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
in other words you want a Spaec Marine fleet
I was going to make that comment at some point, but :effort:.

As a side note, I'm not particularly attached to any of the Heavy or Grand Cruisers, other than potentially the Pose. Don't care for any of the short ranged bricks in general.
 
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TBH

I don't think we need Space Marines lol.

Pros:
Space Marines are superior fighters to everything especially when we re-equip them.
Players always like space marines.
Cons:
They like independance and may choose NOT to go to a battle the Trust wants them to go to.
Can turn chaos and backstab us while being hard to keep from falling from within
Will want to recruit our population and take away thousands who will die just so they can get like 40 dudes.

In the end the Governors own and our power armored infantry can literally DROWN an enemy with discipline, mass fire, and if need be, grind them down in a war of attrition. Space Marines can't do that. Great or surigical strikes but so are the Governors own.

An then theirs the thing if we should force the "Chapters must remain at 1k" rule.
 
TBH

I don't think we need Space Marines lol.

Pros:
Space Marines are superior fighters to everything especially when we re-equip them.
Players always like space marines.
Cons:
They like independance and may choose NOT to go to a battle the Trust wants them to go to.
Can turn chaos and backstab us while being hard to keep from falling from within
Will want to recruit our population and take away thousands who will die just so they can get like 40 dudes.

In the end the Governors own and our power armored infantry can literally DROWN an enemy with discipline, mass fire, and if need be, grind them down in a war of attrition. Space Marines can't do that. Great or surigical strikes but so are the Governors own.

An then theirs the thing if we should force the "Chapters must remain at 1k" rule.
I am not saying you need Space Marines I am saying that you want to build a fleet that does exactly the same thing a Space Marine Chapter Fleet does
 
sorry never read anything other than Ejous comment. As for fleets I don't really know..maybe just spam ships ?
 
As a general rule, I don't like slow and short ranged bricks. They're more likely to need extensive repairs after engagements, and have less tactical options. They're only good against essentially fixed opponents, such as Planetary Defenses and slow enemies. And long ranged ships are usually as effective against the former.

With that in mind, I propose that we don't commission any significant numbers of the following.
  • Legionaire
  • Castra
  • Kshatriya
  • Teutonic
  • Landsknecht
  • Berzerker
 
Quartok Protectorate
Quartok Protectorate

                     
Quartok   Thrones income Material Income Metal Income Promethium Income Advanced Material Exotic Material Food Defence level  
population Income 10,466,579 1,010,082     87 4 30 5  
14,702,257 City -371,450 -67,820 -26,020 -4,327 -20   -16    
1.50% Army -1,121,636 -126,187   -5,197 -36        
15,804,927 Tithe -1,046,658 -101,008     -9   -3 View of Avernus Avernus' View f Quartok
Morale Trade               3 2
14 Trade Levy               View of Imperial Trust Imperial Trusts view of Quartok
  Total 7,926,835 715,066 -1,026,001 -9,524 23 3 11   -1
  Reserves 121,956,893 3,206,747 3,041,214 531,165 1,645 105 10,538    
  End Total 161,591,070 6,782,077 -2,088,790 483,547 1,759 122 10,593    


                         
name Number Composition Thrones Material Promethium Advanced Material EM U(T) U(M) U(P) U(AM) U(EM)
Elite Warrior Regiments 80 10,000 Elite Quartok 15,000 2,000 50     3,000 400 25    
Veteran Militia Regiments 320 10,000 Veteran Quartok Militia 10,000 1,000 5     500 50 1    
Militia Regiments 88 10,000 Quartok Militia 10,000 1,000 5     250 25 1    


When you ask First Councillor Aryz about the Quartoks he is willing to explain much of their history. He begins by telling you that there was once twelve different peoples of Quartoks, each having a different skin colour and originating from a different region from their homeworld, a vicious deathworld that reminds you of Elysium in many ways. The twelve tribes have been in conflict with each for much of their history though by the time that they had made it into space open warfare was rare and the conflict was usually scientific, sporting and economic. This continued after they stated making off world colonies with each colony being settled by members on a single tribe, though having multiple colonies in a single system or even on a single world was common. The twelve tribes of the Quartok only united after Waagh Scarfang in late M43 which force the twelve tribes to work together under the heroic Nektis the Unifier, the leader of the Gold Tribe and one of the greatest heroes of the Quartok. Nektis managed to unify the tribes after the total destruction of the silver tribe and led his people against the Orks for three decades before dying to wounds sustained killing Warlord Scarfang in the decisive battle of the war. The eleven remaining tribes formed a loose federation after the war and agreed to work together against external threats. For the next five hundred years this federation slowly fell apart as few threats that required the entire force of the Quartok were met. This changed when the Quartok met humanity.

