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What are the benefits of learning Arcane Dwarf? I'm fairly certain I recall it being mentioned it won't actually make Mathilde better at magic and I assume we won't actually be allowed to learn dwarf runecraft.
It, along with Anoqeyan, are one of the two confirmed most inherently mystical languages that don't descend from Daemonic sources. The prior statement was that it wouldn't magically make our spells stronger, but it would allow for far more precise description of magical phenomenon as relating to a dwarf.
So, for mapping out the K8P ... there's a simple answer.

This isn't as amazing as the self updating map that lets you know exactly how many of what type of enemies are where at all times, but this should be easy to do.

In the tunnel areas that we don't plan on using ... install a series of walls. Not to stop progress, but to slow progress down. Further, each wall is linked to a Magic Alarm spell, so when the wall is broken by invaders seeking to reuse the same old paths, we know exactly where they are, have a decent idea of which route their going to take, and we'll have plenty of time to redeploy our troops and artillery to meet the invaders. Ideally we've set traps down those paths we can activate remotely as well.

It's not the most amazing solution, the self updating "there's this many of this type of enemy here" map is definitley better .... but if we just want somethign we can throw together in a single action on the cheap, this ain't bad at all.
The issue is mostly the same reason why the dwarves don't just wall off the underground portions - you want there to be an open passage, or its a tossup whether they'd try to mine through the walls, or just decide to drill through stone and soil instead.

Secondly, we've actually asked before - Magic alarms of this nature do not propagate effectively through stone which is known to shield and ground magic, you'd need to send the signal along a vector and if the vector is interrupted, so is the signal.

Thirdly, magical constructs need a power source, and under the mountains the Winds do not readily replenish themselves, so most arcane mechanisms would deplete in charge over time and need topups.

Annoyingly, Ulgu is kind of bad at this, since its stuff, while good at moving swiftly and subtly, is also very prone to interruptions. Presuming full magical options being on the table I'd say a Chamon alarm, then lay conducting wires to carry the signal.
 
Wonder why it's only the second image that shows runesmith khalazid... But it definitely feels weak and ooc to plan AP around that to me at the moment.
Aside from this comment- "This information is according to the best knowledge of Mathilde Weber, rather than necessarily being objectively true statements of thread canon."
So it sounds like linguistic info Mathilde was taught.
 
The seviroscope doesnt need arcane dwarf or like half the things on the action list that got posted im actually shocked there was no push back on that assertion.

The actions i can see being needed are learn arcane runes, get enchanting to fiendishly complex. Then we are good enough for the foundations of this. Mathilde already likely knows enough mathematics if we go by the matrix, which had opened a magic math trait. Granted we also didnt take it.
 
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Battle magic isn't worth the AP even if it were safe.

May I ask why you're saying that? My understanding of the 40 Dwarf Favor 'rune the colleges' option was that it would, among other things, make learning battle magic safer even if casting it wasn't safe. I agree that it would be difficult to imagine a situation in Karak Eight Peaks where battle magic would be a superior option to the Eye of Gazul, but we won't always be in K8P and battle magic is implied to be quite effective, so I'd like to learn how to throw around high tier Ulgu even if we don't end up using it.


A miserable pile of secrets! But enough talk, have at you!



Oh, now *that* is a ritual worth learning. Can you imagine in a few years where a different dwarfhold is under assault, and Thorgrim sends us a pissy note telling K8P to assist- payback for the same 'impossible request' we made of him. Bring able to show up overnight with a throng and style all over him? I want that.

How many can the masses wizards of Eightpeaks transport?

864 * Panoramia * 8 (Mathilde)?

Thousands. Tens of thousands.

Where are you getting your numbers? Both the casting number and the soldiers, I mean.

