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
1. Why is Jane doing it and not Schwarz (who's had grandmaster swordsman for longer)? Is it because she has more Combat?
2. Will Schwarz help? Jane's had plenty of experience fighting human enemies but Schwarz levelled up by fighting the wildlife.

Maybe Shwartz is too busy being old and not writing books?

It could also be the more usual reason, she has more free time :).

This too. She's like the anime characters who are so godly in what they do that they're bored with their profesion and life. Jane is that character but more of a badass. An with burns. An still has alot of gas to kill heretics and traitors with extreme prejudice.

While Shwartz is busy just being a General and taking his time with that job followed by going home to his wife. On top of that the man has a life. All this book writing and fandom writing is for single people.
 
1. Why is Jane doing it and not Schwarz (who's had grandmaster swordsman for longer)? Is it because she has more Combat?
2. Will Schwarz help? Jane's had plenty of experience fighting human enemies but Schwarz levelled up by fighting the wildlife.
1. because Jane is better at teaching, and has a lot more free time due to overtraining her subordinates
2. not really, their styles are not very compatible
 
So just a point of future order. When we have the meeting lets ask Julius how the numbers are coming along and if he would be willing to use test slaves. All at his discretion since he's still chapter master but I'd just like to know how the Astartes are recuperating thus far.
 
1. because Jane is better at teaching, and has a lot more free time due to overtraining her subordinates
With around 300 cultist and 3 to 4 times that in false alarms of people fearing of turning she really lacks work.

From all our advisors she had to deal with 'boredome on the job' for nearly 100 years on and off.

Her underlings must be twitchy fearing surprise drills and inspections. :whistle:
 
So just a point of future order. When we have the meeting lets ask Julius how the numbers are coming along and if he would be willing to use test slaves. All at his discretion since he's still chapter master but I'd just like to know how the Astartes are recuperating thus far.
He's at it for less than 10 years.
We can ask him at the end of our support supplies.
It takes ~10 years for the argumentations and an unknown additional time for training.
Than there is the new gear to use that is not even invented yet...
 
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His at it for less than 10 years.
We can ask him at the end of our support supplies.
It takes ~10 years for the argumentations and an unknown additional time for training.
Than there is the new gear to use that is not even invented yet...

It would still be nice to have estimations from the Astartes.
 
It would still be nice to have estimations from the Astartes.
Don't bother its a waste of time due to factors we cannot control.

Just look at it like this.

It takes 10 years to get two geneseed.

It takes at a minimum 6 years to fully implant someone.

Due to training standards it can take up to 20 years (6 years folded in) or more depending on the lore to train a scout to the level of a tactical marine.

Knowing this

you got that at the start, 150 years to 1000 marines,

This seems like a very accurate guess.
 
On an unrelated note. I can mark up proposed neo-astropath outposts on sub-subsector map, so that we have reliable mesh covering all of our worlds with some redundancy. Do I need to do that? I think that's overdetailing and we should just say "okay, we need (N/4)^2 escorts and four times that Zeta-level astopath-diviner pairs to reliably cover the N LY sized subsector".
 
@Durin, I have a proposal regarding making augmetics standard issue among at least some of our troops.

First, a primer. Augmetics are common throughout the Imperium, even in the lower levels like the Hives. It's been like that since even before the Great Crusade - the Techno-Barbarians of Terra being the prime but not only example. Bionic limbs and eyes are some of the most common with many regular civilians having decent quality examples of them. In Rogue Trader/Only War (here's a list of augmetics), bionic limbs count as Scarce items on this scale:
Ubiquitous (+70) - A ration pack.
Abundant (+50) - A knife
Plentiful (+30) - Void Suits
Common (+20) - Lasguns
Average (+10) - Personal communicator
Scarce (+0) - Explosives, such as a demolition charge.
Rare (-10) - Anti-vehicle grenades
Very Rare (-20) - Power Sword
Extremely Rare (-30) - Digital Weapons
Near Unique (-50) - Archeotech Weapons
Unique (-70) - Artificer power armour
As you can see, Scarce items are only on the level of explosives with Rare - the next highest tier on the list - being equivalent to anti-vehicle grenades.

With our industrial capability, it would be easy to provide many of our soldiers with Scarce and Rare augments. Some augments I think we should roll out to at least our Helguard are:
Crianal Armour (Scarce) - This augmentation covers or replaces most of the skull with layers of plasteel and gel padding to better prevent concussion and other brain injuries.

