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
Another possibility, strange as it might seem, is that the other four Chaos Gods are now more actively interfering with the Abomination's attempts to create cultists on Avernus. The other four types of Chaos don't manage to get cults on Avernus anymore since people pretty much realize that it's suicide to convert to them from what durin has told us, with only a few psykers getting corrupted by them. As such, rather than attempt to get cults fruitlessly they might be trying to deny the Abomination cults in the Imperial Trust. The reason for this would be that they definitely know we have the DAoT military and naval tech (you can't really keep secrets from Chaos, because of what they are and where they live) and want to deny the Abomination the chance of gaining control of the Imperial Trust. That's not to say they won't make their own attempts, either as Chaos Undivided or individually, but they certainly would be willing to try to stop him from getting his followers the technology.

This would make an awesome omake.

fasquardon
 
Einherjar Class Command Battleship (Brute, Unnamed, Mostly Intact) - Repair/Keep
Alexander Class Command Battleship (Line, Unnamed, Mostly Destroyed) - Sell/Tithe
Vajra Class Command Battleship (Grav-Accelerator, The Sword of Surtur, Half Destroyed) - Sell/Tithe
Genghis Class Command Battleship (Hunter, Gungnir, Half Destroyed) - Sell/Tithe
I actually disagree; I think Alexander or Vajra is one we should keep.

If you look at Parnell's list, it is pretty clear that he is a quintessential Imperial Navy commander, using ordinance and small crafts to harass and pin the enemy, then smash it in close-range gun duel; Carriers and lance-boats are something he is not comfortable with if not outright dislike.

While this is probably best strategy using equipment Imperium had available, we are in different position here and something more flexible would be a better choice.
 
I actually disagree; I think Alexander or Vajra is one we should keep.

If you look at Parnell's list, it is pretty clear that he is a quintessential Imperial Navy commander, using ordinance and small crafts to harass and pin the enemy, then smash it in close-range gun duel; Carriers and lance-boats are something he is not comfortable with if not outright dislike.

While this is probably best strategy using equipment Imperium had available, we are in different position here and something more flexible would be a better choice.

The Alexander and the Vajra are his second and third choices respectively. It might help if @durin would explain why Parnell has the preferences he does, though.
 
So what is our ultimate goal in this? Survive? Conquer? Be transported back in time?
Ensure that Avernus and the Nine Worlds at least survive and thrive until the Emperor's reborn. Getting those other non-Chaos/Abomination groups close to us on our side would be great, especially the one with all the Space Marines, but if they fall and need to be eliminated, so be it.
 
Some advice to this quest:
1) As sweet as those DA battleships are without sufficient mass of lesser ships to guard them in combat they are just really expensive XP pinata. So before you get all crazy heavy on the most expensive ships... build up the more disposable ships first. Particularly as your looking at the ones that will take decades to fix as they are half destroyed. (Remember the Yamato.)

2) All these shiny trophies of DA fleet tech are basically sitting there undefended. Your actual progress on doing something with them is just drawing attention to them. They are actually in orbit around a planet with no infrastructure last I checked. This is like putting a giant neon blinking sign above them that reads 'Steal Me!!!'

3) Related advice is to take the dirt cheap two year project to build more tugs. It lessens the amount of time to bring them somewhere you can guard them. One two year action makes it take a half century less time to drag those shiny prizes behind defenses (according to last turns posting). Also, those extra tugs mean that it takes far less time to clean up after future battles.
 
For the last two years Archmagos Explorator Tranth and his team have been doing a quick survey of the ship graveyard in order to determine how many ships of each class there are remaining.
There are two that seem intact, fourteen mostly intact, forty-eight half destroyed and a hundred and twelve nearly totally destroyed.

