The Young Xian of the Celestial Realm: Space Cathay 4x Warhammer 40k Quest

Bao is focused on defense, so we're largely free to go on the offense. Zavkom getting screened takes priority, but their 'landing spot' is a tad unclear, so I think either the Orks or Chaos should take priority, being the easiest to outright knock out of the fight with headcapping. Orks would be my preference, as Chaos doesn't ramp as fast, and major Ork-Tyranid scrums should be defused as much as possible. Plus, I'd really like some of our Blank merc here to deal with the Tyranids if possible.

I think we should engage in mass planetoid destruction, some Maw buff for pur resident assassin-cat and her hunting efforts on Ork characters, and the like to kill as many of their characters as possible and cause chaos in their ranks. We can't force a proper Duel without Xiang or Xinyi, so don't bother.

Of course, an argument could be made for having the Maw take advantage of it's conceptual weight where eating is concerned to screw with the Tyranids. They don't appreciate food? It's just a means to repurpose resources for them? Blasphemous! No more eating for them. It's why we sent the Ogors here, so I suppose it makes sense to focus on the Tyranids, especially if we want to ensure the Tyranids can't screw over the Zavkom dudes. Plus, we don't want to risk the Dragons getting eaten by Tyranids.

I think for High Magic, something like this:

Choked On A Bone. The Tyranids are a travesty. They eat and eat... but they don't taste a thing. They don't enjoy it. They're like a sick parody of the Maw and it's Followers. Well, until they learn, the Maw's revoking their eating privileges. Leverage the Maw's dominion over consumption to prevent the Tyranids from claiming resources to raise new forces, crippling their force recovery and ability to convert/infect people.

Invasive Disharmony. They Tyranids are the ultimate invasive organism. See if the fundamental disharmony can be leveraged with the aid of Harmony to essentially 'echolocate' the Tyranid numbers and positions. Even just detecting specific locations of extremely deep Shadow could be helpful.

Jolly Cooperation. The Tyranids might make a pretense of democracy, but no one is ever given the option to leave or refuse to join their federation, and so it is merely a more subtle tyranny than some. Utilize Harmony to improve general teamwork among the Iron Ring coalition. Allow groups to opt out if they wish.
 
i completely agree with @ilbgar123 as to what we should do, namely lets the ogors focus on the nids while we focus on the orks. we've got that eating contest quest thingy and a raiju fleet is right there so we can knock that out right now (hopfully).

i like the idea of the Tyranids being a false harmony.

and on the discord it's been said that all we need to do is hold the line

i also really want the plan/next gimel chapter to be called gimelscthump, because i'm a phineas and ferb fan and scthump sounds like stomp
 
i also really want the plan/next gimel chapter to be called gimelscthump, because i'm a phineas and ferb fan and scthump sounds like stomp
That assumes we'll stomp. which is not certain in my opinion. Agreed on the Maw invocation, I like when we can engage in more abstract and symbolic stuff and if we can "lolnope" the Nids, it'll be hilarious.
 
I think we should engage in mass planetoid destruction, some Maw buff for pur resident assassin-cat and her hunting efforts on Ork characters, and the like to kill as many of their characters as possible and cause chaos in their ranks. We can't force a proper Duel without Xiang or Xinyi, so don't bother.
We'll need the Night Lotus to guard against Tyranid assassins, and potentially Chao-Xing as well. But we can take a chance and put her to work.

More suggestions for High Magic actions?
 
Maybe use Chamon to cause ork tek to fail like it would if not for the waagh!

Or ghur to enhance the natural conflict of the greenskins and turn it against themselves.

If those are not possible than ignore them.

Chamon to enhance our machines/robots

Azyr/ whatever fits to find genestealer cults and sleeper cells before they become a threat so we can root em out. Idk how warp shadow would effect this

Some form of yin-yang or aqshy or whatever fits to auto-purify any territory we take of infestation and taint or just protect our own from the same

Light banishes the Shadow; use Hysh to essentially counteract some of the shadow in the warp. Even if the symbolism of light vs shadow does not apply to the Shadow in the warp, Hysh is also the wind of revelation, so it could essentially counteract some of the Shadows effects. At least in theory.
 
