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
I am getting so sick of these bloody goddamn invasions and we can't even go to the North or South Pole to assist with setting up defenses or putting up low orbital weapons, with something else that would let the penguin psychics do that much more damage to these fuckers.

At the very least tell me that now that we've managed to create a lasting peace between the two lizard factions he'll celebrate that piece bike completely fucking murdering the shit out of a bunch of demons? Consider these demons are specifically targeting the man responsible for their peace I would be severely disappointed it and calling bullshit if they don't step in and help.
they probably will be more effective since they can focus on killing chaos (they have always both hated chaos EVEN MORE then eachother). but the fact is that they likely are not at the point yet where they can work very well together....its been a pretty fricking long time afterall.
 
oooh, I guess your using circle and sphere interchangably....i hate it when people do that kind of thing but I can't really complain all that much since I know people do it.
 
oooh, I guess your using circle and sphere interchangably....i hate it when people do that kind of thing but I can't really complain all that much since I know people do it.

it would be perfectly in character for the term to change Damon to Damon, and if you get it wrong you get executed. that kind of petty bullshit is exactly the abominations deal.
 
Fearful Odds
Fearful Odds

The Exalted appeared, and the wall fell. Thousands died as the Archangyl of the First Circle contemptuously swept it's way through the defenses, Avernites cut down like chaff before a farmer's scythe. On into the city the Abomination's champion came, it's retinue following; past strongpoint after strongpoint it pressed, tenacious and indomitable defenders perishing even as others slowed the golden host behind. Eventually, the Exalted was alone, its forces halted for the moment, but it did not matter: nothing mortal could stand against the daemon. Soldiers were slaughtered, tanks were shattered, and warp powers were countered; still the Avernites threw themselves at it, trying to buy time. More time was needed, to bring the best that Avernus could bear against so mighty a foe; but the Exalted was relentless, single-minded in it's mission, and too soon had it arrived at the inner gates, to the threshold of the heart of Dis, and the vault where the Last Saint was guarded.

Yet the Exalted paused, for the gate was defended - but not by any mortal.

The lone figure stood before the entryway, clad head to toe in armor scored by scars yet unbreached, a blade bright with power in one hand and a shield stronger than adamantine in the other. It set a fighting stance at the Exalted's approach, an unflinching stare leveled through it's full helm at the golden daemon, waiting for the warpspawn to come and face it. Over many years and countless conflicts the solitary defender had fought and fell, against foes innumerable or overwhelming, and in the tongues of others became known by many names - the Defiant, Valiance, Knight Gallant.

The Doomed One.

In an instant, the Exalted charged forward, and the Doomed One met it head on. Blades clashed at impossible speeds, rending blows carved apart the surrounding terrain, and warp energy roiled and cascaded in terrible intensity. As the fight carried on, it became apparent: the Doomed One could not win. Dauntless and determined it might be, the minor god could not defeat so mighty a foe, flush the Archangyl was with the Abomination's strength and will. But with every passing moment, the Doomed One's power grew too; with every nick and hit upon it's body, the godling drew closer and closer to the center of it's domain, to the very core of it's ideal. Here, in this suicidal last stand, the Doomed One was in its element.

---

One minute, two minutes - The Exalted, frustrated, intensifies its assault; the Doomed One, unyielding, redoubles its efforts.

Five minutes, six minutes - the Archangyl shatters the Doomed One's shield, only to rock back from the shot the godling fired, the massive gun there one instant then gone the next, another shield in it's place.

Nine minutes, ten minutes - With a shout of triumph, Tjapa's champion lops off an arm from its enemy; the Doomed one repays it by tearing out one of the daemon's eyes. The Exalted roars in anger, the godling remains silent, and both continue to fight.

---

The Doomed One could not win - that was a certainty. But it could buy time, enough that those after it might fully marshal their strength. It could bloody it's opponent, enough that the next defenders might have a better chance. And it would die standing, fighting till the last - for its cause was just, and that was enough.


@Durin most certainly non-canon, but I was inspired.
Also, shout-out to @random_npc for creating the character.
 
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I don't know about you all, but I am so terrified of our people falling to Tjapa.

As a god of bureaucracy I'm sure he would try to tempt many of those in our Administratum!
 
[] Governor Rotbart (4)- As the high commander you should probably avoid combat too much, though between your skills and equipment only the most powerful of daemons stand a chance in combat with you.
I keep Rotbart at 4, no need to undully risk him.

