The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
Just out of interest, is it/would it have been possible to start moving troops off world to reinforce Mar Sara? I don't rate the abomination forces chances highly due to natural attrition on Avernus.
 
So, "bad because DE do it", despite the giant difference between the two.

Again, leaving aside the slippery slope size of Olympus Mons, how it would be worse than our usual practice?
Not trying to restart this one again, but I am just going to remind everyone that we're still going to make bank on the soul front.

We are after all going to be getting a cultist uprising after this.

1)What happens to an average soul after death?
1a)How likely is it to be eaten by something, especially demons?
1b)Can we consider demons omnipresent, or are there areas that are relatively clear of them, such as holy places? Or is space not really a concern for demons?
1c)Can chaos gods just directly claim souls? I mean, Slaneesh had claim for all Eldar souls, but other than them? Is it based on corruption and 'allegiance' of the heretic?
2)What exactly happens to a soul right after it's owner dying?
2a)Does it remain for a time near it's deceased owner?
2b)How long does it take for a soul to dissolve? Are there any factors in the speed of the process, such as being a psyker?
2c)Are there... "components" of a soul that dissolve slower?
3)Could a soul feel pain if it was, for example, burned by warpfire (after killing the host)?
I'm not Durin (obviously), but in my experience the best a soul can hope for after death is to instantly be annihilated by the sheer WTFery if they're not then a Daemon comes a long and noms them.

Chaos can directly claim the souls of those that were corrupted by them, worship isn't necessarily required, but it does help. The relationship Slaanesh has/had with the Eldar is unique. If you want some nightmare fuel apparently the abomination nearly got a similar connection with humanity.

Daemons are not always present in places like shrine worlds (of course those don't work anymore). Basically places where something blots or focuses them out, but its usually quite spotty.

Right after a soul dies...it is released into the warp with no protection.

Having a strong soul can let you stay around for slightly longer, chaos aligned psykers can keep themselves together enough to bring themselves back (theoretically normal ones could, but well...demons)

No idea...I think we need to study the soul in greater detail if indeed there's anything for us to find.

Presumably...I don't see why they wouldn't...

Just my guesses/recollections.

Few

Is there a source here?
IIRC we're about 3 months away assuming favourable conditions.
 
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War on Two Fronts Part Seventeen: Mopping Up and Moving Out
War on Two Fronts Part Seventeen: Mopping Up and Moving Out
T= 27:12:00-44:12:00
You decided to take out as many warships as possible before they escaped while your forces on the ground would harass their fleeing foes. In space the combination of the speed of the surviving escorts, the fact that they scattered in every direction and were willing to enter the Warp closer then usual allowed all but a few hundred of the escorts to escape along with a pair of Light Cruisers, though every larger vessel was destroyed. This means that of the massive fleet to have first entered the system a month ago only a third of its countless escorts and fraction of a percent of its capital ships escaped. Your pursuit of the Abomination forces fleeing Dis and the Lonely Citadel ended up killing a quarter of them before they reached the dubious safety of their fortified landing zone. With the addition of the remaining forces the landing zone now has a bit under a billion men and millions of vehicles in it, or it did before your orbital bombardment began anyway. For the next four days your ships pounded the battered Abomination Fortress with weapon batteries and lances, killing a fifth of the enemy, destroying many of their supplies and further damaging their fortress. As this was happening you loaded those forces being sent to Mara Sara into transports before sending them and a portion of your fleet into the Warp on a six week long trip to Mar Sara.
T=38:22:00-44:12:00
Chasing Them Down
Imperial Pursuit d100=5+73(skill)+20(Technology)+133(stats)+30(speed)+20(void dominance)+10(repairs)=291
Abomination Defence d100=88+67(skill)+10(deamonships)+46(Martial)+50(numbers)-50(fleeing)=211
Imperial Kills
2 Cruisers
1 Escort Cruiser
1 Light Cruiser
821 Escorts
251 Transports
14 Mass Convoyer
Abomination Kills
1 Battlecruiser
3 Cruisers
2 Light Cruisers
173 Escorts
97 Attack Craft Wings

