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
Hey their determinant, protective, and refuse to leave anyone fighting by themselves. Was it smart? No it was not, but then they're not the sharpest knives in the drawer when they go mama Thundabeast on the fool who threatens their charges. They will protect all those who depend on them no matter the cost in their blood. Which has cost them before.
they are also determined never to go to battle and leave the civilians unprotected again, which i what you described them doing
 
Perhaps we should make a larger structure for Avernus's Ground Forces? We have eight Lt. Generals, maybe we ought to make them Corps Commanders, then form Divisions within those Corps and then Brigades, all the way down to Regiments?
that is what they are
I just don't go into to much detail about it
 
Guys, don't try and make the quest more complicated than it already is. The sheer amount of stuff Durin is already keeping track of is ridiculous as is.
 
A Report on the Performance of the Governor's Own in the Incursion
A Report on the Performance of the Governor's Own in the Incursion

The Governor's Own has always had a fearsome reputation on Avernus since they were founded. Boasting achievements including protecting the Governor himself in a variety of situations, successfully escorting and protecting Primaris Pysker Gerald Xavier in his assault upon the Angel of Betrayal, and their impressive performance during the invasion of Fyjol, they have a well-earned reputation as the best of the best of heavy troops in Avernus, as well as the skill and equipment to match it. Yet none of these compare to their performance in the defense of Dis during the Incursion.

Under the flawless leadership of Governor Frederick Rotbart and with the support of Primaris Psyker Odysseus, the Governor's Own beat back wave after wave of daemons. Of particular note was their performance during the several times they retook sections of the wall that had been lost. Their newly-developed twin sword style proved extremely effective against the daemonic hosts, and they did an excellent job coordinating their assaults to best support and be supported by the tactical efforts of other Avernite units. More than that, before long their very presence was associated by Avernite forces as ensuring victory, buoying up morale and firming the backbone of nearby forces that were near breaking.

In addition to their abilities to coordinate their strikes well with other nearby forces, their internal cooperation was almost uncanny. Their ability to stay out of each other's way and organize flawless flanking maneuvers even in the confusion of melee was remarkable, as was their near automatic defense of their comrades, leading to markedly lower casualties than would ordinarily be expected.

Beyond their performance in the traditional military role was their performance in anti-cultist and psyker hunting duties. Their supplemental training with the Arbites payed enormous dividends there, leading to several highly-placed traitors being eliminated before damage was done, as well as many of the chaotic psykers in the area to be taken down without significant losses, all with little in the way of collateral damage--a rarity when dealing with heavy infantry. The Own as a unit also demonstrated a remarkable level of resistance to mind-affecting warp powers, as well as a deep understanding of effective anti-psyker and anti-daemon tactics.

Finally, there was the performance of the Own in (nominally) their main task--guarding Governor Rotbart. While they proved unable to affect his infamous fight with the Keeper of Secrets--possibly in part due to the extraordinarily short duration of said 'fight'--they were very effective at protecting him from several other threats, including large concentrations of Daemons targeting leadership elements on the battlefield and internal threats such as assassination attempts by cultists and chaotic psykers.

Overall, the Governor's Own at least met, and more often significantly exceeded, the already high expectations of performance in each category for a unit as elite and renowned as themselves during the defense of Dis in the Incursion.
 
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Temple Guard
Credit to @Reynal for the format.

Temple Guard


The Temple Guard were one of the regiments to distinguish themselves during the war against the daemonic hordes of Slaanesh. The Temple Guard are a Powered Helguard Infantry regiment - one of the most dangerous units Avernus has to offer. Their post is in the church district within the Unseen University and where the Ordo Psykana is based, which is where their name came from. Their focus is on defensive warfare and are noted for their high mental and martial discipline, necessary to protect a city with such a high concentration of psykers.

