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
Do we have their history of the local sector?

Warpstorm around Avernus has been going on for 900 years now - Is it the longest-running warpstorm?
yes you will get more information about the local sector from them
@durin Is the personal apology action a 1 time thing? It seems the sort of thing that would be.
yes it is
Sounds great. 30 Marines don't really have the power to make any demands, so worst case we can just kill them and take the geneseed to make our own.
so kill a bunch of Warrior Angels (of your religion) and hope that they are intact enough that you can cannibalise their bodies, I suppose that is one way to set off the Trust Civil War that a few people have talked about
 
so kill a bunch of Warrior Angels (of your religion) and hope that they are intact enough that you can cannibalise their bodies, I suppose that is one way to set off the Trust Civil War that a few people have talked about
In case they are very unreasonable it's better to have dead marines than no marines. Aside from that negotiation is of course the first option.
 
Why do people keep advocating for the murderhobo route?

Anyway, @durin

Why don't we have any tutoring actions available? We have 3 Betas taking the trials this turn, right?
 
Here are actions that I either like or consider to be important, or both.

AdMun

Advanced Juve-Nat- In the hundred years since you started providing Juve-Nat treatments to your veterans several of your most experienced soldiers have reach the point where they will require advanced Juve-Nat, including the entire Phase-Tigers. General Schwarz strongly advises that you start to provide Advanced Juve-Nat treatment to these soldiers, who number a bit of three hundred thousand in total.

Time: 3 years.

Cost:126,600,000 Thrones, 6.633,000 Material, 138,000 Advanced Material, 15,420 Exotic Material.
Upkeep per year: 6,330,190 Thrones, 316,510 Material, 6,898 Advanced Material, 771 Exotic Material.
Reward: Provide Advanced Juve-Nat to your military, +5 to all combat rolls, bonus will go up over time, price will go up over time
A self-evident bonus, it's simple, yet effective. I'm leery of the increasing price though.

Hold Ground: Region Iota- Your military will need to continue to maintain a major presence in Region Iota if you want to begin building cities in the locations found last year. While as your soldiers begin to learn more about the Region this task becomes easier it is still a highly dangerous military camp gain and you will have to ensure that it is successful.

Time: 5 years.
Chance of Success: 60%

Cost:975,000,000 Thrones, 195,000,000 Material, 7,800,000 Promethium, 85,000 Advanced Material.
Reward: Hold ground in Region Iota allowing for the first cities to be built
Yeah, another self-evident thing. If we don't take this we'll probably have to mount another expedition to reclaim the land. Let's take this even if we don't start building just to keep things easier.

Crab Regiments: Planning- One of the new forms of regiments that the technology found in the Sword of Sutur's datacores makes possible is Crab All Terrain Walker Regiments. These Regiments will be able to act in almost any environment, from the ocean floor to mountains and will therefore be a major asset. However given how different the Crab series of walkers is from every other vehicle that you known of, barring the Defiler Daemon Engine, it will take a long tern to determine how to best use them.

Time: 10 years

Cost: 390,000,000 Thrones, 78,000,000 Material, 7,900,000 Promethium, 850,000 Advanced Material, 950 Exotic Material.
I find this idea intriguing just for the sheer novelty. I can't help but think the Crab Walkers look like giant robotic crabs.

Void

Sensor Network- Admiral Parnell has proposed building a network of sensor buoys in the Helheim system that will be able to detect any ships infiltrating the system. His current plan is rather ambitious and includes 45,000 sensors covering a radius of three light hours, a distance that stretches a bit past Het. While time consuming and expensive setting up the sensor network should be able to detect any sneak attacks, which have the potential to be devastating in the naval theatre.

Time: 15 years.

Cost: 18,200,000,000 Thrones, 909,800,000 Material, 90,980,000 Promethium, 198,300 Advanced Material, 2,216 Exotic Material.
Upkeep per year: 909,792,000 Thrones, 45,489,600 Material, 4,548,960 Promethium, 3,966 Advanced Material, 22 Exotic Material.
Reward: build 46,656 Sensor Buoys providing detailed sensor overage for a three light hour radius.
This looks both intriguing and useful! If nothing else, we'll have three more hours to prepare for sneak attacks then we normally would.

AdepAdm

Region Iota: Found City: (Delta, Lake or Desert)- Now that you have found the exact place to build the cities and put up some basic fortifications in the area it is time to begin the colonisation of Region Iota. It would be best to build one city at a time, and to draw the colonialists from a variety of different regions.

