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

Investigate the Sea?

  • Yes

    Votes: 592 80.3%
  • No

    Votes: 145 19.7%

  • Total voters
    737
I think Xavier has a rather unique opportunity in this war.

He's capable of nullifying enemy's martial advantage, considering Khorne's distaste for psykers and trickery.
The distaste for psykers doesn't help at all, since Chimeric Mastery cares about psychic defence and Khornate daemons (especially the important ones Xavier would be dueling) have one of the highest psychic defenses in entire galaxy. If anything I wouldn't be surprised if many have it higher than their Combat.
You're correct however that they're unlikely to have good Intrigue (the more experienced ones may have pretty decent Intrigue if only to avoid trickery but it will still be way lower than their Combat stat).
 
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Do we have silver bullets ? If we haven't already, we should issue them to all forces that regularly fight psykers.

[X] Plan Evacuate, Redeploy, and Prioritize
 
A Storm of Wings
@Durin

A Storm of Wings

Orrin Neville-Smythe, company champion of the 203rd Helguard, was going to die. He knew it, his men knew it, even the bloodletter he was beheading knew it.

They had been stationed around Tarascon. Tasked with holding the ground that had been won at such great cost. Then the sky turned to blood and the orders had come: Abandon their positions. Abandon defences guarding naught but a lonely mountain and rush through the skies to aid the civilians of Elysium. Race against the clock to reach the fragile safety of Avernus's Hives. Most of them made it.

The 203rd had not.

Orrin ducked, feeling a profane axe score yet another line along his battered helmet. His own blade lashed out to gut yet another demon. Behind him the ring of defenders dug in around their downed transport fought on. Desperately holding back the tide of khornate filth for just a few moments more. To banish a few last hearts of evil.

Doom

Neutrons crackled, plasma roared, power weapons hummed and all around them demons screamed.

Doom

Armour rent, weapons broke and blood flowed.

DOOM

Lightning and fire crashed down around them. Orrin stumbled as cataclysmic fury rained down slaying demons by the hoard yet leaving his small company untouched. As the storm abated one of his men spoke, voice full of reverence and awe. "Dragons. Avernus has sent us a flight of dragons."

Turning south Orrin beheld a sight unmatched. Dragons filled the sky. Thousand of Warverns. Dozens of Fire and River dragons, mixed in with conspicuous gaps that could only be Utter Bastards. A handful of Threnody Dragons, titans of the sky. And in the lead flew a leviathan to dwarf them all. Bones so black they shone. Tendons and sinew of hardened lightning. Wreathed in flesh of ever shifting, and disturbingly fluffy, cloud. The air trembled with every-

Boom

--beat of its wings. As they watched it roared, unleashing a bolt of inconceivable power against the flying horrors that barred its way north.

It was a few moments before Captain Peter shook off his reverence and got them moving. "Carolinus set scuttling charges on the wreck, everyone else start grabbing supplies. The flight has cleared us an opening but we must get within range of friendly artillery if we want to get out of this."

Orrin Neville-Smythe was going to die.
But perhaps, Emperor and Avernus willing, not today.
 
Not sure I've ever posted a plan for this quest before actually. I just want to do a bit more aggressive variant of Enjou's because I think that it's worth a little more risk for our combat heroes for the chance at getting them some upgrades. Rotbart, Jane, Jacob, Xavier, Areatha moved 1 down is the only change I wanted. Chances to increase our combat heroes stats are very rare, and it's worth trying because they can have outsized impact.

[X] Plan Aggressive
-[X] Evacuate your trainee psykers to orbit - Make psyker cities less valuable targets and less vulnerable, lose decent number of trainee psykers and cargo wings in transit.
-[X] Redeploy your forces in Tarascon - Increase the number of available forces significantly, lose some forces and cargo wings in trasit.
-[X] Priorities
--[X] Governor Rotbart (3)
--[X] Departmento Munitorum High Command (3)
--[X] Jane Oakheart (2)
--[X] Jacob Oakheart (1)
--[X] Saint Lin (5)
--[X] Archmagos Biologis Maximal (4)
--[X] High Grandmaster Ridcully (5)
--[X] Grandmaster Xavier (2)
--[X] Grandmaster Tamia (3)
--[X] Heroes of Avernus (2)
--[X] Areatha (1)
--[X] Primaris Psykers (3)
--[X] Battle Psykers (2)
--[X] Sanctionites (4)
--[X] Milita (3)
--[X] PDF (1)
--[X] Helltroopers (1)
--[X] Helguard (2)
--[X] Psyker Hunters (4)
--[X] Dis (5)
--[X] Cassarondo (3)
--[X] Cities and Hives(3)
--[X] Quartok(3)
--[X] Psyker Cities (4)
-[X] Write-in Plans
--[X] Prepare a psyker assisted use of Deathstrikes during the time before the enemy reaches your cities. A choir of Areatha, Ridcully, and Xavier would be ideal. Allow them to decide whether using one massive strike with a tiger kaiju on one army or splitting up the strikes against multiple armies would have the best effect, based on divination.
--[X] Ask Areatha to contact the Deep Ones to ask them to try to work with our people rather than through them like last time.
--[X] Rotbart will broadcast a speech and Lin a sermon to boost morale.
--[X] Order the forces in orbit to fire at the same targets as the Island Turtles when possible.
--[X] Send the Black Irons to Cassarondo.
--[X] In the event of an Exalted Greater Daemon approaching, Areatha will attempt to engage away from our cities if possible.
 
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The Smallest Psyker
The Smallest Psyker

Every day is a struggle for the smallest psyker.

Since the day he was found by the Arbites and sent to the psyker cities for training, he learned why the voices kept wanting him to do bad things, to killmaimburn and to destroy everything. He's something called a Psyker, and they say he's the strongest they discovered since that older girl. He denied it at first, because he knew what happens to people who were special. They were either killed, or they exploded into bloody pieces and let out the monsters from the--the bad place. But he will not fail.