15 Legate Class Battleship- 2 Mostly Intact, 7 Half Destroyed, 17 Mostly Destroyed
20 Champion Class Battleship- 2 Mostly Intact, 11 Half Destroyed, 20 Mostly Destroyed
15 Hero Class Battleship- 1 Mostly Intact, 8 Half Destroyed, 20 Mostly Destroyed
15 Berserker Class Battleship- 1 Intact, 2 Mostly Intact, 8 Half Destroyed, 17 Mostly Destroyed
15 Saint Class Carrier Battleship- 2 Mostly Intact, 6 Half Destroyed, 15 Mostly Destroyed

5 Martyr Class Fast Carrier Battleship- 1 Mostly Intact, 2 Half Destroyed, 6 Mostly Destroyed
10 Mongol Class Fast Battleship – 2 Mostly Intact, 4 Half Destroyed, 12 Mostly Destroyed
5 Hun Class Fast Battleship-1 Mostly Intact, 2 Half Destroyed, 5 Mostly Destroyed

Darkness Class Stealth Battleship - 1 Intact, 1 Mostly Intact,

25 Marauder Class Battlecruiser- 16 Mostly Intact, 37 Half Destroyed, 94 Mostly Destroyed
20 Disciple Class Carrier- 17 Mostly Intact, 37 Half Destroyed, 96 Mostly Destroyed
25 Uhlan Class Battlecruiser- 12 Mostly Intact, 31 Half Destroyed, 75 Mostly Destroyed
25 Husser Class Battlecruiser- 15 Mostly Intact, 38 Half Destroyed, 95 Mostly Destroyed
5 Night Class Battlecruiser- 3 Mostly Intact, 7 Half Destroyed, 18 Mostly Destroyed
@durin
  1. You have a orphan line here in bold
  2. What's the numbers in front of the Battleships and Battlecruisers? They're not the total for that class.
  3. Only 2 Darkness Class Stealth Battleships and both in good condition?
  4. No other ships Intact, just lower escorts and a few BB's with the middle ones all busted?
To the rest of the thread we have 2 Intact Battleships which we may be able to fix here. With the damage the Navy took I'm thinking we send mostly Light Crusiers and Escorts at first with a pair of Command Battleships to Vanaheim to get fix. With the Intact Battleships how about sending the Brute type Berserker Class to the Navy and upgrade Klovis-Ultan's personal ride from that Overlord-Class Battlecruiser, Velvet Glove to the Darkness Class Stealth Battleship or just sell it to the Inquisition.
 
Current Military Forces
Last updated: End of Turn 54

Current PDF Morale 18/10


All units have one corpsman per squad, reducing casualties.

Helguard Combat Bonuses:

+364 to all actions
+50 Grenadier Bonus
+20 Military Traditions Bonus
+15 Equipment bonus
+65 Deathworlders Bonus
+25 Morale Bonus
+23 Officers Bonus
+40 Training Facility Bonus
+11 Training Bonus
+68 Juvenat bonus
+47 Militia Bonus
+10 additional bonus against known wildlife of Avernus
+15 additional bonus against Chaos forces
+5 additional bonus against Orks, Dark Eldar, Necrons, Heretics and Psykers, and in melee
+5 additional bonus when fighting in large numbers (20 or more regiments)
+5 addition bonus in sieges
+5 addition bonus against harassment
+5 addition bonus when conducting harassment
+10 addition bonus against insurgents

+77 to morale rolls
+10 Guard
+4 Military Traditions Bonus
+5 Morale Bonus
+3 Equipment bonus
+4 Officers Bonus
+12 Training Facility Bonus
+13 Juvenat Bonus
+20 Trait Bonus
+5 Chaplain Bonus

Helltrooper Combat Bonuses:

+298 to all actions
+10 Guard Bonus
+20 Military Traditions Bonus
+15 Equipment bonus
+65 Deathworlders Bonus
+25 Morale Bonus
+23 Officers Bonus
+40 Training Facility Bonus
+11 Training Bonus
+42 Juvenat bonus
+47 Militia Bonus
+10 additional bonus against known wildlife of Avernus
+15 additional bonus against Chaos forces
+5 additional bonus against Orks, Dark Eldar, Necrons, Heretics and Psykers, and in melee
+5 additional bonus when fighting in large numbers (20 or more regiments)
+5 addition bonus in sieges
+5 addition bonus against harassment
+5 addition bonus when conducting harassment
+10 addition bonus against insurgents

+63 to morale rolls
+2 Guard
+4 Military Traditions Bonus
+3 Equipment bonus
+5 Morale Bonus
+4 Officers Bonus
+12 Training Facility Bonus
+8 Juvenat Bonus
+20 Trait Bonus
+5 Chaplain Bonus