Time: 8 years. (can be taken multiple times, must also take Hold Ground, Region Iota)

Cost: 642,900,000 Thrones, 154,600,000 Material, 134,100,000 Metal, 26,820,000 Promethium, 146,900 Advanced Material, 900 Exotic Material.
Upkeep per year: 30,527,211 Thrones, 4,107,723 Material, 3,295,626 Metal, 520,337 Promethium, 4,834 Advanced Material, 13 Exotic Material.
Reward: Build city in selected area of Region Iota
The only vital action in this category, I suggest we start with the Lake and Desert areas.

I still want those Ion Shields put in place, but I can wait. I just want it done before the next invasion.

Diplomacy

Ultramarines- The Ultramarines that have recently arrived in the Imperial Trust are likely to become some of the major players in the military and politics of the Imperial Trust. As such it would be a good idea to find out as much about them as possible before the emergency High Council Meeting that they will attend in a years time.

Time: 1 year. (can only be taken in the first year)
Chance of Success: 50%

Cost: 3,900,000 Thrones
Reward: Information about Ultramarines and their leaders, the better you roll the more information you get.


Stilling the Waters- Currently there is a lot of anger in Vanaheim over both your agents actions and Inquisitor Klovis-Ultan's poorly thought out way of dealing with it. Inquisitor Klovis-Ultan has suggested that he spend some time attempting to deal with the fallout of these events before attempting to strengthen ties with Vanaheim.

Time: 1 year.
Chance of Success: 60%

Cost: 39,000,000 Thrones
Reward: -1 to scandal penalty for every 10% you succeed by, possible issues if you fail by fore then 20
Both of these are very vital, albeit for different reasons.

Diplomatic Relations (Planet)- A major reason why diplomatic offices exist is to keep relations strong between allies. Inquisitor Klovis-Ultan suggests spending some time and effort trying to improve Avernus' standing with the other leaders of the Nine Worlds.

Time: 1 year
Chance of Success: 30% (-2 for every point of opinion)

Cost: 6,100,000 Thrones.
Reward+1 opinion with chosen planet.
Targeting Vanaheim with this action is probably necessary.

Keeping an Ear to the Ground seems like it might be useful, but I'm not sure by how much.

The Asking for Advice action definitely seems useful, but it can wait until next turn.

AdArb

Psyker Hunting- Jane is willing to personally oversee the activities of the Psyker Hunters for a few years. This would greatly increase their effect and reduce the amount of damage that Chaos Psykers inflict. On the downside it would have few long term effects and would take up some of Jane's valuable time.

Time: 1 year.
Chance of Success: 50%

Cost: 6,100,000 Thrones.
Reward: +5 to rolls to deal with Chaos Psykers for each success, can be taken multiple times
Looks like we know what Jane will be doing, for lack of better options.

AdMech

Examine: Ramilies Starfort: Part Two- Now that he has determined that it is possible Archmagos Tranth would like to spend a few years reverse engineering the Ramilies Starfort. Whle this would give you the design of an obsolete battlestation it is the next step on the path to upgrading the design using the more powerful technologies that have been found over the last century o so.

Time: 8 years
Chance of Success: 30% (99% after bonuses)

Cost: 390,000,000 Thrones, 78,000,000 Material, 7,800,000 Metal, 3,900,000 Promethium, 85,000 Advanced Material, 380 Exotic Material.
Reward: reverse engineer the Ramilies Starfort
I rather like this action, mainly for the possibility of upgrading the Starforts.

Super-Elite Operatives: Augmentations- One of the essential requirements for the super-elite operatives is coming up with a collection of augmentations, both biological and mechanical, that they can use. It will take a good deal of time for Archmagos Biologis Saren to come up with the best possible designs but he considers it more then worth the time required.

Time: 6 years
Chance of Success: 00% (82% after bonuses)

Cost: 39,000,000 Thrones, 3,900,000 Material, 390,000 Promethium, 8,500 Advanced Material, 380 Exotic Material.
Reward: design augmentations for Super-Elite Operatives
We'll definitely need to do this, if only so we can create the Super Operatives.

AdMin

Commentaries- Saint Lin has been considering spending a few decades writing about his thoughts on religion, faith and the different ways humans go about believing. While these thoughts lack the divine origin of his earlier books the fact that they come from "The Last Saint" is enough to turn them into Holy Books. You could encourage him to take some time off from his main duties to put his thoughts to paper while he has the spare time, which he may not once the Warp Storm ends.

Time: 20 years.

Cost: Free
Reward: Saint Lin writes his Commentaries, unknown but permanent benefits to the entire Imperial Trust
Yes. So much yes. We should definitely take this action.

