
Tyranids: https://akbattlegrounds.net/w/multiverse/a/tyranids
Battlegrounds wrote:
The Tyranids cannot be reasoned with, appeased or surrendered to. There can be no hope of mercy from such a foe. To face the Tyranids is simply a matter of survival: kill or be consumed.

Space Marines: https://akbattlegrounds.net/w/multivers ... ce-marines
Battlegrounds wrote:
The Adeptus Astartes is comprised of autonomous Chapters, each of which is a complete army in itself, possessing its own transport, Warp-capable spacecraft, non-combatant personnel, and fortress-monastery based on a planet or fleet.
https://x.com/klara_sjo/status/2033359858808897841

I completed the event with my main account and CULTCLONE-1, 3, 4, 9, 11, and 12.
I completed the event.
https://www.reddit.com/r/starcitizen/co ... nt_rewards
Mr_Big_Schlong_Dong wrote:
Now I know I probably don't have enough time to complete them all in 3 days
readysetzerg wrote:
As long as people are still grouping for AA missions and doing them, it's possible to complete it in 1-2 sessions, if not finish 50-75% and get some of the rewards.
SmoothBrainJazz wrote:
Ask in global chat if there are any mega-groups running AA missions. Everyone shares their missions and you'll get them all done in an evening or two.
ComfortableSpell6600 wrote:
Yes OP, group up. Ask in chat if there is a big mission group running the missions together. Be sure to share your accepted missions and accept all shared missions. As soon as they complete, everyone who has that mission accepted gets the full XP points towards completion.
Took me about 12-14 hours total to finish the event. One Saturday for 8 hours, and one night a few days later for 4 hours to finish off the collections tier. My first group was smaller and not many people were doing the collections missions. The second evening I think I was the only one focused on collections as well. To be honest, this group was larger and a lot of people were running the other missions, so it definitely could be done faster than 14 hours with a good group.
Pressurized ice is available at Port Tressler over New Babbage spaceport. If you got room for cargo this is a good fast way to knock off the collections tier. (Limited inventory of ice but respawns every 15 minutes at the Commodities terminal.) Past few days it has been easier to buy ice than earlier in the event.
They're pushing for Wave 3 tonight: https://x.com/cultvgnews/status/2032138576851275907
It's happening next Saturday, plan accordingly.
And btw I've managed to avoid spoilers for now. The Reddit ones have been properly spoiler-tagged so far, and I've managed to avert my eyes from one or two spoilery Twitter posts. I've never managed to play a new location blind, but it looks like I might pull it off this time. Protect your immersion at all costs!
Official Site
https://starcraft-tmg.com
Official Trailer
https://www.youtube.com/watch?v=URF_4Mt ... XVyolQO3wj

If you want to start grasping why Warhammer 40,000 has been so successful for so long, check out the above trailer, and compare with something like this:
Corsairs of the Maelstrom – Revealed at the New Year Preview 2026 | Warhammer 40,000
https://www.youtube.com/watch?v=qXDdQTe ... XVyolQO3wj

See how much cheaper the StarCraft minis look? And that's before you count their pitiful lore and no doubt nonexistent campaigns and support material. It's the same reason D&D used to dominate RPGs and Pathfinder dominates now: the company that commits to its world and floods the market with content for it will get the players to commit to that world over companies which pump out a couple products for quick bucks and then abandon the project. Why would a player commit to a world that even its creators won't commit to? It took decades for Games Workshop to build up to the level of lore and model and mechanical detail we enjoy today. Will the StarCraft people invest decades of work in their game?
That said, I am open to inserting this at an appropriate point in my metaverse's 40,000-year timeline, if the material is decent enough for a quick playthrough, and if such an appropriate point exists. I'll review the material when it releases, and let the players make the choice, if it passes my minimum quality standard. Worst case scenario, it would be a cool little surprise for a company of Space Marines to discover some ancient Protoss ruins or remote Zerg planet somewhere in the galaxy.
The End and Next Edition BIG RUMOURS!
https://www.youtube.com/watch?v=x6_JMCe1bYs

Chapter Master Valrak wrote:
I have been getting a lot of questions regarding what is actually happening towards the end of this edition and how it will affect the next edition of Warhammer 40,000 which is coming very soon, hopefully this video will summarise everything you need to know!

