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
It'll work, but it's also not optimal. Cheshire is more likely to die in battle than Khol:

vs

And that's enough for me.
And Cheshire also has
Helguard Founder (+4M, +8I, +1L, +4P, +1D, +8C, far harder to kill)
in addition to six more combat.

Saying she's more likely to die on the strength of the single trait each regardless of the actual scenario is ridiculous.
 
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And Cheshire also has
Helguard Founder (+4M, +8I, +1L, +4P, +1D, +8C, far harder to kill)
in addition to six more combat.

Saying she's more likely to die on the strength of the single trait each regardless of the actual scenario is ridiculous.
Bah, somehow I missed that trait. Alright I withdraw my objection to Cheshire's promotion. I'll keep my plan up for Khol supporters.

[X] Plan Enjou T116
 
How are the anti-psyker units doing? They've been taking a licking recently and I keep thinking that if someone were in a position to take all the psykers snatched from Avernus over the years and bring them back all at once, now would be a really good time.
 
Hmm.

@Durin:
1) how do Khol and Cheshire compare mechanically when it comes to cooperating with Trust forces during military campaigns?
2) will Khol's lower Diplomacy have significantly negative affect on the Trust worlds' views of Avernus?
3) how do Cheshire and Khol's battle survivability compare, with all traits and stats factored in?
1. Cheshire provides not bonuses, Khol provides a minus
2. no
3. cheshire has a 5% lower life expectancy
Adhoc vote count started by Durin on Sep 9, 2018 at 12:18 AM, finished with 104379 posts and 23 votes.
 
Inserted tally
Adhoc vote count started by Durin on Sep 9, 2018 at 12:18 AM, finished with 104379 posts and 23 votes.
 
@Durin

1. Out of curiosity, what's our strongest material available (that we can produce) for purposes of runes? I was wondering if Banishment Angelsteel Bullets or like might be viable, even if only for rare occasions when a Greater Daemon is beating down on your walls. (Relic-Grade Ammunition? Only on Avernus)
2. Can a Psyker have multiple force weapons?
3. Is there a limit to what can be turned into a Force Weapon, for example is Ridcully's Super-Exitus Rifle a Force Weapon?
 
@Durin

1. Out of curiosity, what's our strongest material available (that we can produce) for purposes of runes? I was wondering if Banishment Angelsteel Bullets or like might be viable, even if only for rare occasions when a Greater Daemon is beating down on your walls. (Relic-Grade Ammunition? Only on Avernus)
2. Can a Psyker have multiple force weapons?
3. Is there a limit to what can be turned into a Force Weapon, for example is Ridcully's Super-Exitus Rifle a Force Weapon?
1. Angelsteel
2. yes
 
at the moment it is 47 million left after the first year, without taking all actions into account
As a note, that is around the total cultists we found the first year after the first daemonic incursion and one fourth of the maximum remaining cultists from that year. It seems like a safe bet that the actions selected in all leading plans will be enough to discover all of those assuming our capabilities have scaled with our population growth.
 
Err... Cybros, Karaz-A-Karak, Silverpeak(Good for omake bait cause of all our new silver), Metallia(C'tan bait??), and that's all I got off the top of my head.
 
Took a look at DH1E: Daemon Hunters. The first thing that looked potentially intriguing turned out to in truth be intriguing. It also seems like something we can do, despite the name.

That first thing is something called Corporeal Sanctification.

In short, these are wards that you implant inside a non-psyker. Normal wards can be powered by a psyker's psychic energy, but non-psykers don't have that, so the wards need to be carved into the recipients flesh and bone. It's very painful. The recipient also has to be a small child. People who don't know what the wards are about are instinctually fearful, but that fear goes away if they know what the symbols are. Additionally, these wards induce one side effect out of a possible five. One is wholly positive while the other four are a mixed bag, some of which avoid being wholly negative only because of the Emperor. As a whole it's some good stuff, but the side-effects are a problem if we want to roll it out en masse. Doing some research to control or at least predict the side-effects would be worthwhile.

Next we have a background package called Daemonic Vanquisher.
Apparently, anyone who kills a daemon counts as having gained the Forbidden Lore (Daemonology) skill and Hatred (Daemons). It counts even if you killed a daemon as a group, and explicitly notes a platoon of guardsmen counting, so this isn't just for elites. This has given me the idea to do Specialist Grenadiers (Daemon Hunters). We have a large pool of candidates who'd be ideal for the job. Getting them additional training, gear, and juvenat would help them fight daemons a lot better. This'd be the Munitorum equivalent of the Telepathica's Psy-Hunters.

Next up is some real fucking weird shit called Fate-Eaters. Yes, you can play as a character who literally eats fate, and all it costs is 400xp at chargen. These people exist in 40k.
Basically, a Fate-Eater is kind of like a blank. Where a blank has no psychic presence and reduces the psychic presence of others, a fate-eater has no fate and eats the fate of others. They can kill people who were fated to live. Each time they kill a character with Fate Points, they can take the random bonuses/penalties that character rolled at chargen. I should clarify that the "Dark Soul" talent just means you can pass malignancy tests easier (passing is good, because it means you avoid mutation). It's just called "Dark Soul" because normally you need to get some Corruption points to get that talent. It doesn't mean that a Fate-Eater is corrupted by Chaos or anything.
Fate-Eaters can be found simply by using the Emperor's Tarot on them. The description mentions the God-Emperor a bunch of times, but it seems that it's only in relevance to the use of the Emperor's Tarot. The Tarot still works for us so we should still be able to find these people. Ultimately, these people would be best employed by the Inquisition rather than ourselves.