PDF Combat Bonuses:

+259 to all actions
-10 PDF Bonus
+20 Military Traditions Bonus
+15 Equipment bonus
+65 Deathworlders Bonus
+25 Morale Bonus
+23 Officers Bonus
+40 Training Facility Bonus
+11 Training Bonus
+47 Militia Bonus
+23 Juvenat Bonus
+10 additional bonus against known wildlife of Avernus
+15 additional bonus against Chaos Forces
+5 additional bonus against Orks, Dark Eldar, Necrons, Heretics and Psykers, and in melee
+5 additional bonus when fighting in large numbers (20 or more regiments)
+5 addition bonus in sieges
+5 addition bonus against harassment
+5 addition bonus when conducting harassment
+10 addition bonus against insurgents

+55 to morale rolls
-2 PDF
+4 Military Traditions Bonus
+3 Equipment bonus
+5 Morale Bonus
+4 Officers Bonus
+12 Training Facility Bonus
+20 Trait Bonus
+5 Chaplain Bonus
+4 Juvenat Bonus

Require less upkeep then regular guard


Militia Combat Bonuses:

+131 to all actions
-40 Militia Bonus
+15 Military Traditions Bonus
+15 Equipment bonus
+65 Deathworlders Bonus
+20 Morale Bonus
+16 Officers Bonus
+32 Training Facility Bonus
+8 Training Bonus
+8 against known wildlife of Avernus
+4 against Orks, Dark Eldar, Chaos Forces and Necrons
+4 additional bonus when fighting in large numbers (20 or more regiments)
+4 addition bonus in sieges
+4 addition bonus against harassment
+4 addition bonus when conducting harassment
+8 addition bonus against insurgents

+40 to morale rolls
-8 Militia
+12 Military Traditions Bonus
+3 Equipment bonus
+4 Morale Bonus
+9 Training Facility Bonus
+20 Trait Bonus

Maximum Strength: 12 Mechanised Grenadier Regiments, 19 Infantry Regiments, 23 PDF Infantry Regiments, 27 Drop Infantry Regiments, 15 Light Infantry Regiments, 52 PDF Light Infantry Regiments, 46 PDF Heavy Infantry Regiments, 4 Armour Regiments, 29 PDF Armour Regiments. 134 Regiments total.

The Black Irons are an combined arms Division who get an additional +5 to all actions and +15 to morale checks. This is increased to +15 and +25 for their grenadiers.

The Black Irons were originally the Garrison of Beta-1, Blacktyde, until in what would later be known as the Blacktyde massacre they were forced to wipe out the population of their own city, who had been driven mad by berserk fungus. After the Massacre, the survivors of the Blacktyde Garrison dyed their uniforms black and their gloves red so they would never forget killing their own people and swore never to fail their charges again, taking the name The Black Irons. Since then, the Black Irons have been involved in the some heaviest fighting on Avernus, from the Defense of Storm's End to the Invasion of the Sons of War. They also distinguished themselves offworld in both the First Siege of Midgard and the Jotunheim Civil War, during which they adopted a large potion of the Avernite Military on Jotunheim.

Unit History:
Defense of Blacktyde – initial posting
Massacre of Blacktyde – founding battle
Defense of Storm's End – 15 Regiments over 24 years
Carniflower Rampage – 15 Regiments acted as defensive line
Hunt the Queen – 1st/1st Company involved in hunt
Invasion of the Sons of War – 15 Regiments participated in the sortie and were awarded one Hammer of The Emperor; 12 Regiments participated in the Cleansing of Dis and were awarded a second Hammer of the Emperor, 1 Regiment fought the Sons of War
Necron Invasion – Four regiments flanked the breaches in the first battle and were awarded a Hammer of the Emperor; five regiments flanked the main Necron force late in the second battle
First Siege of Midgard- The 1st Regiment of Black Irons were led by Saint Lin in his attack on one of the Slaneeshi rituals. They carved a hole though the Chaos forces to the ritual despite suffering over 50% casualties.
The Jotunheim Civil War- 2nd to 15th Regiments were part of the initial force sent to Jotunheim. They were in the thickest of the fighting until the Warp Storm covered Jotunheim and carried out several mission where they exterminated entire town and cities. Once the Warp Storm covered Jotunheim Governor Garp deployed half of the Avernite expeditionary force, including the Black Irons to hunt down the Cults and exterminate them with extreme prejudice. The Black Irons became the moral center of this force and within two years the entire force had taken to wearing their uniform variation and philosophy. This philosophy is based around duty and taken upon yourself hard tasks so that others do not have to take them.