AdAsTe

Battle Psykers: Permanent Formations- While over the last couple of campaigns you have done well enough forming the Battle Psykers into formations in the lead up to war it would be far more effective to form permanent formations for the Battle Psykers. As well as allowing your Battle Psykers to more quickly react to unexpected conflict this would increase the level of training that Battle Psykers have for their battlefield roll, which will lead to a significant increase in combat effectiveness.

Time: 6 years

Cost: 39,000,000 Thrones, 390,000 Material, 39,000 Promethium, 425 Advanced Material.
Reward: Battle Psykers permanently organised into Attaches, Regiments and Elite Squads, +15 to Battle Psyker Skill
This looks to be too useful to pass up.

Establish new Psyker City: Avernus' Spine – Currently the Unseen University is predicted to fill with psykers within a few years time. Headmaster Ridcully has put forward a proposal to build a new psyker in the southern end of Avernus' Spine. This location has the benefits of being isolated while being close enough to your main industrial hub to easily ship goods in both directions. This city would focus on training up Psychic Artisans, which are the Sanctioned Psykers who specialise in crafting Warp imbued items such as many psychic wards and Force Weapons.

Time: 8 years.

Cost: 2,200,000,000 Thrones, 220,000,000 Material, 110,000,000 Metal, 22,000,000 Promethium, 65,600 Advanced Material, 14,720 Exotic Material.
Upkeep per year: 22,000,000 Thrones, 2,200,000 Material, 1,100,000 Metal, 220,000 Promethium, 1,312 Advanced Material, 147 Exotic Material.
Reward: Artisan Focused Minor Psyker City in Avernus' Spine, can fit up to 250,000 Psykers, +15 to Sanctionite skill
If Ridcully thinks getting this now is a good idea, then I'm inclined to listen to him.

Public Apology-One of the ways to both help Governor Olaf's postion and help repair the damage that recent events has done to relations between Avernus and Vanaheim is to publicly apologise for your actions on Vanaheim. While your own people will not appreciate this you are sure that the effect that it has on relsions with Vanaheim is worth the price, low as it is.

Time: 1 year
Chance of Success: 65%

Cost : Free
Reward: lose 1 morale on Avernus, gain 1-2 relationship with Vanaheim
Definitely need to take this, we want Olaf to keep his position, and we can take the Morale loss.

Personal Attention – You are highly capable of military command, administration, diplomacy and intrigue and are capable of managing a project in any of those fields. Can be taken twice.

Time: as project.

Cost: free.
Reward: get one extra Adeptus Munitorum, Adeptus Administratum, Diplomacy or Adeptus Arbites action with your characteristic bonus.
Let's go ahead and get started on the colonization effects, shall we?

so kill a bunch of Warrior Angels (of your religion) and hope that they are intact enough that you can cannibalise their bodies, I suppose that is one way to set off the Trust Civil War that a few people have talked about
I don't get why people think it's a good idea either.
 
Sounds great. 30 Marines don't really have the power to make any demands, so worst case we can just kill them and take the geneseed to make our own.
Stop being a dumbass.
Honestly I would take some geneseed over yet another institution not under our direct control that we'll have to negotiate with.

But yeah, talk first.
Seriously did you think we'd be given control of the marines o_O.
 
What-if alternatives among the First Founding + Black Templars, assuming they stayed relatively the same:

Dark Angels: Too secretive, uncooperative and paranoid, and will ditch us at the first hint of the Fallen. Also might be actually have been Traitors all along;
White Scars: Too proud, but can be reasoned with the "you stay there, we stay here, and we ride together when the enemy comes" style of diplomacy;
Space Wolves: The uncontrollable mavericks, and their wolf mutations will get problematic;
Imperial Fists: Proud and Stubborn, but since we are in perpetual siege with the wildlife, we got synergy;
Blood Angels: Mostly nice guys, but the Red Thrist and Black Rage most likely got more problematic after the Big E's death;
Iron Hands: Unfriendly with non-mechanicus humans, and there is a chance that they will disapprove of all these reforms;
Salamanders: THE Nice Guys among the Astartes, and the most likely to be the most reasonable;
Raven Guard: The Operator Marines are most likely the second most reasonable ones, at least when it comes to military practicality. On the other hand, if we piss them off we will get operated on;
Black Templars: Thousands of Zealous Motherfuckers that might take issue with how we run things here.
 
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so kill a bunch of Warrior Angels (of your religion) and hope that they are intact enough that you can cannibalise their bodies, I suppose that is one way to set off the Trust Civil War that a few people have talked about

If we need to take on the rest of the Trust to purge the Space Marine contamination from our worlds, so be it.

Let it not be said that Avernus shrank from facing evil!

