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
@Durin

1. What are the current numbers for major/brigadier generals in Helguard/Helltroopers/PDF right now?
These were my estimates based on old numbers, and then updated for expansions this turn
Helguard- 3/4 major, 37 brigadier-> 4 major, 39 brigadier
Helltrooper- 15 major, 151 brigadier-> - 26 major, 179 brigadier
PDF- 103 major, 1030 brigadier->122 major , 1218 brigadier

2. I assume a Helguard Siege Brigade and Helguard Void Infantry would be possible yes?
3. With the end of the warpstorm, how soon will you return to 1-year turns?
1. Helguard 7 Major/35 Brigadier
Helltroopers 26 Major/260 Brigadier
PDF 119 Major/1211 Brigadier
2. yes
3. unknown
 
Does anyone know the difference between the Helguard and Helltroopers?
 
Last edited:
Does anyone know the ifference between the Helguard and Helltroopers?

Helguard is even more elite force.

Current Military Forces
Last updated: End of Turn 58

Current PDF Morale 14/10


All units have one corpsman per squad, reducing casualties.
all units gain +40 to all rolls
Helguard Combat Bonuses:

+410 to all actions
+50 Grenadier Bonus
+31 Military Traditions Bonus
+50 Equipment bonus
+65 Deathworlders Bonus
+25 Morale Bonus
+23 Officers Bonus
+40 Training Facility Bonus
+11 Training Bonus
+68 Juvenat bonus
+47 Militia Bonus
+10 additional bonus against known wildlife of Avernus
+15 additional bonus against Chaos forces
+5 additional bonus against Orks, Dark Eldar, Necrons, Heretics and Psykers, and in melee
+5 additional bonus when fighting in large numbers (20 or more regiments)
+5 additional bonus agaisnt Daemons
+10 additional bonus in sieges
+5 addition bonus against harassment
+5 addition bonus when conducting harassment
+15 addition bonus against insurgents

+90to morale rolls
+10 Guard
+10 Military Traditions Bonus
+5 Morale Bonus
+10 Equipment bonus
+4 Officers Bonus
+12 Training Facility Bonus
+13 Juvenat Bonus
+20 Trait Bonus
+5 Chaplain Bonus

Helltrooper Combat Bonuses:

+344 to all actions
+10 Guard Bonus
+31 Military Traditions Bonus
+50 Equipment bonus
+65 Deathworlders Bonus
+25 Morale Bonus
+23 Officers Bonus
+40 Training Facility Bonus
+11 Training Bonus
+42 Juvenat bonus
+47 Militia Bonus
+10 additional bonus against known wildlife of Avernus
+15 additional bonus against Chaos forces
+5 additional bonus against Orks, Dark Eldar, Necrons, Heretics and Psykers, and in melee
+5 additional bonus when fighting in large numbers (20 or more regiments)
+5 additional bonus agaisnt Daemons
+10 additional bonus in sieges
+5 addition bonus against harassment
+5 addition bonus when conducting harassment
+15 addition bonus against insurgents

+76 to morale rolls
+2 Guard
+10 Military Traditions Bonus
+10 Equipment bonus
+5 Morale Bonus
+4 Officers Bonus
+12 Training Facility Bonus
+8 Juvenat Bonus
+20 Trait Bonus
+5 Chaplain Bonus


PDF Combat Bonuses:

+315 to all actions
-10 PDF Bonus
+31 Military Traditions Bonus
+60 Equipment bonus
+65 Deathworlders Bonus
+25 Morale Bonus
+23 Officers Bonus
+40 Training Facility Bonus
+11 Training Bonus
+47 Militia Bonus
+23 Juvenat Bonus
+10 additional bonus against known wildlife of Avernus
+15 additional bonus against Chaos forces
+5 additional bonus against Orks, Dark Eldar, Necrons, Heretics and Psykers, and in melee
+5 additional bonus when fighting in large numbers (20 or more regiments)
+5 additional bonus agaisnt Daemons
+10 additional bonus in sieges
+5 addition bonus against harassment
+5 addition bonus when conducting harassment
+15 addition bonus against insurgents
+10 additional bonus against mechanised forces