It would be a shame if that were all the Colleges have. I would be surprised if it were, but it's possible. (Though actually, the Earthquake one could feasibly wreck a Skaven stronghold, so learning that one might be worth it.) Even so, I would like to learn ritual magic anyway, because I genuinely think if we ever want to achieve the top tier Cool StuffTM that gets mentioned in the thread as future achievements of Mathilde, they will necessarily require rituals.

And yes, I think the magic type with the strongest effects in the system would be cool to learn regardless.

Agreed concerning 'learn the cool magic stuff'. I'm sure that Boney'd come up with some interesting rituals if we wanted to go that way. Also, I vaguely recall being able to research your own rituals, is that right?
Also, it amuses me that given our current location we might have the most trouble getting the gong for the earthquake ritual.

It doesn't say what five/ten/fifteen favours actually accomplish, beyond "effort" presumably.

And as for Favour, we are seriously considering dropping 35/40 favours to give the Colleges Calamity/Null rooms because it keeps accruing, we can't think of much else to spend it on at this point, and we expect to get significantly more in the future. Which is a cool purchase sure, but I think does illustrate that we are hitting the "more than we know what to do with" stage.

Personally I'm hoping to wait until we get Runesmith Favor and seeing what the price for that would be so we could hold onto Dwarf Favor for non-runesmith things like the steam tank reverse engineering.

Well we could also acquire the services of grandmaster engineered to reverse engineer the steam tanks for further production, thought that probably runs into guild secrets. Not insurmountable, but it'd take some doing.

There was also talk about buying a gyrocarriage and enchanting/runing it for stealth, although maybe Gotri and Belegar would be interested in that as a project. Might be too radical even for Gotri.

Steam tank really seems like a good use of Dwarf Favor, and the brainstorming re: the gyro was back when we'd just be spending money on it. Certainly something we might mention as a project, but not something I'm ready to tackle ourselves quite yet.

In the abstract, a joint Dawi-Lybaras assault on Neferata's stronghold seems like a confluence of interests, but for the foreseeable future I don't think Karak Eight Peaks is going to be itching to go on any offensive campaigns if they can help it, and much of the Karaz Ankor is busy putting out fires like 'rats in the basement, fungus on the lawn' problems to get too adventurous like that. Put a pin in that for later, maybe?

Did we ever actually get confirmation that they'd do that? It's the Empire's technology, but it rather strikes me as the sort of thing they'd refuse to do on the grounds that if Nuln can't manage it themselves, they aren't good enough for the knowledge, in that dwarfy way.

If we spend 10 Dwarf Favor the Grandmaster of the Engineering Guild himself will take a peek at it, and when I asked a few pages ago if Algard thinks the Emperor would approve the project from the Empire's side Boney said 'the horse's mouth goes entirely unexamined' which I take as a good sign, and in fact would petition to have us spend the 10 Dwarf Favor this turn when the option arises.

The gyrocarriage is admittedly another possible expenditure, but I'm pretty sure it's the only one being floated, aside from possibly books - but we don't buy those in big enough lumps for it to be a worry. It may also just flat out not be something the Runesmiths are willing/capable of runing.

And I'd prefer runed guns over the gyrocarriage. It might not be the largest bonus, but it might feasibly be the difference between us living and dying.

I'd hold off on the runed gun(s) for now, I want to see what the price would be for the 5/10/15 Dwarf Favor runed versions when paid for in Runesmith Favor.

I also don't expect there are runesmiths willing (or able) to tackle something as complicated as a gyrocopter, if you have to be pretty radical to rune personal firearms. I'm not saying there's nothing they could possibly contribute, but I'm...leery about making too many assumptions about what they can, or would, involve themselves with for that project.

If we do want a personal copter, I suggest saving up for a personal a gyrocarriage. I'm not sure if those can be armed or not, but if we want a stealth copter to get in and out of places, it would probably be to get people/material in and out of those places.

Having emergency air support if an op goes wrong is nice, but I think not as valuable as being able to bring a team with us or take mad loot out.