Maximum Strength: 1 Regiment

The Phase-Tigers are a Light Infantry regiment that gets +10 to all rolls, enemies get -50 to attack rolls and any casualties the Phase-Tigers suffer are halved. They also gain an additional +20 to stealth rolls and +15 to ambush rolls.

The Phase-Tigers are the last purely Catachan Regiment on Avernus and probably the best survivors on the planet. They first made a name for themselves in the Carniflower Rampage where they avoided suffering any casualties despite being in the thick of the fighting. This trend continued into the Invasion of the Sons of War where they engaged the Traitor PDF Light Infantry with no casualties. In the aftermath of the invasion, Governor Fredrick Rotbart recognized their nickname of the Phase-Tigers and named a new medal after them. During the Necron Invasion they protected Psy-Unit 3 and escorted them close enough to deal heavy damage to the Necrons, once managing to sneak them past all the Necron scouts and sentries to attack the main force. Despite conducting some effective harassment, the Phase tigers avoided losing any men, earning themselves another Phase-Tiger. After the Battle, the Catachan 813th found two hundred and seventy abandoned Phase-Tiger Cubs and adopted them.

Unit History:
Defense of Doriath – Initial posting
Carniflower Rampage – Hunted down Carniflowers and suffered no casualties
Invasion of the Sons of War – Fought to disrupt the Ritual and suffered no casualties
Necron Invasion – Escorted Psy-Unit 3 to major Necron concentrations and prevented Necron Vanguard from finding them; once managed to get Psy-Unit 3 close enough to target main Necron concentration. In late second wave they engaged the Necrons forces and yet again avoided any casualties, earning another Phase-Tiger medal. They adopted 270 Phase-Tiger Cubs that they found abandoned after the battle.
First Siege of Midgard- The Phase-Tigers came to Midgard with Saint Lin who they had been guarding on his pilgrimage across the Nine Worlds. Due to this they were on Midgard proper when the Chaos rituals begun and were dispatched to deal with the Tzeenchian ritual. They managed to successfully infiltrate past the Chaos defensive positions and simultaneously annihilated the guards and sorcerers at all nine locations. This was a collapsed the entire ritual and allowed the Phase Tigers to once again avoid suffering any deaths in combat.

Maximum Strength: 1 Regiment

The 23rd Dis PDF is a PDF Infantry Regiment. They get +10 to all rolls, +20 to morale rolls and never fall back.

The 23rd Dis PDF Infantry Regiment stood against the Sons of War despite near total losses and killed half a company of Khorne Berserkers. In recognition of their courage they have been re-founded and made the banner unit of the Dis PDF.

Unit History:
Invasion of the Sons of War – Founding battle. Unit was ambushed by the Sons of War and reduced to 28 Chimeras which continued to fight. Awarded the Adamantium Medallion of Courage and a Hammer of the Emperor.

Maximum Strength: 3 Wings

The Psyrodactyls are Lightning Fighter Wings with a +15 to all rolls and +20 against the Avernus wildlife.

The Psyrodactyls are the veteran pilots who survived the Invasion of the Sons of War unlike the rest of their comrades. These pilots are those with the skill to engage the deadly Chaos fighters of the Sons of War and the courage to keep fighting despite massive losses. During the Invasion, the Psyrodactyls lured a large flock of wild Psyrodactyls into the Chaos landing force causing massive casualties and earning them their name. They fought in the Necron Invasion and despite suffering over 80% casualties inflicted many losses on the Necron air force, achieving a better than 1:1 kill rate.

