith and trust in his own abilities and that of his men.

He allowed it.

The Voluspa that followed him would forever record such actions, it was engraved in his armor - on his heart, in his mind, and across his soul. The saga of an arrogant man who led his men and thousands of others to death all because of his inadequacies.

Had his mother or father borne witness to such an affair… well it was better that they had died on Terra. Their loss had created who he was and that was perhaps one of the few things he'd hate to corrupt and taint with the present and all the baggage it carried.

All it had taken was a few simple words, a few extra hours - some safety precautions and he'd denied them. Now ninety-two souls were forever consigned to be lost eternally, wondering about their souls the very playthings to cruel, thirsting capricious beings who viewed everything as an ant or annoyance. Three hundred and seventy-eight others had their own lives cut short, their potential never lived up to.

What a commander. What a leader. What an example.

Those cultists on Valhalla had placed an artifact in their barracks, something the Witch Hunters had been all too keen to point out afterwards, a testament to his sin and failure. The lack of proper screening protocols hadn't caught that or the corruption in time and his men fell or died slowly.

He shook his head, the meeting with Kesar had reminded him much of Valhalla. Of his own inability to see other options, of so many issues that he'd once thought rectified.

Why had he treated it like such? His beginning statement had done nothing but fanned flames of distrust and dislike. He'd immediately said that the Primarch was making a foolish decision - even if that was the truth, such blunt phrasing was unacceptable.

It wasn't a phrase let alone a starting statement that would truly see his way garnered, he'd been lucky that as the Primarch had said, his mind was that alongside his own. Yet he'd tainted such a thing, he hadn't and still even now didn't fully believe that.

Kesar had demonstrated time and time again that he didn't like sending his men off to doom themselves. Gehenna was why. If something seemed imminent of a terrible terrible fate for the Wardens he often withheld them until proper preparation or adequate forces were amassed. Aleph had been an exception, with the presence of his brothers being the catalyst for his trust in marching men into a meat grinder.

It's why the 11th Primarch was the primary one dispatched in taking down the Extremis and above threats, calling in favors or collaborating with others for tit-for-tat aid. It had only been recently that Oriacarius himself managed to get one assigned solely to him. It was also why multiple figures like Matticus or Doom served as back-up, grouped together.

The Gene-Sire of the Eternal Wardens husbanded his forces carefully and it while proving useful in nurturing a caring, cautious Legion with morals better then most cost plenty chances to rise up and prove themselves. He could point out on his own hand how many of the Librarius Brothers would have garnered much from leading brothers and taking down planets upon the Medium tier while devoting a council of those along his level to working together in formatting strategies to take down worlds at a higher difficulty.

Perhaps it was the Primarch's own planet and upbringings but it was something very much ultimately adopted by the Heroes of the Wardens and the Legion itself. Too much individual domineering of pieces, all with the focus of caution - of pushing themself at the forefront in hopes of minimizing casualties.

Matticus often commanded and charged into battles like Kesar, he'd adopted far too much from his father and Scafrir prior to his death had perhaps been the worst - such sentimentality could and was able to be utilized against him. Doomslayer while having grown was still much the same as Matticus right out there at the very front, slaying and killing as much as possible - thankfully he was prone to working with others.

Oriacarius was perhaps the best developed in looking to unite the Wardens and at the same time one driven to take charge the most. He'd united them through his contingencies, drilling relentlessly into them key points that would ultimately save their lives later on - but at the same time it came from when he called the shots. Not when he worked with others, but from when he himself developed it and called those shots.

Oriacarius could sacrifice his men, but Gehenna haunted him even to this day. It was something that shamed him and internally a little piece of him chipped and broke with each Warden he consigned to death.

Sometimes it was better to take those intermediaries between the Wardens not at officer level or not demonstrating a degree of astounding skill in their field and ask them to come up with solutions. It'd create a stronger secondary tier, it'd see their use rather than be regulated to serving at the heroes and champions' own command without a degree of flexibility or space to grow.

How much more might Captain Aurelian have grown in his own talent where he not suborned to Oriacarius at almost every chance? How much more might Aurelian have transformed when given equal status with a group of individuals able to empathize with him. Able to talk to them and discuss plans and options not as a subordinate to a leader and not as a leader to a subordinate but as a peer to a peer?

The gulf of difference, the perspective might have allowed for a truly unique secondary cadre to form. And yet? Nothing.

Instead they were all sheep before the shepherd and his dogs.

They might be the sheep that lead the other sheep, but that was their place. Nothing more and nothing less.

Baldur had been thankful for the Great Crusade's escalation, oh he'd hated it. But at the end of the day the escalation allowed his brother's to grow - to become more and in doing so elevate others.

Even now he tried to create this, talk to those of such levels. It was hard. Very hard when mostly he relied on transmissions and messages rather than individual meetings. Constantly being ferried from world to world for diplomacy had done that.

So had the fact most quelled in the face of Kesar, it was something normal to all Space Marines. They'd all found it incredibly hard to disagree, to differ from the leader - the one whose blood and DNA they carried within them.

This Ritual of Kesar's? It would strengthen them at a horrible price. Many of that cadre would be dead and much of that blame was left on the Primarch… and him. Something he'd let drive his words during that meeting.

Anger. Frustration. Shock. Guilt. Such negativity all actively reinforced by his own self-hatred.

Anger at the Primarch for not having seen something, anger at himself for being angry at Kesar over something he knew the Primarch didn't have to see, and anger at himself for not having spoken up earlier about it.

Frustration in knowing his anger was wrong and yet still feeling it, frustration in himself for the words he said only deepened a gulf of dislike between the two, and frustration at the galaxy for having created this entire affair.