Here Aryz's voice became strained and you could tell that he had trouble with the what he was about to admit.
"I should tell you at this point that I was alive during the war with the Imperium and fought in the front lines and as such witnessed the atrocities that were preformed on my people. It is due to this that I hold such a hatred towards you, shameful though it is, and I am trying not to blame you for the actions of others but it is hard when I see symbols such as the Aquila." He informed you, his voice thick with emotion and his eyes glazed with memories of horrors once seen.

As he got back to explaining the history his voice took on a more dispassionate tone as if he was trying to separate himself from the emotions that this period awoke in him. He tells you that the first contact with the Imperium was with a Rouge Trader who left with a cargo of exotic animals from the Quartok homeworld, which you have noticed that Aryz has never named. For the next hundred years there was only the occasional contact with humans which gave the Quartoks the impression of humans as arrogant Xenophobes that were willing to compromise their morals for the sake of profit.

This changed when Warmaster Belamont and his Crusade attacked the Quartok federation. This attack caught the Quartoks totally by surprise and four entire worlds fell within the first few months of the crusade. It was the total massacre of the population of these worlds that provided the impetus for the Quartoks to throw everything that they had into the crusade as well as begin the preparation of a dozen colony ships to preserve some of their people in the case of defeat, a contingency that is the main reason that any Quartoks survived. The Gold tribe once again led the combined force of the Quartoks to war and managed to hold the Crusade at bay for over two decades before the Imperial Crusades endless reserves and superior technology allowed Warmaster Belamont to launch a strike that broke the back of the Quartok defence. He launched simultaneous assaults on each of the Gold tribes worlds using reserves that he had been holding back from the crusade. These attacks utilised Exterminatus weaponry and were able to almost wipe out the Gold tribe in a single week.

To explain exactly how important that this was Aryz tells you that the Gold tribe had always been the greatest of the twelve tribes and the most militaristic. Despite this they were also the tribe that sought hardest to prevent wars breaking out between the tribes and to unify their people. It was the Gold tribe who provided the largest, bravest and best equipped proportion of the Quartok Federations force and it was the Gold tribe that had turned the tide in many key battles. The annihilation of the worlds of the Gold tribe had simultaneously destroyed a major portion of the Quartok Federations military-industrial complex and killed off many of their best troops, though the majority of the Gold tribes soldiers were on the front lines.

After the Fall of Gold, as those events came to be know the Quartok Federation realised that it had no hope of victory and turned its plans towards survival. The began to send out the colony ships as fast as they could be readied, with the first leaving a mere two years after the Fall of Gold and the last two years before the destruction of their homeworld. The Quartok fought a desperate delaying action during these years with the warriors from the Gold tribe always on the front lines, fighting with a level of fury and determination that had never before been displayed.

Over the course of those two decades the remaining hundred worlds of the Quartok Federation fell, with each world fighting a ever more desperate attempt to delay the humans and protect the homeworld, which Aryz still has not named. He also tells you that every last survivor of the Gold tribe refused a place on the colony ships and elected to hold back the humans for as long as possible to allow others to get off safely.

Aryz tells you that the final colony ship, which he was on, was sent out when there were only eight Quartok worlds remaining and only two years before their homeworld was destroyed by cyclonic missiles. He tells you that the imagery that was relayed of the Homeworld being scoured of life by a series of massive explosions is one that he will never forget and will always hate the Imperium for. The destruction of their homeworld scarred the Quartoks greatly and in their shame they have forbidden its name from being used except to be told to a new adult in their coming of age ceremony. The Quartok have also abandoned their original name for themselves and taken up a version of the humans derogatory nickname for them until they have redeemed themselves for their failure.