He wanted to pray to the Emperor to take away the power and make him normal but everyone says the Emperor has died a long time ago, but they also say He's coming back and that He gives gifts for a reason. The Master says he should pray anyway, but don't pray to the Tyrant One because that just makes that thing stronger. The Master says he should make his soul as strong as the Space Marines and as tough as Mittens.

But he didn't know how and he just wanted the voices to go away.

Don't be ashamed of your power! You can do anything with it! Let us in and we'll show you! It'll be fun! Let us in! Let us in! Let us in!

GoawaygoawaygoawayGOAWAY!

He pushed as hard as he could, and though everything around him got pushed away, he managed to push them out. The fight always leaves him exhausted, but it does seem to get easier each time. The Master says it's never going to stop, but if he's strong, he can hold the voices back and be a brave, strong hero for Avernus, like Champion Jacob.

He'd like that. He didn't want to die or become a daemon buffet. He wants to be as strong as Master Xavier and as cool as Master Ridicully and as saintly as Saint Lin. But...if he was to die, then it should be for the Imperium, right? For humanity. Not for the bad things. Not now, not ever!

But he's got to be strong. Got to be stronger than anyone else because if he's weak, he's gonna die and that'll be the end of his story! He's not weak!

Yes you are! You're weak and you're small! You're a tiny little speck and we'll crush you between our teeth!

NO! He's not weak! He's not weak! He's strong he's strong he's strong!

HE'S STRONG! GO AWAY!

The voices faded again. He's sweaty and things are broken around him, but the voices are far away again. Good! They should stay away or else he's going to get them good!

Yeah, that's the ticket! He's going to be a mighty phase tiger and hunt them down so that they'll stop hurting people!

Hahahahahaha! Just try it, little kitten! Meow meow!

Go away! ROAR!

Thinking about the mighty phase tiger chasing away the dreaded daemons...it works! He thought of Mittens, the tiger that's always by Master Xavier's side. Like all the children, he wished for a phase tiger pet and always kept a tiger doll close to him. It helps with the voices. And when he keeps it close, it chases them away, but sometimes the doll misses and they attack and try to devour him and then he has to fight like the Masters teach him to.

But then one day, it all changed.

The sky turned blood and the voices started pounding in his head and it took everything he had just to fight them off. It became so much and then just end it all just end it all just end it all give in give in give in give in give in.

No! Help!

Hahahaha! Cry all you want! Nobody is going to save you! You have so much power that you have no control! now give in give in give in GIVE IN!

NOOO!

And then there was a howling noise, a cackling madness, and he was driven to his knees, clutching his head in agony. No...it's over! He's lost!

The boy suddenly found himself on his back and suddenly saw pitiless golden glowing eyes and his own widened in terror. They've got him! Then, a voice, strong and fierce...

Fight or die, boy! Are you strong or are you weak? Are you the tiger or are you the prey? CHOOSE!

I'm...I'm...


Give in give in give in it'll be over if you give in give in give in!

CHOOSE OR DIE!

I...I...

The boy shut his eyes, but all he could see was a swirling unreality of doom. It was about to pull him in, pull him down into the madness of the voices. It would be simple to give in. It would be simple to let the monsters swallow him, to end it all as prey.

But...but...he wanted to be a hero, like Champion Jacob. He wanted to be a protector, like Mittens. He wanted to be a leader, like Governor Rotbart. He focused everything he had on the golden eyes in his mind. He will not let the monsters swallow him! He will not let the swirling madness suck him in! He's strong! He's the mighty phase tiger! The monsters cannot stop him! The monsters WILL NOT STOP HIM! HE WILL FIGHT!


And in that moment, that instant between the ticking of the clock, Danny Tanner, age eight, made his choice.

Step by agonizing step, he clawed his way back from the swirling madness in his soul, his inner self punching, kicking and pushing the voices away. He fought and struggled and made it hell for the hellish beasts to even get near him even as they clawed and scratched him. Even as the skies turned red and the cackling went on without end, he thought of doors and locks, gates and walls, pushing out the bad voices and locking his mind like the fortress city he lives in and in the center where his mind is, he created a great silvery bubble and created a mind-tiger to protect the bubble, a fierce, roaring monster to protect him from all the other monsters.

He returned to reality, collapsed in an exhausted heap, holding so tightly to the tiger doll that fluff was showing through his fingers. The thing with the golden eyes was nowhere to be seen. But now he knows what to do.

Fool! Give in give in give in!

NEVER!

It will never end, but he will fight the monsters to his last, for he is the tiger and they are the prey. That is Daniel Tanner's purpose...and his promise. Then he heard the evacuation sirens.

"Danny?" He looked up to see a girl a bit older than him named Terra held out her hand with a smile. He noticed that the other hand carried a laspistol. Oh. "You're okay now, right? I don't gotta shoot you, right? If not, then It's time to evacuate."


Though the voices are still there, Danny knows now that he can, will and must fight. Because he's going to be the mightiest tiger of all Avernus, survive everything that gets thrown at him and he will roar his triumph over all the monsters that come to hurt humanity! That is his will!

Terra shot the blink spider that popped into view, Danny took Terra's hand and then the two ran to the nearest evacuation stations.

---

[x] Plan Evacuate, Redeploy and Prioritize

Daniel Tanner. Age 8. Class: Alpha. Specialty: Unknown, possible telekine.

Terra Bradford. Age 12. Class: Gamma. Specialty: unknown, possible diviner.

How's that, @Durin?
 
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@Enjou

Would it be possible to send some guards to Arathea, Xavier and Ridcully since it was mentioned that Arathea would need to guard them over it? Seeing as that's 3 of our top people there in one place think a little more security couldn't hurt considering that at least two of the people there would be high prioty targets.
 