Shock, for he couldn't believe that the Primarch thought him worthy. Shock that the Primarch believed this to be possible. And shock that he was going to willingly march his men into hell and death.

Guilt at his own perceived lack of actions. Guilt for having known of something, of being able to have pushed harder to see it established but not doing so. Guilt for the lives he knew that would be lost thanks to his past actions.

It'd been so easy to let it guide him. To let such emotions pick his words.

And now he's paying the price. Brothers would die in droves, those who might have saved them would fall alongside them - casualties in this endless war against Chaos and their ilk. All because he didn't push hard enough, because he stayed silent, and because he ultimately chose the easier path of targeting another rather than accepting his own share of the blame he was apportioned.

Like Valhalla he'd trapped himself.

And like Valhalla it was another regret to weigh him down… eternally so.

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AN: Talked with Daemon, while Baldur wasn't the main Captain on Valhalla at the time he was actually one of the ones present and as such chooses to blame himslf given he was one of the few survivors of the Cultist Corruption that netted us Doomslayer, Bader, Hektor, and created Malachiel the Servant of Chaos who somehow is replacing Lorgar.
 
Someone please stamp a purity rune on his forehead, I don't wanna play third time's the charm with a competent chaos commander.

Also our legion is producing multiple astartes who are begining to bridge the gap between astartes and primarchs. This is both impressive, and something that should be kept an eye on by Malcs and the Emporer.
 
Mork's Boot.
Hiya! Decided to make one more omake for Garkruk Buzcrusha's Waaagh, the Ork Warlord that got sent to the Garden of Nurgle by the Eldar, mainly because the ideas and potential of it was just too inspirational to me. And I'm really enjoying writing for Orks now, it's pretty fun. Anyways, uh, hope it's good and doesn't have too many mistakes!
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Mork's Boot.

"-are gonna show dis Nuggle git da power o' Mork!"

"Will do, Boss!" Zakrak Zzap-Dakka, Big Mek to Garkruk Buzcrusha's Waaagh, said and then realised that their Warlord already switched their radio off.

Zakrak scowled and turned to face Krug Kamo-Blind, the head Kommando under Garkruk, and then blinked in surprise as they noticed that two other Kommandos had somehow arrived when they weren't looking, the their arms bustling with their carried explosives, and scowled harder.

The Big Mek didn't like the sneaky and quiet nature of Kommandos, preferring obvious and loud, and they especially didn't like Krug, who kept stealing whatever they could get worse than a Loota. Keeping an eye on them didn't matter, and setting up traps for him was just a waste of time aside from the admittedly entertaining sight of a Grot getting caught in them instead.

But, despite how much they disliked and grumbled about the Kommandos, Zakrak did understand their value and he followed Garkruk's orders. The Kommandos took to the realm like Squigsharks to water, the dense and dark greenery being perfect for their style of warfare. Krug and his sneaky boys managed to get further and move faster than anyone else, even the Flyboyz were swarmed by giant bugs and clouds of choking smog.

As the Kommandos left with their prizes, including another bit of talky-tech that Krug took before the Big Mek could give one to them, Zakruk turned to face their workshop from their view at the top floor looking down, a massive engineering room that existed within the bulk of 'Da Great Crusha' that was where the Big Mek ruled and made wonders of technology and warmachines.

Once it had been pristine, relatively small back when it was a room used by humans. Then Garkruk's Waaagh came and the place had been rebuilt to proper standards by a previous Big Mek, and then after he died and was replaced by Zakrak it was built to even better standards and expanded with loot from an engineering room of another ship.

The Big Mek saw hordes of Mekboyz roaming around with tools and scrap in their hands as they got to work trying to make repairs to whatever was around them, Burna Boyz that either came to get more fuel or help do some welding or cutting and Grot Oilers that carted oil, parts and tools everywhere it was needed.

And a whole lot of other Orks kept coming too. Ork Boyz that needed their shootas and armour fixed, or more ammo and explosives, or had managed to drag back a ruined vehicle that was drenched in caustic liquids. Nobs that did the same as the Boyz except they needed bigger and more complicated stuff repaired, reloaded or replaced. A few Doks and their Grot Orderlies kept periodically arriving to get more Bioniks and have their medical gear fixed to deal with the sick and injured.

It was a very busy time, much more so than usual. Krug and quite a few others had called this place a divine test from Mork, and Zakrak definitely agreed that this Warp realm was certainly testing him. The Big Mek wanted nothing more to do than to get out of here as soon as possible to head to the Blood and Thunder War, turn the entire place into a blasted wasteland or both. Preferably both.

So many weapons, ammo, war machines, Bioniks, vehicles, walkers and so much other stuff kept breaking and rusting ludicrously quickly. All the Meks that were under Zakrak could barely keep up with that, not counting creating other things and resupplying everything. Or, most importantly, fixing all the crashed ships.

Even scrap corroded pretty quickly until nothing remained, plates of metal twice as big as Zakrak could melt away in seconds in some of the rains of acid. If the Big Mek didn't even want to think about how bad it'd be if he hadn't made Kustom Force Fields and Power Fields, which thankfully seemed to offer at least some protection from the disease and decay of the area when they were working, otherwise all the ships and the Orks inside them might have all been dead by now.

If the Waaagh was stuck like this in a normal place then none of this would have been an issue, or at least it would be tiny in comparison, and it could have been interesting to deal with. It would have been easy to fix up the ships so that they could fly and get through the Warp, even if there would be a lot of holes and occasional explosions.

But in the Warp? In the diseased realm they were stuck in? It was just annoying. Zakrak was no stranger to tech that should have been fine suddenly breaking for no reason, but here it happened constantly. Generators suddenly gave no power, turrets suddenly jammed, doors stayed shut had to be pried or cut open and sometimes things would just fall apart.

