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
So, was thinking a bit about what we want to do next turn outside of the Lin/Ridcully actions that tend to be in high demand.

One thing I think we should prioritize is the gravity tech sensors. They seem very good for dealing with the Nids, as right now one of their most dangerous aspects in the Void is their stealth level, and our current solution to that in Divination is unlikely to last at the level it currently is. And while the last turn page says there's a 1% chance, my own math doesn't agree—Tranth has +41 from learning, +25 from his paragon trait, +25 from other traits, and +10 from the gravitics fundamentals. Add in +70 from buildings and it looks like the minimum bonus should be +171—at a base -110 success chance even without DD or rerolls 39 or higher should be enough to pass. Toss in a DD and rerolls and a crit becomes reasonably possible.

At least our high tier industrial capacity is going through the roof with the many production boosts the admech has picked up. Of course, it does come at a cost in action slots—we've even got a 15 year action for a second forge in one of the Hives queued up on top of finishing out the production booster rollout and Titan forge, plus before those get done we'll want to start building the sized up forge for the new size forge hive.

Now, another thing to consider is psyker actions. Tamia and Ridcully are tied up for the foreseeable future as seems to be the norm. Assuming Aria comes back from campaign soon, I'd have her work on figuring out implementation and implementing Runes—we want something we can drop without major consequences if we need to deploy again, and things like Runes of toughness for portions of our armed forces could be huge as well as give our lower powered psykers something to do despite being largely sidelined for the Nids.

I'd love to get psyker Knights going, but we just don't have the time and action slots for it. To do it right we'd need Tranth to design a psychic knight frame on top of specialized training. Maybe once we get our psyker quarters expanded it can be a thing but even that's on hold for a while.
 
One thing I think we should prioritize is the gravity tech sensors. They seem very good for dealing with the Nids, as right now one of their most dangerous aspects in the Void is their stealth level, and our current solution to that in Divination is unlikely to last at the level it currently is. And while the last turn page says there's a 1% chance, my own math doesn't agree—Tranth has +41 from learning, +25 from his paragon trait, +25 from other traits, and +10 from the gravitics fundamentals. Add in +70 from buildings and it looks like the minimum bonus should be +171—at a base -110 success chance even without DD or rerolls 39 or higher should be enough to pass. Toss in a DD and rerolls and a crit becomes reasonably possible.
Depends how good the benefit of the grav sensors are vs the Norn queen derived ones.

We should do both of them anyway.
 
Also, two 5-year personal action slots will be clearing up next turn, since we don't have to spend time with Tormod or do Thunder Warriors anymore.

And we really should have Richards take a vacation sometime, before her burnout meter explodes on us later on while we're getting eaten by Tyranids.
 
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We have 1 Honorbound, 2 Major, a 1 Minor favor with the Eldar.

Wish list:
1 Eldar set of ftl communicators, to share with the Dragon's Nest
1 favor spent on the Sirens. Probably aquaxenotech.
 
@Durin vote seems to be one sided when you closing the vote?
Adhoc vote count started by Nurgle on Apr 29, 2019 at 8:55 PM, finished with 148 posts and 36 votes.
 
Siren Trade
Siren Trade

After much though you decided to promote Isaac Gros to be the new Chief Administrator of Avernus.

Then your attention turns towards your trade with the Deep Sea Sirens, who are willing to incribe runes in exchange for some advanced technology. The main choices here are whether to buy the work of a large number of apprentices, or a handful of masters and what to focus to focus on.

You have 139,000 Credits

All Runes can be brought at any level equal or higher then base, the higher the level the larger the effect.
Apprentice Runes *1 modifier
Journeyman Runes cost *10 modifier
Master Runes cost *100 modifier
Multiple Runes can be brought, but you must multiply their price by the number of runes

2 Cr base- Runes of Piercing - Boosts weapon AP. Apprentice
1 Cr base-Runes of Damage- Boosts Weapon Damage. Apprentice
3 Cr base-Runes of Channeling- Boosts Weapons ability to channel Psychic Power. Journeyman
1 Cr base-Runes of Banishment - Boosts weapons ability to damage deamons. Apprentice
Multiple Runes can be brought
3 Cr base- Runes of Toughness- Boosts armour. Apprentice
4 Cr base-Runes of Warding-Provides wards. Apprentice
20 Cr base-Runes of Luck- Provides occasional re-rolls. Master

Multiply the prices below with each item that you are buy for the cost
*1- Heroes of Avernus-Provides a supply of this item to the heroes of Avernus.
*100- Primaris and Grandmaster Battle Psykers- Provides a supply of this item to Primaris and Grandmaster Battle Psykers.
*1,000- Master Battle Psykers- Provides a supply of this item to Master Battle Psykers.
*5,000- Elite Battle Psykers- Provides a supply of this item to Elite Battle Psykers.
*15,000- Veteran Battle Psykers- Provides a supply of this item to Veteran Battle Psykers.
*15- Last Hunters- Provides a supply of this item to the Last Hunters.
*25- Grandmaster Psyker and Witch Hunters- Provides a supply of this item to the Master Psyker and Witch Hunters.
*500- Master Psyker and Witch Hunters- Provides a supply of this item to the Master Psyker and Witch Hunters.
*200- Life Guard- Provides a supply of this item to the Life Guard.
*600- Helguard Regimental Champions- Provides a supply of this item to Helguard Regimental Champions.
*6,000- Helguard Battalion Champions- Provides a supply of this item to Helguard Battalion Champions.
*23,000- Helguard Company Champions- Provides a supply of this item to Helguard Company Champions.
 
I think it is obvious that we should deck out our Chief Administrator with as many runes of luck as we can.

Emperor knows Gros will need it.
 
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20 Cr base-Runes of Luck- Provides occasional re-rolls. Master
So we want this for heroes at least. 20*100(master) means 2000x multiplier on the sale size though, so heroes are about the only ones we could afford. I mean in theory we could get it for grandmaster psyker/witch hunters and last hunters, but even that would be a stretch.

It's hard to judge things without knowing how much of a boost each of them provides though. Or what the quantity of difference between the levels of craftsmanship is.

I'm inclined to apprentice wards for master psyker/witch hunters and journeyman wards for grandmaster. Those would help the most with our psyker problem I think while still being affordable.
 
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