Avernite Architecture
@Durin, it's not edited yet. editing done.

Avernite Architecture

Everyone knows that Avernite buildings are built like they're meant to survive artillery barrages, bombing runs, and infantry assault, but that is so far from being a complete examination of the modern architectural styles of Avernite construction that it barely counts as a prelude.
Some cities and hives are built into the ground, others are built rising into the sky, some make use of great walls, others make use of hardened layers, some rely on maze-like construction, others on hidden sally ports, and still others on carefully plotted lines of fire and preplaced demolition and immolation charges aimed at ensuring any 'victory' is temporary. But none of this encompasses the peculiarieties of Avernite construction.

Something that immediately noticed upon entering certain neighborhoods in an Avernite Hive is that the groundcar accessways and tram lines for any given district level are on a lower floor than the pedestrian walkways, this is to facilitate both cross-city ease of movement, and community safety.
The aim is to give each block(with a block typically being built around a structural support) a 'moat', separating it from its neighboring blocks in the event that they are overrun.
Where it is necessary for vehicles to enter a block this is done by means of a lift or ramp.
Often this moat is topped with fencing, spikes, razor wire, explosive charges, or 'decorations' to prevent anyone scaling the wall of the moat from clearing the lip easily.
Though this design is occasionally impractical and is never more than one floor worth of moat, it is still occasionally useful where practical.
Pedestrian traffic between blocks is achieved by means of drawbridges, mostly positioned at the corners of the blocks and aiding the use of pedestrian walkways above and alongside the roads.
Though some districts place their pedestrian walkways in a separate grid pattern to the housing and transport divisions, with pedestrian walkways running through housing blocks, drawbridges positioned above straightaways of groundcar roads or train tracks, and pedestrian intersections positioned nearly at the centre of blocks. This design choice is intended to keep pedestrians away from the paths that large creatures rampaging through the hive might take, ensuring that pedestrians only approach groundcar paths at the drawbridges.
While this does come at the cost of removing an additional potential killzone area from around a block it really does help keep casualties down against intrusions from creatures too large to fit along pure pedrestrian pathways.
This architectural style is already under consideration for use should the government go ahead with colonizing Tarrascon.

Another unusual feature of Avernite constuction is its relatively large volume compared to off world hives. This is necessary to accommodate all of the kill zones. Superior ranged weapons and prepared firing positions mean little if your enemy can move through cover or lunge out from behind a corner and get you that way.

It is for this reason that most pedestrian and vehicle pathways tend to use gradual turns instead of sharp corners where practical.
When sharp turns are called for there will occasionally be a large cutout of the building at the corner, to prevent anything from using the corners to close distance, though this feature is often altered to allow for good cover positions at pedestrian walkway corners, occasionally this is setup to only provide cover from certain directions or these cutout corners are designed to contain fighting pits, like foxholes, but with murder holes positioned to drop into them from above should they be overrun.
The groundcar roads occasionally include tank scrapes, allowing armored vehicles of standard dimensions to go hull down a little bit off of the road, the cutout corners are a frequently preferred position for these fortifications.

Avernite construction goes to pains to funnel all traffic through paths that occasionally cross large open areas, presighted for fixed weapons to fill with fire. Some of these internal courtyards can reach impressive size, as they are kept clear to create internal firing lines for the longer ranged weapons in the Imperial Trust's arsenal.

These areas vary in defensive philosophy as much as they vary in aesthetic style.
Some are intended to draw an enemy in a little before opening fire, making use of fragile false fronts and sight obscuring rises and turns to make the size and number of weapons of the courtyard unclear to those just entering them, a few are intended to be occupied by defensive forces in bunkers or trenches to draw an enemy into attacking across prepared ground out of the illusion that they will be able to accomplish something, others are intended to create holdups to cover planned outflanking manoeuvres or retreat contingencies, some are designed to be defended from any angle, others only a few.

These constructs are found in a range of styles, a rare few are stark and bare, the industrial simplicity of the basic design present either due to newness or out of respect for local traditions or philosophy.
Most however, are decorated. Many include comprehensive works of painting or sculpture, murals and art. Some of these even add to the defensive value of these positions, with bright colors or optical illusions in art confusing the eye, more technological art incorporating lights or motions that could draw panicked attention or fire, and the martial and religious themes common to Avernite statuary being easy for a chaos cultist to mistake for a target under pressure.
Other open areas contain parks, allowing parents to introduce their children to plants in a context where the vegetation won't actively be trying to kill them, a decorative stream can be converted to a trench or a burning ditch easily enough by changing the settings on what the pumps are putting in or taking out.

A couple of these courtyards get truly odd, like the ones with large pools or waterparks, a few with dispensation to keep Avernite plants inside of the hives, and that one with all the strings of lights.
There is a certain amount of outcry over people bringing Avernite plants inside of the Hive, much less into a high traffic area, but so far some of the more predictable species have been tolerated, and there are thousands of formal complaints over the room with the lights, as people constantly end up getting turned around and leaving by a different exit than they intended, but it has become a destination for tourists and researchers trying to figure out how it works so it's here to stay.

Avernite homes are themselves interesting, they tend to be heavily armored, designed as bunkers, and possessed of significant structural reinforcement.
You would think that it would be difficult to make a design that favors the squat and defensible attractive, but you are not entirely correct.
Nearly all of them are painted in patterns, with recurring structures of geometric shapes, stripes, leaf patterns, symbolism, and faux wood patterns sprayed on over top of the plate armor surfaced ceramicrete. Generally in understated tones of blue, green, brown, white, grey, beige, gold, and black, though with recent advancements in the field of Psykery silver metallic ornamentation is booming. Decorative crenelations are common, and ridge patterns that serve to disguise firing slit position are always popular.
Some buildings eschew the understated style and go with the brightest and most garish color scheme possible, in the hopes of getting the wildlife to assume that it is poisonous and avoid it, sometimes going so far as include expensive systems making the house more visible, like noisemakers, bright light displays, and holoprojectors, the rich who subscribe to this view might even have psychic artefacts, acquired from the Adeptus Astra Telepathica at great cost, with the goal of making their domaciles more noticeable and threatening to supernatural senses.