Everything was slow to work with and degrading to go through, it was awful to face against this when the Waaagh was supposed to be a part of the great Blood and Thunder War by now. It was like building a massive Gargant full of weapons only to have it topple over and slowly break apart before it could do anything.

Although it wasn't completely frustrating. Fighting and killing the weird dead and infectious thing was fun, even if they kept breaking things. And those hidden caches of weapons and ammo that were being found did seem like a true blessing from Mork, all filled with stuff working without fault that were all deadly and perfect for the situation. There was ballistics stuff, various explosives and, Zakrak Zzap-Dakka's personal favourites, flame and energy shooters.

There was nothing else quite like building up a weapon that could unleash a burst of flame, a shot of plasma, a laser beam, a bolt of electricity or anything else like that to the Big Mek. The feeling of a gun heating up as it unleashed a stream of fire or discharged crackling energy, the sight of a figure charring and turning to ash or melting into, was wonderful. Much more satisfying than a normal shoota, especially when true infernos and jolting storms raged against what Zakrak had built against.

Force fields were good too, being able to have a shield of protective energy around a giant warmachine or even personally wearing it and watch enemy fire not do anything while it was up was a magical sight to Zakrak. It was invincibility made manifest, taking a lot more damage than should have been possible otherwise.

Much like, the Big Mek thought, the things in the realm. Even the wood here barely burned, although there were already ideas forming in the mechanically adept Ork's mind in fixing that issue. But even if that did get fixed the Big Mek found it irritating how they seemed to get the short end of the stick compared to the other Orks.

Krug was having the time of their life, being aggravatingly cheerful while they were in their sneaky element. Margog was initially happy in facing the challenge this realm provided as they tried to fix all the sickened Orks, before recently going off the deep end and claiming that they were the prophet of Mork as they genuinely did seem to have some divine assistance on their side as they suddenly rapidly overcame diseases.

Even the Runtherds were having a good time managing their Snots and Grots, working well as they got food, drinks and useful Squigs for the whole Waaagh. And most of the regular Boyz and Nobs were just happy to fight against tough and killy things, while of course preferring to face the Blood and Thunder War, while sending all their broken and depleted gear for the Meks to rush and fix to meet demands.

At least the Speedfreaks and Flyboys understood the Big Mek's dilemma, annoyed at how the machines they depended upon kept needing to be fixed constantly. And Garkruk understood all too well the problems of being here and what they were all missing out on.

And as for the Weirdboyz... well, okay, they actually had things a bit worse off than Zakrak but they didn't really count considering they were crazy and exploded before arriving to the diseased Warp realm. Now they just exploded weirder.

But the Big Mek knew that was going to change, deep in thought for a few moments as they looked over their great workshop. Garkruk wanted him to show the power of Mork? The Kunnin' God wanted to test them with this? The weird corpse things and their strange diseases tried to keep the Waaagh from reaching the Blood and Thunder War? Well, Zakrak Zzap-Dakka was going to show them all exactly what he and his Meks could do.

They lifted up their right hand to press a button that was on at the base of their iron gob. They didn't have the biggest and heaviest of Mega Armours unlike their Warlord and some of his Nobs, but the bulky suit they did wear was still large and both filled and covered with various devices. From force field generators and electric zappers to, as all the Orks and Gretchin inside the engineering area were acutely aware, a special voice amplifying 'shouty loudener' that only the biggest Orks had.

"OI!" the Big Mek roared, the word echoing across the enclosed space louder than the most clanking tools and machines. All the Meks and their various assistants stopped whatever they were doing, along with the Orks and Gretchin that came to take away the repaired or reloaded weaponry. Even Krug and the Kommandos sneaking in the area turned to face the Big Mek for a moment.

"NEW ORDERS FROM DA WARLORD!" Zakrak continued, looking down at all the others inside their workshop. "STOP DA SCRAPPIN'! WE'ZE GOIN' BACK TA REPARIN' AND SETTIN' UP DA TANKS, TRUKKS, WALKERS AN' EVERYTHIN' ELSE! BUILD 'EM, SEND 'EM OUT AN' SCRAP 'EM WEN DEY'RE KRUMPED AN' USELESS BITZ!"

There was an immediate shift in the Meks at that, excitement rushing through them as they could finally refocus back to what they wanted and create stuff instead of spending all their time repairing.

"BUT DAT DON'T MEAN DAT WE'ZE NOT GONNA FIX DA SHIPS TOO, WE ARE! WE'ZE JUS' GONNA FIX DA PROBLEM O' DESE ZOGGIN' DED GITZ DAT ARE TRYIN' TA STOP US FIRST BY SHOWIN' DEM ALL DA POWER O' MORK!"

"YEAH!" the Orks all shouted with Zakrak, even those that weren't Meks. Then they all went about their work with fervour, immediately reattaching bits and pieces that were taken off just moments before.

The Big Mek scanned around the room as they looked over the various wreckages and partly dismantled vehicles and those working on them. They didn't exactly care for leading a whole Waaagh, preferring to focus on their passion of manufacturing sparking death to be used on enemies or occasionally another Ork, but they did love to bellow out orders at other Meks to get them all working properly.

"YOU, BY DA RED WARTRUKK!" Zakrak said as they pointed at an Ork as they tried to wrench off a wheel. "STOP SCRAPPIN' DA WHEELS AN' PUT 'EM BACK ON!"