I am hoping we can just give them some enlightening literature and send them out as warrior missionaries for the Imperial Truth, however.

fasquardon
 
If we need to take on the rest of the Trust to purge the Space Marine contamination from our worlds, so be it.

Let it not be said that Avernus shrank from facing evil!

I am hoping we can just give them some enlightening literature and send them out as warrior missionaries for the Imperial Truth, however.

fasquardon
I honestly hope you are joking the space Marines are far too useful to give up and yes certain things or concetions may be given so that they may work with us (like the quartoks) the positives outway the negatives

That aside I am more interested in what is happening outside the trust all things considered
 
@durin

1. Is the apology action best done immediately? (the emergency High Council meeting has thrown things off a bit)
2. Do our advisers have any preferences in regards to which type of area we should found cities in?
 
I am hoping we can just give them some enlightening literature and send them out as warrior missionaries for the Imperial Truth, however.
These guy's have been detoxing from Imperial BS for the last 900 year, I'm pretty sure that unless we let Vanahiem sink their claws into them we're fine on that front.

Besides ULTRAMARINES, they're not God Emperor worshipers to begin with.
 
Thoughts:

Military (5y, 2y, 1y)
Advanced Juve-Nat
Hold Ground: Region Iota
Readiness Training

Void (3y, 1y)
…meh, no preference.

Admin (busy)
Region Iota: Found City: (Delta, Lake or Desert)

Diplomacy (5y, 5y)
Ultramarines
Stilling the Waters (dangerous penalty, is it worth it? basic Diplomatic Relations might be better.)
Ear to the ground (would this tell us if the others have plans for the Marines?)

Jane (5y, 4y)
… actually I would prefer she not do anything on that list. Even psyker hunting doesn't seem worth the cost.

AdMech (B5y, 2y)
Examinations. All the Examinations.

Lin (3y, 3y)
Commentaries
Keeping the Faith (Vanaheim. Even without specific support of Olaf it should help keep anyone from doing anything drastic.)

Wizards (5y, 4y, 4y)
Establish new Psyker City: Avernus' Spine
Research?

Personal (5y, 5y, 4y)
Public Apology

@durin are we missing some Research options for the Telepathica section?

of the 250 marines they started with 15 are still alive (the other 15 have been recruited since)
They have the stuff to make new Marines, yay.
 
My comments

Departmento Munitorium
Hold Ground is obvious, and will take the five year slot. We should also get started on that advacned juve-nat. Got to save the Phase-Tigers!

Void Command
Not sure if we're ready to get started on that Sensor network yet. Those things will be expensive. Might be better to build some advanced heavy orbital weapons platforms and maybe... I dunno, some defense monitors?

Administratum
All locked, but we should take a personal action to found a city in Iota.

Diplomacy
Investigate Ultramarines - Slot A, Year 1 (Duh)
Stilling the waters - Slot A (repeat until success)
Diplomatic Relations - Slot A Remaining
Elite Operatives Aid: Muspelheim - Slot B, Until Success
Elite Operatives Aid: Niflheim - Slot B, Until Success
Elite Operatives Aid: Inquisition - Slot B, Until success
Investigate Quartok (Health Care) - Slot B, if remaining

Getting aid from Muspelheim and Niflheim will also get us into their secrets, and the INquisition is bound to have something useful. Dropping the Quartoks in because remember how the head of their health care system is on their ruling council? They might have some special technologies "techniques" we can use.

Mechanicus
Super-Elite Operatives: Augmentations

Ministorum
Commentaries and Keeping the Faith

Telepathica
Psyker Quarters: All

It is time. Time to begin bringing pskyers into the population. It will be a struggle, but it will open up other options and is the best chocie long term.

Personal
Personal attention - Found new city Slot A
Public Apology, Attend High Council Meeting, etc....
 
900 years? Oh,warp shenanigan.
I want to take opportinuty to maybe clone and it is first step to clone grey knight gene seed.
Maybe we can bend the codex and clone more than 1000 marine,or rule lawyer it and split into many chapter on every world of Avernus.
 
I want to take opportinuty to maybe clone and it is first step to clone grey knight gene seed.
Bad idea.

Cloneing SM geneseed NEVER ends well.

The three famous times it was done it resulted in monsters and demons.

Slave growing might work, but it's also not recommended.
Maybe we can bend the codex and clone more than 1000 marine,or rule lawyer it and split into many chapter on every world of Avernus.
Easy enough, these are post nid and cron Smerfs.
 
Guys we don't actually know if the SM's will actually stay here.

They might just talk to the council, make some deals, collect some recruits and be on there way.
 
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