When the daemons reached the Unseen University, they were one of the most combat-active regiments during the entire incursion due to the high priority target that was the Unseen University as well as the Battle Psykers that had turned to Chaos. Time and again they had to repulse waves of daemons that had breached the walls or endure the Warp fire of rogue Pyromancers, becoming a key part of the defence of the city on many occasions. As one of the most elite units in the Unseen University, they often fought alongside Saint Lin himself which when combined with their training ensured that many less of their number were corrupted compared to other regiments despite the extreme conditions, even if their numbers were ground down to half of what they were prior to the incursion.

The Temple Guard fight in a masterfully orthodox fashion, as far as Avernus considers orthodox in any case. While very capable of improvising tactics on the fly as all Avernite grenadiers are able to, they are also proponents of the tried and true methods, honing their abilities in these methods to a fine point. This approach helped them establish a sense of order in the chaos of the assault and assured competency where reality itself was an uncertain principle. Though they are loyal to Rotbart, they are ideologically loyal to Marneus Calgar, their Spiritual Liege.
 
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Tigers and Cubs
Tigers and Cubs

To the members of the Phase Tigers, this day was bitter-sweet. They had done great things during the Incursion, no one would dare gainsay that. But for their actions, not one person would have survived the chaos psykers of Mirkwood. And they had caused major disruptions to the many concentrations of daemons they passed through in their retreat--ghosting through the hordes, sometimes ambushing them, others leading them into a trap, or splitting them up to better allow the wildlife to get their licks in.

But they had not been able to do enough. Despite their herculean efforts, Mirkwood had fallen. Despite their gear and skill, some of their number had finally succumbed to enemy action. They had achieved more than any could ask them, surmounted perhaps the most difficult challenges they were yet to face, and returned once again having completed all that they were asked to do--for none had believed that they alone could defend all of Mirkwood. Truly, the scale of their success highlighted just why Avernus still needed the Phase Tigers.

There was much discussion among the Phase Tigers after their role was over. One of the reasons why they were as good as they were was that they never ceased to get each other's opinions of things. Topics ranged from the tactics of the daemons, to how best to handle further chaotic psykers when they did not have Xavier available (as he had spoiled them that way), to speculation about what the abilities of the Phase Lions were and why they might have been friendly to them.

But finally, the discussion shifted back to the two things they knew it inevitably would: their first losses, and what to do with their future. For they could not recruit true outsiders as Phase Tigers. The regiment had worked together, trained together, fought together, lived together, and now, died together for the past century. Try though they might to integrate, outsiders would simply never fit, never mesh into the seamless workings of the whole even if the Phase Tigers tried to allow them in. But neither could they let the Phase Tigers die out, for extinction was anathema to them. And that was the way they would go, if they did not take action--their first major casualties had hammered that in. It would take decades, maybe further centuries even, but they would slowly shrink as attrition took its toll--they were a scouting regiment, and so truly understood the merciless force attrition could become given time.

Ultimately, ideas were shared and plans were discussed. They could not take outsiders, so they would create new insiders. Belonging to their social unit from birth, and training begun shortly after, they would be part of the Phase Tiger family in both name and fact. For the Phase Tigers valued adaptation above all else. They would not let the tides of time or any other enemy sweep them away without a fight.
 
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@durin
1. Are we certain all the demons are gone?
2. Why did we not see any Deep Ones?
3. Did we get any blood samples from the Turtle?
4. DId the lions sustain any casulties that we saw?
5. How much stronger were the demons compared to if they were on any other world?
 
@durin
1. Are we certain all the demons are gone?
2. Why did we not see any Deep Ones?
3. Did we get any blood samples from the Turtle?
4. DId the lions sustain any casulties that we saw?
5. How much stronger were the demons compared to if they were on any other world?
1. yes
2. because they seem to prefer acting using their powers at a distance
3. yes
4. yes
5. hard to tell more then 10% less then double
 
Daemonic Incursion Part Eleven: Traits and Bonuses
Daemonic Incursion Part Eleven: Traits and Bonuses

The experience of fighting against the Daemonic Incursion has greatly strengthened those who survived, with many heroes and elite units making their name in the fighting or proving their strength. While many of these heroes fell in battle shortly thereafter many more survived, and even the least of the survivors gained much. While the majority of your military forces fell in the Incursion those who survived will be able to quickly refill your Helguard and Helltrooper Regiments ranks.