Last edited:
Behold, a plan!

[X] Plan: Gimel Griefers
-[X] Orders
--[X] Deploy Ogor fleethordes to aggressively counter-attack the Tyranids and stall their momentum.
--[X] Dispatch Baise De, Urist Freekyndred, and battle planetoids to pin Ork forces, hopefully creating opportunities for Asahikijin and Anrathe spearheads.
--[X] Send Wang Chao-Xing to assassinate Ork Characters.
--[X] Distribute Night Lotus forces to protect against Tyranid assassins.
-[X] High Magic
--[X] Choked On A Bone: The Tyranids are a travesty. They eat and eat... but they don't taste a thing. They don't enjoy it. They're like a sick parody of the Maw and its followers. Well, until they learn, the Maw's revoking their eating privileges. Leverage the Maw's dominion over consumption to prevent the Tyranids from claiming resources to raise new forces, crippling their force recovery and ability to convert/infect people.
--[X] 'Fasta' Doesn't Mean Closer: The Orks are best suited to (and enjoy the most) getting to grips with their foes. By using rituals to warp space, they won't get close enough to do so, keeping their fleets in Skirmish and Bombardment.
--[X] Invasive Disharmony: The Tyranids are the ultimate invasive organism. See if the fundamental disharmony can be leveraged with the aid of Harmony to essentially 'echolocate' the Tyranid numbers and positions. Even just detecting specific locations of extremely deep Shadow could be helpful.
--[X] Green is Not Good Feng Shui: The greenskins carry a measure of luck from their Deathskull warlord and the innate blessings of the WAAAGH on its bosses. Use Yin-Yang, Azyr, and Harmony to strip that away, and transfer to the Tian'Chaoren forces.
--[X] Big Balls of Fire: There's a simple but effective countermeasure to the Skrapwurlds and 'Uge ships. Kill them with Aqshy. Lots of it.
 
Last edited:
[X] Plan: Gimel Griefers

As noted, we don't really need to win, we just need to spoil their attacks to win Bao's forces some breathing room, and last long enough for the Vay-Gir forces to relieve us. And even if we don't break the Tyranids and Orks, we'll definitely spoil their attacks.
 
"No by an Ultramarine, singular." She replied, flatly in a deadpan tone that did not shift when he exploded into laughter at what was surely a hilarious joke only to stop when he saw that she was still dead serious.

"...You're being serious?"

"Malum Caedo of their Sternguard Veteran corps left no survivors and sent every summoned greater daemon howling back into the aether, we will not be able to count on Samael's dreamed of weapon."
She said with clear disappointment in her voice.

"This is a joke, yes? That name means "Slaughterer of Evil" in High Gothic, there is no way you are being seriou-"

"He is named that and I am serious."
She said before Marduk spat another curse at the children of the accursed Guilliman.
So if a named OC could cause this much damage,how OP is more memetically powerful astartes like Cato Sicarius or Kaldor Draigo are in this universe?
 
Last edited:
300 years in this hellhole? A vacation isn't going to cut it.

While I mostly like Plan: Gimel Griefers it doesn't address the undead at all. I know we can't address everything, leaving them alone seems like we're asking for trouble.
 
The Carnage Legion will stick around because I'm not going to junk mercenaries I'm already building an OOB for after just one turn of not being hired.

I had a lot of other mercenary options conceptualised but didn't put into the post whether because they weren't finished to a degree I deemed satisfactory by the personal deadline I set for myself or because with some extra thinking on it I didn't think they made sense to be hireable at this point. I also have some extra characters for each mercenary group squirelled away for later since I was originally going with four characters and two legions of legend each before truncating it to make the deadline and have something to anticipate later.

I also never ended up getting to the detachments or solo-characters or LoLs due to said deadline.

