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
All the better to ensure the taint doesn't spread.
indeed.
On that note what now.
Cause know I hope we go back to regular turns.
Also Eldar, I get the feeling we are going to be seeing some of the non dark cousins at some point, Blink spiders teleporting spiders, Warp spiders teleporting aspect shrine , there is no coincidence. I think we are going to be seeing craft world eldar at some point and I don't want to shoot them immediately, sure they are dicks, but comparatively they are less of dicks then their cousins.
 
They're dicks with a death god on their side. We need to be very careful with them. I don't think we'd survive if Ynnead sent her Harlequin equivalents to assassinate us.
 
Also Eldar, I get the feeling we are going to be seeing some of the non dark cousins at some point, Blink spiders teleporting spiders, Warp spiders teleporting aspect shrine , there is no coincidence.
Actually Blink Spiders use warp-skimmer based teleportation, which is a fundamentally different method than what is used by the Eldar or Imperium for teleportation, the nearest analog is actually the Tau's FTL system.

The Iconic creatures that the Warp Spiders are named after are spider like creatures that help maintain and protect infinity circuits.
 
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They're dicks with a death god on their side. We need to be very careful with them. I don't think we'd survive if Ynnead sent her Harlequin equivalents to assassinate us.
Wait they have those already:???:.
Actually Blink Spiders use warp-skimmer based teleportation, which is a fundamentally different method than what is used by the Eldar or Imperium for teleportation, the nearest analog is actually the Tau's FTL system.
I'm just saying teleporting spiders which is on a death world that was an old ones bio weapons lab and teleporting aspect warriors that just so happen to be named after spiders and are also creations of the old ones. I do not believe in coincidences.
Also @durin, have you kept the part from fluff about Humans also being creations of the old ones the same or is that not embers cannon?
 
They will eventually.


Humans weren't Old One creations. Humans evolved naturally millions of years after the last of the Old Ones died.
I can't get at it where I am, but on Lexicanium in the Old ones section of the war in heaven it says something they created many things including primitive man. Just go to here
wh40k.lexicanum.com/wiki/Old_Ones
Then jump to their part of the war in heaven.
 
Wait they have those already:???:.

I'm just saying teleporting spiders which is on a death world that was an old ones bio weapons lab and teleporting aspect warriors that just so happen to be named after spiders and are also creations of the old ones. I do not believe in coincidences.
Also @durin, have you kept the part from fluff about Humans also being creations of the old ones the same or is that not embers cannon?
as far as you know humanitarian evolved naturally
 
I'm not afraid of getting into a fight with the Eldar. I'm afraid of them sending assasins and i'm afraid of them deciding to make a star go supernova in order to wipe us out. I'm also afraid them sabotaging production and food to agitate our people.

Realistically we don't have the means to combat large system wide subterfuge nor do we have the Deathwatch like the old Imperium did. Plus although i'm not sure how the imperium was dealing with the knife ears before? Did they try to force combat upon them or did they just lose them after they decided to use warp gates to evade capture and then return later to **** with them?
 
I'm not afraid of getting into a fight with the Eldar. I'm afraid of them sending assasins and i'm afraid of them deciding to make a star go supernova in order to wipe us out. I'm also afraid them sabotaging production and food to agitate our people.

Realistically we don't have the means to combat large system wide subterfuge nor do we have the Deathwatch like the old Imperium did. Plus although i'm not sure how the imperium was dealing with the knife ears before? Did they try to force combat upon them or did they just lose them after they decided to use warp gates to evade capture and then return later to **** with them?
Pretty sure the standard strategy was hope they go away if they come to us and hope the inquisition gets there, either to negotiate or with the deathwatch, if it was on a maiden world or a craftworld, standard imperial tactics apply, i.e. Throw men at the problem till they die, thought that is mostly Beil Tan.
 
There's a difference between being separated from the rest of humanity and being completely subservient to it. Considering their culture and their history, why would they forgo their individuality and relegate themselves as solely being a branch of government? They are on the High Council as an equal member for a reason. They're not a separate-but-allied state as before but that doesn't mean they can't do their own thing like the rest of the Nine Worlds are doing.

The Forge City system is probably better for what they have in mind with their reforms, and it would actually ensure they'd be quite politically powerful. Every world with a Forge City would have it's Fabricator-General working closely with the planetary government, which means the AdMech as a whole would have a great deal of influence.

Would he, though? Remember, those were his views before he was interred on the Golden Throne and watched for ten thousand years as the "bane of man" held together his Imperium and prevented it from descending into Chaos. The Cult Mechanicus' worship of him is no less valid than that of any other Imperial Cult and he can't be dismissive of them without being dismissive of everyone else. With that in mind, he might be upset that the technology guys didn't keep being awesome with technology relative to the rest of the Imperium. It would mean that an important part of his Imperium didn't advance as much as it should have.