Battle Honours: https://akbattlegrounds.net/w/multivers ... le-honours
GM's Note: This 54-page pamphlet is given out for free to new players at Warhammer stores. Most of it is about the basics of collecting, assembling and painting miniatures, but there's also a decent amount of introductory material on the setting, both for 40K and Age of Sigmar, which is the current iteration of the fantasy version of the game (and which might be unlocked in Battlegrounds sooner than you think, so feel free to take a look as a preview if you're curious; there's even the first tutorial mission, which we'll be using). There's a page on the 3 "Ways to Play" (which will be 4+ for us, and which I will be unveiling soon in great detail), as well as a couple of pages of fiction, with a link to buy the full novel(s) at the end. My advice is to wait until that stuff is unlocked at the right time and place, but don't let me stop you if you want to start reading now. Unlike the RPGs, where the plot is interactive (and where reading ahead is therefore cheating), here it's just set dressing so you aren't really spoiling much if you read ahead.
In general the pamphlet tries to sell you all sorts of things while also giving you some free items to reel you in; but most of that stuff is physical and we're going full-digital, so I would just ignore all their "calls to action" if I were you, unless you want some souvenirs to place on your desk, or are planning to play on tabletop outside Battlegrounds. My advice is to save your time and money for my game, but you do you.
Note that the PDF might not load, or work well, on all browsers (I've had some trouble on Firefox for example), so try a different one if you're having issues, and give it time to load if it's unresponsive. And remember you can always download the file from the interface to view on your app of choice. -icy
My main and CULTCLONE-6 completely cleared the event on 16 February.
CULTCLONES -2 and -8 achieved full completion on March 1.
I managed to conclude the whole event with CULTCLONES -5 and -7 yesterday.
Location: https://akbattlegrounds.net/w/multivers ... edef4eca9b

Operation: Survivors: https://akbattlegrounds.net/w/multivers ... -survivors

Battlegrounds wrote:
A host of iconic characters from two worlds become the embodiment of bullet hell as they amass and evolve iconic weapons and destroy endless swarms of enemies.
Me too thanks to shubn idling my account with his laptop and sharing the rewards.
Debrief coming as soon as the streams are exported.
I completed the event.
I bought an 890 Jump with aUEC.
One change to the exclamation mark pin colors. The violet was for content blocked by the failure of prior content, but now I am using it for narrative content: novels, comics, movies, etc. I figured when the map is full of hundreds of markers, people will need a way to quickly distinguish which are the pure narrative ones that they can read/watch immediately, and violet is perfect for that as it's very eye-catching. Before I planned to use the same color, grey, as for completed mission content, because in a sense that's what narrative media are: "missions" completed by someone other than the players. But in a sea of grey pins it would have been impossible to tell apart the non-interactive stuff. So violet should do the job beautifully.
And as for mission content blocked by the failure of prior missions, I'll just use black for all failed content, regardless of whether it was attempted or not, because I've run out of colors. I could mod in extra colors at some point, but it's not a priority right now. I'll advise when I get around to it.
Location: https://akbattlegrounds.net/w/multivers ... edef4eca9b

Astartes: https://akbattlegrounds.net/w/multiverse/a/astartes

Battlegrounds wrote:
Assaulting an enemy vessel, the Adeptus Astartes face hordes of foes, cunning witchcraft, and terrifying unknown technology as they seek to bring rebellious enemies to justice.
https://x.com/RobertsSpaceInd/status/20 ... 7514520868

15-sec teaser! They're pushing this hard. New gang looks good. Can't wait.
I was blown away that a tutorial battle ended up being decided by the last roll of the last round, not to mention that the tutorial was PVP to start with. I mean it makes sense since there is no AI on the tabletop to move your opponents, so even the tutorials have to be PVP. But can you imagine the programmers releasing a PVP tutorial on Steam? Tens of thousands of games and they have never tried it. And they never will.
So if this is how interesting and well-tuned the first tutorial is, how will the campaigns be?
Stay tuned on Alex Kierkegaard's Battlemaster to find out: the best and only tactical metaverse.
https://x.com/OlliHull/status/2029229867355574591

The ASD facility, as long as he means Onyx (because there are also others), and I am sure that's what he means, is the largest and coolest mission location in the game, so if he's not exaggerating and this is even better, it will be incredible especially since it's in Nyx and it could use the content.
Interesting also that Onyx also has a kind of "train" ride with shooting right outside Site B (the conveyor thingie), so if they jacked it up to a full train ride it means they really are swinging for the fences.
From the urgency of their testing chat updates it does seem that we should have it well before the month is over. That will be a fun Saturday.
Luck was with me this time around, and I managed to prevail in spite of stumbling. After throwing away a free swing early on, I had a miraculous streak of dice rolls, and my Infernus destroyed the Hive Node at the last moment.
https://sc-cargo.space
Remember the Cargo Grid Reference Guides I posted above? This is the same thing but as a 3D viewer.
I can send some aUEC, but keep in mind that I have enough materials for three or four, maybe even five completions of the "collections" part, and we only really need one since we'll be sharing the contracts on Saturday.
A few notes I made:
As a general rule, small contracts seem to be the most efficient. The best way to do it when playing with multiple people is for each person to do a separate contract, and only share it right before delivering the cargo, so that you are not blocking each other from taking the same contract.
Jump Points are sometimes broken, sending you back to the system you came from. Trying over and over may or may not work eventually. You may have to take the Stanton-Nyx JP if going through Pyro doesn't work.
On hot routes, you can take a small detour to avoid getting interdicted. In my experience, that's the route between the Nyx-Stanton JP and Levski, and the one between the Stanton-Pyro JP and microTech. For the first one, I first QT to the Nyx-Pyro JP for a couple of minutes, then to Levski. For the second, I do the same with MIC-L5.
Contracts sometimes don't complete after delivering the cargo. This is not an issue for the "transport" part, since you can press the "submit" button on the contract to force its completion. For "collections" and "defense", you'll just have to eat the loss, cancel the contract, and take a new one.
Transport
I've been doing the following three small contracts from Stanton to Nyx and two from Nyx to Stanton:

Ultramarines
+ 1x Infernus [Battle Honours WIN]
https://www.youtube.com/watch?v=qmcf9BFKYWE

GM's Note: And there's your 40K intro. And with that, the 40K metaverse is live! -icy
@404Yon wrote:
This is a 3 min crash course on what 40K is all about. Love it.
@aguspuig6615 wrote:
Usually I wouldn't think of 40K when listening to this song, but you made it fit so well, now the two are linked in my mind, very well done, impressive.
@sarutile8663 wrote:
Loving the split screen moments.
@cameronbaughman2090 wrote:
Oh we'll give them mercy. The Emperor's mercy. Which is a blade to the heart.
@BlackTemplar6th wrote:
Brother COOKED.
@alienstar2088 wrote:
I'm convinced World Eaters listen to this song 24/7.
@MaterialObserver3956 wrote:
Tmw you realize Warhammer 40K inspired Doom.
@BigCreeper01 wrote:
It's like a release trailer for 40K.
@mors2479 wrote:
Holy fuck m8 this is some insane editing huge props!!!!
@captainpea7776 wrote:
40K anime intro.
@Luccubuss wrote:
All of this coming from a tabletop game that evolved into much more.
@Revelation40000 wrote:
Now this is 40K!
@y1751 wrote:
Phenomenal editing.
@Kross9791 wrote:
Warhammer 40K with Doom music talk about symbiotic harmony.
@truanarchy6315 wrote:
Been watching this on repeat. Badass.
@soldieranimations wrote:
All 40K injected into a video.
@xj770HUN wrote:
You should do that for a living! Subscribed!
@ugandanknuckles1179 wrote:
This is genuinely the best 40K edit I have seen.
Battlegrounds>ROUND 5

Turn>@CULT|Some guy
CULT|icycalm
He has two wounds so even if you hit him, you can't kill him, and this is the last round. Might as well enter Some guy>Pass to relinquish your turn.
CULT|Some guy
Some guy>Pass
He can't hit the node if I'm next to him so that was his only choice last round.
CULT|icycalm
Oh...
Damn. I'd forgotten about that.
So wait... you can still get next to him no?
CULT|Some guy
So he hasn't lost yet?
CULT|icycalm
Why would he have lost?
CULT|Some guy
You said it was the last round.
Also... Since we're using Pathfinder movement rules then I can always get to him from that position.
And then always block him from hitting the node...
CULT|icycalm
Yes it's the last round and after your turn it's his.
Yes that's what I am saying. It doesn't make sense.
CULT|Some guy
I think if we were using Warhammer's original movement rules then I wouldn't be able to get to him.
CULT|icycalm
The only way it makes sense is if the distance in inches is greater than 6 inches. But in squares it's exactly 6 squares, including the diagonals.
It's hard to see why that would be the case because one square is almost exactly one inch.
Unless they measured the distance to be just under 6 inches.
Okay now I see it.
In the original instructions, the Termagant is not supposed to start in that square. He is supposed to start half an inch above it, because he is straddling two squares.
That extra half an inch is what prevents him from reaching the Infernus in one round.
However, this hasn't affected the game until this round.
I just scrolled up, and it hasn't been an issue before. In the last round, ysignal managed to whack the Hive Node.
CULT|Some guy
He had to roll a 2 or lower to successfully hit the Node, for the Termagant it's a 4 or less.
Well, technically I had to as it's my saving roll.
CULT|icycalm
I meant he hit it, I didn't talk about the save.
CULT|Some guy
Ah.
CULT|icycalm
The save is not the issue here.
The issue is if we screwed up his chances to hit it.
And in fact I spent a couple minutes just now going all over the moves.
If ysignal had been playing well, we would have had an issue almost immediately.
But since he's been fumbling it, it didn't become an issue until the very last round: this one.
So all we have to do to fix this is place the Termagant on the line between two squares just for this last round. This means you don't get to reach him, and he gets one last attack at the Node.
CULT|Some guy
Ok.
CULT|icycalm
We can simply say that this last Termagant arrived at the scene from a slightly different entry point than the previous ones.
As for the future, from what I have seen of the missions, this won't be a frequent problem. The only reason that half an inch is a problem here is because the battlefield is so tiny, so it had to be designed very tightly to produce the desired requirements. For example the next mission has a battlefield at least 10x larger. I don't think we'll have an issue there. But since we were able to catch the problem here, I think we'll be able to catch it again if it arises. And worst case scenario, if we screw up a mission, we just play it from the start.
Let me post a new pic.
Battlegrounds