+68 to morale rolls
-2 PDF
+10 Military Traditions Bonus
+10 Equipment bonus
+5 Morale Bonus
+4 Officers Bonus
+12 Training Facility Bonus
+20 Trait Bonus
+5 Chaplain Bonus
+4 Juvenat Bonus

Require less upkeep then regular guard


Militia Combat Bonuses:

+176 to all actions
-40 Militia Bonus
+22 Military Traditions Bonus
+50 Equipment bonus
+65 Deathworlders Bonus
+20 Morale Bonus
+16 Officers Bonus
+32 Training Facility Bonus
+11 Training Bonus
+8 against known wildlife of Avernus
+4 against Orks, Dark Eldar, Chaos Forces and Necrons
+4 additional bonus when fighting in large numbers (20 or more regiments)
+8 additional bonus in sieges
+4 additional bonus agaisnt Daemons
+4 addition bonus against harassment
+4 addition bonus when conducting harassment
+12 addition bonus against insurgents

+53 to morale rolls
-8 Militia
+18 Military Traditions Bonus
+10 Equipment bonus
+4 Morale Bonus
+9 Training Facility Bonus
+20 Trait Bonus

Maximum Strength: 12 Mechanised Grenadier Regiments, 19 Infantry Regiments, 23 PDF Infantry Regiments, 27 Drop Infantry Regiments, 15 Light Infantry Regiments, 52 PDF Light Infantry Regiments, 46 PDF Heavy Infantry Regiments, 4 Armour Regiments, 29 PDF Armour Regiments. 134 Regiments total.

The Black Irons are an combined arms Division who get an additional +5 to all actions and +15 to morale checks. This is increased to +15 and +25 for their grenadiers.

The Black Irons were originally the Garrison of Beta-1, Blacktyde, until in what would later be known as the Blacktyde massacre they were forced to wipe out the population of their own city, who had been driven mad by berserk fungus. After the Massacre, the survivors of the Blacktyde Garrison dyed their uniforms black and their gloves red so they would never forget killing their own people and swore never to fail their charges again, taking the name The Black Irons. Since then, the Black Irons have been involved in the some heaviest fighting on Avernus, from the Defense of Storm's End to the Invasion of the Sons of War. They also distinguished themselves offworld in both the First Siege of Midgard and the Jotunheim Civil War, during which they adopted a large potion of the Avernite Military on Jotunheim.

Unit History:
Defense of Blacktyde – initial posting
Massacre of Blacktyde – founding battle
Defense of Storm's End – 15 Regiments over 24 years
Carniflower Rampage – 15 Regiments acted as defensive line
Hunt the Queen – 1st/1st Company involved in hunt
Invasion of the Sons of War – 15 Regiments participated in the sortie and were awarded one Hammer of The Emperor; 12 Regiments participated in the Cleansing of Dis and were awarded a second Hammer of the Emperor, 1 Regiment fought the Sons of War
Necron Invasion – Four regiments flanked the breaches in the first battle and were awarded a Hammer of the Emperor; five regiments flanked the main Necron force late in the second battle
First Siege of Midgard- The 1st Regiment of Black Irons were led by Saint Lin in his attack on one of the Slaneeshi rituals. They carved a hole though the Chaos forces to the ritual despite suffering over 50% casualties.
The Jotunheim Civil War- 2nd to 15th Regiments were part of the initial force sent to Jotunheim. They were in the thickest of the fighting until the Warp Storm covered Jotunheim and carried out several mission where they exterminated entire town and cities. Once the Warp Storm covered Jotunheim Governor Garp deployed half of the Avernite expeditionary force, including the Black Irons to hunt down the Cults and exterminate them with extreme prejudice. The Black Irons became the moral center of this force and within two years the entire force had taken to wearing their uniform variation and philosophy. This philosophy is based around duty and taken upon yourself hard tasks so that others do not have to take them.