The Mekboy "But I was replacin' dem with tank treads 'cause dey'd be-"

"YOUZ TALK BACK TA ME AGAIN AND I'LL RIP YA BIONIKS OFF AN' TELL SKAR-RIPPA TO PUT DEM ON A SQUIG!" Then, after calculating the merits of what the chastised Mekboy was doing, they continued. "AND, UH... REPLACIN' DEM WITH TANK TREADS IZ A GUD IDEA, CONSIDERIN' DA NATURE O' DA SWAMPY ENVIRONMENT, SO KEEP DOIN' IT!"

The Big Mek turned to examine what was going on in another corner of their engineering room and saw another issue that needed to be shouted at.

"GET DOSE GORKANAUTS AN' MORKANAUTS MOVIN'! ZOG ME, 'OW 'ARD IZ IT TA 'AVE SUM PROPA WORK DUN 'ROUND 'ERE?! OI, PUT DAT MEGA-SHOOTA BACK!"

"But dey don't 'ave pilots!"

"DEN GO AN' ZOGGIN' GET SUM ALREADY 'FORE I SHOVE YA IN DEM! DEN SEND DEM 'ROUND DA SHIPS OR TO GARKRUK!"

Ideas swirled in the Big Mek's mind as they looked around at everything that needed to be worked on, and as they considered what else to make for the situation. When they saw something that needed improvement or could be done better they loudly ordered the corrections.

But one thing inside the large space kept appearing in their view, something that made their gaze linger on it as biggest ideas sparked inside the mind of Zakrak.

It towered over the rest of the things inside the great workshop and the great door that made up a whole wall, which was built to let loose everything inside when the ship landed for war. Something that was meant to have its construction finished when Garkruk's Waaagh entered the Blood and Thunder War before the ships were thrown off course earlier than expected and landed in the diseased realm.

Something that the Big Mek, and all other Meks on the ship, tried to delay scrapping for as long as possible just in case it could be used or if doing so would offend the Twin Gods for destroying such an effigy.

It towered over the rest of the things inside the great workshop and the great door that made up a whole wall, which was built to let loose everything inside when the ship landed for war. Something that was meant to have its construction finished when Garkruk's Waaagh entered the Blood and Thunder War before the ships were thrown off course and landed in the diseased realm.

Something that the Big Mek, and all other Meks on the ship, tried to delay scrapping for as long as possible just in case it could be used or if doing so would offend the Twin Gods for destroying such an effigy.

The Stompa stood in the centre of the area, now surrounded by a ring of the biggest, smartest and most tech covered Meks in the workshop barring Zakrak. They all wanted to work on the biggest warmachine, and they waited around it as they knew that they couldn't go about this willy-nilly. This was something special and demanded something better than their best.

That and the fact that the Big Mek would pull their heads off if they did anything with the Stompa without his say so was why they waited.

Zakrak Zzap-Dakka pushed another button on their iron gob, a complicated example of 'talky-tech' that let him talk with whoever he choose that wore another such device, and was about to speak before they remembered to shut off their shouty loudener first.

"'Ow are we gonna do this, Big Mek?" asked one of the Mek over the line.

There were a few more moments of deep consideration before Zakrak responded. "...we'ze gonna take a power generator for one of da Zzap Kannonz an' put it in da Stompa."

"But... datz for da ship!" said another Mek. "Dat'z one of da biggest dakka we got, wivout dat it can't shoot!"

"Da ships are already not gonna zoggin' shoot while we'ze stuck here!" thundered Zakrak as they overlook the Stompa. "Dis iz a test from Mork, dey'z watchin' us an' if dey sent us 'ere den 'e wants us ta fight! Fight with nothin' but our kunnin' an' wot we brought an' wot Mork gives us!"

The Stompa looked impressive, especially as it was surrounded by other lesser warmachines and vehicles that all seemed vastly more dismantled, disused or in disrepair than it. But that was only on the outside, which even then only had a few minor guns implanted for initial defence, on the inside it was mostly empty. It didn't have arms yet either,

But, with its relative hollowness, there would be just enough space to fit in one of the smaller power generators for the ship into the Stompa. In a way the unfinished nature of the effigy was blessing in disguise, a fitting gift from the Kunnin' God and answer to their rest.

"If we wanna get da ships runnin' den we need ta use wot we got, an' we got big generatorz on da ship meant for dakka dat'z not bein' used! If Mork sent us 'ere, den 'e grounded our ships for a kunnin' reason." A murmur of agreement followed that statement, the logic seeming sound to the Orks that heard it. "Dis will be our best chance. We'll fill it with all da Zzap guns, Skorchas, Splash-Burnas an' speshul dakka we got dat can use all dat energy. Power Fields too, we'll stuff it wiv 'em. Dose ded gits ain't gonna rust dis fing!"

"A Gaze o' Mork at da top?" the Mek that initially protested asked.

"Yeah, gud idea, might as well use all da power dis fing will 'ave. We'll put two o' dem. Two eyes for Mork ta see us all, an' ta zap all da gits 'e sees!"

"'Ey, we should use dat stuff dat we'ze been findin' all 'round da ships! All dat speshul dakka dat Mork gave us!"

"O' course we'ze usin' dat, dat goes wivout sayin'! Use all we 'ave left o' dat, make some shiny gubbinz for dis. Fill the Stompa's up wiv dat gud fuel an' also... maybe a whole big burny cannon at da base! Yeah, we'll give it a 'ead full o' zap an' a belly full o' fire!"

"Uh," began another Mek over Zakrak's talky-tech, voice already betraying its hesitance. "Big Mek, if we fill it wiv both da generator an' enuff fuel for a Burna Belly Gun... if it blew up, it'z gonna really go boom if sumfing went wrong. Very easily go boom if sumfing went wrong too."

