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
One thing I read was that pushing the gene-seed too hard can cause instabillitis and mutation. Just something to be wary of, especially with a 21st founding chapter.

The way I see it, we want to present this in such a way to ensure that it doesn't seem too unbalanced to durin. Makes it more likely that we'll actually get it.
 
One thing I read was that pushing the gene-seed too hard can cause instabillitis and mutation. Just something to be wary of, especially with a 21st founding chapter.

The way I see it, we want to present this in such a way to ensure that it doesn't seem too unbalanced to durin. Makes it more likely that we'll actually get it.
We live in 40k there always another clusterfuck or grimdark apocalypse waiting around the corner I don't think we have to worry about being overpowered when are enemies have plenty of Bullshit of thier own to use. If anything space Marines would make things more equal. Seeing how every other faction has a unfair advantage over humanity.
 
One thing I read was that pushing the gene-seed too hard can cause instabillitis and mutation. Just something to be wary of, especially with a 21st founding chapter.

The way I see it, we want to present this in such a way to ensure that it doesn't seem too unbalanced to durin. Makes it more likely that we'll actually get it.

@durin if possible can we have an active discussion on how to introduce space marines? Personally if we have them then I think we can make it so that they're treated as a Merceanary/Spara observer within the trust. Basically the 'chapter master' is the leader and will be at all council meetngs. His chapter agrees to tithes and anti-chaotic inspections from the inquisition in exchange for equipment and recruititng rights. Sounds fair and we can always make it so that they can't be forced into action so they can become more of a secondary protection force more than anything else.
 
@durin if possible can we have an active discussion on how to introduce space marines? Personally if we have them then I think we can make it so that they're treated as a Merceanary/Spara observer within the trust. Basically the 'chapter master' is the leader and will be at all council meetngs. His chapter agrees to tithes and anti-chaotic inspections from the inquisition in exchange for equipment and recruititng rights. Sounds fair and we can always make it so that they can't be forced into action so they can become more of a secondary protection force more than anything else.
We should have them build their fortress monstarey on Avernus so they stay in top form.
 
We should have them build their fortress monstarey on Avernus so they stay in top form.

So they can die from fricking spiders? Nah, put them on a moon or some orbital-monastery. Then have them come down for training.

I can write all damn day about Marines coming down to Avernus to train their hand to hand combat by wresteling gators or their awareness by looking out for..everything.
 
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So they can die from fricking spiders? Nah, put them on a moon or some orbital-monastery. Then have them come down for training.

I can write all damn day about Marines coming down to Avernus to train their hand to hand combat by wrresteling gators their awareness by looking out for..everything.
Will when you out it that way your idea does sound better.
 
Actually, one progenoid gland would have to produce more than one Astartes each. I would guess anywhere from five to ten. You have to factor in implantation failure, deaths during training, etc. You'd probably end up with two the three Astartes per progenoid harvested.

I'm not following.

What exactly do you mean by "would have to"?
 
I like the idea of Space Marines as cause we are not part of the Imperium we need not stick to the 1000 Marine Chapters ad can make millions of them if we want and can supply them.
 
Current tally. It's near unanimous, @durin, so you might as well go ahead and call the vote.

Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1807 | Sufficient Velocity
##### NetTally 1.7.3.2

[X]Option Three: Regroup and Wait- Admiral Freyr's preffered option would be to initially follow the original plan and wipe out the remaining Ork warships while retreating from the Space Hulks. You would then use the day that it will take for the Orks to reach Avernus to have your longer range ships harass the Ork Space Hulks hopefully destroying one. Once the Orks reach Avernus those warships judged combat ready would gather with the orbital defences and attempt to destroy the Ork Space Hulks before many Orks are landed. -This will have the a medium number of naval casualties and allow some Orks to land but would have the lowest chance of something going wrong.
No. of Votes: 30

[X]Option One: Follow the Plan- The simplest option would be to follow the original plan and wipe out the remaining Ork warships while retreating from the Space Hulks. You would then use the day that it will take for the Orks to reach Avernus to have your longer range ships harass the Ork Space Hulks hopefully destroying one. More damage will be done by Avernus' Orbital defences further reducing the number of Orks to reach Avernus. Once the Orks are in orbit would will continue to Harris the Space Hulks until either they are all destroyed or weak enough to easily engage. -This will have the lowest number of naval casualties of any of the plans but allow the largest number of Orks to land.
No. of Votes: 1

Total No. of Voters: 31



I'm not following.