0/4 Battle Barges (all deamonships)
0/7 Deamonship Battleships
0/14 Battleships
0/13 Deamonship Grand Cruisers
0/38 Grand Cruisers

0/14 Deamonship Heavy Cruisers
0/58 Heavy Cruisers
0/28 Deamonship Battlecruisers
0/142 Battlecruisers

0/370 Cruisers

2/82 Light Cruisers
0/108 Escort Cruisers

5,498/15,000 Sword Frigates
1,875/5,500 Cobra Destroyers
3,716/9,500 Firestorm Frigates

21 Mass Convoyers
530 Transports

Dis Harassment
Imperial Attack d100= 10+145(martial)+10(home ground)+20(troll guides)=185
Abomination defence d100=25+50(numbers)-10(EW)-20(Abomination)-50(fleeing)=-5: Negative number critical failure
Imperial Kills
22,000/63,000 Regiments
Chaos Kills
100 PDF Regiments
10 Helltrooper Regiments

Lonely Citadel Harassment
Imperial Attack d100= 26+145(martial)+10(home ground)+20(troll guides)=201
Abomination defence d100=61+50(numbers)-10(EW)-20(Abomination)-50(fleeing)=31:
Imperial Kills
11,000/53,000 Regiments
Chaos Kills
200 PDF Regiments
20 Helguard Regiments

Orbital Bombardment (3 days)
d100=63
640/2,481 Enemy Divisions Killed

As your reinforcement fleet exists the system you ponder the recent news from Mara Sara, where Admiral Freyr and his fleet were able to easily mop up the remaining Ork ships once their last Hulks went down, though the final attack runs of the Ork Fighter-Bombers cause some major damage to his own attack craft. This allowed him to start shipping reinforcements to the ground forces, orbital bombardment and halt the Orkish orbital bombardment. These reinforcements were much needed, as the elite Orkish hordes have been continuing to press on though your defences. After a fortnight of fierce fighting 61% of your fortifications have fallen, and another seven billion soldiers of the Imperial Trust have fallen. In this time several forces have had a major impact or suffered greatly, such as the Knights of the Aesir who met the enemy Gargents while fighting to defend Blackwater Station and lost a full dozen Courts as they were driven back, or the Timeless Army whose fierce defence of the Northern Approach has reduced the Orkish progress on an entire front to a crawl. Of particular interest is the defence of Refinery BF 1138 by the Fire Giants, who have singlehandedly held the pass for weeks by setting entire regions of the pass on fire, and then forcing the enemy to fight in the fires which their armour renders them immune to. However even this is not enough to hold indefinitely, as Orkish mega armoured nobs start being deployed in the region and their armour allows them to survive the heat far better. According to estimates of the eighty billion Orks who made landfall a full third of them have fallen, leaving your men still heavily outnumbered even with the deployment of the strategic reserve.

Fourth Week Imperial Harassment d100=90+80(skill)+20(Technology)+37(Martial)+25(speed)+50(In Dying Light)+50(caution)=352
Ork Defence d100=89+27(skill)+100(waaagh)+16(Martial)+10(Hulk)+10(void superiority)=252
Imperial kills
1 Small Hulk
6 Battleships
32 Kroozers
778 Roks
11,392 Escorts
53,859 Attack Craft Wings
Ork kills
1 Heavy Crusier
3 Cruisers
10 Light Cruisers
143 Escorts
6,530 Wings of Attack Craft

Currently a reinforcement fleet is inbound to Mar Sara, as though they will most likely miss the decisive battles of the war they will still prove useful in either helping finish off the Orks or keep them contained, depending on how the battle goes. You can only hope that the forces you sent can make an impact without leaving Avernus itself to open.
[] Take Half of your available fleet as escorts. - Half of the gathered fleet is five hundred escorts, a hundred capital ships and multiple battleships, a fleet powerful enough to make an possible attack on your convoy futile. This will leave Avernus a bit open and reduce how much bombardment you can use however.
[] Take a quarter of your available fleet as escorts. - Half of the gathered fleet is hundreds of escorts, dozens of capital ships and a pair of battleships, a fleet that should be enough to guard your convoy against any know threat in the region.
First Indicate which heroes and elties you are bringing from the list below
General: Governor Rotbart
Heroes: Saint Lin, High Grandmaster Ridcully, Grandmaster Xavier, Grandmaster Jameson, Grandmaster Aria, Jacob Oakheart,
Elite:Black Irons, Last Hunters, Phase-Tigers