Turn>@CULT|ysignal
CULT|icycalm
Worth pointing out that we COULD have played with the Termagants going from line to line instead of from square to square. It would have been 100% accurate to the instructions while still using grid-based movement. Something to keep in mind for the future if we encounter a similar circumstance.
So you're done, the Termagant arrived there but got confused for a second and just sat rooted to the spot.
CULT|ysignal
Infernus>Attack (Hive Node)
1d6
rollem>5 ⟵ [5] 1d6
CULT|icycalm
Alright!
It's quite a nail-biter lol.
Rory do you want to roll the save since you're here?
CULT|Some guy
Sure.
Hive Node>Save
1d6
rollem>1 ⟵ [1] 1d6
CULT|icycalm
lololol
CULT|Some guy
Fuck...
CULT|ysignal
Omg
CULT|icycalm
It's fucking ridiculous.
I can't believe how much fun this stupid little scenario was.
CULT|Some guy
Well I had fun but I'm ragequitting Battlegrounds now, see ya!
CULT|icycalm
The Emperor Protects!
Battlegrounds
WINNER: SPACE MARINES (YSIGNAL)
THE END
CULT|icycalm
So the next mission involves 12 troops instead of 2 and goes up to 6 players instead of 2 and the battlefield is at least 10x larger.
And the winning conditions are way more complex.
Plus it has a sequel that goes up to 12 players, but can only be accessed by winning the first one.
It will take me a couple days to get it ready.
But first I need to post a ton of unlocks in the Battle Honours thread.
There is an awesome animation, and a programmer game, and some other stuff.
But FIRST I need a battle report from the winner.
Just a couple of lines telling people how he felt about the battle will do.
In bigger battles this will get more elaborate, but for this we just need a tidbit.
DM it to me ysignal?
And BTW this was the first versus battle in the Battlegrounds!
That's another reason I put everything on hold for half a year to develop this.
Now we can have versus battles every day if we want to!
In Pathfinder it'll be very rare. Outside the arenas that is.
Battlegrounds>ROUND 4
Turn>@CULT|Some guy
CULT|Some guy
Termagant>Move NW
Termagant>Shoot (Infernus)
1d6
rollem>3 ⟵ [3] 1d6
Battlegrounds

Termagant>MISS
Turn>@CULT|ysignal
CULT|ysignal
Infernus>Attack (Termagant)
1d6
rollem>3 ⟵ [3] 1d6
CULT|icycalm
lmao with these rolls.
Oh wait no, that actually hit.
But... did you mean to say Hive Node?
Battlegrounds
Termagant>Save
1d6
rollem>4 ⟵ [4] 1d6
Battlegrounds
Termagant>FAILED
Termagant>DEAD
Battlegrounds>ROUND 3
Turn>@CULT|Some guy
CULT|icycalm
So I have to take back the ruling I gave Rory earlier, about the Infernus not being allowed to hit the Node when the Termagant is diagonal to him.
If it worked this way, the only time the Infernus could attack the Node is in the first round. And there's no way that's what the designers intended.
I think our issue comes from the grid movement we are using. Because with tape measure movement the Termagant's base would have to be touching the Infernus's base in order to stop him from attacking the node. But the bases can't touch on the diagonal when there's the Node on one side and the wall on the other. It's only in the dumbed-down D&D and Pathfinder movement system that such an obviously unrealistic situation would still be legal.
The whole reason the designers put the wall there is for every newly arrived Termagant to have to go around it, thus giving the Infernus plenty of chances to attack the Node.
So that's how we will handle it: the Termagant CAN shoot from the diagonal, but he can't "threaten" the Infernus with melee from the diagonal, at least for the very particular circumstances of the Hive Node/wall setup in this mission.
Battlegrounds