Unit History:
Invasion of the Sons of War – Founding battle. During this Invasion the Imperial Fighters clashed with their Chaotic counterparts several times and suffered heavy casualties. Lured Psyrodactyls into Chaos landing force and earned the Silver Medallion of Courage.
Necron Invasion – The Psyrodactyls fought the Necron air force for most of the campaign, until you pulled back the last eight pilots from the battlefield. They killed over half again their number of Necron fliers despite the Necrons' technological superiority and earned two more Hammers of the Emperor as well as another Silver Medallion of Courage.

Maximum Strength: 4 Wings

The Wings of Thunder are Marauder Bombers with +15 to all rolls and an additional +30 to attack runs. They are also never suffer negative modifiers from casualties or enemy numbers to their attack runs.

The Wings of Thunder are the veteran pilots who survived the invasion of the Sons of War. These pilots achieved incredible accuracy even when being slaughtered by Chaos Fighters and constantly killed large numbers of the heretic forces. During the Necron Invasion they inflicted massive casualties on the Necron armies, at one point killing 60,000 Necron Warriors in a single attack run.

Unit History:
Invasion of the Sons of War – Founding battle. During this invasion the Imperial Bomber Wings were involved in three different battles and achieved at least ninety percent accuracy in all three. This was despite being under attack from Chaos Fighters and losing half their numbers in the first attack, losing a fifth of their numbers to AA fire in the second attack and a third of their numbers to Chaos Fighters in the third. They earned the Silver Medallion of Courage for these battles as well as a Hammer of the Emperor with two pins.
Necron Invasion – During the Necron Invasion the Wings of Thunder continued to perform superlatively, killing over a hundred thousand foes and crippling the Necron AA capabilities at the loss of only a quarter of their own number. For their performance they earned no less than five Hammers of the Emperor and a Snake Hunters Medal for AA hunting.

Maximum Strength: 1000 Men
Total Bonus: +20 to all +55 to melee
Elite Advanced Power Armour, Advanced Weapons

The Governor's Own are a company of Kasrkin who get +20 to combat rolls which is increased to +40 in last stands. They never suffer penalties from morale as long as Governor Rotbart is leading them. They are equipped with advanced weaponry, with every man armed with a power weapon and one in three armed with plasma guns. This gives them +50 in melee combat.
They are equipped with Elite Advanced Power Armour, giving them an additional +20 to all combat rolls and an additional +5 to melee, greatly increased toughness and allowing them to carry Impaler Rifles, increasing damage output. This also allows them carry field modules that provide several other benefits.

Psyker Hunters get +276 to all actions and an additional +25 against psykers and +15 to resisting psychic powers.

Witch Hunters get +276 to all actions and an additional +50 against psykers and +40 to resisting psychic powers.


Forces

Infantry Regiment (INF):
10,000 Guardsmen (including 1,000 Corpsmen), 240 Chaplains, 126 Chimeras, 10 Leman Russ, 10 Hydras, 10 Lernaean Hydras, 10 Basilisks, 10 Devil Dogs, 10 Wyverns, 10 Monitors and 20 Sentinels

Light Infantry Regiment (LI):
10,000 scout-trained Guardsmen (including 1,000 Corpsmen), 240 Chaplains, 40 Monitors and 120 Sentinels

Heavy Infantry Regiment (HI):
10,000 heavily armoured Guardsmen (including 1,000 Corpsmen), 240 Chaplains, 126 Chimeras, 10 Leman Russ, 10 Hydras, 10 Lernaean Hydras, 10 Basilisks, 10 Wyverns, 10 Monitors and 20 Sentinels

Mechanized Infantry Regiment (MECH):
10,000 Guardsmen (including 1,000 Corpsmen), 240 Chaplains, 1150 Chimeras, 40 Leman Russ, 10 Hydras, 10 Lernaean Hydras, 10 Wyverns, 10 Basilisks, 10 Hellhounds, 10 Monitors and 20 Sentinels (-126 Chimeras and +25 Craseus Armored Transports for Helgaurd and Helltrooepr Regiments)

Armored Regiment (ARM):
360 Leman Russ, 160 Chaplains, 40 Hydras, 40 Lernaean Hydras, 40 Devil Dogs, 40 Monitors and 40 Basilisks

Drop Infantry Regiment (DI):
10,000 Drop Infantry (including 1,000 Corpsmen), 240 Chaplains, 40 Drop Sentinels, 40 Monitors, 100 Vultures, 120 Vikings, 166 Valkyries and 32 Dropships