Zakrak Zzap-Dakka paused at that for a moment. It wasn't often for a Mekboy, especially one of the bigger and more skilled ones, to offer a warning about safety over creating massively deadly weaponry a big thing they were excited to build. Especially for an Ork that was itching to head out to the Blood and Thunder War and destroy the weird corpse things that were preventing that.

"Yeah," agreed the Big Mek. "It would! Dat'z part o' da test! We'ze gotta show 'ow committed we are for dis, 'ow well we can build stuff too! Gotta show how kunnin', tech-y an', most importantly, 'ow Orky we are! Dese corpse gitz fink dey can mess wiv our stuff, ta break it? We'ze can break it better den dem! We'll build it loike dis 'cause an if it'z killy enuff den it'z gonna zoggin' krump 'em all! An' if it'z not killy enuff den it will be wen da Stompa kunnin'ly blows up all da gitz 'round it, an' da bitz would be all covered in fire so we can scrap 'em! Blow up so big Mork will see it if dey 'aven't already!"

"It'll be da most killy Stompa ever!" more than one Ork said, the idea sounding better and better to them by the moment.

"We'ze da meanest an' da greenest! We'ze stuck 'ere wiv nuthin' ta loot 'cept wot Mork gives? We'll make our own loot! We'll loot da ships so we can fly 'em! An' we'll make da best zoggin' Stompa for Mork 'e will ever see, wiv enuff kick ta its power ta smash everyfing!"

The other Meks shouted their approval, including ones that weren't on Zakrak's radio and just overheard what he was saying. Then Zakrak Zzap-Dakka paused for a moment to reflect on what he just said.

"'Kick'... yeah! It'll kick where dey don't see and stomp 'em all ta bits where dey can! We'll call da Stompa 'Mork's Boot', an' it'z gonna burn away dis whole zoggin' place!"

The Meks roared their approval as they immediately got down to their business, with Zakrak shouting orders more than before as all the Meks that were able to work on the Stompa. Designs of super-heated weaponry and ammunition, ideas for what to put in and where and whatever else they could add to the walking warmachine idol for the Kunnin' God were all made with greater levels of enthusiasm than what the Meks had when the Waaagh tried to head to the Blood and Thunder War.

They weren't going to make a Stompa. They were going to make the best effigy for Mork that the god would see, that would bring their power to this realm and stomp the burning remains of the diseased god's forces that owned it, one that would either explode as bright as a raging star to could make to let the ships escape or maybe even fight by the side of the Ork Gods if it survived.

Either way, Zakrak Zzap-Dakka figured, it would make the diseased realm burn and show it the power of Mork.
 
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By the way, since the people on Discord have historically been bad about not telling anyone on the thread anything until it's time to execute whatever crazy plan we've made I wanted to go over something that I've been throwing around in the Discord the past couple of days: A more proper use of the Proto Horoes.

Now, hear me out, most of our proto heroes have really interesting Lore, but due to the fact that we only ever face like 1-5 worlds a year and we have Kesar and four Heroes they rarely, if ever, get true use. Because of this we have a hard time getting Protes with useful abilities, or improving those that actually are useful enough to stay useful. For instance: Aurelian actually has the amazing ability of giving his troops a 10% casualty reduction, but we almost never use him, and because we haven't used him for so long nearly all our Heroes are just flat-out better than him at this point. Even the Doom Slayer, since he'd kill so many of the enemy's troops that he'd effectively give more than a 10% casualty reduction.

Which is sad, since Aurelian's bonus actually stacks with the efforts of our different Heroes.

Because of that, and the impending need to use all of of them to in desperate hopes that they can keep the defenses of whichever world they're sent to from falling completely, we've been throwing around some ideas to try to boost them up in the future, and we ultimately decided on two very opposing ideas, and started working on a third.

Idea 1: The original idea, and all credit goes to Altered for this, but by sending our Protos to worlds with deliberately lowered numbers (sending a mere 20k Astartes against a world that should require 25k) we make our Proto Heroes get vastly more experience in exchange for higher casualties. This is because the lowered numbers forces our Protos to grow, and the measured of danger of always running just a bit short on men and supplies should be more than enough to do that. On the flip side, the higher casualties is a heavy price to pay most of the time, and is pretty much only still affordable when we're running around with near our max capacity already. This method also allows a small chance that the Proto will be overrun, and die, should any undexpected complications to occur.

Idea 2: Slightly more affordable, but more than likely much slower, it should be possible to assign our Proto Heroes a number of their Brothers and set them to work at small goals. Things like hunting pirates, attempting to research a specific topic, soft-banning slavery, or conducting a Warp-clearing ritual of their own would all be possible projects that would slowly boost up our Proto Heroes, giving them experience both in their chosen fields and leading their Brothers. We've seen some use to this effect in having our Protos train up mortal units, but the idea can certainly be expanded.

And, because of that last bit, the idea has been thrown around of aiming these Proto Hero's actions towards the production of another mortal unit. Now, typically only one trainer can actually be given to a unit, to a maximum of three if they can all keep from trying to overwrite each other's bonuses, but that doesn't necissarily mean the other Protos can't help out. From using Baldur to boost recruitment, to using our techmarines to create artifacts or boost equipment.

Which leads us to the third idea being thrown around: The possibility of creating a Tank unit at the same time that we make our Biomancer units. By outfitting them with Tanks we assure that they're plenty, heh, tanky and unlikely to die while somewhat substituting for our Astartes while the Legion recovers. Additionally, the ability to put Void Shields on super-heavy tanks, and Flare Shields on normal tanks means we could lower what casualties they'd already recieve dramatically. To augment that even further, there was passed around the idea trying to outfit the Tanks with Technomancers or Telekinetics to provide a teterary defense, an expensive and probably unnecissary act that would nonetheless drive up their power and bonuses to astronomical levels through equipment alone, with the only major problem with them being that we sadly don't have that many characters who'd be great at training them. A problem we initially shared with the Night Watch.