The government might be responsible for the fortifications, blast doors and internal bulkheads that Avernite living spaces are built around, but civilian contractors are responsible for fitting out the internals, and will tend to be the ones who put in the walls and finish the floors.

Professional outfitters that build armoured doors that are competitive with the governent ones are common, with some popular designs relying on two bit-over-quarter-cylinder doors meeting in the centre when closed, or vault style plug doors, to make it so that any force applied from the outside just pushes the doors harder together and into their frame, making them next to impossible to break for anything that can't crumple or melt adamantium.
Other options exist for those who can't afford the best, and there is a reasonable DIY culture for home defence. With public competitions offering prizes for making blast doors and other home defenses on a budget. Faux-stone Archways and fountains make good interior decoration, so long as the fountains remain easy to drain, sterilize, and clean out, and the stone or faux stone has been processed to remove any unwanted psykic influences, and some outfitting services offer modular layouts that can be changed around by the owner post purchase for defensibility or style.
Of concern to the populations of other planets in the Trust is the commonality of communal bathrooms on Avernus, not just the baths, but the toilets as well. This is for wildlife related reasons and cannot be helped, it is deeply unwise to ever be completly alone or cut off from others in a room.

After the War on Two Fronts and the invasion of Dis, a regiment of wealthier militiamen simply didn't reverse the modifications they had made to their homes when they knocked out the stairs and cut murder holes in the floors, and instead worked them into the design and became trend setters.
Nowadays most houses use rope ladders lowered from above rather than stairs, and have practically placed murder holes allowing those on higher levels to drop grenades or improvised hazards, either as part of the flooring pattern, or covered by furniture when not in use, though some are proponents of trapdoors covering both the ladder and murderholes.

This creates interesting social dynamics, while obviously the entrance level is for the reception, dining room, and possibly kitchen, and any levels below the entrance level are storage, there is the question of what level to put the dominant adults in an extended family grouping on and how to arrange the rest of the household.
Lower down allows them to better intercept wildlife attacking through the entryway before it can get to any dependents, while higher up allows the disciplinarian figure to preempt the problems caused by giving children the ability to seal them out of part of the house by failing to lower the ladders, and improves response time versus threats that teleport or phase in above the entrance level.
Some argue that computer controlled ladder winches coupled with low living positions help with both problems, avoiding being sealed out and allowing a person to winch themselves up. While others say that storing the ladder anywhere near the hole is dangerous and that these problems can be solved with an express shaft or sliding pole down from a high living position.

There isn't one solid answer, while it's generally agreed upon that the aged, experienced, and physically weak should be positioned on the second floor, out of immediate danger but close enough to the ground that it is not straining to come up and down, alongside the pantry, high enough to be salvaged in a siege, low enough to transport down easily.
Even there there are disagreements, sometimes the elderly are at the top, sometimes the pantry and kitchen both are much higher up, and food is transported down by dumb waiter or rope.
This doesn't even begin to get into the argument about where to place the armoring station if your family has pooled enough money to own power armor.

Paintings and posters are both decorative and defensive. They allow homeowners to conceal firing slits and grenade holes from invaders on the same floor.
Many an enemy has taken cover near a poster, only to be surprised when a short fuse grenade falls behind them. Though this has stopped working against Avernite Chaos cultists after the trick became widely known. Many internal firing slits also include command activated traps, to prevent an unwelcome guest from taking advantage of them during a fight.

There is almost always an escape route somewhere in the design, but it is considered rude to ask about or offer information on unsolicited and not suitable for polite conversation. This means that home outfitters are heavily scrutinized by their customers for trustworthiness, a couple of the higher class services even offer special teams who are willing to undergo memory erasure after performing their duties, despite the police records of most professionally made escape routes.
Many new homeowners choose to handle their hidden safe rooms and escape routes in a DIY manner, even if they contact a service for everything else.

A number of buildings are aimed at housing a 'squad' of youths instead of an extended family grouping, generally these youths are living independently as they enter a phase of their life where they're looking to get out from under their parents thumbs and establish who they are as an individual. With these buildings filling a similar role the 'bachelor pad' other planetary cultures possess, and possessing their own defensive and stylistic considerations to take into account in design. Generally benefitting from the assumption that everyone within is a basically competent combatant.

Many Avernites have received authorization to patch into the outgoing feeds of the public surveillance system, or are getting feeds from personal systems. Hiring an off site professional service to keep track of your vid feeds, provide tactical command and control in home defence, and ensure you and your family are not under mental domination or missing a psykic illusion is becoming increasingly common.
Some electrical services allow community councils to pay to have their current redirected into traps, there's quite a few people who are willing to pay dearly for electrified floor and wall traps, more so for electrified fences, nets and wires, and where the voltage falls short that is what batteries are for.
The public lighting systems can be enhanced to blinding and skin scalding levels, or set to strobe, the announcement systems can be a terror to the unprepared, perhaps not actually sonic weapons, but able to deafen easily enough.
As an extension of this, some Avernites have been obsessing over trying to figure out how to adjust the automatic gravity on ships, being able to slam enemies into the floor and ceiling at two or three gravities over and over would be quite a defensive advantage.

Then there are the oddballs, there are an amazing array of traps that people will come up with when they're trying to go the extra mile to keep the wildlife out, look far enough and you'll see pit traps, spikes, cheval de fris, and all sorts of cheap Kinetic or Las weapons. It is amazing how many ways you can disguise razor wire: strings of colorful lights, patterned strands of colored foil, vines, and bushes(either living or more commonly plastic) are all in use.
The patterns of festive razor wire out when the holidays roll around can really be something to see. Those considering tourism to Avernus should consider timing their trip with the holidays to take in the sight.
The strings of electrified monofilament wire that tend to go up at just the right height to shred wings or the protruding heads of vehicle commanders or invading animal or small vehicle riders might be a bit much though. They are, after all, indoors, and unneeded in an antivehicle or anticavalry role outside of wartime.