I want to go with a stealth gyrocarraige as well for things like the College of Necromancy op; we could get dwarfs in to secure loot and ferry more to a safe location, or we could have had a Grey Order strike team on site to help with the killing of everyone. We didn't need it in that instance, but that's the sort of operation I'm planning to use it for.


Runes or enchantments. We can't combine the two.

We can with the Eye of Gazul. Granted it's not exactly a typical case, but I'm curious why you're saying we flat out can't combine the two. (Although as I understand it runesmiths are going to be reluctant to touch gyros with their craft any time soon)

Those things mulch greater daemons, if I understand their stats correctly (which I might not). Manufacturing more of them does sound like an absolute win.

Steam tanks are handy, but I wouldn't call them 'mulchers of greater daemons'.

That said, I'd love to set up production of steam tanks in Karak Eight Peaks. As I am imagining it, we could take advantage of Karak Azul's high quality steel, the more progressive local Engineering Guild's leadership and the preexisting Gunnery School branch campus to set up...I don't want to call it something as ambitious as an 'assembly line', but perhaps a manufactury for the machines? Basically, as I'm imagining it we'd have a system where the Engineering Guild assembles the various components to dwarf quality and (as I assume it would go against dwarf sensibilities to be too involved) have some human engineers assembling them (perhaps with some dwarf engineers standing nearby and 'coincidentally' grumbling about how you need to tighten that valve better or it'll pop off under pressure, who knows?). The finished products I presume would be snapped up by Belegar (who has money but lacks military forces) and, after a while, be sold either to Imperial provinces or other dwarf holds willing to add steam tanks to their line of battle for one reason or another (a small but nonzero possibility I imagine)

To clarify, I'm not expecting this to happen overnight. I expect it'd be somewhat like getting the spider silk operation up and running; first we get the notion and do the groundwork (where we're at right now with the steam tank, where we were at the 'what is this silk good for anyway' stage with the We), we'll toss around the idea for Belegar who would be enthusiastic, we bounce the job around the council before it ends up as the wizard's job, we need to look at finding facilities for it, some of the stuffier dwarf guilds will impose a ruling to undermine us so we need to use non-dwarf labor...

I think we're probably good for space. One of the mountains was a forge district, right? We could probably set up there. We can probably get most of the tools required from the Toolmaker's Guild, if not all of them (that sounds like something we could ask Princess Edda to help us with, as it'd be interfacing with dwarfs not humans, right?) and Prince Kazrik could probably wrangle whatever legal permissions we'd need from the Empire. Prince Gotri is, I'm guessing, who would have the authority over domestic steam tank forces (given that both gyros and artillery are listed under his purview) and probably our best Engineering Guild person to talk to for that side of things.

So let's see...call it maybe six actions?
-get permission(s) to build construction
-set aside space, negotiate contracts, work out supply lines
-import the necessary human engineers to start building the tanks
-vet the engineers and make sure they know how to play nice with dwarfs (I'm assuming this is Mathilde's job)
-deal with a complication that came up I haven't thought of
-organize how they'd be incorporated into K8P's defenses

I presume that the steam tanks would find at least some utility helping to patrol portions of the Underway, given the size and dangers down there, but I don't want to assume that they'd be good for all of it. Still, making ~70% of it safer to patrol seems an attractive proposition to most dwarfs I imagine.

Huh...it occurs to me that just as Mathilde is invalubale to the Empire for her insight into the Karaz Ankor, she could also be invaluable to the Karaz Ankor for her insight into the Empire.

I believe her grasp of Imperial politics are somewhat shakier than her grasp of the politics of the Karaz Ankor.

So, for mapping out the K8P ... there's a simple answer.

This isn't as amazing as the self updating map that lets you know exactly how many of what type of enemies are where at all times, but this should be easy to do.