Rough Rider Regiment (RR):
10,000 Rough Riders (including 1,000 Corpsmen),240 Chaplains, 10 Hydras, 10 Lernaean Hydras, 10 Devil Dogs, 10 Basilisks, 10 Wyverns, 40 Monitors and 40 Leman Russ

Siege Infantry Brigade(SI):
50,000 Guardsmen (including 5,000 Corpsmen), 10,000 scout-trained Guardsmen (including 1,000 Corpsmen), 20,000 Combat Engineers (including 2000 Corpsmen), 20,000 heavily armoured Guardsmen (including 2,000 Corpsmen), 2,400 Chaplains, 2,300 Chimeras, 160 Leman Russ, 160 Leman Russ Demolishers, 160 Hydras, 160 Lernaean Hydras, 160 Basilisks, 160 Wyverns, 160 Monitors and 160 Sentinels (-252Chimeras and +50 Craseus Armored Transports for Helltrooepr Regiments)

Powered Helguard Infantry Regiment (PI):
8,000 Trooper Armored Helguard (including 800 Corpsmen), 2,000 Shocktrooper Armored Helguard (including 200 Corpsmen), 240 Chaplains, 164 Chimeras, 10 Leman Russ, 10 Hydras, 10 Lernaean Hydras, 10 Basilisks, 10 Devil Dogs, 10 Wyverns, 10 Monitors and 20 Sentinels

Powered Helguard Infantry Regiment (PMech):
8,000 Trooper Armored Helguard (including 800 Corpsmen), 2,000 Shocktrooper Armored Helguard (including 200 Corpsmen), 240 Chaplains, 1,312 Chimeras, 128 Craseus Armored Transports, 40 Leman Russ, 10 Hydras, 10 Lernaean Hydras, 10 Wyverns, 10 Basilisks, 10 Hellhounds, 10 Monitors and 20 Sentinels

Powered Helguard Drop Infantry Regiment (PDI):
8,000 Trooper Armored Helguard (including 800 Corpsmen), 2,000 Shocktrooper Armored Helguard (including 200 Corpsmen), 240 Chaplains, 40 Drop Sentinels, 40 Monitors, 100 Vultures, 120 Vikings, 1,891 Valkyries

Fighter Wing:
20 Fighters

Bomber Wing:
20 Bombers

Cargo Wing:
20 Dropships
                     
  Current Number Cost(T) Cost(M) Cost(AM) Cost(EM) Upkeep(T) Upkeep(M) Upkeep(P) Upkeep(AM) Upkeep(EM)
Helguard Infantry Regiment   14,617 2,249 103   2,923 480 160 10.3 0.0
Infantry Regiment 80 11,070 1,867 1   1,107 217 80 0.1 0.0
PDF Infantry Regiment 674 9,184 1,700     221 108 40 0.0 0.0
Helguard Light Infantry Regiment   14,178 1,547 100   2,836 339 64 10.0 0.0
Light Infantry Regiment 101 10,785 1,318     1,079 162 32 0.0 0.0
PDF Light Infantry Regiment 779 8,025 1,490     216 81 16 0.0 0.0
Helguard Mechanized Infantry Regiment   35,303 6,947 115   7,061 1,419 606 11.5 0.0
Mechanized Infantry Regiment 93 25,160 5,626 14   2,516 593 303 1.4 0.0
PDF Mechanized Infantry Regiment 757 17,225 4,342     345 237 127 0.0 0.0
Helguard Heavy Infantry Regiment   15,203 2,493 103   3,041 529 160 10.3 0.0
Heavy Infantry Regiment 99 11,415 2,063 1   1,142 236 80 0.1 0.0
PDF Heavy Infantry Regiment 736 9,414 1,700     228 118 40 0.0 0.0
Helguard Armoured Regiment 10 48,703 18,334 662   9,741 3,667 984 66.2 0.0
Armoured Regiment 88 13,777 10,509 36   1,378 1,051 256 3.6 0.0
PDF Armoured Regiment 725 11,707 9,846     276 525 128 0.0 0.0
Helguard Rough Rider Regiment 7 15,121 2,916 110   3,024 583 92 11.0 0.0
Rough Rider Regiment 65 11,314 2,346 4   1,131 235 46 0.4 0.0
PDF Rough Rider Regiment 667 8,370 2,042     226 117 23 0.0 0.0
Helguard Drop Infantry Regiment   49,299 14,033 100   9,860 2,837 1,276 10.0 0.0
Drop Infantry Regiment 115 34,199 11,307     3,420 1,161 638 0.0 0.0
Siege Infantry Brigade 34 128,550 25,418 41   12,855 2,842 1,048 4.1 0.0
PDF Siege Infantry Brigade 366 112,772 22,221     2,571 1,411 469 0.0 0.0
Void Infantry Regiment 100 10,371 2,447 200   1,037 275 51 10.0 0.0
                     