The Emperor's stance on being worshiped is "begrudging acceptance" based on what durin has told us. He's actually rather salty about himself ascending into actual godhood what with wanting the Imperium to have no gods. That said, the Emperor shouldn't have any problem if the rest of the Imperium becomes as good with or better than the AdMech in regards to technology so long as it doesn't cause too much internal strife. Again, he brought the AdMech into the Imperium out of necessity, not because he really wanted to.

We have more than one Forge City and yet only a fraction of our forces have power armour and we have no battleships to call our own. Even if a Forge City would eventually be efficient enough to give a planet Avernus' size everything it could ever want, a Forge World will allow us to make some very big, very powerful weapons to use.

1. We don't have a lot of Power Armor Troops as of yet not because we can't produce it in good numbers, but because it's A) newly rediscovered technology, B) there are limits on the number of troops we can train to use it as it takes advanced training. We actually have plenty of capacity to build more.

2. The Imperial Trust as a whole has two Battleships active, one in the Navy and one in the Vanaheim system defense fleet. Vanaheim is also already building up their shipyards so they'll be able to build Battleships. So not really something we'll need a Forge World for. Also, Avernus has the Well of Urd, two derelict DAoT Battleships that can be repaired, and one DAoT super-Battleship that can be repaired.

3. Forge Cities are also capable of building large things. See how we're building our Flying Fortress Mobile Research Facility. All a Forge World really is is an entire planet covered in Forge Cities that also has shipyards. There's no real reason those Forge Cities can't be distributed over multiple planets, and the major shipyards being elsewhere.

It's a self-solving problem, though. It would make another important asset to defend but at the same time it'll make stuff that we can defend important assets with.

Do note that It will take a very, very long time to create a Forge World at the level of the established ones. Those took thousands of years to get where they are. Just look at how long it is taking us to build up our Forge Cities to the levels we have. We currently are still training new tech-priests, and it will take a good long while for us to increase their numbers to sufficient levels that we can even expand our existing Forge Cities, let alone make new ones.

I think the closest thing we'll have to a Forge World is the moons of Avernus IV, as the Forge Cities there have plenty of room to expand, but again it will take them a good long while to expand to that point. And doing so allows us to get that capacity without having to build another target for our enemies to strike at.
 
I can't get at it where I am, but on Lexicanium in the Old ones section of the war in heaven it says something they created many things including primitive man. Just go to here
wh40k.lexicanum.com/wiki/Old_Ones
Then jump to their part of the war in heaven.
It also says that humans used to be treebeasts which is really fething stupid.

@Enjou, Alright, you make some very good points. I cede the argument to you.
 
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Assault on Fjol IV Part Twenty-Nine: Counting the Cost
Assault on Fjol IV Part Twenty-Nine: Counting the Cost

Once the primary Dark Eldar forces are wiped out reinforcements from Vanaheim are shipped in to take over the task of securing Fjol IV with the aid of detachments from Vanaheim's Navy. During this period the front line forces are returned first to Vanaheim, where there are several victory parades and the armies are given some R&R while the senior officers go over the initial after action reports and tally up the casualties. During this time it is decided that Vanaheim, as both the closest of the Nine Worlds and the planet interested in setting up a colony, will be tasked with maintaining control of Fjol IV until the next High Council meeting when its fate will be properly discussed.

As you look over the list of the Avernite fallen you marvel at the sheer scale of casualties, with around one percent of the population of Avernus having fallen in this campaign. The casualties consist of a quarter of a million Helguard, four and a half million Helltroopers, twenty-six million PDF Troopers, two million Black Irons and a few hundred thousand militiamen. General Drago estimates that it will take over a decade for your military to recover and that the number of Black Irons will have to be reduced after the mauling that they have taken.

Lieutenant- General Vosk
Lieutenant-General Volkov

9/12 Power Helguard Regiments
6/8 Mechanised Power Helguard Regiments
7/10 Drop Trooper Power Helguard Regiments

1/7 Helguard Light Infantry Regiments
1/6 Helguard Armour Regiments
1/6 Helguard Rough Rider Regiments

20/59 Helltrooper Infantry Regiments
68.5/70 Helltrooper Mechanised Infantry Regiments
34.5/72 Helltrooper Light Infantry Regiments
24/68 Helltrooper Heavy Infantry Regiments
31/66 Helltrooper Armour Regiments
50/60 Helltrooper Rough Rider Regiments
96.5/97 Helltrooper Drop Infantry Regiments
4.4/12 Helltrooper Siege Infantry Brigades

1/7 Helltrooper Vanquisher Regiments
2/10 Helltrooper Hellhound/Devil Dog Regiments
2/10 Helltrooper Bane Wolf Regiments
3/5 Helltrooper Sentinel Regiments
10/10 Helltrooper AA Regiments
15/20 Helltrooper Artillery Regiments
5/5 Deathstrike Batteries
0/1 Life Eater Fungus Deathstrike Battery
21/50 Combat Engineer Regiments
79/160 PDF Transport Regiments