What exactly do you mean by "would have to"?

They would need to produce enough genetic material to produce glands for more than one Astartes. If they only produced enough for one each, regrowing a Chapter would be pretty much impossible given that implantation can fail and kill the implantee, trainees die during the training period for other reasons, not every second progenoid is recovered, etc. You'd very likely end up with less than one to one growth, meaning recovering a Chapter from heavy losses would be nearly impossible. Add onto that the fact that Chapters need to send a tithe of their gene-seed to the Mechanicus and you'd see the problem get worse.
 
Pushing in what way?
--
As the Great Crusade continued the expansion of the nascent Imperium into the galaxy, the discovery of the Primarchs and their newly adopted homeworlds helped to stem an impending crisis that was not widely known of at the time outside of the exalted ranks of the Imperium's ruling War Council: namely, the diminishing stability of the gene-seed itself through over-use and the increasing need for ever greater numbers of Space Marines in the field. This was a matter that only worsened as the Great Crusade pushed ever wider afield into the galaxy. Imperial forces could no longer be concentrated as easily as before, and attrition was taking its toll as years of near-constant battle became decades. To slow the relentless pace of the Great Crusade's progress was for the Emperor simply not an option, and so, the simple truth was that more Space Marines were needed and they needed to be created faster than before.

A secret conclave of gene-wrights under the Emperor's direct supervision posited the solution that became known asGrabiya's Theorem, which demonstrated that a Primarch's genetic code could be used to stabilise and expand Astartes gene-seed stocks with what was hoped to be "minimal deviation." Alongside this accelerated gene-culturing technique, other previously unavailable genetic technologies were put into effect, reducing the processing time required to create a battle-worthy Space Marine to a single Terran year in some cases. Such accelerated gene-seed techniques, along with absent, inadequate or over-forceful psycho-doctrination techniques, were later found to have unseen fundamental flaws. Many Imperial savants since have come to believe that the drive to create larger Space Marine Legions at accelerated speed played a prime role in the degradation of the sanity and psychological make-up of certain Legions and paved the way for the horror that was to come.

Found that on the wikia page for Space Marine Legions, so take it with a grain of salt. Also, that is in terms of 10,000-250,000 Space Marines rather than the 1000-2000 you were discussion. Just something to be wary of.

Also, pushing the geneseed like the AdMech did in the 21st Founding.

I would expect that expanding our Space Marine population would involve several long term, very expensive Munitorum actions.

Basically, I'm warning against getting too excited about potential Astartes population growth.
 
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@durin if possible can we have an active discussion on how to introduce space marines? Personally if we have them then I think we can make it so that they're treated as a Merceanary/Spara observer within the trust. Basically the 'chapter master' is the leader and will be at all council meetngs. His chapter agrees to tithes and anti-chaotic inspections from the inquisition in exchange for equipment and recruititng rights. Sounds fair and we can always make it so that they can't be forced into action so they can become more of a secondary protection force more than anything else.

The Chapter Master couldn't actually go to any meeting not hosted in the Avernus system.
 
I like the idea of Space Marines as cause we are not part of the Imperium we need not stick to the 1000 Marine Chapters ad can make millions of them if we want and can supply them.

I do to but if you were to have 5k space marines let's say then what would happen if they turned on us? What if they wanted more autonomy? The Space Marines are a powerful weapon an the codex is meant to minimize the danger of that weapon blowing up in our hands. If only say 1.2k turned then we can easily take them out but at 5k they can do ALOT of damage before the rest of the trust can react.

If we ever do gain more member planets then expanding past 5k may not be a big deal because we could better retalliate against said space marines.
 
wouldn't having native orcs decrease our bonus, since the natives will link up with the invaders and providing them with local assistance and information about threats?
He means the combat capabilities of the Avernite humans, which would presumably have gone up because of the extra fighting against the orks.
 
He means the combat capabilities of the Avernite humans, which would presumably have gone up because of the extra fighting against the orks.
I got that part, I am saying that any benefit they give in that regard is far smaller than the malus of them supporting the enemy orcs and providing them with scouts who know the local area and its dangers
 
Perspective on WAAAGH!!
Perspective on WAAAGH!!