Then decide what proportion of your other forces to take

[] Take all of your Helguard- The Helguard are the best soldiers in the Imperial Trust, and their presence will be vital in combating the large numbers of Mega armoured Nobs on Mar Sara while they are overkill against what is left on Avernus.
[] Take Three Quarters of your Helguard- It may be a good idea not to commit all of the Helguard.
[] Write in Helguard


[] Take all of your Battle Psykers- Battle Psykers are an incredibly powerful asset in almost any situation, and are not currently needed on Avernus.
[] Take Three Quarters of your Battle Psykers- The forces of Chaos are unpredictable and it may not be a good idea to take away all of the human psykers keeping watch on them.

[] Write in Battle Psykers

[] Take all of your Helltroopers - The Helltroopers are a large, well trained force in power armour, something that has been proven to be highly effective on Mara Sara.
[] Take Three Quarters of your Helltroopers- The Helltroopers are the heart of your army, and it may not be a good idea to commit them all to a single war.
[] Write in Helltroopers

[] Take all of your PDF- Your PDF make sup the majority of your forces and are the one group of Avernites that have the numbers to make an impact the larger battles occuring on Mara Sara.
[] Take Three Quarters of your PDF- Leaving behind an army or two of PDF to watch over the Abomination forces prevents you relying on the militia for those duties, and for wildlife defence.
[] Write in PDF
 
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Fucking hell those casualties. Killing this horde had better end this WAAAGH!.
Let's send half the fleet, a bunch of heroes, and 3/4 everything else. Situation on Avernus is under control.
 
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they outnumbered you 5-1, and are more then a match for you in an equal fight even without taking Da Crumpers into account. a multi billion Nob formation with +200 waaagh boosts has proven to be near unstoppable
@Durin
1. I take it all attempts to kill the warboss have bounced off?
2. How are hopes that this will incite a change in opinion in people like Bertil who didn't think the orks were a big deal again?
3. Given that they now have orbital support (which is useful if nothing else especially the with the battle barges bombardment cannons) how well do we think Imperial forces will be able to hold out for now?

Still you said not to underestimate them...

Also damn Timeless, damn fire giants.

Fucking hell those casualties. Killing this horde had better end this WAAAGH!.
This hoard is the Waaagh.
 
they outnumbered you 5-1, and are more then a match for you in an equal fight even without taking Da Crumpers into account. a multi billion Nob formation with +200 waaagh boosts has proven to be near unstoppable
Lol, just hope we can recover before the local Orks decide to form up and join the party
 
ouch...just ouch...the fact we have been able to survive this long shows we definitely did something right!

other then that we need to get rid of the remaining cultists on Avernus, as well as mop up the rest of the orks...so half the fleet? would be a nice bonus to get rid of them.

and frankly the orcs are the bigger threat right now...
 
Lol, just hope we can recover before the local Orks decide to form up and join the party
RIDCULLY!

DO THE THING!!!

and frankly the orcs are the bigger threat right now...
As long as they don't try for any ritual we could theoretically just leave em. They've got supplies for about a year on Avernus and they loose more in a week than we do in 5 years.

So yeah Orks are a much bigger threat ATM.
 
Don't underestimate.

Just cause they ain't got psykers they might be able to pull out something.

The walls between the reality and the warp are weaker here after all.
Maybe, but the 1st Circle Angyl threat has passed and Avernus has a lower tolerance for Chaos than we do. I'm just fine with waiting to see how Avernus deals with the survivors.
 