400/426 PDF Infantry Regiments
540.25/568 PDF Mechanised Infantry Regiments
355/571 PDF Light Infantry Regiments
323/574 PDF Heavy Infantry Regiments
60/553 PDF Armour Regiments
323/400 PDF Rough Rider Regiments
53.65/117 PDF Siege Infantry Brigades
25/0 PDF Artillery Regiments

0/3 Warlord Titans
5/12 Reaver Titans (3 destroyed, 2 repairable)
6/16 Warhound Titans (5 destroyed, 1 repairable)
2/7 Leviathans (1 destroyed, 1 repairable)
25/62 Baneblade Squadrons
13/20 Macharius Regiments
2/2 Macharius Vanquisher Regiments
47/55 Skitrii Regiments
114/150 Tech-Guard Regiments


Black Irons
16/19 Helltrooper Infantry Regiments
6/24 Helltrooper Mechanised Infantry Regiments
26.8/27 Helltrooper Heavy Infantry Regiments
12/15 Helltrooper Light Infantry Regiments
1/4 Helltrooper Armour Regiments
26.47/27 Helltrooper Drop Infantry Regiments
20/23 PDF Infantry Regiments
45/52 PDF Light Infantry Regiments
43/46 PDF Heavy Infantry Regiments
16/29 PDF Armour Regiments

314/600 Militia AA Regiments

The Battle Psykers also suffered heavy losses with the Deamonology Choir suffering the most, losing over half of its numbers including five Primaris Psykers. Both Veteran Primaris Jacobsen, your most powerful Telekinetic and Veteran Primaris MacFarlane, your second most skilled Biomancer were among the casualties. In total a bit over a hundred and fifty Battle Psykers fell in the Fjol System with the weaker psykers bearing the brunt of the losses. Headmaster Ridcully does inform you that many of his psykers have developed their abilities enough that he will be able to train them to a higher level in the next few years giving your Battle Psykers a solid core of veterans.

Deamonology Choir
1 Primaris Demonologist/Telapath (G)
1 Primaris Demonologist (G)
1 Primaris Demonologist (D)
8 Demonologist Zeta Battle Psykers
24 Demonoligist Minor Battle Psykers

Telepathy Choir
1 Telepath Delta Battle Psyker
4 Telepath Epsilon Battle Psykers
3 Telepath Zeta Battle Psykers
1 Diviner Epsilon Battle Psyker
1 Diviner Zeta Battle Psyker
5 Telepath Minor Battle Psykers
1 Diviner Minor Battle Psyker
2 Biomancer Minor Battle Psykers

Telekinesis Choir
Veteran Primaris Jacobsen
6 Telekinetic Zeta Battle Psykers
1 Diviner Zeta Battle Psyker
18 Telekinetic Minor Battle Psykers
3 Diviner Minor Battle Psykers
2 Biomancer Minor Battle Psykers
4 Telepath Minor Battle Psykers

Pyromancy Choir
4 Pyromancer Epsilon Battle Psykers
7 Pyromancer Zeta Battle Psykers
1 Telepath Epsilon Battle Psyker
1 Telepath Zeta Battle Psyker
1 Diviner Zeta Battle Psyker
25 Pyromancer Minor Battle Psykers
2 Diviner Minor Battle Psykers
1 Biomancer Minor Battle Psyker
1 Telepath Minor Battle Psyker

Divination Choir
2 Diviner Delta Battle Psykers
2 Diviner Epsilon Battle Psykers
4 Diviner Zeta Battle Psykers
1 Telepath Zeta Battle Psyker
15 Diviner Minor Battle Psykers
3 Telepath Minor Battle Psykers
2 Biomancer Minor Battle Psykers

Biomancy Choir
Veteran Primaris MacFarlane
4 Biomancer Epsilon Battle Psykers
9 Biomancer Zeta Battle Psykers
19 Biomancer Minor Battle Psykers
11 Demonoligist Minor Battle Psykers
Veteran Primaris Jacobsen
Veteran Primaris MacFarlane
3/16 Primaris Psykers (1 Demonologist/Telapath (G), Primaris Demonologist (G), Primaris Demonologist (D))
0/1 Gamma Battle Psykers
3/12 Delta Battle Psykers
12/57 Epsilon Battle Psykers'
33/118 Zeta Battle Psykers
108/450 Minor Battle Psykers
 
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And to think, this was the Dark Eldar on the Defensive. Pitting their Faction Weakness against our Faction Strength.

And they murdered the everloving shit out of us disproportinately.
 
And to think, this was the Dark Eldar on the Defensive. Pitting their Faction Weakness against our Faction Strength.

And they murdered the everloving shit out of us disproportinately.
We've got a lot of military technology to waiting for us to reverse engineer and even the score for next time.
 
I imagine that the Phase Tigers have a rule that whenever someone asks them how the hell they managed something like that (whatever "that" might be that day) they have to buy the entire regiment a drink.
 
Ouch casualties. If that was a victory then I don't want a defeat. Our military will take a decade to recover. Ouch. Just ouch.

As fucking usual, the Phase-Tigers' bullshitness saves them. Are we fucking sure they're unaugmented Space Marines like the Governor's Own?
 
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