Aryz pauses for a moment here to reflect on the events described before resuming with a description of how the Quartoks who avoided the Imperial scouts trying to hunt down any survivors by being deep in the interstellar void, with each of their colony ships having no clue about the location or destination of any of the others to ensure that if one was found others might escape. This led to the colonist being surprised when it turned out they all of them had landed within the same cluster of stars far from where they set out. The Quartok set out to rebuild their civilisation in this area, which Aryz carefully avoids leaving any clues to the location of, with a focus on rebuilding better and stronger then they were before.

It is during this period known as the age of rebuilding that the Quartok finally became one people, with the tribes becoming ethnic groups rather then administrative organisations and people beginning to think of themselves as Quartoks first and as members of a tribe second if at all. This change along with several others were made in honour of the Gold tribe, whose sacrifices held back the humans long enough for the Quartoks to survive. One of the other great changes that was made during this period was the agreement to never become like the Imperium, never to let mindless hate overrule morality or to judge without reason or to hate others for being different.

At this point Aryz admits how tempted he was to have the Avernites who found his people in "Death's Harbringer" killed and how it was only the "Code of Gold" which stayed his hand.

The age of rebuilding also signified a great militarisation of the Quartok people with everyone being trained in combat and their worlds fortified to an impressive degree. Aryz goes on to tell you how he had been appointed the military leader for one of the second wave of colony ships since the age of rebuilding started and was on the ship when a massive warpstorm spat out "Death's Harbinger" on top of it. He tells you that the majority of the half a billion Quartoks on the colony ship were killed by the Orks within a few days but he managed to hold a defensible position for long enough that the Orks got destructed by Warp Horrors. That was two years ago and since then he had been defending an ever smaller portion of the hulk from the Orks.

Once histories have been exchanged you begin to discuss other matters such as religion, law and order, psykers and similar matters. You found that the Quartok justice system has some similarities to the Avernite one with the main difference being that the Avernite justice system is stricter, finding people guilty with less evidence then the Quartok system. You find that the Quartoks are ruled by a council of twenty, half elected members with twenty year terms and half representatives of certain segments of society. From among the council a High Councillor is chosen who leads his people and has total authority in certain matters, such as war. Aryz was selected as the High Councillor of the colony hip that he set out on and was the army representative.

The Quartoks are mildly religious with a religion that is a mix of ancestor worship and worship of their original homeworld which is the reason that its destruction hit them so hard. They know about the threat of Chaos, or the Horror in the Warp as they call it and have their own, fatal, methods for dealing with Chaos worshippers. However due to their low psychic sensitivity Quartoks are less susceptible to Chaotic corruption than humans and do not have as many problems with cults. The total lack of Quartok Psykers also helps them avoid the attention of Chaos.

During this period of discussion you also ask a bit about Quartok biology and find that they are a lot more long lived with humanity and that they do not die of old age, or at least that no Quartok has ever died of old age. Aryz tells you that Quartoks reach adulthood fifty years after being born and are general about one thousand two hundred and fifty Zhaar, or around two and a half meters. He tells you that after reaching adulthood a Quartok will grow by one Zhaar per Zha, the Quartok year around two standard years, from that point on. This means that you can approximate the age of a Quartok by its size and that Aryz is almost fifteen hundred years old.

Investigate Quartok (Education): Three years ago Inquisitor Klovis-Ultan spent a year investigating the Quartok system of education. He found that it is a rather strange mix of home-schooling, apprenticeships and public education that to be honest he does not understand how it can work, particularly the public education which often has classes over over a thousand students. His report pretty much boils down to 'it works for the Quartok, I'm not sure why and there is no way it would work for humans. They are xenos so it should not be surprising that they learn a bit differently.

Investigate Quartok (Military)-: Last year Inquisitor Klovis-Ultan investigated the Quartok military. He found that at the moment they are a almost entirely infantry force consisting of veterans from the Ork Space Hulk. These regiments, known as 'Death's Harbingers' use a combination of high calibre rifles, heavy weapons and wrist mounted arm blades to fight and despite their far lower quality equipment can match the Avernite Helguard in a fight. The remainder of the Quartok military are similarly equipped militia, most of who also survive the fight on Death's Harbinger and therefore have more combat experience then many armies veterans. Given that the entire Quartok population consisted of experienced combat veterans when they landed on Avernus and they are going out of their way to pass the benefits of their experience on to the next generation, and with their long life spans will be able to for a long time, it is not surprising that the Quartok seem likely to match r even exceed the Average level of skill displayed by Avernites. There are plans to build armour and artillery regiments for the Quartok military but so far they are not concrete.