Next up is a talent called Intellectualisation.
The character is adept at rationalising words and text and stripping them of their power over him. If called to make a Test against Fear, Insanity, or Corruption as a result of reading or hearing forbidden words or language (such as from reading a corrupted tome), the character may reroll any failed Willpower Tests substituting his Intelligence for Willpower on the reroll.

This seems like mundane training, without any God-Emperor magic to it. Should be something within our capacity. Given our education system, it may be something we can roll out to our people en-mass.

Next is the career rank known as Cult-Stalker. It's just people who look for and kill cults. Not anything special. What is special is the example of a group of cult-stalkers it gives.
One notable success took place on Malfi when the Adeptus Arbites conscripted several small Hive gangs to infiltrate a suspected blood cult. Judge Chal York coerced a troubled Kestrali noble dynasty to enter into the slave trade, selling his Cult-Stalkers into the pit fights. York was assassinated shortly afterwards. The nobles of the Kestrali dynasty, unable to prove their innocence in the sanctioned operation, were put to death in the wake of the Judge's death. The Cult-Stalkers were forgotten to the Adeptus Arbites.
Nearly a decade later, Inquisitor Medina uncovered the blood cult in her investigations. The ex-gang's numbers had dwindled to only a handful, but they were now the elite guard and some of the cults most trusted members. Never failing in their duties or faith, these former criminals had proven that they were loyal to the God-Emperor above all else. They presented their years of meticulously gathered information to the Inquisitor, and on her authority executed over a thousand citizens in one bloody night, and presented themselves for execution. Their sacrifice ended a daemonic incursion before it even began.
So yeah. Even criminal scum can remain pure even after a decade of service in a Chaos cult, even up to the point where they become elite guards. Admittedly these guys were really above-average in terms of faith, but still. Our people aren't trying hard enough. We should do something about that.
Additionally, here's a talent called Cult Briefing.
The character has undergone indoctrination so that he may blend into a Chaos cult. Depending on the type of cult he has been tasked with infiltrating, he gains the following benefits:
Political: The character has spent weeks memorizing the intricate relationships of noble families, powerful local Governors, cabinet advisors and military personnel. The character may treat all Common Lore Skills as Basic Skills. In addition, he is treated as having the Total Recall Talent when attempting to recall someone's name within one world's political or social elite.
Heretek: The character has spent hours alongside Tech-Priests, learning their ways and examining their mannerisms. He has been implanted with a single augmetic designed to appear "questionable" to Mechanicus observers. He is trained in the Tech Use Skill and gains one of the following Talents: Autosanguine, Logis Implant, Orthoproxy or Technical Knock.
Pleasure: Steady doses of poison within controlled environments, chemical treatments, and dozens of surgeries have prepared the character to resist the call of a pleasure cult while simultaneously making them look like a perfect candidate. The character gains +5 Fellowship and chooses either the Chem-Geld or Decadence Talent.
Infestation: These cults can be some of the hardest to infiltrate, requiring years of training and surgery to prepare an Acolyte to be a plausible candidate. The character is trained in the Medicae Skill and gains the Hardy Talent.
Blood: Endless hours of martial training and physical conditioning have prepared the Acolyte to impress cult members with his martial prowess. The character gains the Melee Weapon Training (any, choose one) and Frenzy Talents.
Culture: Hypno-indoctrination and months of linguistic drills have prepared the character to blend seamlessly in with a society alien to his own and work his way into the halls of power. The character chooses one Homeworld other than his own and gains all the Traits associated with that Homeworld (both negative and positive).
Quite a few ways for agents to infiltrate cults.

The next stuff appears in the Daemonym Seeker career rank. A Daemonym Seeker is a Banisher (agents trained by the Ecclesiarchy to banish daemons (they have the Intellectualisation talent and are trained as children)) who has dedicated their life to learning the True Name of a daemon. These are good guys, by the way. First of all is the first paragraph of the description.
Within the Collegia Exterminatus it is considered a blessing that summoning a powerful Daemon is not easy; it can take a lifetime of devotion and hundreds of years of preparation.
Apparently there's a "Collegia Exterminatus". Sounds ominous.
The next quote is about how these guys get True Names.
Daemonym Seekers employ every resource they can in their search for the names of daemons, from the study of ancient prophesy to dangerous séances.
Prophecies aren't really something we can do anything with, by seances are definitely in our alley. It might be a good idea to gather together a bunch of people who can find True Names instead of having to rely on Ridcully for it.
There's one final thing in the Daemonym Seeker career that I should point out. In short, we need to get Turoq's True name as soon as humanly possible because by God it would be so god damn useful to know.
Minor Daemonym lets us command the daemon's cultists. Give a suitably powerful Telepath just the Minor Daemonym and they would be way more effective against pretty much anyone who serves Turoq! Then we have Lesser Daemonym. +10 WS against the daemon and their minions and melee weapons not only count as Sanctified on the daemon, but against the daemon's minions as well. That's some powerful shit. Finally we have Greater Daemonym. As one might expect, it lets you banish daemons by reading it out. What you might not expect is the lack of any kind of range requirement. Read it out and no matter where that daemon is in the galaxy, you'll do damage to them. We could have Grey Knights reciting Turoq's name on Avernus completely risk-free and still do damage to Turoq. Even if it doesn't banish him, it would still weaken him greatly and may provoke him into attacking us or something.