Interface Port (Rare) - The Guardsman now has a mechanical port implanted in his body, commonly in the rear of the neck, which can be connected to machines via a data cable. This allows the user faster and smoother access to the valuable information within and grants a +10 bonus (d100) to Common Lore, Inquiry, or Tech-Use Tests whilst connected to a relevant mechanism or data spool. (Presumably this augment'll be used for vehicle operators.)

Memorance Implant (Rare) - A neurally linked datavault and pict-capture array, often incorporating augmetic replacement of one or both eyes, that records information on people or scenes viewed. It can then later replay that information, or overlay the present view with additional data on people and objects viewed. [...] The implant also grants the user the Total Recall Talent (automatically remember trivial facts or pieces of information that might feasibly have picked up in the past. For more detailed, complex, or obscure facts, the GM may require and Int test. (Usually gives +10 on a d100 on the test.)) if he does not already possess it. (This implant could actually do a great deal of good if we apply it to training and the civilian space.)

Mind Impulse Unit (Rare) - These devices, also known as sense-links, allow the owner to interface directly with a machine or technological device. [...] A basic MIU implant involves a single spinal or cortex connector... [...] Common models impose no modifiers to machine spirit communication and add +10 bonus (d100) to Tech-Use or Operate Tests used in conjunction with devices capable of MIU linking. (Also good for vehicle operators.)

MIU Weapon Interface (Rare) - Unlike the more advanced version normally only granted to priests of the Adeptus Mechanicus, this version is more simplified, allowing the user to remotely operate a single weapon which is normally attached to the shoulder. While not as elaborate, it is easier to use and a favourite of many militant professions. [...] This additional weapon must be connected to the user via the MIU wepaon interface, and is often equipped as a shoulder mount.

Respiratory Filter Implant (Rare) - These are implanted inside the lungs and can sift out most toxic gases. Inhaled particulate matter is also filtered, making breathing easier in heavily polluted atmospheres. This implant allows the user to ignore any inhaled toxic gases or atmospheric contaminants. (I'll eat my non-existent hat if there aren't some Avernite creatures that attack using toxic gases.)

Synthmuscle (Rare) - Ropey strands of vat-grown muscle tissue, thick with slurried nutrients and laced with flakweave, are woven into existing muscle groups, granting increased strength of varying levels. Characters gain Unnatural Strength (1) (see here for details)

Weapon Bracing (Rare) - An articulated, powered network of cables, hydraulic support struts and locking mechanisms are built up the recipient's arm, beneath the skin and connecting between both muscle and bone all the way up to the shoulder and upper back. All the way along, but concentrated mostly on the forearms and hands, are magnetic clamps that push up beneath or even through the skin, and can affix to specially-altered weapons. The reinforcement spreads the weight of the gun along the arm and absorbs the shock of firing. The system requires no external power source—it runs off of the heat generated by the recipient's own body—and can accommodate almost any rifle-sized weapon, though ones rebuilt to better fit the bracing (clamping the weapon to the forearm, and relocating the gun's grip and trigger farther forward) can take better advantage of the structure. A character fitted with weapon bracing can spend a full action connecting a pistol or basic weapon to the external mounts. An affixed weapon can be used in one hand without any penalty that might normally apply, and gains a +20 bonus (d100) on all Weapon Skill Tests to resist being disarmed.

Interkeratic Implants (Scarce) - These implants consist of additional layers built into the cornea of the recipient, whether gene-altered organic matter
just beneath the surface, or advanced photo-augur technology implanted over the surface of the eye. Regardless of the source, the implant enhances the vision of the recipient, allowing him to see in ways he would otherwise be unable to. Small and simple to implant, interkeratic implants tend not to be as obvious in appearance as true bionic eyes, and thus tend to be favoured by those who would prefer not to have their appearance marred by obvious augmetics. Characters with interkeratic implants gain the Dark Sight Trait (A creature with this trait sees normally even in areas of total darkness, and never takes a penalty for fighting in areas of dim or no lighting) and are immune to the effects of photon flash grenades. (This way our troops won't have that damnedable -40 night penalty when night fighting.)
The Interkeratic Implants in my opinion are the best ones and are only Scarce. This way those knife-eared assholes won't have an advantage on us by deciding to attack at night.
 
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Remember that maintance still needs to be factored in as well as the huge death rate in Avernus from things happening.

I see it as a waste of factory and implantation time when guardsmen die from wildlife and sometimes having their implants compromised.