Some areas have received dispensation to leave Militia minefields in place so long as they give external authorities the command codes, and up to date records of positioning. This is expensive, given the rate that the wildlife seems to set them off and the way that many pyromantic attackers will predetonate them, but can be worth it to reduce the frequency of wildlife breaches.

Even the road system is abnormal. Avernus has been an enthusiastic adopter of the STC for partially-automated vehicles. Not because of valuing additional crash safety features, or the convenience of a vehicle able to follow to vox road markers and keep a safe distance from their peers while the driver does something else, over the mutterings of the more conservative priests of the Adeptus Mechanicus, but because someone willing to tear out the safety features in the navigation computers can turn them into very effective car bombs and mass ramming craft, all without risking the drivers!
They just have to program in the path and hop out before placing a brick on the gas.

Roads might still be made of interlocking plates of elastic metal covered by synthi-asphalt like on any other Trust world, but on Avernus they all have military traffic lanes, even where a one lane road would be used elsewhere, have an unusually large number of tank scrapes laid out alongside and presighted for common cannon patterns, contain frequent metal plates covering service 'manholes' to allow access to the vox network that the ground car computers rely on for navigation, and the road design includes oddly positioned staightaways and a zig zagging, almost star like pattern near the primary defensive lines to clear space, both for the tanks and artillery, and for ramming and car bombs.
 
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@thatguy; Not quite sure Avernites would use groundcars for a means of transit as opposed to public systems. My reasoning is that they'd only serve as additional logistics outside of combat, clog roadsways for PDF and government and emergency vehicles, and necessitate housing for. That's before considering that they'd be Spider Bait.
 
Just a reminder again - what happens after this matters too. If Jane were to die, for instance, we'd have to have an entirely new Arbites head helping us deal with the inevitable world wide cult outbreak.

Further, putting Jacob on Priority 1 means you're throwing him into as much of the grinder as possible. It makes him a primary combatant, dealing with scrub daemons as they come, rather than a secondary combatant sent to deal with places where the line needs to be stiffened. Heroes generally need to be Priority 2 or higher, so they can be sent to places where they can make a difference.

@Enjou

Would it be possible to send some guards to Arathea, Xavier and Ridcully since it was mentioned that Arathea would need to guard them over it? Seeing as that's 3 of our top people there in one place think a little more security couldn't hurt considering that at least two of the people there would be high prioty targets.

...why wouldn't the be guarded by default? I mean, Ridcully is priority 5, so he's under heavy guard. Hell, doens't he have an entire company of the Life Guard just to protect him?
 
Fuck they found out I am o negative now they willl never leave me alone. I am going to have to go get a touch up on a tattoo or something.

I completely agree with Enjou. Plan aggressive is a bad idea we do not want to risk these very important characters. We have much better defenses now and Rotbart is much more dangerous and able to influence the whole of Avernus. Also we have much better relations with the people of Avernus and Areatha.
 
ORKS OF AVERNUS
ORKS OF AVERNUS

Chophamma Raptamasha was hunting with his tribe. He knew he would lose a few. He always did. The prey of this place always fought back. It made the boys 'Ard. The old ones Said there were softer places to live. Told legends of traveling the stars in great metal beasts to find the best fights. Chophamma wondered why all orks didn't just come here? There was ALWAYS a good fight if you wanted one.

Chophamma pushed these thoughts away. Getting distracted while out of their cave would get you killed. He went back to tracking the beast one of his tribe had wounded. They would eat well tonight.... If something else didn't find the damned critter first. Orks should be the best at crumpin'. Instead, here, they were just another critter on the menu for many of the animals in this place... and the plants, and fungus, and birds, and fish..... and ROCKS. The old ones spoke of places where it wasn't as dangerous. Places where they could fight the hummies, and the strange hummies, and other things... but they said only here did they have to fight ROCKS.

Chophamma Pushed the thoughts away again angrily. He was getting distracted again. Maybe he should lead a raid against the hummies again. The last time hadn't gone so well but those that survived had grown a lot. The old ones said that the orks here were special. said they were all what was called Big'uns... or bigger. That seemed strange. Wouldn't you be a grot if you were smaller than an ork?

Again Chophamma pushed these thoughts away. What was wrong with him today? Then he smiled as the wounded beast came into sight. Something that wasn't roasted squig or grot would be good tonight. He got ready with his spear and waited for the rest of his boys to get ready to throw before they rushed it with their choppas. They were almost ready to throw...

Choppahamma and the rest of his tribe stood up suddenly and looked north as one. A wave of feelings washed over them. Something they had only felt when fighting for their lives or raiding the hummies or other peoples of this place. CONFLICT... WAR... Choppahamma recovered first and looked around. The beast had fled. He couldn't bring himself to care. Other orks started to recover and looked to him for direction. He simply started to march north. What kinda self respectin' ork would not go runin' to a good fight?

His tribe smiled and followed.
 
Inserted tally
Adhoc vote count started by Nurgle on Aug 20, 2018 at 6:01 PM, finished with 103310 posts and 10 votes.