Time for armoury stuff. First is a ranged weapon called the Tyranicus Pattern Heavy Webber.

It's a big web shooter. That's about it. It seems legit human at least.

Not very much interesting stuff at all when it comes to ranged weapons, but melee weapons are a little more interesting.
Blackwing Halberd: Not too powerful, but a decent enough weapon. Pointing it out because it doesn't count as Primitive and because we can probably find a similar or better material on Avernus. Getting our troops better melee weapons would be a good idea, just have to find the right material in high quantity.
Null Rod: This obsidian material keeps showing up. We really need to find out how to make some. Closest thing we have is that null circuitry in our Sororitas helmets.
Sacred Incense: We really have to find the Avernite species that can produce a similar kind of smoke for us. It'd be massively useful whenever we get hit by daemonic incursion, and would synergise well with those Plains Dragons in Elysium.
Truename Staff: We should do whatever we can to get that many True Names and start inscribing them on all our super-elites' weapons. It's one of the few ways available to us that we can get to replicate Sanctified's effects. EDIT: Maybe we can put the names on armour too.

There's probably more stuff in the book for me to find but I've hit the maximum amount of images that SV lets me post. I'll post a followup post if there's anything else worth mentioning.
 
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Continuing on in the Daemon Hunter book.

Rare instead of Very Rare and weighs 0.3kg to the normal Refractor Field's 2kg. Gives the same protection rating too and can be interlocked. Hoping that we find the even cheaper Dark Age version of these things. They'd only be as exensive as anti-tank grenades then, so we could supply them to our troops en masse.

While someone is under this drug's effect, they're smarter but have lower wills. After it wears off, they become less perceptive. The reason I'm bringing this up is because it's not addictive. People can go on this drug all day every day and come out fine afterwards. It's probably a good idea to give it to tech priests that aren't on Avernus.


Doesn't say it's not addictive, which means it's addictive. Still a very good idea to stock up on these drugs when we're fighting daemons. We'll take less casualties and less cultists will get generated.

Pretty sure I covered this in a previous dive into the RPG books, but this one has a picture in it.

Here are the stats for the above stuff.
Dreamjuice is pretty cheap, as is Imperium's Fervour. The Psyocculum is Rare, but that's still surprisingly common for warptech. Probably isn't that advanced.

I'm up to the chapter where it starts talking about Anointed Weapons. First thing that caught my eye is talking about some miner who killed a bunch of daemons with his pick until it gained magic powers.
Farulfr served the Holy Ordos for the rest of his life, carrying his faith and the pick into battle after battle. Upon his death, the pitted and ruined pick was restored and placed within the Grand Reliquarium beneath the Tricorn palace.
This holy weapon was "restored", implying that these kinds of relics can indeed be repaired if damaged. Just something reassuring to know.

These things can be intentionally created, but damn if it isn't expensive. Just look at what one of the materials needed is.
At the end of the process the Acolyte creating the weapon must permanently burn one Fate Point. Acolytes who have no remaining Fate Points may still craft Anointed weapons but the cost is ultimately up to the GM and will no doubt be very steep indeed.
Moot point because of the Emperor's death, but still.

And...that's it. That's everything I wanted to bring up from Daemon Hunters.
 
@Durin, I'm looking at the Military sheet and something inside it seems glaringly wrong to me: our air combat bonuses. They lack the military traditions bonus, the bionics bonus (they are indeed Guard, not PDF, as they have the Guard +10 bonus), the deathworlder bonus (!), the morale bonus, the training bonus, the militia bonus (we have militia air so they'd have it), and potentially the ace bonus to substitute for the champion bonus.

In short, our air troops are grossly underpowered. They should be much stronger than they're stated to be.
 
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at the moment it is 47 million left after the first year, without taking all actions into account

Just to note, this is significantly better than during the first incursion, where after the first year there were an estimated hundred and thirty million undetected left, and one hundred million after that. We eliminated the majority of those in the third year through orbital bombardment of our own cities, after evacuating the non-cultists.

So if this is with not all actions taken into account, we're likely good to have the cultist problem under control by the end of the second year, especially with them not having access to the militia equipment due to it being on lockdown, which makes it harder for them to dig in.
 
I personally agree that naming it Palladium is the best choice. It honours Paladis who died furthering the Quest for Knowledge (it may also help to settle the ruffled feathers of Conservatives) and it's nice and simple name to remember. Also naming a forge-hive after a metal seems appropriate.
 
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