CULT|icycalm
Also, the Termagant can't just cross the diagonal in front of the Node and just step in front of the Infernus. That would also make it impossible for the Infernus to ever attack the Node after the first turn.
Again, in Warhammer movement that diagonal would be impassable simply because the Termagant... can't fit through it.
In Pathfinder I think the move would be legal. Which shows how dumbed-down the RPG movement is compared to wargames.
So for Warhammer, and for our slightly dumbed-down movement system for Discord purposes, let's say that a diagonal is passable IF one of the sides is empty: i.e. in this case if either the Node or the wall weren't there.
Note that we're at the start of the 3rd turn, and at the end of the 5th the battle ends one way or another, as per the instructions.
If you add in the fact that the Termagants don't need to kill the Infernus to win, they can just run down the clock, then yeah the fight seems about fair. I certainly can't predict what will happen. The main mistake was that ysignal threw away the chance to try a free hit on the node in the first turn. The battle could have ended right there.
In the instructions it says "If the Space Marine's base is touching the Hive Node and not touching the Termagant's base, he can attack the Hive Node". And indeed, from the left-side diagonal he would not be touching the Termagant's base.
CULT|Some guy
Termagant>Move SE 2NE
Termagant>Shoot (Infernus)
1d6
rollem>2 ⟵ [2] 1d6
Battlegrounds

Termagant>MISS
Turn>@CULT|ysignal
CULT|ysignal
Infernus>Move W
Infernus>Attack (Hive Node)
1d6
rollem>2 ⟵ [2] 1d6
Battlegrounds

Infernus>MISS
Battlegrounds>ROUND 2
Turn>@CULT|Some guy
CULT|icycalm
I would have gone straight for the Hive Node and taken a whack at it. You only need one good whack to win the battle.
You know that the Termagants will just keep coming, right?
Because this battle is so small, you can assess every possible move as in chess, and there is therefore an optimal tactic for each side. With bigger battles all this goes out the window and various tactics are viable.
Btw you could also have attacked from NW 2N.
Also, Rory can get out of there from SE. No attacks of opportunity in Warhammer, at least not from the tutorial instructions.
CULT|ysignal
Yeah, it was a mistake. When I thought about this yesterday, I made some wrong assumptions, like that after respawning on the other side, the new Termagant wouldn't be able shoot through the Node. I'm getting ready for work, so I relied a bit too much on my previous thoughts. I don't think there's any point attacking the Termagant, because he can just come back next turn and immediately attack no matter how I position myself.
CULT|icycalm
You should still be able to whack the Node in your next turn no matter what Rory does. With a bit of luck, that whack will win you the battle.
It's ridiculous how much fun this is with just two units lol.
Also btw the Termagants don't respawn. It's a new Termagant that arrives.
It's the Necrons who sort of "respawn". They auto-repair and come back in the middle of the battle.
CULT|Some guy
The rules say that the Node can't be attacked if the Termagant is right next to the Infernus, does that mean directly north, south, east or west only or does that include being northeast and so on?
CULT|icycalm
It makes no difference because the only way for the Infernus to attack the Node is if he's right next to it, because he's out of ammo.
And the Node is in a corridor.
But in general, yes, from all eight directions.
CULT|Some guy
So in this case if we're on different sides of the Node he can still attack it?
CULT|icycalm
Oh.
No he can't.
CULT|Some guy
Termagant>Move W 1S
Termagant>Shoot (Infernus)
1d6
rollem> 4 ⟵ [4] 1d6
CULT|icycalm
You don't need the 1 if you're just going S.
So it would be W S.
But you can't go S anyway because the wall is there.
CULT|Some guy
I meant move west.
West 1 square.
CULT|icycalm
W means move W.
S means move S.
3S means move 3 times S.
Don't edit the posts. Just post again.
It should be Move W.
CULT|Some guy
Termagant>Move W
CULT|icycalm
The roll remains the same, don't roll again.
It's cool you don't have to type anything else.
Lemme check if it hit.
It hit but he has a save.
Battlegrounds

Termagant>HIT
Infernus>Save
1d6
rollem>3 ⟵ [3] 1d6
Infernus>SAVED
Turn>@CULT|ysignal
CULT|icycalm
I suspect, from my limited knowledge of 40K, that this battle is a little skewed towards the Space Marine.
Could be wrong.
He is stronger than the Termagants, AND he can take twice the hits.
And all he needs to do to win is give one wound to the Node.
It's true the Termagants keep coming, and also they can prevent him from attacking the Node by just sitting next to it.
To find out if it's a balanced battle, you can just run it 50 times and see who wins more often.
People actually do this for the 28 factions and make tier lists, and that's how Games Workshop balances them.
Btw, something about the saves. Normally, each player rolls his own saves. But it'd be a waste of time to call ysignal in here just so he could roll his save, then go away until I've posted the result of the save, and then come back again to play. It's always more fun to roll all your dice, but not at the cost of slowing the game down on Discord to twice the duration. So Cult Intelligence (CI) will be rolling everyone's saves and other similar automatic rolls. And when we play the big battles in the engine then everyone can roll all their own rolls.
Keep in mind also that when you're playing a programmer game, the computer rolls everything for you.
CULT|ysignal
Infernus>Move W
Infernus>Attack (Termagant)
1d6
rollem>6 ⟵ [6] 1d6
Battlegrounds