  • [X] Plan Evacuate, Redploy, and Priotize
    [X] Plan Evacuate, Redeploy, and Prioritize
    -[X] Evacuate your trainee psykers to orbit - Make psyker cities less valuable targets and less vulnerable, lose decent number of trainee psykers and cargo wings in transit.
    -[X] Redeploy your forces in Tarascon - Increase the number of available forces significantly, lose some forces and cargo wings in trasit.
    -[X] Priorities
    --[X] Governor Rotbart (4)
    --[X] Departmento Munitorum High Command (3)
    --[X] Jane Oakheart (3)
    --[X] Jacob Oakheart (2)
    --[X] Saint Lin (5)
    --[X] Archmagos Biologis Maximal (4)
    --[X] High Grandmaster Ridcully (5)
    --[X] Grandmaster Xavier (3)
    --[X] Grandmaster Tamia (3)
    --[X] Heroes of Avernus (2)
    --[X] Areatha (2)
    --[X] Primaris Psykers (3)
    --[X] Battle Psykers (2)
    --[X] Sanctionites (4)
    --[X] Milita (3)
    --[X] PDF (1)
    --[X] Helltroopers (1)
    --[X] Helguard (2)
    --[X] Psyker Hunters (4)
    --[X] Dis (5)
    --[X] Cassarondo (3)
    --[X] Cities and Hives(3)
    --[X] Quartok(3)
    --[X] Psyker Cities (4)
    -[X] Write-in Plans
    --[X] Prepare a psyker assisted use of Deathstrikes during the time before the enemy reaches your cities. A choir of Areatha, Ridcully, and Xavier would be ideal. Allow them to decide whether using one massive strike with a tiger kaiju on one army or splitting up the strikes against multiple armies would have the best effect, based on divination.
    --[X] Ask Areatha to contact the Deep Ones to ask them to try to work with our people rather than through them like last time.
    --[X] Rotbart will broadcast a speech and Lin a sermon to boost morale.
    --[X] Order the forces in orbit to fire at the same targets as the Island Turtles when possible.
    --[X] Send the Black Irons to Cassarondo.
    --[X] In the event of an Exalted Greater Daemon approaching, Areatha will attempt to engage away from our cities if possible.
    [X] Plan Aggressive
    -[X] Evacuate your trainee psykers to orbit - Make psyker cities less valuable targets and less vulnerable, lose decent number of trainee psykers and cargo wings in transit.
    -[X] Redeploy your forces in Tarascon - Increase the number of available forces significantly, lose some forces and cargo wings in trasit.
    -[X] Priorities
    --[X] Governor Rotbart (3)
    --[X] Departmento Munitorum High Command (3)
    --[X] Jane Oakheart (2)
    --[X] Jacob Oakheart (1)
    --[X] Saint Lin (5)
    --[X] Archmagos Biologis Maximal (4)
    --[X] High Grandmaster Ridcully (5)
    --[X] Grandmaster Xavier (2)
    --[X] Grandmaster Tamia (3)
    --[X] Heroes of Avernus (2)
    --[X] Areatha (1)
    --[X] Primaris Psykers (3)
    --[X] Battle Psykers (2)
    --[X] Sanctionites (4)
    --[X] Milita (3)
    --[X] PDF (1)
    --[X] Helltroopers (1)
    --[X] Helguard (2)
    --[X] Psyker Hunters (4)
    --[X] Dis (5)
    --[X] Cassarondo (3)
    --[X] Cities and Hives(3)
    --[X] Quartok(3)
    --[X] Psyker Cities (4)
    -[X] Write-in Plans
    --[X] Prepare a psyker assisted use of Deathstrikes during the time before the enemy reaches your cities. A choir of Areatha, Ridcully, and Xavier would be ideal. Allow them to decide whether using one massive strike with a tiger kaiju on one army or splitting up the strikes against multiple armies would have the best effect, based on divination.
    --[X] Ask Areatha to contact the Deep Ones to ask them to try to work with our people rather than through them like last time.
    --[X] Rotbart will broadcast a speech and Lin a sermon to boost morale.
    --[X] Order the forces in orbit to fire at the same targets as the Island Turtles when possible.
    --[X] Send the Black Irons to Cassarondo.
    --[X] In the event of an Exalted Greater Daemon approaching, Areatha will attempt to engage away from our cities if possible.
    [X] Evacuate your trainee psykers to orbit - Make psyker cities less valuable targets and less vulnerable, lose decent number of trainee psykers and cargo wings in transit.
    [X] Evacuate your best Sanctionites to orbit - Greatly reduce the number of veteran Sanctionites in the line of fire, lose some sanctionties and cargo wings in transit.
    [X] Redeploy your forces in Tarascon - Increase the number of available forces significantly, lose some forces and cargo wings in trasit.
 
...why wouldn't the be guarded by default? I mean, Ridcully is priority 5, so he's under heavy guard. Hell, doens't he have an entire company of the Life Guard just to protect him?
Yes. The Accademy Guard is responsable for protecting the Grandmasters, just as the Saintsguard protect Saint Lin, the Wardens protect the General, the Marshal's Guard protect the obvious and the Last Wall defend the paper pushers.
 
Just a reminder again - what happens after this matters too. If Jane were to die, for instance, we'd have to have an entirely new Arbites head helping us deal with the inevitable world wide cult outbreak.

Further, putting Jacob on Priority 1 means you're throwing him into as much of the grinder as possible. It makes him a primary combatant, dealing with scrub daemons as they come, rather than a secondary combatant sent to deal with places where the line needs to be stiffened. Heroes generally need to be Priority 2 or higher, so they can be sent to places where they can make a difference.



...why wouldn't the be guarded by default? I mean, Ridcully is priority 5, so he's under heavy guard. Hell, doens't he have an entire company of the Life Guard just to protect him?

agreed we really don't want to lose any characters from stupidity like we did Rotbart's protégé/son. or forge master Briton if we can help it.
 