As for the cut mercenary band ideas I had:

  1. A Drukhari Kabal with an allied Wych Cult and Haemonculi Coven that provides a lot of tier Maximus punch that is very pricy but could have its cost cut down by offering them the POPs of either the enemy or yourself.
  2. Dawi Mercenaries who specialise in Runecraft, simply not shifting from a position, and the lore of the Old Ones.
  3. An original Abhuman society who are to the Eldar as the Leagues of Votann are to the Dawi presently labelled as the Epsilon Advent (making the two RTS factions they're a reference to very obvious) who specialise in esoterics but especially Psionics.
  4. Non T'Au affiliated Kroot Mercenaries because everyone's gotta have some Kroot Mercenaries.
  5. Greenskin Freebooters who while cheap and recover losses very quickly on their own, need to be involved in at least one combat action every turn or else they'd turn on you.
  6. Loxatl mercenaries for people who want more sneaky gits to shank people in the dark and particularly want energy weapon resistant newt people to do it.
  7. Fra'al for lots of psychic shenanigans from weird crystal alien things who match you tier wise.
  8. Morrallian Deathsworn because you just love toxicity so much you see nothing wrong with neutron irradiation and the oxygen destroyer being parts of your kit.
  9. Saharduin: Yes the sharkmen are assholes whose primary empire generally associates more with the Druchii, Drukhari, or the Dawi Mornhall more than anything resembling polite company, but they are very hardy fighters and also as an aquatic species are great at taking aquatic territory and have a long history of conflict with the strangers.
  10. Unsworn Godsbane: Renegade but not Chaotic Space Marines built around the renegade chapter known as the Godsbane who've developed their own military doctrine to support themselves without the Imperium's grace. Have ties with a renegade knight house and hereteks and a rogue trader house who had their writ of trade revoked for shortchanging the Adeptus Terra on the Tithe of the colonies they set up and deciding to run away before the Ordo Apostata and Seditiosus of the Inquisition could send in the Storm Troopers to break their legs. Still wanted by the Inquisitorial Conclave of Tethar.
  11. Targatron's Terminators: Targatron is a xenos-machine of a make known as the Chalydoteks, which outlived their original makers for reasons they are very cagey about discussing. Tagatron's Terminators are an all machine army that specialises in brutal CQC and warzones that organics might struggle with, and the former Gladiator Bot itself was undefeated in its circuit for a thousand years before the unspecified incident that saw the Hardak Principate disappear leaving behind only its machines with the robots quietly abolishing sapient robotic death games afterwards.
  12. Fellowship of Yhorm: A band of Jotunar, often known much less specifically as "Giants" that while relatively few in number and of course poor in anything that cannot be improved by giant, highly warp-attuned warrior-mystics partaking in it, are of course fucking magic giants in arcane armour with similarly titanic technology and wondrous artifice to match their near-godly strength and power and the elemental fury they can call upon through the warp's power in their very bodies.
  13. Scalebound of Lansseax: Dragonkind is often described as having four great houses; the Occidental, the Oriental, the Borealic, the Australic, and the Central. As dragons are naturally proficient shapeshifters, whether they even have a true form or not is a matter of debate, with the preferred manifestation being down to personal taste. But Occidental dragons such as the Scalebound are most associated with a six-limbed body with four legs and two wings, and the Scalebound, though relatively few in number when counting only true, full dragons; have many dragonkin amidst their ranks from the results of dalliances as well as dragon fellowships that seek the wisdom of the dragons. Through their genius minds, they have designed and crafted the equipment of their soldiers, and use it to gain the precious metals and gems that resonate with their magic to serve Lansseax's purposes.
  14. Kharadron Dawi: Their primary interest is "fuck you pay me" and they are aggressively antithetical to your economic system due to being a literal plutocracy but they will accept any pay they see as valuable in terms of their Aether-Gold note currency. Masters of aerial warfare and capable of absolutely cataclysmic amounts of firepower but as a rule, very unfond of getting close to much of anything. Basically available anywhere and everywhere as they ply the webway.
  15. Pirates of Syracusa: Space Sartosans who do all the pirate things like hit and run, loads of guns, boarding, and being very good at either giving enemies the slip or preventing them from doing so. Working with them also means that on their honour, other Syracusan pirates aren't going to bother you while they're in your employ.
  16. Thyrrus Travelling Show: Some of the strangest Sophonts in existence, the Thyrrus seem to be possessed of an absolute conviction that their every action is being judged by some sort of divine "audience" and thus they must live their lives in an entertaining way for them, which extends to their approach to warfare which is entirely based on what is cool and flashy over what would actually be effective, holding them back despite being advanced enough to have plasma guns as standard issue as well as power weapons, and hard-light shielding for even the basic "squid"; putting their baseline of technology at a frightfully high level. However they are seemingly utterly fearless, and incorruptible at that perhaps as a result of their particular delusion.
  17. Ronin Bands: Soldiers from Allied Asahikyo not bound to present commandates, like Asahikyo itself; the Ronin are extremely diverse with humans only being a plurality of the non-Ayakashi and Seirei inhabitants of the People's Solar Domain. Significantly more aggressive in its approach to warfare than its long ally of Tian'Chao or nearby Gojinguk, the Asahikyojin are often considered the Yang to Gojinguk's Yin and Tian'Chao's balance; though stating this in the presence of those who truly study the three cultures will almost certainly start arguments. In war, the Asahikyojin are often breakneck fast and make extensive usage of transforming or combining vehicles to allow for greater flexibility at the expense of single-role strength as well as their powerful esoterics to further bolster their often strange technology.
  18. Nagaji Sorcerer Legions: The Nagaji of Khuredesh are some of the longest running rivals of the Tian'Chao and were some of the very first to embrace Darkness, but they are not Eidolons; instead being things with free will and the ability to decide their natures. And they are quite fond of the irony of the Tianren's pupils reaching out to the hypnotic serpent masters for aid. The Nagaji's greatest Empire is one of slavers and mind controllers who compel the enslaved to direct worship towards them and their gods, but they are honourable; a contract is a contract, and they have no love for destructive forces that would threaten their dominions, and perhaps even the serpent can be taught redemption.
  19. More Ogor bands: You know 'em, you love 'em.
  20. Ithilmani Techno-Eldar: The Ithilmani are the descendants of those who broke away from the decaying Old Witch Kingdom and decided to focus not on the works of the gods and mysticism, but instead technology and science, seeking to unlock the mysteries of Windstones and true, non-psychically pupetted robots. Sometimes derided as "Necrons born in the wrong bodies", the Ithilmani have extensively studied the science of space and time, developing the famed Chronospheres among other inventions to strike at foes who might have some awareness of how the Webway works; and the much feared Paradox Engines able to stop time itself to allow their forces to kill the now defenceless foes at their leisure until the Paradox Engine requires recharging. However, they require payment in Soulstones, having little interest in more conventional resources, and their psychic abilities are more stunted compared to many other Eldar.