Infernus>HIT
Termagant>Save
1d6
rollem
APP>4 ⟵ [4] 1d6
Termagant>FAILED
Termagant>DEAD
CULT|icycalm
At this point what I would like is to place the Termagant on its side on the battlefield, as a corpse. Which you can't do on a tabletop because of the base. However, it seems that I would need to import the model into Blender to remove its base and then reimport it into Tabletop Simulator. It doesn't sound like a tough job, but I don't want to slow the game down to do it. So I guess I will just remove the miniature from the board as it says in the rules. But eventually we WILL have piles of corpses everywhere, and I will add the movement difficulty rules from Pathfinder for when troops try to step over corpses.
Battlegrounds

Battlegrounds>ROUND 1
Turn>@CULT|Some guy
CULT|icycalm
In the instructions, it shows the Termagant straddling two squares, but since we're playing with grid movement (see https://culture.vg/forum/topic?t=9764) your Termagant has to snap-to-grid, so to speak, and the square that makes most sense is two squares away from the Hive Node, because in the instructions the Hive Node isn't next to the Termagant. I don't think this adjustment has any significant tactical consequences, but we'll see.
To move, we'll employ a quasi-FTG notation. So for example SE S S S would bring the Termagant to the immediate left of the Infernus (that's the Space Marine's name). Even better would be to enter SE 3S. So the full command to be parsed by Cult Intelligence (CI) would be:
Termagant>Move SE 3S
Diagonal movement counts for one square for the first diagonal move, and two squares for the second one, exactly as in Pathfinder.
This resets in the next round. So if you move only one diagonal one round, and another the next round, these movements both count as one square each.
Note that you can attack diagonally, same as in Pathfinder. Melee attack covers all 8 squares surrounding your character, including the 4 diagonal squares.
Can the Termagant shoot the Infernus from where he's standing? In terms of range, yes, the whole battlefield is within range. But in terms of line-of-sight, let me check.
For those who are curious, this is what it looks like in-engine:

So the question is if the Termagant can see the Infernus from where he's standing. Note that line-of-sight works very differently in Pathfinder and Warhammer. In Warhammer, as far as I know, as long at the trooper can see the enemy, he can shoot him. Though don't quote me on that as I haven't read the full rules. But for this tutorial, I am not supposed to read them, we're only supposed to play with the couple of pages of instructions I posted in the thread. So I just did a quick LoS check, and yes, the Termagant can clearly see the Infernus.
If, as we study the rules, we later realize that we made any mistakes in the tutorial missions, we'll just ascribe it to battlefield mishaps.
The whole point of the tutorials is to make mistakes and get them out of the way.
Same goes for the changes we're making to the game to make it fit the Discord format. It's an alpha, balancing will be required.
The command to attack is the following:
Termagant> Shoot (Infernus)
Then roll 1d6 to see if it hit, by simply entering:
1d6
rollem>4 ⟵ [4] 1d6
Can you attack from range and THEN move? It doesn't seem so. That's what it looks like from the instructions, and from a quick search I did. Because MOVE and SHOOT are distinct phases, and MOVE comes first (see https://www.youtube.com/watch?v=hJRRnY4Kquk).

So first decide if you will move, and if so enter the move command.
Then shoot with the shoot command.
What if you move right next to the Infernus? Won't that count as melee?
Maybe, but we don't get instructions for this in the tutorial, so we'll treat it as a regular shoot command. I.e. it doesn't matter where you decide to shoot from for the purposes of this tutorial.
@CULT|Some guy
Make sure to tag me when you've done everything you can do. Always tag me so I don't have to check Discord a bunch of times a day.
And if you or anyone else has any questions, don't hesitate to ask them, again tagging me. Though only players involved in the current mission should tag me, non-players can ask questions too but no need to tag me because their questions aren't urgent.
There is no urgency to play your turns throughout the day. Take as long as you need. If you don't feel like playing today, leave it for tomorrow, no worries. The tagging isn't meant to instill urgency in people, it's just meant to help save people the bother of having to look into Discord multiple times a day.
TL;DR: This is what I need to see from you, Rory:
Termagant>Move SE 3S (or wherever you want to, up to 6 squares)
Termagant> Shoot (Infernus)
1d6
rollem>3 ⟵ [3] 1d6
CULT|Some guy
Termagant>Shoot (Infernus)
1d6
rollem>1 ⟵ [1] 1d6
Battlegrounds
Termagant>MISS
Turn>@CULT|ysignal
CULT|icycalm
I was kinda hoping you'd miss because otherwise I would have had to figure out how to import the wound icon lol.
There are many ways to depict wounds, and the one in the tutorial doesn't scale to bigger battles, but it looks cool, so I thought I'd digitize it. We'll see what happens, maybe someone will get wounded before the battle's over.
So the instructions say the Infernus is out of ammo so he can't shoot from range. He can move up to 6 squares, and attack using the Attack command, either Attack (Hive Node) or Attack (Termagant) while being next to them.
The die is again 1d6.
So you're all ready to go, ysignal.
In the meantime, people including Rory are free to chat or whatever if you have anything to say. Even the player whose turn it is can post comments if he wants to, perhaps because he can't play right now but still wants to chat from his phone or whatever.
CULT|Some guy
Can the Termagant move through the Hive Node?
CULT|icycalm
No.
That's why I think you didn't make a good decision.
I would have gone to the very center of the board and then shot if I were you.
BUT, with your 6 move you can still hit ysignal from the back if he goes straight for the node. So really, in this particular instance the bad decision isn't really bad. If the board was a tiny bit bigger it would have been a bad decision.
In fact going right behind him is a bad move, because he can then choose to hit you.
You can just keep your distance and keep shooting him.
CULT|Some guy
Can I shoot past the Hive Node?
CULT|icycalm
Good question.
Yes you can because the 3D model of it barely reaches knee height.
Btw that 3D model is taken from the original Dawn of War. That's why it's so basic, because it's from 2004.
Btw from the instructions it seems that if the Termagant is right next to the Infernus, the latter can't attack the Node.
So going right next to him might be a good idea.
CULT|ysignal
Infernus>Move NW 3N
Infernus>Attack (Termagant)
1d6
rollem>2 ⟵ [2] 1d6
Battlegrounds