@thatguy; Not quite sure Avernites would use groundcars for a means of transit as opposed to public systems. My reasoning is that they'd only serve as additional logistics outside of combat, clog roadsways for PDF and government and emergency vehicles, and necessitate housing for. That's before considering that they'd be Spider Bait.
Counterpoint: we have militia tanks.
Where would those be deployed in city defence if not along groundcar roads inside of the city?
If tanks are being deployed against Rogue Psykers when the miltia fights them, then they must be able to get pretty close to the Psykers, and for that to be possible there must be tank access roads at least every block.
If you've already built those then why not also use them for civilian groundcars?
Of course military traffic would have priority, and possibly its own lane but it's not like standard military traffic could fully saturate the roads they'd have to build anyways to handle timely movement of large units during siege.

I'll edit in mention of a military traffic lane.
 
Last edited:
Counterpoint: we have militia tanks.
Where would those be deployed in city defence if not along groundcar roads inside of the city?
If tanks are being deployed against Rogue Psykers when the miltia fights them, then they must be able to get pretty close to the Psykers, and for that to be possible there must be tank access roads at least every block.
If you've already built those then why not also use them for civilian groundcars?
Of course military traffic would have priority, and possibly its own lane but it's not like standard military traffic could fully saturate the roads they'd have to build anyways to handle timely movement of large units during siege.

I'll edit in mention of a military traffic lane.
That's why I had mentioned groundcars themselves; not the roadways, personal transit as we know it would be a liability on a world like Avernus where a Blink Spider could hide in any nook and cranny.
 
Ok we have 13 votes which is 2 more than we have for war turns usually. Enjou Plan is in the lead by more than double.
Adhoc vote count started by Nurgle on Aug 20, 2018 at 7:06 PM, finished with 103318 posts and 13 votes.

  • [X] Plan Evacuate, Redeploy, and Prioritize
    -[X] Evacuate your trainee psykers to orbit - Make psyker cities less valuable targets and less vulnerable, lose decent number of trainee psykers and cargo wings in transit.
    -[X] Redeploy your forces in Tarascon - Increase the number of available forces significantly, lose some forces and cargo wings in trasit.
    -[X] Priorities
    --[X] Governor Rotbart (4)
    --[X] Departmento Munitorum High Command (3)
    --[X] Jane Oakheart (3)
    --[X] Jacob Oakheart (2)
    --[X] Saint Lin (5)
    --[X] Archmagos Biologis Maximal (4)
    --[X] High Grandmaster Ridcully (5)
    --[X] Grandmaster Xavier (3)
    --[X] Grandmaster Tamia (3)
    --[X] Heroes of Avernus (2)
    --[X] Areatha (2)
    --[X] Primaris Psykers (3)
    --[X] Battle Psykers (2)
    --[X] Sanctionites (4)
    --[X] Milita (3)
    --[X] PDF (1)
    --[X] Helltroopers (1)
    --[X] Helguard (2)
    --[X] Psyker Hunters (4)
    --[X] Dis (5)
    --[X] Cassarondo (3)
    --[X] Cities and Hives(3)
    --[X] Quartok(3)
    --[X] Psyker Cities (4)
    -[X] Write-in Plans
    --[X] Prepare a psyker assisted use of Deathstrikes during the time before the enemy reaches your cities. A choir of Areatha, Ridcully, and Xavier would be ideal. Allow them to decide whether using one massive strike with a tiger kaiju on one army or splitting up the strikes against multiple armies would have the best effect, based on divination.
    --[X] Ask Areatha to contact the Deep Ones to ask them to try to work with our people rather than through them like last time.
    --[X] Rotbart will broadcast a speech and Lin a sermon to boost morale.
    --[X] Order the forces in orbit to fire at the same targets as the Island Turtles when possible.
    --[X] Send the Black Irons to Cassarondo.
    --[X] In the event of an Exalted Greater Daemon approaching, Areatha will attempt to engage away from our cities if possible.
    [X] Plan Aggressive
    -[X] Evacuate your trainee psykers to orbit - Make psyker cities less valuable targets and less vulnerable, lose decent number of trainee psykers and cargo wings in transit.
    -[X] Redeploy your forces in Tarascon - Increase the number of available forces significantly, lose some forces and cargo wings in trasit.
    -[X] Priorities
    --[X] Governor Rotbart (3)
    --[X] Departmento Munitorum High Command (3)
    --[X] Jane Oakheart (2)
    --[X] Jacob Oakheart (1)
    --[X] Saint Lin (5)
    --[X] Archmagos Biologis Maximal (4)
    --[X] High Grandmaster Ridcully (5)
    --[X] Grandmaster Xavier (2)
    --[X] Grandmaster Tamia (3)
    --[X] Heroes of Avernus (2)
    --[X] Areatha (1)
    --[X] Primaris Psykers (3)
    --[X] Battle Psykers (2)
    --[X] Sanctionites (4)
    --[X] Milita (3)
    --[X] PDF (1)
    --[X] Helltroopers (1)
    --[X] Helguard (2)
    --[X] Psyker Hunters (4)
    --[X] Dis (5)
    --[X] Cassarondo (3)
    --[X] Cities and Hives(3)
    --[X] Quartok(3)
    --[X] Psyker Cities (4)
    -[X] Write-in Plans
    --[X] Prepare a psyker assisted use of Deathstrikes during the time before the enemy reaches your cities. A choir of Areatha, Ridcully, and Xavier would be ideal. Allow them to decide whether using one massive strike with a tiger kaiju on one army or splitting up the strikes against multiple armies would have the best effect, based on divination.
    --[X] Ask Areatha to contact the Deep Ones to ask them to try to work with our people rather than through them like last time.
    --[X] Rotbart will broadcast a speech and Lin a sermon to boost morale.
    --[X] Order the forces in orbit to fire at the same targets as the Island Turtles when possible.
    --[X] Send the Black Irons to Cassarondo.
    --[X] In the event of an Exalted Greater Daemon approaching, Areatha will attempt to engage away from our cities if possible.
    [X] Plan Evacuate, Redploy, and Priotize
    [X] Evacuate your trainee psykers to orbit - Make psyker cities less valuable targets and less vulnerable, lose decent number of trainee psykers and cargo wings in transit.
    [X] Evacuate your best Sanctionites to orbit - Greatly reduce the number of veteran Sanctionites in the line of fire, lose some sanctionties and cargo wings in transit.
    [X] Redeploy your forces in Tarascon - Increase the number of available forces significantly, lose some forces and cargo wings in trasit.
 