So, looking at this again, couple questions.

Is there some Mercenary Tech down the line that would let us do something like only count merc bands as half a fleethorde or whatever? Because there's no way we could hire even half of these guys. We're already at the Fleethorde cap.

Second question, how likely is it that Ogor bands would be straight up retired as a thing once Dagra hits level 5 or 6, and subsequently starts getting an Ork-esque 'if they're far enough behind, they'll immediately switch loyalties on the spot to the bigger Boss/Tyrant' effect, similar to how Dagra can already challenge Tyrants to make their troops switch sides? Because
 
So, looking at this again, couple questions.

Is there some Mercenary Tech down the line that would let us do something like only count merc bands as half a fleethorde or whatever? Because there's no way we could hire even half of these guys. We're already at the Fleethorde cap.

Second question, how likely is it that Ogor bands would be straight up retired as a thing once Dagra hits level 5 or 6, and subsequently starts getting an Ork-esque 'if they're far enough behind, they'll immediately switch loyalties on the spot to the bigger Boss/Tyrant' effect, similar to how Dagra can already challenge Tyrants to make their troops switch sides? Because
There are researches and quests to gain new fleethorde slots.
 
@Spartakrod @ilbgar123
Are we gonna lose old Munch and Crunch? Because I don't want to lose the Ogors. They are very important to our battle plan and honestly I love them.

Uh, no. My theory was that Dagra's 'sometimes get extra Ogres' ability would power up to the extent that most Ogre mercs in the area would just join up automatically unless they were already employed by somebody else.
 
Back
Top