Infernus>MISS
https://www.reddit.com/r/starcitizen/co ... nt/o8amwmo
darkluminati0n wrote:
If you have the money, just buy the resources needed for them as you will be done in few hours.

We're playing Clearing the Air starting this coming Saturday, March 7 @ 2 PM UTC and continuing through the weekend. If you want to get it done, try to join us then for maximum progress. We'll also play the weekend after, and that'll be the last weekend for this event. And don't miss the Clearing the Air #2 Briefing, plus the guides I posted below that, if you're into guides.
Let's get the job done, contractors O7.
P.S. You can join in anytime after 2 PM UTC, that's just our official start time, and the leaders will all be there at that time on the dot. In fact some of us might be on earlier to prepare, and you're welcome to join us for the prep and ask for help with anything.
https://x.com/d20_highroller/status/2028019689419309413
Deefry @d20_highroller wrote:
I choose to believe this was Mike Brooks trying to make Lion El'Jonson a noblebright leftist again.
MrKraken has followed up his one-page guide with two videos related to this event.
Complete Event Guide
https://www.youtube.com/watch?v=3f96BnGRavA

MrKraken wrote:
Patch 4.6 goes live today and with it until March 17th is the Alliance Aid event providing a lifeline to Levski! So here's a full guide on how to go about the event, what contracts there are and what rewards you get!
00:00 New year new rewards
00:20 Alliance Aid One-Page Guide
00:57 Are the points shared or split?
01:21 Bigger isn't always better
01:32 Resource Gathering Contracts
02:06 Where to find decari pods
02:26 Useful websites for trade items
02:41 Where to find Pressurized Ice
03:47 Where to buy Bexalite and Laranite
04:16 Where to find Molina samples
04:57 Transport path
05:12 ATLS loading top tip
05:47 Hauling startegy for points
06:07 Interstellar hauling to levski
06:45 Hauling milestone contract
07:02 Combat path
07:40 What combat contracts are there?
08:17 Escort Contracts
08:44 Defend ship contracts
08:57 Recover cargo best way
09:33 How to find external freight elevators
10:13 Defense milestone contract
11:01 Final Rewards

MrKraken wrote:
Where to find 180 Decari Pods in minutes and why it matters for the 4.6 Lifeline for Levski's Alliance Aid/Clearing the Air event arriving on Wednesday 28th January 2026.
00:00 What are Decari Pods
00:17 Where to find in Stanton
00:44 How to find Moreland Hills farm
01:36 What to look for
01:57 Ignore the Official Foragers Guide
02:26 Decari pod Pyro speed farm
02:42 How to find trade terminals
02:57 The best decari farm location
03:25 Map of Decari spawns
MrKraken wrote:
Edit: Since this video was made, they've added a "large" contract on PTU, for 170 pods that pays ¤1,750,000. Enjoy!
It also takes around 30 minutes to hand in all small contracts to complete the collections branch.
Alliance Aid One-Page Guide [4.6 RC1]
https://robertsspaceindustries.com/comm ... AJWDraonnT

Even though it's tagged as RC1 (Release Candidate 1), I am sure it's up to date because otherwise he would have... updated it. He's very strict about updating.
Not much to say about our second official Clearing the Air session, partly because I didn't play the first so I know nothing about the event, but also because it just doesn't seem like a very complex or difficult event, from what I am gathering from people's Discord updates. That said, if shubn or Adjudicator (who have been putting the most time in) have any tips for us they can go ahead and post them here at their leisure.
And here's another pic of all the rewards (minus the red MaxLift posted earlier): https://x.com/RobertsSpaceInd/status/20 ... 1905516972