Recon Infantry Battalion 10 345,000 12,000 8,100 400 69,000 2,400 2,120 810.0 16.0
Power Helguard Regiment 16 227,120 45,128 3,782   45,424 9,026 7,707 378.2 0.0
Mechanised Power Helguard Regiment 27 302,333 53,098 4,314   60,467 10,620 10,086 431.4 0.0
Drop Trooper Power Helguard Regiment 12 378,316 88,672 4,480   75,663 17,764 14,504 448.0 0.0
Scout Helguard Regiment 10 123,625 13,225 4,100   24,725 2,645 2,120 410.0 0.0
                     
                     
                     
Helguard Vanquisher Regiment 100 32,500 14,450 540   6,500 2,890 1,080 54.0 0.00
Hellhound/Devil Dog Regiment 10 7,700 1,890     770 189 300 0.0 0.00
Bane Wolf Regiment 10 12,500 2,490     2,500 249 300 0.0 0.00
Anti-Air Regiment 10 8,900 1,890     890 189 210 0.0 0.00
Artillery Regiment 20 13,300 2,250     1,330 450 300 0.0 0.00
Sentinel Regiment 5 2,900 690     290 69 120 0.0 0.00
Helguard Deathstrike Battery 50 13,300 4,070 700   2,660 814 60 70.0 0.00
Helguard Deathstrike Life-Eater Battery 1 25,000 6,000 1,200   5,000 1,200 500 120.0 0.00
Combat Engineer Regiment 50 9,100 1,860     910 186 556 0.0 0.00
PDF Transport Regiment (600 Trojans) 200 3,600 900     180 45 150 0.0 0.00
                     
Macharuis Heavy Armour Regiment 20 27,300 17,470 680   2,730 1,747 760 20.0 0.00
Macharuis Vanquisher Heavy Armour Regiment 1 37,300 17,470 1,080   3,730 1,747 760 40.0 0.00
Baneblade squadron 40 1,510 1,265 72   151 127 472 6.0 0.00
Magni Transporter Company 10 29,000 13,900 880 5 2,900 1,390 7,660 40.0 0.10
Leviathan 7 11,800 5,600 560 10 1,180 560 2,040 108.0 0.50
Capitol Imperialis 3 26,600 11,400 1,200 20 2,660 1,140 4,240 216.0 1.00
Fellsword Squardon (3)   270,000 31,400 2,680 10 27,000 3,140 1,160 268.0 0.50
Helheim Pattern Adjudicator Mobile Assault Platform   2,005,000 201,000 25,100 200 200,500 20,100 16,200 2,510.0 10.00


PDF: -10-50
Guard: 10-80
Grenadiers: 50-120
Cadians: 110
Stormtroopers: 120-220

with veterans gaining up to +100
This was updated last Tuesday, so it can't be too out of date.
 
So, think that it would be nice for @durin to do
  1. Make sure the Current Military Forces page is up to date
    1. Turn Indicator
    2. Combat bonuses
    3. Moral Bonuses
    4. Unit formations
    5. Current units
    6. Unit Costs
    7. New unit costs
  2. Extend the Void Command Page
    1. Unit costs and stuff
    2. Include the orbital infrastructure costs/pull from the main datasheet
    3. merge the Shipyard reference in
    4. Listing of current salvageable Cocceio wrecks?
  3. System Datasheets
    1. Include current and under construct shipyards (I know vanaheim has 6/6/0/1, but it's not clearly listed)
    2. Sub-spoiler the background information/post-emperor entry
    3. the psyker production rates we just got
  4. Update OUR datasheet. It still doesn't show trade income.
 