[] Departmento Munitorum High Command (3)- Your generals' main duty is commanding their armies, but many of them are also deadly fighters capable of going toe to toe with daemonic champions.
3 seems a little low but 4 may not have the impact we need from them. I could go either way for this.

[] Jane Oakheart (3)- As the head of the Avernite Security forces she will be needed to deal with the cults after the war, but her skills in daemon hunting are near unrivaled.
Put her on 6 at stick her in the Vault with Lin as one of his bodyguards. We'll need a small group of heroes to back stop any attempts at a run around or brute forced summon on top of him high circle strike.

[] Jacob Oakheart (2)- The most talented warrior on Avernus, who has the potential to grow to even greater levels of skill.
Let our boy stay at 2 to thin the herd.

[X] Saint Lin (6)- The Last Saint, one of the most important people in the Imperial Trust but one that has less than a century left to live and one of the greatest possible foes for daemons.
His ass goes in the Vault and stays there.

[] Archmagos Biologis Maximal (4)- The senior-most member of the Adeptus Mehcanicus on planet, a mighty warrior and a valuable researcher.
I ain't losing another Archmagos Biologis. Maximal gets put in one of the other most fortified city's and put on 5 then that cities job is to keep his ass safe.

[] High Grandmaster Ridcully (6)- The senior-most member of the Adeptus Astra Telepathica and one of the Trust's greatest assets, an incredible seer and a mighty warrior.
Into the Vault and stick to Lin like glue. Between their two Life Guards, the Empire of Ashes Honor Guard, and a few more Heroes anything to pushes thru is going to get creamed.

[] Grandmaster Xavier (3)- The best Battle Psyker in the Imperial Trust.
3 is fine but I could be talked into letting him loss at 2 in Salem or Waset to beat off the attacks on the weaken defenses.

[] Grandmaster Tamia (3)- One of the best psychic researchers in the Trust and a very good Battle Psyker.
I see Tamia as to important with her third Action slot in the Psyker department to risk but to good at fighting to tuck out of the way. Put her a 6 as the third member of the Lin Hero Guard leading the attached psykers.

[] Grandmaster Aria (3)- One of the best psychic combatants in the Trust and very good at coutnering psykers and deamons
Shes fine as is.

[] Primaris Psykers (3)- The Primaris Psykers are the leaders of the Adeptus Astra Telepathica and are both major assets in battle and far harder to replace than lesser psykers- 2,000 Low to mid level heroes
I see no need to change this unless sombody can give a good argument to drop them to 2 to put them into the thick of it.

[] Battle Psykers (2)- Battle Psykers make up one of Avernus' most elite combat forces- Very elite psychic infantry, 800 Regiments
This is perfect as is.

[] Sanctionites (4) - While Sanctionites are not combatants they are still an essential part of the Adeptus Astra Telepathica and would be a major asset to the attackers if captured
I could see raising them up to 5 or 6.

[] Milita (3)- Your militia is skilled enough to have an impact, though with heavy losses, and outnumber the rest of your forces massively, however any losses taken here will effect your economy and possibly morale. - 125 Guard Armies
Yeah lets hold the Milita back as much as is possible.

[] PDF (1)- Your PDF makes up the majority of your military, though they will struggle a bit against the foes that are coming- 290 Grenadier Corps
Up front in the thick is the lot for the PDF. Sucks but somebody's got to do it.

[] Helltroopers (1)- The Avernite Helltroopers are the backbone of your armies, combining numbers with skill and power armour- 34 Power Armroued Grenadier Corps
This is a little more tricky. 1 puts them receiving the hoard fresh but 2 lets the PDF bleed them for the Helltroopers at the cost of the PDF being hung out to dry. Keep it as is for now.

[] Helguard (2)- The Avernite Helguard are your elites, able to engage with all but the mightiest foes with a chance of victory- 44 Elite Power Amrorued Grenadier Divisions
The fire brigade, keep them at 2 to plug whatever beats a path thru the PDF and Helltroopers.

[] Psyker Hunters (4)- Your Psyker Hunting forces are some of the best on Avernus and used to fighting daemons, however they are stretched thin by their normal duties and you will really feel any major losses- 56 Elite Power Amroured Regiment, 32 Very Elite Power Armroued Regiments, 475 low level heroes, 6 mid level heroes
We're going to need them in the aftermath. Up to 5 and move them out to Terascon to dodge the main strike. They can backstop the local citys to plug the Maniples pulled for Dis.