Investigate Quartok (Technology): Four years ago an investigation into Quartok technology that Inquisitor Klovis-Ultan carried out was completed. He tells you that the Quartok's current level of technology is on the same level as an average Imperial civilised world, with plasma reactors and good automation. This is significantly better then the level that they had on colonisation, a consequence of First Councillor Aryz and his scientists having made several breakthroughs as a result of studying Imperial technology. So far the Adeptus Mechanicus does not know what the Quartok have been doing, though when they find out there will be issues.

- City government will be autonomous and responsible for setting their own laws.
- Regarding precautions against Chaos, whatever law enforcement they have will need to accept an Arbites team. This team will mostly be hands off so long as Chaos doesn't get a strong foothold in the Quartok populace, otherwise simply observing (both us and the Imperial Trust will require some degree of oversight) and providing advice.
- They can maintain their own military, continuing their own militia program and the like. They can make their command structure as they wish, and during peace times their military is under their own command. When Avernus is invaded though, their professional military will fall under Avernus central command, with their own highest commanding officer holding the equivalent rank of Lieutenant-General (same as a regional commander) among your forces. (note that until they are repopulated you are not likely to make use of their forces except to defend their own city) To ensure good cohesion during these times, you'd like it if at some point in the next few years if some of his officers can go through your officer training schools, but this is optional.
- They will need to accept a station of Avernite troops. The first group will just be to help defend against the wildlife (which given they need to repopulate they will probably want, as it will lower the number of deaths they have) and the second will be in command of the orbital defense lasers. For the latter group this may be run jointly with their own military, but orbital defense falls under Avernus central command at all times. If they so wish, during peacetime they may restrict these forces to their base areas, the walls, and anywhere else they need to be able to go to do their jobs, but you suggest they allow some degree of interaction as regular, peaceful interaction will help shape your own people's view of the Quartoks in a positive manner. During invasions your military will need full access to the city if they are sent in to help defend it.
- The city will need to be connected to the rail system. This is necessary for both economic and military reasons. For economic matters, the Quartoks will have the right to trade goods and materials they produce with all Avernite cities.
- You will accept a representative chosen by the Quartoks onto your council of advisers.
- The AdMech will need some degree of access to the city to maintain and upgrade the city defenses and other essential systems. Longer term, training so they can do maintenance on their own will occur.

In regards to the Imperial Trust and their place in it...
- As a protectorate state, they should have the right to make petitions to the High Council.
- While this won't be an issue for some time due to the long time it takes for their children to reach adulthood, eventually they'll need to provide troops to the Imperial Trust Guard.
- Also, once their economy is set up and running, they'll need to pay tithes to the Imperial Trust. (rate is the same as everyone else)
- The Adeptus Mechanicus will need full knowledge of the Quartok's scientific understanding and technology. (if they are hesitant about this, remind them that they are getting a city built with Imperial technology, which they have already admitted is superior to theirs)

Malea
Quartok Minor City
Population: 14 Million
Exports: Luxuries, Food
Imports: Metal Promethium
Military: Weak
Governor: First Councilor Aryz
View of Avernus: 3/10

Protectorate Established
Watchers Established[/spoiler]
 
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If they want them, we may as well dump the (possibly literal) mountain of Lasguns we have laying in our stockpiles on them. Somewhat unlikely though.

In honor of the thought of mountains of obsolete equipment, I'm going to write something to that effect. Placed on Deiphobe for the removal of environmental concerns.

@durin, does Deiphobe has any sort of Atmosphere whatsoever?
 
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Our surplus guns would have to be modified to fit Quartok hands, which I doubt the Mechanicus would go through with. Holy tech going into the hands of dirty xenos would cause an uproar.

Maybe later it could be a project we push as a mean of reforming the Mechanicus, setting a precedent and all.
 
If they want them, we may as well dump the (possibly literal) mountain of Lasguns we have laying in our stockpiles on them. Somewhat unlikely though.

In honor of the thought of mountains of obsolete equipment, I'm going to write something to that effect. Placed on Deiphobe for the removal of environmental concerns.