"'Dere's a WAAAAGH!! coming." All the portents agreed. He'd been dreaming of Gork and Mork, or maybe Mork and Gork, and sometimes, out of the corner of his hearing, he could hear the Waaaghcry.

"Wut's we doin' boss?" Boss Ripburp had recently set a record for the longest surviving warboss of Avernus, at five years next month. Even now he was picking some shiny black glove out of a giant phase tiger.

"Weez fite'in ya git."

"I gotz that boss, but who's we fite'in?"

"Well dat's a tuff'un. Da huumiez 'ave been killin' us for years. Every year they come through an' try ta kill all'o us. An' we get killed by da tigers, and da crocs, an' da skeeters. So...

WE IZ GONNA KILL DA WAAAGH!!!

Dey tink dat dey's all high and mighty with their ships and their WAAAGH!! But dey 'asn't lived a day on Avernus. We 'ave, an' dat makes us the biggest and da bestest. We wuz made for fightin' and winnin,' an' weez not gunna let some offworld grot tell us what to do! WAAAAAGH!!"
 
given how the voting has been I am giving you 6 hours until I lock the vote
Why not close it now?
Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1807 | Sufficient Velocity
##### NetTally 1.7.3.2

[X]Option Three: Regroup and Wait- Admiral Freyr's preffered option would be to initially follow the original plan and wipe out the remaining Ork warships while retreating from the Space Hulks. You would then use the day that it will take for the Orks to reach Avernus to have your longer range ships harass the Ork Space Hulks hopefully destroying one. Once the Orks reach Avernus those warships judged combat ready would gather with the orbital defences and attempt to destroy the Ork Space Hulks before many Orks are landed. -This will have the a medium number of naval casualties and allow some Orks to land but would have the lowest chance of something going wrong.
No. of Votes: 30

[X]Option One: Follow the Plan- The simplest option would be to follow the original plan and wipe out the remaining Ork warships while retreating from the Space Hulks. You would then use the day that it will take for the Orks to reach Avernus to have your longer range ships harass the Ork Space Hulks hopefully destroying one. More damage will be done by Avernus' Orbital defences further reducing the number of Orks to reach Avernus. Once the Orks are in orbit would will continue to Harris the Space Hulks until either they are all destroyed or weak enough to easily engage. -This will have the lowest number of naval casualties of any of the plans but allow the largest number of Orks to land.
No. of Votes: 1

Total No. of Voters: 31
The tally's at 30 to 1 so it's not like there's any real debate on what we want to do.
 
Why not close it now?
Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1807 | Sufficient Velocity
##### NetTally 1.7.3.2

[X]Option Three: Regroup and Wait- Admiral Freyr's preffered option would be to initially follow the original plan and wipe out the remaining Ork warships while retreating from the Space Hulks. You would then use the day that it will take for the Orks to reach Avernus to have your longer range ships harass the Ork Space Hulks hopefully destroying one. Once the Orks reach Avernus those warships judged combat ready would gather with the orbital defences and attempt to destroy the Ork Space Hulks before many Orks are landed. -This will have the a medium number of naval casualties and allow some Orks to land but would have the lowest chance of something going wrong.
No. of Votes: 30

[X]Option One: Follow the Plan- The simplest option would be to follow the original plan and wipe out the remaining Ork warships while retreating from the Space Hulks. You would then use the day that it will take for the Orks to reach Avernus to have your longer range ships harass the Ork Space Hulks hopefully destroying one. More damage will be done by Avernus' Orbital defences further reducing the number of Orks to reach Avernus. Once the Orks are in orbit would will continue to Harris the Space Hulks until either they are all destroyed or weak enough to easily engage. -This will have the lowest number of naval casualties of any of the plans but allow the largest number of Orks to land.
No. of Votes: 1

Total No. of Voters: 31
The tally's at 30 to 1 so it's not like there's any real debate on what we want to do.
mostly becasue I want to gve some warning and will take at least 6 hours to write the update
 
Yes! Absolutely I can! Space Marines are muscle-brained Chaos bait!

I'd rather Avernus gets infested by 'Nids than infested by Space Marines!

fasquardon

Agreed. Space Marines are a plague upon the galaxy, horrific resource sinks with a tendency to flip to Chaos and leave the planetary authorities holding the bag... but Grey Knights, which we already have, are a great way to keep powerfull psykers safe and empower then. I really want their geneseed and regular geenseed would be a great stepping stone to getting it.
 
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