Maximum Strength: 1 Regiment

The Phase-Tigers are a Light Infantry regiment that gets +10 to all rolls, enemies get -50 to attack rolls and any casualties the Phase-Tigers suffer are halved. They also gain an additional +20 to stealth rolls and +15 to ambush rolls.

The Phase-Tigers are the last purely Catachan Regiment on Avernus and probably the best survivors on the planet. They first made a name for themselves in the Carniflower Rampage where they avoided suffering any casualties despite being in the thick of the fighting. This trend continued into the Invasion of the Sons of War where they engaged the Traitor PDF Light Infantry with no casualties. In the aftermath of the invasion, Governor Fredrick Rotbart recognized their nickname of the Phase-Tigers and named a new medal after them. During the Necron Invasion they protected Psy-Unit 3 and escorted them close enough to deal heavy damage to the Necrons, once managing to sneak them past all the Necron scouts and sentries to attack the main force. Despite conducting some effective harassment, the Phase tigers avoided losing any men, earning themselves another Phase-Tiger. After the Battle, the Catachan 813th found two hundred and seventy abandoned Phase-Tiger Cubs and adopted them.

Unit History:
Defense of Doriath – Initial posting
Carniflower Rampage – Hunted down Carniflowers and suffered no casualties
Invasion of the Sons of War – Fought to disrupt the Ritual and suffered no casualties
Necron Invasion – Escorted Psy-Unit 3 to major Necron concentrations and prevented Necron Vanguard from finding them; once managed to get Psy-Unit 3 close enough to target main Necron concentration. In late second wave they engaged the Necrons forces and yet again avoided any casualties, earning another Phase-Tiger medal. They adopted 270 Phase-Tiger Cubs that they found abandoned after the battle.
First Siege of Midgard- The Phase-Tigers came to Midgard with Saint Lin who they had been guarding on his pilgrimage across the Nine Worlds. Due to this they were on Midgard proper when the Chaos rituals begun and were dispatched to deal with the Tzeenchian ritual. They managed to successfully infiltrate past the Chaos defensive positions and simultaneously annihilated the guards and sorcerers at all nine locations. This was a collapsed the entire ritual and allowed the Phase Tigers to once again avoid suffering any deaths in combat.

Maximum Strength: 1 Regiment

The 23rd Dis PDF is a PDF Infantry Regiment. They get +10 to all rolls, +20 to morale rolls and never fall back.

The 23rd Dis PDF Infantry Regiment stood against the Sons of War despite near total losses and killed half a company of Khorne Berserkers. In recognition of their courage they have been re-founded and made the banner unit of the Dis PDF.

Unit History:
Invasion of the Sons of War – Founding battle. Unit was ambushed by the Sons of War and reduced to 28 Chimeras which continued to fight. Awarded the Adamantium Medallion of Courage and a Hammer of the Emperor.

Maximum Strength: 3 Wings

The Psyrodactyls are Lightning Fighter Wings with a +15 to all rolls and +20 against the Avernus wildlife.

The Psyrodactyls are the veteran pilots who survived the Invasion of the Sons of War unlike the rest of their comrades. These pilots are those with the skill to engage the deadly Chaos fighters of the Sons of War and the courage to keep fighting despite massive losses. During the Invasion, the Psyrodactyls lured a large flock of wild Psyrodactyls into the Chaos landing force causing massive casualties and earning them their name. They fought in the Necron Invasion and despite suffering over 80% casualties inflicted many losses on the Necron air force, achieving a better than 1:1 kill rate.