[] Nulls (4)- Niflheim's Nulls are some of the best forces for fighting deamons that you now of, but are few in number- 20 Elite Power Amroured Regiment, 4 Very Elite Power Armroued Regiments, 85 low level heroes,
I'm sorry dudes but you're to useful right now to not just and not as useful against Psykers as the Psyker Hunters to justify keeping back. You stay at 4

[] Knights(4)- While few in number your Knights are some of the few forces that can match greater deamons in city-fighting conditions- 10 Maniples of Knights, additional 40 Maniples if you pull forces from Terascon
I can't not use you guy's. Pull half of the Maniples from Terascon and replace them with the Psyker Hunters. Then drop them down to 3 to backstop the Helguard and help the Militia keep casualties down. They'll take more losses but it's worth it to inflict greater damage earlier on to the hoard.

[] Astartes (4)- currently two companies of Varangian Guard and a squad of Blood Dragon's reside on Avernus, these are some of your most deadly warriors and their use is vital
Interesting that we have some Blood Dragon's on world. Either way they are few but mighty, keep them at 4 and let them guard the Vault. The last line before the Life Guard and Honor Guard step up for their charges.

note putting 6 means that you try and cram that city with as many of your best troops as possible in the time available
[] Dis (5)- Dis is your capital, the centre of most of your departments and the home of almost a third of the people who call Avernus home, also your most heavily fortified location by a wide margin-
[] Cassarondo (3)- Cassarondo is your northernmost hive and likely the site of the largest attack, if it holds it should greatly reduce the size of the more southerly attack, but the forces required to make it hold will need to come from somewhere
[] Cities and Hives(3)- losing a city would be a major blow to Avernus, though how many forces you can afford to sacrifice to keep one from falling is in question
[] Quartok(3)- there are two cities held by the Qurtok, you could strengthen your other defences by leaving them exposed at the cost of a lot of good will
[] Psyker Cities (4) - Your psyker cities have less defenders than normal cities but stronger defences, they are likely to be high priority targets and losing them would hurt

I see no need to change these.
 
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[X] Plan Incursion A

I would put a 6 on Dis and a 5 on Cassarondo, drop the Cities and Hives to 2.
 
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With that much warning, sending Lin to be protected by the navy would be nice. Not necessarily an option, but I can dream.
 
With that much warning, sending Lin to be protected by the navy would be nice. Not necessarily an option, but I can dream.
"The Saint is in another castle!"

..thing is, that could be a very very bad thing for the rest of Avernus. And this kind of situation is actually potentially a boon, (if a very risky one), because Lin has very Very good chances of getting one or more traits for it. Any stats close enough to a limit for it to matter?
 
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Out of all the defaults I find this the most curious. Astartes are almost certainly our fastest to replace super-elite unit. We should probably be throwing them into the thick of it more, like 1 or 2.

I'd probably bump these up to 2 or 3 simply because they could have such a big impact.
I think it's because we want them for when the shit hits the fan and Exalted with his retinue is bashing through our defenses to get Lin. So we keep them in reserve until then.
 
Information on that Eldar force we can get with a Major favor:
can you provide that rough estimation of forces the favor will get us?
a seer council leading a single aspect host(10k) and fifty wraith hosts (1 mil)
1. How potent is that force given the current situation?
1. very, Eldar are nasty and writhhosts are some of the best anti deamon forces out there
1. How useful would that Eldar force be in a specific "1st Circle and his retinue spearhead their way through your defenses to get Lin" scenario?
1. decent, given that these are not Bloodthirsters Seer Councils are actualy a threat to them

So, in my understanding, what we get from Eldar force would be a pretty big reduction in our normal casualties and decent help in the situation that presents most danger. Is it worth the cost of a Major favor? Well, the vote will tell thread's opinion. Personally, I think no, but I am a bit biased here.
 
Maximal (Biologis research) schould be a 5 instead of a 4. But at the other hand there are nothing else personally wise rated that so it seems unneeded.

Best would be a plan that pulls troops from tarascon and increses the resistance in our north most hive.
 
Can we fool the deamons into thinking that the saint is somewhere else than his real location.

Then it would be like whack-a-mole where we constantly shift the saint through railroads.
 
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