@durin, does Deiphobe has any sort of Atmosphere whatsoever?
no
 
Heh;

Quartok Morale: 14/20... While even being on a world with almost everything trying to kill you but bunch of crazy/insane band of Imperial who are somewhat friendly with them...

Quartok Opinion on Imperial Trust: Imperials :rage:...

Imperial Trust Opinion on Quartok: Xenos :rage:...

Anyone know what the specific 1/2/3 ratings are on the opinion scale?
 
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As a general rule, I don't like slow and short ranged bricks. They're more likely to need extensive repairs after engagements, and have less tactical options. They're only good against essentially fixed opponents, such as Planetary Defenses and slow enemies. And long ranged ships are usually as effective against the former.

With that in mind, I propose that we don't commission any significant numbers of the following.
  • Legionaire
  • Castra
  • Kshatriya
  • Teutonic
  • Landsknecht
  • Berzerker

I think that they serve certain roles, and should only be built if needed for that role. But if we need that role, then we ought to build them.

Essentially that role is: Dominate a location that the enemy wants to dominate.

This can either mean getting in the way of of someone that wants to go to a known location, or attacking someone that cannot move from their location.

Basically they are useful for attacking and defending planets.

Since Avernus will likely specialize in attacking planets, and since defending planets is the other thing we are most likely to do, that means that we do indeed need some heavily armored "slow short range bricks" as you put it.

However, it is important to realize that to be effective, these types of forces must be supported by fast long range ships that can use the short range ships pinning of the enemy down to allow them to snipe the enemy from a safe distance.

My rough rule of thumb would be 15% to 20% of the Navy are these shorter ranged ships. Another 35% to 40% are the fast long range ships. With 25% to 30% of the Navy being various escorts/capital ships that can serve multiple roles and don't really fit exclusively into either category but are often deployed with one of these other groups of ships to make them more effective and shore up their weaknesses. The final 10% to 15% would be focused on the actual planetary assault - troop carriers, bombardment vessels etc. Maybe 5% is stealth focused so as to be able to serve better as scouts.
 
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The Stockpile Mountain Range of Deiphobe
Here's a semi-comedic entry about what we do with all the obsolete shit that isn't worth the effort of remanufacturing

The Stockpile Mountain Range of Deiphobe
While the nickname is more than a minor exaggeration, the Deiphobe Equipment Surplus Storage Yard (commonly called Dessy) can easily be mistaken for such at close range. Created in the 53rd year of the 43th millennium to store the obsolete and freshly replaced equipment of the Avernus regulars, it was soon expanded to include the contents of much of the rest of the Hellworld's dusty and forgotten armories. Additonal material consists of items that have been deemed beyond economical repair and not worth the effort of scrapping. The location on the moon of Deiphobe was chosen for the combination of low but existent gravity and completely nonexistent atmosphere, with cosmic radiation shielding being provided by nearby Annwn's void shields. The only additional preservation tools required are the use of void-safe liquids and vacuum-wielding prevention coating. For some particularly common or useless items, even that is skipped, letting them slowly rot in the stellar winds.

The primary attraction of the DESSY is "Mount Lasgun", consisting of the more than 2 billion Lasguns that have been retired. More the 10 kilometers in diameter, the low gravity lets it reach an impressive height of 3 kilometers. Marginally smaller in size is "Mount Flak", composed of obsolete Flack Armor considered not worth the effort of remanufacturing, at 8 kilometers wide and 2 kilometers high. "Mount Heavy Bolter" is much smaller, being less than 1 kilometer in diameter and only 400 meters high, thanks to it's much shorter career in the Avernus military. Other attractions include "Earthshaker Forest", "Flamer Hill", "Melta Volcano", and the relatively minuscule "Snub Knoll". Plasma weapons were considered to be too valuable to be disposed of in such a haphazard manner, and could usually be rebuilt to use more stable firing chambers.

The relatively few vehicles that have been disposed here consist of partially stripped chassis that predate the implementation of self-repairing alloys. The "Chimera Field" is more than 40 kilometers by 20 kilometers, many of them with their engines and weapons still installed. The "Leman Russ Range" is much more modest at 10 by 10 kilometers, most of them with their Battle Cannon removed. There are other fields for Salamanders, Hellhounds, and other utility hulls. All of them consist of legacy patterns, used before the successful development and deployment of the Avernus-pattern range.
 
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