Unit History:
Invasion of the Sons of War – Founding battle. During this Invasion the Imperial Fighters clashed with their Chaotic counterparts several times and suffered heavy casualties. Lured Psyrodactyls into Chaos landing force and earned the Silver Medallion of Courage.
Necron Invasion – The Psyrodactyls fought the Necron air force for most of the campaign, until you pulled back the last eight pilots from the battlefield. They killed over half again their number of Necron fliers despite the Necrons' technological superiority and earned two more Hammers of the Emperor as well as another Silver Medallion of Courage.

Maximum Strength: 4 Wings

The Wings of Thunder are Marauder Bombers with +15 to all rolls and an additional +30 to attack runs. They are also never suffer negative modifiers from casualties or enemy numbers to their attack runs.

The Wings of Thunder are the veteran pilots who survived the invasion of the Sons of War. These pilots achieved incredible accuracy even when being slaughtered by Chaos Fighters and constantly killed large numbers of the heretic forces. During the Necron Invasion they inflicted massive casualties on the Necron armies, at one point killing 60,000 Necron Warriors in a single attack run.

Unit History:
Invasion of the Sons of War – Founding battle. During this invasion the Imperial Bomber Wings were involved in three different battles and achieved at least ninety percent accuracy in all three. This was despite being under attack from Chaos Fighters and losing half their numbers in the first attack, losing a fifth of their numbers to AA fire in the second attack and a third of their numbers to Chaos Fighters in the third. They earned the Silver Medallion of Courage for these battles as well as a Hammer of the Emperor with two pins.
Necron Invasion – During the Necron Invasion the Wings of Thunder continued to perform superlatively, killing over a hundred thousand foes and crippling the Necron AA capabilities at the loss of only a quarter of their own number. For their performance they earned no less than five Hammers of the Emperor and a Snake Hunters Medal for AA hunting.

Maximum Strength: 1000 Men
Total Bonus: +20 to all +55 to melee
Elite Advanced Power Armour, Advanced Weapons

The Governor's Own are a company of Kasrkin who get +20 to combat rolls which is increased to +40 in last stands. They never suffer penalties from morale as long as Governor Rotbart is leading them. They are equipped with advanced weaponry, with every man armed with a power weapon and one in three armed with plasma guns. This gives them +50 in melee combat.
They are equipped with Elite Advanced Power Armour, giving them an additional +20 to all combat rolls and an additional +5 to melee, greatly increased toughness and allowing them to carry Impaler Rifles, increasing damage output. This also allows them carry field modules that provide several other benefits.

Psyker Hunters get +276 to all actions and an additional +25 against psykers and +15 to resisting psychic powers.

Witch Hunters get +276 to all actions and an additional +50 against psykers and +40 to resisting psychic powers.


Forces

Infantry Regiment (INF):
10,000 Guardsmen (including 1,000 Corpsmen), 240 Chaplains, 126 Chimeras, 10 Leman Russ, 10 Hydras, 10 Lernaean Hydras, 10 Basilisks, 10 Devil Dogs, 10 Wyverns, 10 Monitors, 10 Land Speeders and 20 Sentinels
1,000 Spider Mines

Light Infantry Regiment (LI):
10,000 scout-trained Guardsmen (including 1,000 Corpsmen), 240 Chaplains, 40 Monitors and 120 Sentinels
2,000 Spider Mines

Heavy Infantry Regiment (HI):
10,000 heavily armoured Guardsmen (including 1,000 Corpsmen), 240 Chaplains, 126 Chimeras, 10 Leman Russ, 10 Hydras, 10 Lernaean Hydras, 10 Basilisks, 10 Wyverns, 10 Monitors, 10 Land Speeders and 20 Sentinels

1,000 Spider Mines

Mechanized Infantry Regiment (MECH):
10,000 Guardsmen (including 1,000 Corpsmen), 240 Chaplains, 1150 Chimeras, 40 Leman Russ, 10 Hydras, 10 Lernaean Hydras, 10 Wyverns, 10 Basilisks, 10 Hellhounds, 10 Monitors, 10 Land Speeders and 20 Sentinels (-126 Chimeras and +25 Craseus Armored Transports for Helgaurd and Helltrooepr Regiments)