So the STC for the bomber was a class that is meant for quick raiding actions, I think. Carrier comes in, sends its compliment of these out, bombs the crap out of the target, has the bombers come back, then retreats.
What makes you think the bomber is meant for raiding actions? The STC description says it's a jack of all trades bomber that works in space and atmosphere?
 
What makes you think the bomber is meant for raiding actions? The STC description says it's a jack of all trades bomber that works in space and atmosphere?
Because any carrier unit closer to home will use specialised bombers for abundance of carrying capacity. These are for carriers that need to operate away from berth for.a long time, where lots of cargo capacity has to be dedicated to supplies rather than specialized bombers.
 
Last edited:
What makes you think the bomber is meant for raiding actions? The STC description says it's a jack of all trades bomber that works in space and atmosphere?

I'm talking about the situation type it's most useful for. A dedicated attack or defense force would just use dedicated void craft and dedicated aircraft. A group of ships that are dedicated to raiding would benefit more from the flexibility that the Griffon offers - you can use it to attack ships or ground targets of opportunity. However, because it's inferior to the dedicated version, you're not going to want it involved in a mainline battle.
 
I'm talking about the situation type it's most useful for. A dedicated attack or defense force would just use dedicated void craft and dedicated aircraft. A group of ships that are dedicated to raiding would benefit more from the flexibility that the Griffon offers - you can use it to attack ships or ground targets of opportunity. However, because it's inferior to the dedicated version, you're not going to want it involved in a mainline battle.
It could also be a cheaper alternative for worlds that don't have the resources to specialize.
 
Huh, that means we could perform Doolittle Raids on our enemies. They might not be able to do much in terms of damage, but it'll scary the shit out of our enemies who thought they were safe.
 
I'm talking about the situation type it's most useful for. A dedicated attack or defense force would just use dedicated void craft and dedicated aircraft. A group of ships that are dedicated to raiding would benefit more from the flexibility that the Griffon offers - you can use it to attack ships or ground targets of opportunity. However, because it's inferior to the dedicated version, you're not going to want it involved in a mainline battle.
Wouldn't that flexibility also be useful for a patrol carrier? They don't know if they are going to deal with pirates in space or enemy raiders on a planet, so the flexibility there will be useful as well.

Either way, neither role is something we're going to need to worry about until the Warp Storm is gone it seems like.
 
Wouldn't that flexibility also be useful for a patrol carrier? They don't know if they are going to deal with pirates in space or enemy raiders on a planet, so the flexibility there will be useful as well.

For anti-piracy, maybe. It depends on how frequently pirates decide to base themselves on the ground.

For raiders on a planet? Well, likely much less useful given the defense levels our planets will be required to have - anything that can bust through Medium or better DAoT defenses isn't likely to be a mere raider.
 
I doubt it. It's DAoT tech we found on The Well of Urd. It's probably around as costly as the equivalents, just losing effectiveness for flexibility.
But that flexibility could mean that you only have to buy one flexible bomber for every 2 specialized bombers. If you're willing to take a hit to how many bombs you can drop at a time its a much cheaper alternative. Depending on how much smaller the bomber bays are it could definitely be worth it.
 
But that flexibility could mean that you only have to buy one flexible bomber for every 2 specialized bombers. If you're willing to take a hit to how many bombs you can drop at a time its a much cheaper alternative. Depending on how much smaller the bomber bays are it could definitely be worth it.

Unlikely. Flexibility like this comes with its own costs. The Griffon has to be able to both survive atmospheric re-entry and have the engine power to get back into space. The Dragon doesn't have to do either of those things, and the Phoenix only has to do the re-entry. It should also be noted that it's effectiveness as an aerial bomber is being compared to not one but two Phoenix Bombers (it's bigger than they are), and the Phoenix is a more advanced version of the Thunderhawk used by Space Marines. This is not by any means a cheap craft to produce in that case.

Pound for pound you're more likely to get greater cost-effectiveness out of the dedicated craft.
 
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