In the tunnel areas that we don't plan on using ... install a series of walls. Not to stop progress, but to slow progress down. Further, each wall is linked to a Magic Alarm spell, so when the wall is broken by invaders seeking to reuse the same old paths, we know exactly where they are, have a decent idea of which route their going to take, and we'll have plenty of time to redeploy our troops and artillery to meet the invaders. Ideally we've set traps down those paths we can activate remotely as well.

It's not the most amazing solution, the self updating "there's this many of this type of enemy here" map is definitley better .... but if we just want somethign we can throw together in a single action on the cheap, this ain't bad at all.

It's something I'd recommend including anyway. I'd also like to make it so that the MMAPP can take input from all eight forms of Magic Alarm (if that's a consideration) so that we can tap the other wizards to help with alarming all sorts of walls to help keep the hold safe, and that it's something that a visiting wizard can just spell up and attach to the system without having to tinker with much of anything.

Why don't we learn High Nehekharan first before we spend valuable favor on Rune Khazalid?

High Nehekharan seems to be exactly as close to Old One Tongue as Runesmith Khazalid, and it's colored white which I think means there are native speakers in the Empire.

I say this because if Native Speakers we can't convince to teach us would count as white, then Anoqueyan would be white, as I think there are native speakers in Ulthuan and we just can't get them to us it, meanwhile Anoqueyan is blue despite, presumably, still having native speakers just like High Nehekharan.

To me, this means that someone in the Empire translated High Nehekharan.

.....

Alternatively, I'm completely wrong. Definitley possible, I made a lot of assumptions here and it's not like I've read every post.

While I imagine there are persons in the Empire that speak High Nehekaran in the Empire, I don't think they're likely to be the sort eager to share that knowledge with a Grey Magister. In fact, the last likely candidate we encountered I seem to recall burning his school to the ground around him. If you want we could let Alkaline become a talking head once more, but that doesn't really incitivize him to tell us what we want to know, does it?

You know what might be interesting to do? I bet you it wouldn't be hard to start a war between the Dark Elves and the Skaven.

Explain the plan to the Dawi, they'll lend us some DE equipment I'm sure they've got locked away somewhere, and start roaming Skaven territory killing Breeders and/or doing damage while pretending to be a Dark Elf.

If we combo this with the Coin of Lies and shout "This is Malekith's Will" a bunch, that'll help to sell it a lot.

Hit enough Clans and I could easily see a war developing there.

Amusingly I seem to recall that the Skaven and the Dark Elves have one of the better alliances among the destructive factions because they see eye to eye on things like the value of cooperation, the trustworthiness of their trade partners and the worth of keeping your word.
 
May I ask why you're saying that? My understanding of the 40 Dwarf Favor 'rune the colleges' option was that it would, among other things, make learning battle magic safer even if casting it wasn't safe. I agree that it would be difficult to imagine a situation in Karak Eight Peaks where battle magic would be a superior option to the Eye of Gazul, but we won't always be in K8P and battle magic is implied to be quite effective, so I'd like to learn how to throw around high tier Ulgu even if we don't end up using it.
It's probably to do with this:

"Never mind. Now, you've been turning heads. Bad business, that was. Normally their own jealousy and paranoia prevents them from just mass-producing necromancers, but there's always going to be exceptions and it's a damn good thing you caught it before it had a chance to bloom. So partly because of that and partly because 'Court Wizard to a Dwarfhold' has been raising an eyebrow or two, it's been decided that you're to be given full access to Battle Magic." He raises a hand. "Don't celebrate just yet. Smoke and Mirrors is a grey area and I'll be more than happy to teach you that, but I've never taken a step further and I recommend you think long and hard before you do. Ulgu is my partner. Ulgu has been your partner. But that changes once you start channelling enough of it for Battle Magics. Enough magic in one place makes magic remember where it comes from, and it will be a war between you and Ulgu every time you use it." He grips his armrests and hauls himself to his feet. "I've said my piece, now let's get you teleporting."
I personally don't think access to battle magic is a good enough incentive to change our relationship with Ulgu permanently for the worse. At least not yet, not before we have even one of our arcane marks under control.
 