1,000 Spider Mines

Armored Regiment (ARM):
360 Leman Russ, 160 Chaplains, 40 Hydras, 40 Lernaean Hydras, 40 Devil Dogs, 40 Monitors, 40 Land Speeders and 40 Basilisks

1,000 Spider Mines

Drop Infantry Regiment (DI):
10,000 Drop Infantry (including 1,000 Corpsmen), 240 Chaplains, 40 Drop Sentinels, 40 Monitors, 40 Goliaths, 100 Vultures, 120 Vikings, 206 Valkyries and 32 Dropships

1,000 Spider Mines

Rough Rider Regiment (RR):
10,000 Rough Riders (including 1,000 Corpsmen),240 Chaplains, 10 Hydras, 10 Lernaean Hydras, 10 Devil Dogs, 10 Basilisks, 10 Wyverns, 40 Monitors, 40 Land Speeders and 40 Leman Russ

1,000 Spider Mines

Siege Infantry Brigade(SI):
50,000 Guardsmen (including 5,000 Corpsmen), 10,000 scout-trained Guardsmen (including 1,000 Corpsmen), 20,000 Combat Engineers (including 2000 Corpsmen), 20,000 heavily armoured Guardsmen (including 2,000 Corpsmen), 2,400 Chaplains, 2,300 Chimeras, 160 Leman Russ, 160 Leman Russ Demolishers, 160 Hydras, 160 Lernaean Hydras, 160 Basilisks, 160 Wyverns, 160 Monitors, 600 Golaiths, 160 Land Speeders and 160 Sentinels (-252Chimeras and +50 Craseus Armored Transports for Helltrooepr Regiments)

20,000 Spider Mines

Powered Helguard Infantry Regiment (PI):
8,000 Trooper Armored Helguard (including 800 Corpsmen), 2,000 Shocktrooper Armored Helguard (including 200 Corpsmen), 240 Chaplains, 164 Chimeras, 10 Leman Russ, 10 Hydras, 10 Lernaean Hydras, 10 Basilisks, 10 Devil Dogs, 10 Wyverns, 10 Monitors, 10 Land Speeders and 20 Sentinels

1,000 Spider Mines

Powered Helguard Infantry Regiment (PMech):
8,000 Trooper Armored Helguard (including 800 Corpsmen), 2,000 Shocktrooper Armored Helguard (including 200 Corpsmen), 240 Chaplains, 1,312 Chimeras, 128 Craseus Armored Transports, 40 Leman Russ, 10 Hydras, 10 Lernaean Hydras, 10 Wyverns, 10 Basilisks, 10 Hellhounds, 10 Monitors, 10 Land Speeders and 20 Sentinels

1,000 Spider Mines

Powered Helguard Drop Infantry Regiment (PDI):
8,000 Trooper Armored Helguard (including 800 Corpsmen), 2,000 Shocktrooper Armored Helguard (including 200 Corpsmen), 240 Chaplains, 40 Drop Sentinels, 40 Goliaths, 40 Monitors, 100 Vultures, 120 Vikings, 1,931 Valkyries

1,000 Spider Mines

Skimmer Regiment (SKI)-
240 Diamondbacks, 60 Land Speeders, 40 Harvesters and 500 Jetbikers, 160 Chaplains

1,000 Spider Mines

Fast Armour Regiment (FARM)-
400 Beowulfs, 80 Echidnas and 120 Land Speeders, 160 Chaplains