[X] Plan Ere We Go!
-[X] Take Half of your available fleet as escorts. - Half of the gathered fleet is five hundred escorts, a hundred capital ships and multiple battleships, a fleet powerful enough to make an possible attack on your convoy futile. This will leave Avernus a bit open and reduce how much bombardment you can use however.
-[X] Governor Rotbart, High Grandmaster Ridcully, Grandmaster Xavier, Jacob Oakheart
-[X] Elites: Black Irons, three quarters of the Last Hunters, Phase-Tigers
-[X] Take all of your Helguard- The Helguard are the best soldiers in the Imperial Trust, and their presence will be vital in combating the large numbers of Mega armoured Nobs on Mar Sara while they are overkill against what is left on Avernus.
-[X] Take Three Quarters of your Battle Psykers- The forces of Chaos are unpredictable and it may not be a good idea to take away all of the human psykers keeping watch on them.
-[X] Take all of your Helltroopers- The Helltroopers are a large, well trained force in power armour, something that has been proven to be highly effective on Mara Sara.
-[X] Take Three Quarters of your PDF- Leaving behind an army or two of PDF to watch over the Abomination forces prevents you relying on the militia for those duties, and for wildlife defence.

Edited: Taking Phase-Tigers and 3/4 of our Last Hunters- remaining 20 LH should be enough against unexpected surprises.

Taking most of our troops, aside from PDF and Psykers- basic chaff and protection against nasty chaos magics.
As for heroes- sending everyone, leaving Saint Lin (let's not risk him after this crusade), Grandmaster Aria (cause she's a witch-finder) and Grandmaster Jameson (telepathy is far more useful against surprise chaos than a Waaagh).

So going nearly all in, except we leave enough stuff to deal with Abomination comfortably, maybe hold off a surprise invasion for some time.
 
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@Durin
1. I take it all attempts to kill the warboss have bounced off?
2. How are hopes that this will incite a change in opinion in people like Bertil who didn't think the orks were a big deal again?
3. Given that they now have orbital support (which is useful if nothing else especially the with the battle barges bombardment cannons) how well do we think Imperial forces will be able to hold out for now?

Still you said not to underestimate them...

Also damn Timeless, damn fire giants.


This hoard is the Waaagh.
1. so far yes, he almost killed Surt in one of them and if you did not have biomancer support and teleport beacons to escape he would have
2. certain
3. a lot better, worst case defeat in two months, best case victory within one month
 
[X] Plan Ere We Go!
-[X] Take Half of your available fleet as escorts. - Half of the gathered fleet is five hundred escorts, a hundred capital ships and multiple battleships, a fleet powerful enough to make an possible attack on your convoy futile. This will leave Avernus a bit open and reduce how much bombardment you can use however.
-[X] Governor Rotbart
-[X] High Grandmaster Ridcully
-[X] Grandmaster Xavier
-[X] Jacob Oakheart
-[X] Black Irons
-[X] Last Hunters
-[X] Take all of your Helguard- The Helguard are the best soldiers in the Imperial Trust, and their presence will be vital in combating the large numbers of Mega armoured Nobs on Mar Sara while they are overkill against what is left on Avernus.
-[X] Take Three Quarters of your Battle Psykers- The forces of Chaos are unpredictable and it may not be a good idea to take away all of the human psykers keeping watch on them.
-[X] Take all of your Helltroopers- The Helltroopers are a large, well trained force in power armour, something that has been proven to be highly effective on Mara Sara.
-[X] Take Three Quarters of your PDF- Leaving behind an army or two of PDF to watch over the Abomination forces prevents you relying on the militia for those duties, and for wildlife defence.

Taking most of our troops, aside from PDF and Psykers- basic chaff and protection against nasty chaos magics.
As for heroes- sending everyone, leaving Saint Lin (let's not risk him after this crusade), Grandmaster Aria (cause she's a witch-finder) and Grandmaster Jameson (telepathy is far more useful against surprise chaos than a Waaagh).
Also leaving Phase-Tigers - just in case we want to shut down something sneaky.

So going nearly all in, except we leave enough stuff to deal with Abomination comfortably, maybe hold off a surprise invasion for some time.

I dunno if we should take all the elites with us..
 
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