May I ask why you're saying that? My understanding of the 40 Dwarf Favor 'rune the colleges' option was that it would, among other things, make learning battle magic safer even if casting it wasn't safe. I agree that it would be difficult to imagine a situation in Karak Eight Peaks where battle magic would be a superior option to the Eye of Gazul, but we won't always be in K8P and battle magic is implied to be quite effective, so I'd like to learn how to throw around high tier Ulgu even if we don't end up using it.
If battle magic were safe to learn, it still wouldn't be safe to cast in the field. Even for critical jobs like assassinating enemy targets, we'll end up trusting our ordinary spells and wargear over unreliable and dangerous battle magic. Why drop a Pit of Shades on the warboss when we can teleport behind him while invisible and bisect him with Branulhune? Why not do the same to all the bosses in the army and massively weaken the orc army as a whole without ever risking a miscast?

Besides that, there's also the fact that spending AP on learning battle magic is AP not spent doing other things. We're not learning better enchantment or something else, not killing vampires, not doing our job, not studying artefacts or experimenting with magical phenomena, not beefing up the EIC, not making power stones and powerful magic items. That lattermost reason is particularly important given that Windherder lets us make some especially powerful items even by the standard of magic items (the fact that it was inevitable from the very beginning that we'd do nothing with it is one of the reasons I hate Windherder.)

Between how rarely we'll use Battle Magic and the things we'd have to sacrifice for it, it's just not worth it.

We can with the Eye of Gazul. Granted it's not exactly a typical case, but I'm curious why you're saying we flat out can't combine the two. (Although as I understand it runesmiths are going to be reluctant to touch gyros with their craft any time soon)
I forgot about the Eye of Gazul but honestly I have no idea what's going on with that.

@BoneyM can we enchant Branulhune and other runed items?
 
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I personally don't think access to battle magic is a good enough incentive to change our relationship with Ulgu permanently for the worse. At least not yet, not before we have even one of our arcane marks under control.
We wouldn't be changing our relationship with Ulgu, our master was just warning us that our normal relationship with ulgu isn't what we should expect when learning battle magic.

My personal stance on battle magic has always been to make our own. Boney has said that any Battle Magic we invent we can cast like a normal spell because it would key off of our traits. Spell Creation is something I'm definitely interested in pursuing once we master enchanting enough to make our staff and get through AV.
 
We can with the Eye of Gazul. Granted it's not exactly a typical case, but I'm curious why you're saying we flat out can't combine the two. (Although as I understand it runesmiths are going to be reluctant to touch gyros with their craft any time soon)
IIRC that was:
-Tower makes Mountain into a Structure
-Mountain casts a Structure's shadow
-Burning Shadows turns a shadow into aethyric fire
-Rune of Gazul turns a fire into Gazul's Flame

Mostly acting on each other's effects rather than directly tandeming
If we spend 10 Dwarf Favor the Grandmaster of the Engineering Guild himself will take a peek at it, and when I asked a few pages ago if Algard thinks the Emperor would approve the project from the Empire's side Boney said 'the horse's mouth goes entirely unexamined' which I take as a good sign, and in fact would petition to have us spend the 10 Dwarf Favor this turn when the option arises.
IIRC also this would be the Grandmaster's Best Effort analysis. Don't count the chickens before they hatch, the solution space includes:
-Grandmaster figures out how it works, but the how it works would involve his Guild secrets. Roll to see how well the archconservative rationalizes this.
-Grandmaster is willing and able to explain how it works, but the Empire lacks the technical ability to build it. Put it into the Engineers long term project bin.
-Grandmaster doesn't get why this mess even works, did an Urk build it? Is able to come up with closest approximation.