1,000 Spider Mines

Fighter Wing:
20 Fighters

Bomber Wing:
20 Bombers

Cargo Wing:
20 Dropships
                     
  Current Number Cost(T) Cost(M) Cost(AM) Cost(EM) Upkeep(T) Upkeep(M) Upkeep(P) Upkeep(AM) Upkeep(EM)
Helguard Infantry Regiment   14,617 2,249 103   2,923 480 160 10.3 0.0
Infantry Regiment 80 11,070 1,867 1   1,107 217 80 0.1 0.0
PDF Infantry Regiment 674 9,184 1,700     221 108 40 0.0 0.0
Helguard Light Infantry Regiment   14,178 1,547 100   2,836 339 64 10.0 0.0
Light Infantry Regiment 101 10,785 1,318     1,079 162 32 0.0 0.0
PDF Light Infantry Regiment 779 8,025 1,490     216 81 16 0.0 0.0
Helguard Mechanized Infantry Regiment   35,303 6,947 115   7,061 1,419 606 11.5 0.0
Mechanized Infantry Regiment 93 25,160 5,626 14   2,516 593 303 1.4 0.0
PDF Mechanized Infantry Regiment 757 17,225 4,342     345 237 127 0.0 0.0
Helguard Heavy Infantry Regiment   15,203 2,493 103   3,041 529 160 10.3 0.0
Heavy Infantry Regiment 99 11,415 2,063 1   1,142 236 80 0.1 0.0
PDF Heavy Infantry Regiment 736 9,414 1,700     228 118 40 0.0 0.0
Helguard Armoured Regiment 10 48,703 18,334 662   9,741 3,667 984 66.2 0.0
Armoured Regiment 88 13,777 10,509 36   1,378 1,051 256 3.6 0.0
PDF Armoured Regiment 725 11,707 9,846     276 525 128 0.0 0.0
Helguard Rough Rider Regiment 7 15,121 2,916 110   3,024 583 92 11.0 0.0
Rough Rider Regiment 65 11,314 2,346 4   1,131 235 46 0.4 0.0
PDF Rough Rider Regiment 667 8,370 2,042     226 117 23 0.0 0.0
Helguard Drop Infantry Regiment   49,299 14,033 100   9,860 2,837 1,276 10.0 0.0
Drop Infantry Regiment 115 34,199 11,307     3,420 1,161 638 0.0 0.0
Siege Infantry Brigade 34 128,550 25,418 41   12,855 2,842 1,048 4.1 0.0
PDF Siege Infantry Brigade 366 112,772 22,221     2,571 1,411 469 0.0 0.0
Void Infantry Regiment 100 10,371 2,447 200   1,037 275 51 10.0 0.0
                     
Recon Infantry Battalion 10 345,000 12,000 8,100 400 69,000 2,400 2,120 810.0 16.0
Power Helguard Regiment 16 227,120 45,128 3,782   45,424 9,026 7,707 378.2 0.0
Mechanised Power Helguard Regiment 27 302,333 53,098 4,314   60,467 10,620 10,086 431.4 0.0
Drop Trooper Power Helguard Regiment 12 378,316 88,672 4,480   75,663 17,764 14,504 448.0 0.0
Scout Helguard Regiment 10 123,625 13,225 4,100   24,725 2,645 2,120 410.0 0.0
                     
                     
                     
Helguard Vanquisher Regiment 100 32,500 14,450 540   6,500 2,890 1,080 54.0 0.00
Hellhound/Devil Dog Regiment 10 7,700 1,890     770 189 300 0.0 0.00
Bane Wolf Regiment 10 12,500 2,490     2,500 249 300 0.0 0.00
Anti-Air Regiment 10 8,900 1,890     890 189 210 0.0 0.00
Artillery Regiment 20 13,300 2,250     1,330 450 300 0.0 0.00
Sentinel Regiment 5 2,900 690     290 69 120 0.0 0.00
Helguard Deathstrike Battery 50 13,300 4,070 700   2,660 814 60 70.0 0.00
Helguard Deathstrike Life-Eater Battery 1 25,000 6,000 1,200   5,000 1,200 500 120.0 0.00
Combat Engineer Regiment 50 9,100 1,860     910 186 556 0.0 0.00
PDF Transport Regiment (600 Trojans) 200 3,600 900     180 45 150 0.0 0.00
                     