All forces gain +40 to all rolls, this will halve every decade and disappear after forty years
Al heroes gain trait Survivor of the Pink Skies (+2P, +1C, +5 to all rolls against daemons (+1 Control if relevant))- Having proved him/herself against the most dangerous foes in the galaxy during the First Daemonic Incursion … has had his/her faith and combat skills tested.

You upgrade trait Survivor of the Pink Skies to Daemonbane (+4P, +2C, +50 to all rolls against daemons, cause terror in daemons)- During the Siege of Dis in the First Daemonic Incursion you personally killed the Keeper of Secrets leading the attack with a single blow. While your Black Crystal Jewellery protected you from most of its powers and the Black Crystal Sword made killing it trivia ll this was still a rather impressive feat.

Caroline gains trait Not to be Overlooked (+1I, +3C)- During the First Daemonic Incursion Caroline was overlooked by several groups of cultists as not a threat. She proved herself a rue Avernite and easily dispatched these groups, taking full advantage of her reputation of having low combat skills.

Jane upgrades trait Survivor of the Pink Skies to Champion of The Fens (+1M, +1I, +1D, +4P, +2C, +10 to all rolls against daemons and psykers)- During the First Daemonic Incursion all cities came under heavy attack and all cities suffered major losses. All cities but one that is,thanks to the leadership of Lieutenant-General Paulson and the heroism of Arbitrator Jane Oakheart the attackers of The Fen's failed to get past its walls, instead meeting their end on Arbitrator Oakheart's deadly blade and at the guns of the defenders.

Primaris Xavier upgrades trait Survivor of the Pink Skies to Deamonslayer (+1M, +3P, +1C, +2 Control) +20 to all rolls against daemons, cause fear in daemons)- During the First Daemonic Incursion Primaris Xavier pushed himself to his limits fighting the daemonic forces. He was the only reason that the half build city he was in had any survivors and was able to permanently kill the Daemon Price leading the attack.

Lieutenant-General Khol gains trait Ruthlessly Pragmatic (+1M, +1I, -1D, -5 morale to troops under her command)- During the defence of Helm's Deep Lieutenant-General Khol led almost every soldier under her command to their deaths, with only a single regiment surviving out of the over two hundred that begun the battle. Despite this the siege was indubitable a success, with the majority of the civil an population suvving and the city remaining mostly intact. The ruthless pragmatism that it took to order her men to certain death so that more of the civilians would be able to live has left is mark on the already cold Lieutenant-General, and on her reputation.

Lieutenant-General Agani gains trait Honorary Phase-Tiger (+1M, +4I, +3C, large bonus when working with the Phase-Tigers, +5 to stealth rolls, less likely to die)- After fighting beside the Phase-Tigers many times, including the hellish retreat from Mirkwood during the First Daemonic Incursion, Lieutenant-General Agni has been made an honorary member of the Phase-Tiger's, and is the second person ever to receive that honour. Since then she has often trained with the Phase-Tigers and has learnt much from them, particularly of the arts of stealth and combat.

Lieutenant-General Paulson upgrades trait Survivor of the Pink Skies to Hero of The Fens (+2M, +1D, +4P, +1C, +5 to all rolls against daemons, +1 M when defending, +5 to morale of all troops under her command, +5 to all rolls by troops under her command against deamons)- During the First Daemonic Incursion all cities came under heavy attack and all cities suffered major losses. All cities but one that is,thanks to the leadership of Lieutenant-General Paulson and the heroism of Arbitrator Jane Oakheart the attackers of The Fen's failed to get past its walls, instead meeting their end on Arbitrator Oakheart's deadly blade and at the guns of the defenders.