Hence why Boney never commits to a specific answer on whether it can be reverse engineered, only that we can hire somebody to look into it and give their best effort, accounting for their extant loyalties.
I personally don't think access to battle magic is a good enough incentive to change our relationship with Ulgu permanently for the worse. At least not yet, not before we have even one of our arcane marks under control.
Not quite like that. It refers to how Battle Magic Ulgu behaves. Its inherently risky because of that. But once learned Battle Magic is substantially less bad than the first time, and it does actually have Mathilde's best bet for air-to-air combat magic or hard target removal magic.

It can also be enchanted into bound items, for the rare times where a Battle Magic capable wizard is also a skilled master enchanter.
 
We wouldn't be changing our relationship with Ulgu, our master was just warning us that our normal relationship with ulgu isn't what we should expect when learning battle magic.

My personal stance on battle magic has always been to make our own. Boney has said that any Battle Magic we invent we can cast like a normal spell because it would key off of our traits. Spell Creation is something I'm definitely interested in pursuing once we master enchanting enough to make our staff and get through AV.
I'd be down for spell creation, just not spell learning.
 
@BoneyM: would a spell that hides an orc from the waagh field be doable? Or something that messes with the greenskins ability to sense the Waagh? Maybe have a Universal confusion effect propagate along the Waagh field? (I.e. effectively increasing it's range and area... but only against Greenskins)

You'd have to trial and error it, and you have neither an active Waaagh field nor an orc to experiment with.

I had thought that we could purchase a gyrocopter straight up. Was I mistaken?

That's how much to buy it with favour, based on the amount of time it would take a suitably skilled Engineer to build or replace it and assuming K8P supplies the materials. If I've given a purchase price in gold, you can use either.

Was this ever answered?

Mathilde hasn't really asked him about Chaos Dwarves, so it hasn't come up.

I assume this means that most Clanless Karak dwellers still get the Dwarven equivalent of elementary school education.

Some do, others just pick things up through cultural osmosis.

@BoneyM, Enchanted Blades of Aiban and Flaming Sword of Rhuin both enhance shooting attacks. This made think it's possible to make Battle Magic enhance bullets so long as it's not the full power of the entire spell getting squeezed into a single bullet. To that end, would it be possible to enchant a pistol with Battle Magic that boosts the bullets, but only up to a level equal to non-Battle Magic? The intent is to apply some of those spells' effects to the bullets and also to give that Battle Magic's Lore Attribute to the bullet.

An example would be a pistol with a boosted Shem's Burning Gaze. It doesn't dump 1/2D6 Strength 6 worth of magic into the bullet. Instead, the spell bumps up the bullet's Strength from 4 to 6 and the Lore Attribute makes it inflict 2 hits instead of 1 against daemons and undead.

A warning: I haven't checked to see how balanced this would be if it were allowed. I don't know if this would be OP with certain spells/lore attributes.

The question is whether it's putting a spell into the bullet to activate on impact, or whether it's simply changing the nature of the bullet as it leaves the barrel. The former is very difficult and comes with big inherent problems, the latter is much more possible.

@BoneyM Some questions about gyrocarriages:
1) Are they armored?
2) Are they armed?
3) If "no" to either of the above, can they be?
4) Are they big enough to have some runic effects and Wind ones not snap at each other?
5) Is there a possibility for customization on the engineering side?
6) Do they have Marienburg-Ulthuan range?
7) Would Belegar be opposed to us magically tinkering with one of his?
8) Could we sit down with an engineer and/or Runesmiths and look at what kind of new possibility magic/runes bring to them? Like, an MR of Disguise (which is an engineering rune), or an engine with Aqshy enchantments as to need almost no fuel, or could run off that fire spell that makes something into whisky so would just need water to refuel, or a cargo harness to make things put on it super light. That kind of thing.

It's Dark Magic that lets you cheat at math.

1. Yes.
2. Gyrocarriages are based on converted gyrobombers, so they have a nose-mounted clattergun by default, basically a rapid-fire BB gun on Dwarven steroids.
4. If both are effecting only a limited part of the copter.
5. To an extent, since the resident Grandmaster Engineer is radical as all heck.
6. If you sacrifice most of the carrying capacity.
7. Yes.
8. Engineer, yes. Runesmith, extremely no.