It's a nice big hoard, but note that shubn and Adjudicator have completed the event with multiple clones, so we'll have plenty of spares for those who don't have the time or simply can't be bothered with the event. For my part, I would never forgive myself if I didn't unlock all this for my main account, so I am going all-in until I get them.
Clearing the Air #1 with ysignal and The Cult
https://www.youtube.com/watch?v=HCzFJ6RQa7g

So Adjudicator and ysignal were the only ones who showed up to this. I was wrecked after a day of travel and couldn't make it, and I think shubn skipped it because of the late hour. recoil and Rory also skipped it. I think people generally put it off because we had plenty of time to get it done, about a month and a half. But now the end time is approaching and we need to get serious.
Some highlights from Discord:

ysignal wrote:
Trying to use the Hull C for a huge cargo mission.

ysignal wrote:
Leaving Levski with 2992 SCU of mission cargo bound for Stanton.
icycalm wrote:
Nice to see the Hull C in use.

ysignal wrote:
Unloading the cargo at Port Tressler. I gained around 600k credits and 10% transport progress from this run.
https://robertsspaceindustries.com/road ... ce-Station
Cloud Imperium Games wrote:
People's Service Station
Implementing a social station in Nyx. Managed by members of the People's Alliance, this Service Station offers a safe haven with basic restock, rearm, and refueling operations for pilots traveling through Nyx.

Cloud Imperium Games wrote:
In the first issue of 2026, we're looking into how Nyx's rest stops are shaping up, going behind the scenes of the Argo MOTH and RSI Hermes, and meeting generational racing talent Teddy Miller.
kevohuevo wrote:
That's beautiful, can't wait to visit them.
ScrubSoba wrote:
God, these are absolutely gorgeous.
st_Paulus wrote:
Those are rest stops at various points of the belt. They specifically mentioned that Virgil JP won't have one because of Vanduul threat.
ShinItsuwari wrote:
I see at least 7 medium pads, 2 large pads, 2 XL hangar and 2 large hangar. They're scaling them a bit better compared to Stanton stations at least.
https://www.youtube.com/watch?v=6G9gMjztvMI

Back Pocket wrote:
Recorded on Friday 20th February, 2026.
Josh got to sit down with Chris Roberts of Cloud Imperium Games when he was in Sydney, Australia recently for Atmo Esports' Enter Atmosphere 2956 event.
A huge thanks to Chris for this candid chat!
All Star Citizen game footage courtesy of Cloud Imperium Games.

This week's Sneak Peek titled "Let's get to work." Almost certainly from Rock Breaker. Looks like the place where you place the laser's focusing lenses.
They seem confident it will be ready for 4.7, and since Clearing the Air ends March 17, we should be playing it the weekend of 21-22, or 28-29 at the latest.
The Rock Breaker stations and mission were originally unveiled during CitCon (called Rock Cracker at the time). I've timestamped the segment.
Star Citizen | CitizenCon Direct: October 11, 2025
https://www.youtube.com/watch?v=_n9bXJnkgBQ&t=5190s

Expected in late March, and they look like a fantastic addition to Nyx. I am not super-thrilled about the endgame mining activity (you fly into the rock to mine), but bringing the station online looks like another banger of an FPS level, and we're definitely putting on a big session for it the first Saturday after release. They've put a lot of time in this so I expect it to be at least as good as the Onyx facility. Plus it's in space so dogfights, multiple entry points and EVA should also be on the table, which weren't in Dark Territory.
I've collected all preview images I could find from various sources. Let me know if I've missed anything.
Traveler's Guide to the Galaxy: Nyx
https://robertsspaceindustries.com/en/c ... Galaxy-Nyx



The next three are from weekly Sneak Peeks (so no links to give), so they're not confirmed to be from Rock Breaker. Pretty certain that's where they're from though. The second seems to be the laser's focusing lenses.



Again, not confirmed the below is from Rock Breaker, but I am pretty confident it is. Looks great, very unique environment.
PU Monthly Report January 2026
https://robertsspaceindustries.com/en/c ... nuary-2026

I bought a MOLE, 125a and Aurora LN with aUEC, and got a HoverQuad referral bonus.
https://paizo.com/threads/rzs7n1g2&page ... re-Path#70
James Jacobs, Creative Director wrote:
The order is:
1st level: The new Beginner Box
2nd–4th level: "Troubles in Grayce", which presents 6 adventures (2 2nd level, 2 3rd level, and 2 4th level) so that the players can choose which of the adventures they want to play through to reach 5th level. And if they wanna play all 6, then you can use a slower XP route and play them all.
5th–13th level: "Bastion of Blasphemies"
AND of course, all three stand alone perfectly well if you don't wanna play them all in order.
I bought a couple Heartthrob bundles.