Lieutenant-General Schwarz gains trait More Machine then Man (+4C, -2D, less likely to die)- After nearly dying in Warpfire during the First Daemonic Incursion Lieutenant-General Schwarz was forced to replace over half of his body with bionics, including all of the skin. While he chose mostly human bionics he still looks a bit wrong. One the other hand this has notably increased his strength end toughness, getting him ever closer to the top tier combatants on Avernus. .

Most of the Battle Psykers who survived the incursion proved themselves enough that they have earned a promotion, with Elite Primaris Tamia Johnson in particular having proved herself worthy of being considered a Heroic Primaris, the highest current rank. Veteran Primaris Azara Geron poses a few issues givent aht she formed a 'familiar bond' with a Siren Lady during the defence of Storm's End
Primaris Tamia is ready to be trained as an Heroic Primaris

all four Veteran Primaris ready to be promoted to Elite Primaris
Andromeda Rattray - Pyromancer (D)
Azara Geron - Telepath (G) (bonded with Siren Lady)
1 Pyromancer (G)
1 Telekinetic (G)


19 out of 35 Primaris Ready to be promoted to Veteran Primaris
5 Biomancers (D)
1 Diviner (G)
2 Diviners (D)
2 Pyromancers (D)
4 Telapaths (D)
1 Telekinetic (G)
4 Telekinetics (D)

Half of the Veteran Battle Psyers ready to be promoted to Elite Battle Psykers
8 Biomancers (1 Delta, 3 Epsilon, 4 Zeta)
5 Diviners (1 Epsilon, 4 Zeta)
12 Pyromancers (3 Epsilon, 9 Zeta)
7 Telekinetics (2 Epsilon, 5 Zeta)
5 Telapaths (1 Delta, 2 Epsilon, 2 Zeta)
5 Demonlogists (1 Epsilon, 4 Zeta)
118 Veteran Minor Battle Psykers (equal mix)

All Battle Psykers ready to be promoted to Veteran Battle Psykers
5 Biomancers (2 Delta, 0 Epsilon and 3 Zeta)
7 Diviners (1 Delta, 3 Epsilon, 3 Zeta)
21 Pyromancers (0 Gamma, 2 Delta, 4 Epsilon, 15 Zeta)
16 Telekinetics (0 Gamma, 1 Delta, 4 Epsilon, 11 Zeta)
7 Telapaths (1 Delta, 3 Epsilon, 3 Zeta)
3 Demonlogists (1 Gamma, 0 Delta, 2 Epsilon, 0 Zeta)
5,408 Minor Battle Psykers (equal mix)

Several of your military units also distinguished themselves, with the Govnor's Own, the Phase-Tigers and the Black Irons being expected but the Red Tracks of Yphax and the Frozen Remnants of Helm's Deep being new.
The Black Irons gain +5 to all rolls against Deamons and can upgrade all of their regiments to Helguard.

The Phase-Tigers lose 1 Battalion, gain +5 to all rolls against Daemons, +5 to all rolls and +10 to all rolls to disengage.

The Governor's Own gain +5 to all rolls against Daemons, +5 to all rolls and increase the morale of all units deployed beside them by 5.

The Red Tracks are a armour battalion consisting of 22 PDF Armour Regiments and 2 Helltrooper Armour Regiments. They can be upgraded by one step. They have a +5 to all rolls, +5 morale, they gain an additional +5 to all rolls and +20 morale when defending civilians.

The Frozen Remnants are a PDF Infantry Regiment that gets +5 to rolls against daemons, +10 to city fighting, +5 to defence and +10 morale. They get an additional +5 to rolls and morale if commanded by Lieutenant-General Khol.
 
Schwarz mali are pretty low now. Can we assume that his memory is getting better too?
He might be a good replacement for Drago.
 
@durin considering he is our greatest military leader after us can we make Schwarz the new overall military leader of Avernus?

Also when can we get the information on the new Admech and Admin leaders?

I mean Caroline might be a good replacement for Henry (though she needs more military and combat knowledge) but have no ideas for Admech.
 
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