We've planned it out just a bit more, deciding on specific Tanks to be used and whatnot, but what do you guys think so far? Any questions? Any suggestions on who should train the Tank group, or what each Proto Hero could provide? I haven't really detailed out what all each Proto can do because, well quite frankely, we're expecting to lose 60-80% of them in the Ritual Crusade, and that's including the one we're just not putting in.

Also, keep in mind that any efforts towards this plan being actually put in action will have to wait until after the Ritual Crusade is completed. Sadly any Proto Hero grinding we can do now would lower the effectiveness of their overall Kill Team, and any Tank troop we can try to produce would take too much of Kesar's time to be done until after the Ritual is completed.
 
I'm confused, if the plan can't be implemented prior to the crusade how does it help prep our guys for the crusade?

Well it's more of a plan for after the Ritual Crusade, mostly because all of our Proto Heroes are currently being used to their max capacity in training up the Kill Teams for the Ritual. Which is necissary to hold off Great Unclean ones, and other, similar, Daemon Princes.

As for how this helps, I [ido[/i] have to ask which section. While neither of them help with the Ritual at all, and indeed their immediate implentation would only hurt it, the benifits for the Great Crusade are astronomical.

First and foremost, it should be noted that our Proto Heroes are some of the strongest troops we have, and a lot of them hand down their special abilities to those under their command. For instance, as mentioned before Aurelian actually saves 10% of all Wardens that die under his command. But without ever using him this ability has no chance to upgrade, and similarly he has no chance to get any other abilities. But by sending him out on small missions, even something as minor as having him hunt down minor pirates, he has multiple and repeated chances to upgrade not only his primary ability, but get new ones along the way. Which should improve his performance dramatically when next we need him. In that way, giving him a hundred troops and minor assignments for ten years could very easily save ten thousand Astartes when its time to truly pull him out.

And, of course, the same holds true for all our Protos. By giving Thule something to train he gets better at it, and would produce more Legion upgrades and Proto Heroes. By giving Baldur some minor trade deals to negotiate, or nobles to request resources from his already monsterous bonus to diplomacy and intruge will slowly increase, and by giving Bader some people to train in CR his own boost to it will likely increase. And so on, and so on. In such a way, when it comes time that we're getting more planets per year than we have Heroes our Proto Heroes won't be a weakspot, and we'll save drastically more manpower than we spent grinding them up.

As for the Tank troops, those have a two-sided use. The first of which is that in the Ritual Crusade we're expecting roughly two third's casualties, and so we'll be unable to act as a full Legion for a number of years. During which having another Mortal troop like the Night Watch to take some pressure off of our Astartes will be most benificial. After which they'll liklely have grown to such proportions that we can assign them Easy worlds without help, and we can likely throw them even at Hard worlds to keep our Legion numbers up.

Or, basically....While we can't implment it for the Ritual Crusade it helps out drastically in the aftermath of the Ritual Crusade, and during the remainder of the Great Crusade itself.
 
I see, well in that case i would posit that post ritual we go hard on the runes, rune planet, and psyker recruitment/training. Getting our librarians in the field, our runes spread to the rest of the imperium, and maybe getting angron's anti-nails device made.

Also maybe see if he's willing to loan us those psykers he's not using.
 
I see, well in that case i would posit that post ritual we go hard on the runes, rune planet, and psyker recruitment/training. Getting our librarians in the field, our runes spread to the rest of the imperium, and maybe getting angron's anti-nails device made.

Also maybe see if he's willing to loan us those psykers he's not using.

Yeah, so post-Ritual we've got the Runic Planet being continued, Rune Production being picked back up (sadly only at its normal pace, not much we can do there), the Chaplain Program being expanded to Gammas(nullifies our Librarians' Psyker Malus and can be passed down to mortal units), the Biomancers, their's some talk of trying to get a small group for Warp-clearing Rituals set up through any surviving Proto Heroes, and possibly trying to outfit the Tanks with Psykers as well. The Librarians being put out looks like it's going to have to wait until after some of this stuff is done, most notably the Rune Planet, and I'm afraid to say that spreading the Runes to non-Astartes/Primarchs likely to be limited in much the same way.

And...actually? Talking to Angron (and Mortarion if we could somehow get him to not murder us for it) and asking for his Psykers wouldn't be such a bad idea. There's also a few rolled Heroes that the other Primarchs have encountered that would be pretty great as well, like the Biomancer Guilliman fought this year....or the Biomancer Horus found this year.

Sidenote: It should be noted that we're currently planning on using Baneblades with Void Shields and Technomancers for the command posts of the Tank troops, with Olympians (Canon Lemans) with Flare Shields opperating as their general and more wide-spread might, and Chimeras for troop transport. Also considering diverifying our recruited Psykers so that Telekinetics are put on the smaller Tanks since their shields are more useful there, and they have a wonderful ability that could potentially teleport their Tanks small distances. We're also thinking of having our Valhallans man the main units, treating them much like Magnus' Spireguard, and having our Apothecaries augment experiment in augmenting them in ways that could potentially be spread throughout the Imperial Guard. This is both to improve the general IA in our domain, but also because Valhallans are somewhat less likely to fall to the ruinous powers of Chaos, as well as already having a notable bonus against it, which means that we could potentially deploy the Tank troop alongside our regular Astartes should the situation require it. After some training, of course.
 
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What do the telekinetics do that's such a good synergy with tanks?