@BoneyM how and in what part of the turn do we spend a Great Deed? I want to submit a law that prevents us from revealing dwarf secrets to the Empire so we don't ever have to choose between betraying the dwarves or breaking the gift Magnus gave her that saved her from the pyre.

If a given idea gets traction in the thread I'll have a Great Deed vote when it fits.

I recognize this contradicts the other WoG (which specifically talked about reverse-engineering them):

So folks who really like this idea should probably obtain clarity from Boney on what exactly we can get for our Favour before going too ham on effortposting.

Part of the reverse-engineered instructions would include something like "buy a proper boiler from us and whack it in there". It's not going to have Appendix A: One Weird Trick To Get Us To Uplift You (We Hate This!) that spills the Dwarven understanding of steam power just because one insane manling in another polity stumbled across an incomplete and incredibly dangerous understanding of it.

High Nehekharan seems to be exactly as close to Old One Tongue as Runesmith Khazalid, and it's colored white which I think means there are native speakers in the Empire.

There's native speakers, but they're usually not in the Empire and they're not really the sharing type.

Wonder why it's only the second image that shows runesmith khalazid... But it definitely feels weak and ooc to plan AP around that to me at the moment.

Dwarves argue their language is unadulterated from the original dialect, and Runesmiths aren't chiming in to the debate.

@BoneyM can we enchant Branulhune and other runed items?

No.
 
Part of the reverse-engineered instructions would include something like "buy a proper boiler from us and whack it in there". It's not going to have Appendix A: One Weird Trick To Get Us To Uplift You (We Hate This!) that spills the Dwarven understanding of steam power just because one insane manling in another polity stumbled across an incomplete and incredibly dangerous understanding of it.
Huh, that's not bad. They were the same way about guns initially.
 
I remember when the one dwarf engineer from the takedown of castle drakenhoff casually mentioned that while a round shot can be accurate ala a sling stone an arrow head will always fly truer I wonder if she ever mentioned this to the people in Nuln or other places to get the cannon balls upgraded.
 
Nope. One factory in Stirland gained advanced technology but those secrets still can't be released beyond the EIC.
Nah. Perhaps that applies to the best-conditions reliability improvement we paid for, but anything Anton critted out of Intrigue 6 Gotri was just friendly conversation between friends, that I'm sure just inspired later discoveries when discussed with his firearms engineer buddy over fine wines.

Edit: This is somewhat tongue in cheek, as indicated by the original smiley. We did flee the room.
And anyway, while I'm sure Anton Wilhelmina would prefer to maintain the EICs comparative technology advantage, we did hand an example over to the Reiksguard already as well.
 
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I remember when the one dwarf engineer from the takedown of castle drakenhoff casually mentioned that while a round shot can be accurate ala a sling stone an arrow head will always fly truer I wonder if she ever mentioned this to the people in Nuln or other places to get the cannon balls upgraded.
The reason round balls are used is an engineering problem, its the easiest ball to just ram into the barrel and dead easy to use, it'd fly similarly no matter what.
Pointed rounds are more difficult in general, even though the peak accuracy is higher.
 
how many times is a variant of that comic going to be posted to the thread

how many times is a variant of that comic going to be posted by the thread's own QM
 
@BoneyM how many inches of range does our marksdwarf pistol have? That mystery is making it a little bit more difficult to judge spells on guns.
 
@BoneyM how many inches of range does our marksdwarf pistol have? That mystery is making it a little bit more difficult to judge spells on guns.
Well, boney has compared what can be achieved with a dwarf pistols to what a modern olympic shooter could do. So probably, about 50 meters, or 1968,5 inches :V.

(On tabletop i would probably give the marksdwarf pistol 15-18" range, compared to the standard 12 for pistols and 24 for handguns)
 
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