Example: Have a carniflower shoot a seed at you that pierces theiugh your eye thus ruining the eye implants.

Could be worth it for void troops definetly though. Less death in space and more complicated machinery to deal with.
 
Remember that maintance still needs to be factored in as well as the huge death rate in Avernus from things happening.

I see it as a waste of factory and implantation time when guardsmen die from wildlife and sometimes having their implants compromised.

Example: Have a carniflower shoot a seed at you that pierces theiugh your eye thus ruining the eye implants.
The shit's fucking cheap, at least as far as Scarce items go. I refuse to believe that regular explosives/demo charges cost an equivalent of over $1 million, so each one would cost 1 Throne or less. Also, if a carniflower shoots a seed into your eye, ruined eye implants will be the least of your worries (death will be the biggest one). Maintenance cost can be absorbed with tremendous ease by our extensive healthcare system assuming maintenance is even required.

You are obscenely overestimating the cost of augments.
 
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Remember that maintance still needs to be factored in as well as the huge death rate in Avernus from things happening.

I see it as a waste of factory and implantation time when guardsmen die from wildlife and sometimes having their implants compromised.

Example: Have a carniflower shoot a seed at you that pierces theiugh your eye thus ruining the eye implants.

Could be worth it for void troops definetly though. Less death in space and more complicated machinery to deal with.
Biotics in medicin are already a standart.

So wounded soldiers and cilvilian that lost for example a limp get throught the healthcare a bionic.

Full out replacement for various reasons you end up with Tech-Guard and Skitari.
 
@Durin just a couple of things about our Void section:

1. I think we should have more than 12 ADCs, in the Battle with Garrkill 8 of them survived, and then the next turn we repaired another 18...

2. Since the battle with Garrkill was more than 30 years ago, and IIRC you said that it will take significantly less time to repair the Command Battleship than the first time we did it... Shouldn't our Command Battleship be repaired by now?

 
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The shit's fucking cheap, at least as far as Scarce items go. I refuse to believe that regular explosives/demo charges cost an equivalent of over $1 million, so each one would cost 1 Throne or less. Also, if a carniflower shoots a seed into your eye, ruined eye implants will be the least of your worries (death will be the biggest one). Maintenance cost can be absorbed with tremendous ease by our extensive healthcare system assuming maintenance is even required.

You are obscenely overestimating the cost of augments.

I meant we lose the cybernetic. Soldiers can be hired from a normal population which we have. But cybernetics to me take time to make.

An in only war theirs a assumption that the Imperium is churning out metric tons of everything. Right now we dont even have a dedicaged forge world. Just ad mech conclaves and cathedrals.

While nt bad I just wonder what the price and time it will take to make these items with are much more limited infrastructure.
 
So we lose cybernetic. We also lose guns, armor and tanks. That's not the reason not to use them if they are cost effective. And @Andres110 points out that cybernetics are frakking cheap, so it is cost-effective if it's just a hair above useless (and I think we already use it, BTW).
 
I meant we lose the cybernetic. Soldiers can be hired from a normal population which we have. But cybernetics to me take time to make.

An in only war theirs a assumption that the Imperium is churning out metric tons of everything. Right now we dont even have a dedicaged forge world. Just ad mech conclaves and cathedrals.

While nt bad I just wonder what the price and time it will take to make these items with are much more limited infrastructure.
This is not super advanced tech.

MIUs are the kind of thing the admech makes personally due to it being really rare and advanced stuff and they can produce millions of them.

Augments like the eyes can be made by normal doctors with the right training which on Avernus is easy to come by.
 
@Durin just a couple of things about our Void section:

1. I think we should have more than 12 ADCs, in the Battle with Garrkill 8 of them survived, and then the next turn we repaired another 18...

2. Since the battle with Garrkill was more than 30 years ago, and IIRC you said that it will take significantly less time to repair the Command Battleship than the first time we did it... Shouldn't our Command Battleship be repaired by now?

it is out of date
and iyour command battleship will be done soon, there were major delays due to the scandal on Vanaheim and being pushed down to a lower priority
 
@Durin I have a question that will sound very strange (it's for an Omake), and that requires certain knowledge of Dishonored Lore. So if you are not familiar with this Lore please forget my question...

1 If the Outsider came to Avernus and gave their blessing to someone using his usual criteria (someone that is very interesting by himself and that is in a position to affect the world in an interesting manner) who are the 5 or 6 of our heroes most likely to be chosen (from more to less likely)?
 
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