The problem I see with making the valhallans the main tank units is that quite frankly we need more valhallas everywhere from the sounds of it. I don't want to show too much favoritism to them but if they're running CR and anti-demon bonuses we might need them in most of our special units, at least until we can start carving purity runes into everything.

More specifically wouldn't valhallans be better at urban warfare, investigation, and counter-espionage than tanks?

We have a planet full of tank specialists... or did Leman get that planet?

But we do need the anti-corruption bonuses.

Hmmmmmm

Could we replace our commissars with Witch hunters? Would that let us spread the anti-daemon boosts around?

I mean if we're going to do any major re-orgs post crusade is the time to do it.
 
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What do the telekinetics do that's such a good synergy with tanks?

The problem I see with making the valhallans the main tank units is that quite frankly we need more valhallas everywhere from the sounds of it. I don't want to show too much favoritism to them but if they're running CR and anti-demon bonuses we might need them in most of our special units, at least until we can start carving purity runes into everything.

More specifically wouldn't valhallans be better at urban warfare, investigation, and counter-espionage than tanks?

We have a planet full of tank specialists... or did Leman get that planet?

But we do need the anti-corruption bonuses.

Hmmmmmm

Could we replace our commissars with Witch hunters? Would that let us spread the anti-daemon boosts around?

I mean if we're going to do any major re-orgs post crusade is the time to do it.

They have three major abilities that let them absolutely dominate with small tanks, even if proper Technomancers are stronger with larger ones. The first is, of course, the telekinetic barrior I originally wanted them for. This ability completely stops any form of attack that can't just pierce through it, and still weakens the attacks that can making it, quite frankely, superior to the Technomancer's own abilities to fortify the outer shell of the Tank, as most of our Tanks actually have delicate wires or other technologies hidden behind those metal plates. Their second ability is Crush, which is basically just a fancy way to say that they can attack foes without actually needing a proper line of sight, which is great for Siege warfare. It also doesn't require any amunition, and is great for areas where more traditional weapons can't be fired. Say, if the room is being filled with flamable gas. Lastly, a Telekinetic can actually teleport short distances, and potentially even bring in those around them, which helps avoid traps, keeps the tanks from getting stuck, and is sure to be terrifying on the battlefield. I mean, seariously, teleporting tanks.

In constrast, the Technomancers still dominate the super-heaveis, being able to fortify the far thicker and more durable metal plates that surround the Tank, and stir on the machine from great damage, an ability that gets better and better the larger the tank gets.

As for who we actually stock up:

Valhallans aren't really great at investigation or counter-espionage, at least not in general. The highly-specific Witch Hunters are trained in such matters, but the rank and file aren't really so sophisticated. Rather, their bonus is typically more in-line with a normal soldier, knowing where to shoot, and how, and knowing Daemons in particular quite well. They're used to fighting without massive amounts of equipment, an ability that might very well be wasted here, but otherwise they're pretty great. Certainly high-quality soldiers, and their bonus to AD and minor bonus to CR certainly makes them a worthwhile troop if we ever think we'll need to bring mortal troops to hunt down Daemons. They're also right next to our Wardens in Valhalla, which should make everything very convient for our Legion while we're setting everything up.

Other possibilities include:
The people of Hearth IV, who we're already planning to recruit our Techmarines from, and probably has the ability to outfit the whole group by themselves. I, personally, am kind of leaning away from this option. In large part because it cuts out many of the avenus our Protos can help out in. But it is worth noting that doing this would probably net us some relationship gains with Kel-bor.

The Solar Auxilia, of course. They're already known for being second only to proper Space Marines, and they have numbers massive enough to recruit from. They're also already avid users of Tanks, and also fight primarily by paying to win. :V

Otherwise, a Deathworlder would be absolutely amazing. Though their numbers tend to be low it should be possible to find a Deathworld that's adequately trained and adapted to be great drivers and shooters. From there, more proper tank training shouldn't be hard. On the plus side, the Deathworlders likely start with a sizable combat bonus, but likely nothing that will scale towards being truly beyond our other options. Deathworlders also have a bad habit of not respecting anyone but other other Deathworlders, which means that they'd likely look down upon the Valhallans around them (since Valhalla is no longer a Death World), the Psykers they're allied with, and the Techpriests needed to actually keep the Tank running. So, basically, greatest possible combat bonus and really, really good stories in there but it'll take a while to get them working together seemlessly.

That said, sadly the Tank world, while already amazing and absolutely useful, is off the table. Though its Hero Unit would likely double if not tripple their effectiveness we're also absolutely despised by them, and its all but forbid that we step anywhere near them. Both ways.

Also worth noting but Commisars don't quite exist yet. I do plan to keep enough of these troops around that we can hopefully send out some of their augmented normalized forces as bodyguards for the Witch Hunters though, and most assuredly the average Witch Hunter will be able to requisition an Olympian or Chimera.
 
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They have three major abilities that let them absolutely dominate with small tanks, even if proper Technomancers are stronger with larger ones. The first is, of course, the telekinetic barrior I originally wanted them for. This ability completely stops any form of attack that can't just pierce through it, and still weakens the attacks that can making it, quite frankely, superior to the Technomancer's own abilities to fortify the outer shell of the Tank, as most of our Tanks actually have delicate wires or other technologies hidden behind those metal plates. Their second ability is Crush, which is basically just a fancy way to say that they can attack foes without actually needing a proper line of sight, which is great for Siege warfare. It also doesn't require any amunition, and is great for areas where more traditional weapons can't be fired. Say, if the room is being filled with flamable gas. Lastly, a Telekinetic can actually teleport short distances, and potentially even bring in those around them, which helps avoid traps, keeps the tanks from getting stuck, and is sure to be terrifying on the battlefield. I mean, seariously, teleporting tanks.