This plan differs from Enjou's in that it does two very useful things without creating any significant risks or complications. Firstly, it tasks the Phase-Tigers regiment with the duty to extract heroes from combat if they're about to die. n Steps Ahead will ensure they'll be where they need to be and the last daemonic incursion is proof that they're good at this kind of job. I think everyone can agree that we want our heroes to live.
Secondly, the plan has our telekines open a bridge between the interior of the Caverns and the surface of Avernus. This will allow the hyper-deadly flora and fauna of the Caverns fight the daemons, who they'd otherwise be unable to fight. The daemons of Khorne are resistant to direct psychic attack so our telekines will kill more daemons by summoning in Cavern beasts than by directly attacking the Khornates. Besides that, even without the resistance, a horde of Cavern creatures may've ended up doing more damage anyway.

[X] Plan Extraction and Cavern Reinforcements
-[X] Evacuate your trainee psykers to orbit - Make psyker cities less valuable targets and less vulnerable, lose decent number of trainee psykers and cargo wings in transit.
-[X] Redeploy your forces in Tarascon - Increase the number of available forces significantly, lose some forces and cargo wings in trasit.
-[X] Priorities
--[X] Governor Rotbart (4)
--[X] Departmento Munitorum High Command (3)
--[X] Jane Oakheart (3)
--[X] Jacob Oakheart (2)
--[X] Saint Lin (5)
--[X] Archmagos Biologis Maximal (4)
--[X] High Grandmaster Ridcully (5)
--[X] Grandmaster Xavier (3)
--[X] Grandmaster Tamia (3)
--[X] Heroes of Avernus (2)
--[X] Areatha (2)
--[X] Primaris Psykers (3)
--[X] Battle Psykers (2)
--[X] Sanctionites (4)
--[X] Milita (3)
--[X] PDF (1)
--[X] Helltroopers (1)
--[X] Helguard (2)
--[X] Psyker Hunters (4)
--[X] Dis (5)
--[X] Cassarondo (3)
--[X] Cities and Hives(3)
--[X] Quartok(3)
--[X] Psyker Cities (4)
-[X] Write-in Plans
--[X] Prepare a psyker assisted use of Deathstrikes during the time before the enemy reaches your cities. A choir of Areatha, Ridcully, and Xavier would be ideal. Allow them to decide whether using one massive strike with a tiger kaiju on one army or splitting up the strikes against multiple armies would have the best effect, based on divination.
--[X] Ask Areatha to contact the Deep Ones to ask them to try to work with our people rather than through them like last time.
--[X] Rotbart will broadcast a speech and Lin a sermon to boost morale.
--[X] Order the forces in orbit to fire at the same targets as the Island Turtles when possible.
--[X] Send the Black Irons to Cassarondo.
--[X] In the event of an Exalted Greater Daemon approaching, Areatha will attempt to engage away from our cities if possible.
--[X] Phase-Tigers are to stay in reserve and extract any heroes about to die.
--[X] Telekines to open up one or more Gates of Infinity between the Caverns and the surface of Avernus.
 
That's why I had mentioned groundcars themselves; not the roadways, personal transit as we know it would be a liability on a world like Avernus where a Blink Spider could hide in any nook and cranny.
I agree that the passenger compartment of any modern vehicle has too many nooks and crannies, but lots of public transit vehicles do too, it's a surmountable design challenge.
 
Time On Target
At the risk of being accused of spamming…
@Durin


Time On Target

High above the surface of Avernus drift the Orbital Defences. Vast fortresses bristling with weapons and crewed by soldiers ready, eager even, to sell their lives making any invader pay in blood for trying to make landfall on their beloved home.
Normally.

Today they were crewed by people feeling a conflicting mix of relief, guilt and a sense of somehow being robbed. Today the Great Enemy had bypassed them, arriving on Avernus without bothering to travel the intervening distance.

This didn't render the stations and platforms hanging in orbit totally irrelevant. Humanity had been practising the fine art of planetary bombardment since before the dawn of recorded history and had built their defences with such in mind. Unfortunately the cowardly demons seemed to have thought of that too and the skies were a choking mass of blood and warp-stuff.

That said, thought captain Libero Cadere of Helheim Void Command, this was Avernus. They had options. When technology failed the raw power of their souls would serve. "Diviner Impulsum, have you made contact with the indigenous artillery battery?"

"I believe so captain. We should have our target momentarily."

Hundreds of kilometres below a head larger than a city swung around. A mouth fit to swallow warships opened. For a few moments power gathered, raw destruction condensing into almost physical form, before being unleashed with a mighty Crack that split the heavens.

"Coordinates 32.7 North, 4.3 East. Impact in 28 seconds."

"Gunner Arcus you have your mark." The captain paused as Arcus aknowldged and adjusted his controles. "You may fire when ready."

Gorbash Splean Splitter, greater demon of Khorn, raced south. He had broken through the pittiful defneces of the waddling witch birds. He would lead his followers to the pathetic human hovols where the last saint cowered. He would win glory, recogntion and several long standing bets!

In the distance he percieved a mass of warp-fire approaching. Some pitiable, if apparantly rather large, psyker sought to impede Him?! A servant of the god of honourable combat?! Pathetic. With speed no mortal could match his glorious bronze axe drew back. With agility beyond the limits of humanity he judged the timing. When it was right he swung. He would batter this insignificant attack aside. He would chase down the cowardly, if large, witch that had launch it. And he would-


It was about then that the first capital-grade naval las bolt arrived.

If was far from the last.
 
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