Word of warning, but you'd need a fair few high skill/power psykers for this. You can get them, but it's not an insignificant amount. For this for example, you're looking at taking up around 2.5% of Delta psykers in the Imperium at the current point in time.
 
It should be noted that our heroes and proto-heroes earn experience towards gaining traits and in proto-heroes specifically the ability to make a hero roll.

Something @Xemness actually missed that I suggested by the way, is that we have our Proto-Heroes form their own council and assign them Hard-Easy Worlds with them collectively working together narratively to take these challenges on. Obviously they'd have support of Hereos, Kesar, Wardens and more. But that's the narrative focus. Mechanically it's essentially we send about 5 or so Proto-Heroes with troops to take on these specific worlds and we do by the way work to ensure these heroes are synergetic. So say Aurelian with some front liners and someone else, etc... that's the entire deal.
 
Word of warning, but you'd need a fair few high skill/power psykers for this. You can get them, but it's not an insignificant amount. For this for example, you're looking at taking up around 2.5% of Delta psykers in the Imperium at the current point in time.

The teleportation thing or the general shielding? Because I think the shield could probably be done at Epsilon, albeit no super-legendary one. Still, the ability is insanely useful, and I think that after the initial training it'd be unlikely that we lose our major units in all but the toughest of battles.

It should be noted that our heroes and proto-heroes earn experience towards gaining traits and in proto-heroes specifically the ability to make a hero roll.

Something @Xemness actually missed that I suggested by the way, is that we have our Proto-Heroes form their own council and assign them Hard-Easy Worlds with them collectively working together narratively to take these challenges on. Obviously they'd have support of Hereos, Kesar, Wardens and more. But that's the narrative focus. Mechanically it's essentially we send about 5 or so Proto-Heroes with troops to take on these specific worlds and we do by the way work to ensure these heroes are synergetic. So say Aurelian with some front liners and someone else, etc... that's the entire deal.

I did actually totally miss the council idea. Though, that rough packaging of Proto Heroes is certainly possible. I don't think it'd be very...used in the immediate aftermath of the Ritual Crusade though. That said, if we can package two or three Apothcary Proto Heroes that would be amazing, as would packaging our Librarains (Though, having made half of them, that would likely make me sad).

Also, it should be noted, that Daemon did recommend just about any good Forgeworld would make for a good recruiting ground, since they'd start out with the Tank proficiency. Though, to be honest, I still find myself preferring the use of Valhallan troops due to the relative convience, not having to worry about too much Psyker-hate, and their ability to be used against Chaos in...at least some capaicty.

Edit: Asked Daemon what the bonus for such a troop would look like, and he seems to be leaning towards around +20 to +30 for our Legion which is just astronomical. That said, the warning he gave above about the Psyker requirements should still be noted.
 
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The teleportation thing or the general shielding? Because I think the shield could probably be done at Epsilon, albeit no super-legendary one. Still, the ability is insanely useful, and I think that after the initial training it'd be unlikely that we lose our major units in all but the toughest of battles.

Both really. While you could use the shield with Epsilons, you wouldn't get the power needed for it to the tank level firepower you're looking for. General rule of thumb for firepower psykers can output and take:

Zeta: Machine gun
Epsilon: Light Tanks
Delta: Heavy tanks
Gamma: Deathstrikes
Beta: Orbital Bombardment
 
Both really. While you could use the shield with Epsilons, you wouldn't get the power needed for it to the tank level firepower you're looking for. General rule of thumb for firepower psykers can output and take:

Zeta: Machine gun
Epsilon: Light Tanks
Delta: Heavy tanks
Gamma: Deathstrikes
Beta: Orbital Bombardment

Ohh I mean I'm pretty much only looking for the shields, to be honest. I was expecting that we'd have to either use a small team of Zeta combining their powers, or a solid Epsilon. The Heavy Tanks will likely be taken care of by a small team of Zeta as well, who'll likely run around the vechle and help out where the on-board Techpriests cannot. Mostly in offering what little defense they can to the already over-protected Tank, and stirring up its Machine Spirit to shrug off blows.

Edit: To be honest we'll likely sort of skimp on the Psyker side of things. Their inclusion is a notable buff, but they're ultimately a very limited resource, and they're mostly just there to protect the Tanks in the brief flashes when their more mechanical shields are down. Or, in the case of Technomancers i suppose, to stir on the shields to be more effective... Actually that's another point that makes the Technomancers better on the larger Tanks while bringing them up on the lower-end as well.
 
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Ohh I mean I'm pretty much only looking for the shields, to be honest. I was expecting that we'd have to either use a small team of Zeta combining their powers, or a solid Epsilon. The Heavy Tanks will likely be taken care of by a small team of Zeta as well, who'll likely run around the vechle and help out where the on-board Techpriests cannot. Mostly in offering what little defense they can to the already over-protected Tank, and stirring up its Machine Spirit to shrug off blows.

Oh I see, so if I get this right, you're just looking for shields that help out rather than stop anti-tank weaponry?
 
@Xemness the Good
Well I'm sold on the telekinetic tank unit, if we can get the psykers for it, though the recent compliance might help with that. Frankly we should be looking into that sort of thing for other psyker disciplines.

Epsilons are rated for light tank so that seems like a good set up, maybe a mix of Epsilons and Deltas in the light tanks. Wait is the tank unit all light tanks or is it a mixed tank weight unit?

@Altered
I'm not sure I understand the suggestion with the proto-heroes. Aren't we already sending them out on missions?

Anyway, do we have mortal air support?
 
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