Macharuis Heavy Armour Regiment 20 27,300 17,470 680   2,730 1,747 760 20.0 0.00
Macharuis Vanquisher Heavy Armour Regiment 1 37,300 17,470 1,080   3,730 1,747 760 40.0 0.00
Baneblade squadron 40 1,510 1,265 72   151 127 472 6.0 0.00
Magni Transporter Company 10 29,000 13,900 880 5 2,900 1,390 7,660 40.0 0.10
Leviathan 7 11,800 5,600 560 10 1,180 560 2,040 108.0 0.50
Capitol Imperialis 3 26,600 11,400 1,200 20 2,660 1,140 4,240 216.0 1.00
Fellsword Squardon (3)   270,000 31,400 2,680 10 27,000 3,140 1,160 268.0 0.50
Helheim Pattern Adjudicator Mobile Assault Platform   2,005,000 201,000 25,100 200 200,500 20,100 16,200 2,510.0 10.00


PDF: -10-50
Guard: 10-80
Grenadiers: 50-120
Cadians: 110
Stormtroopers: 120-220

with veterans gaining up to +100
0-4 terrible
5-9 Below Average
10-14 Above Average
15-19 Skilled
20-24 Exceptional
25-29 Great
30-34 Edge of Human Capacity
35-40 Superhuman
41-45 High Superhuman
46-50 Low Demigod

Helguard are Grenadier, Helltroopers are Guardsmen.

Wrong. Our militia is grenadier force. Everything above is something new and unheard of.
 
Wrong. Our militia is grenadier force. Everything above is something new and unheard of.
More precisely, Helltroopers are the Avernite equivalent of Imperial Guard, and Hellguard are the Avernite equivelent of grenadiers.

Our militia are as skilled as most grenadier regiments in the old Imperium, but unlike the Hellguard, they do not occupy the same role within the military, nor are they recruitednin the same fashion.

Hellguard are somewhere between stormtroopers and astartes in the old Imperial power scales.
 
The King of the River
The King of the River

It had started as just a simple patrol. Or at least as simple as anything got on Avernus. With Iota Four, the first city in the Delta of Duat, completed many such patrols were being sent out. Between marking were the new crop fields would be, removing Sun Beetles from danger zones, and surveying flood areas there was still plenty of work to be done. As the city connected to the mainland with underground tunnels to a fortress the near by flood plains were of particular interest to the newly installed leaders. This patrol had been tasked to mark out high water marks, particular dangerous beast areas, and minor landmarks overlooked in the initial surveys.

Tasked with escorting the Adeptus Administratum surveyors the two platoon force with attached heavy weapons team, Chimera transport, and a pair of Sentinels on over watch followed the river. While the surveyors and heavy weapons team road the Chimera it was up to the grunts to make sure that they made it there in one piece. That meant making sure nobody ran over a Sun Beetle or got stuck in the mud flats or something equally stupid. Their area was known to have remarkable few Ammut Crocodiles so at least there was that. Probably just meant something more deadly made it's home there but no one had seen it yet, or at least lived to tell the tell.

Traveling along the river bank most of the troops ranged ahead in pairs keeping a eye out for the distinctive yellow of a Sun Beetle. The Sentinels covered the shore side of the column using their height to see further in the grass plains as the Chimera was kept safe in the middle. As they moved further down the river one of the troopers noticed a odd gleam on a mud flat, it's black rounded shape wrapped around a lump of mud in the pond scum covered flat.

Nudging her partner's ribs the pair walked across the hard packed mud to check out the oddity. It was a oddly smooth band of black stone. Kneeling the stone showed intricate patterns carved into it. It remained her of the Goven- , a flash of motion to her left broke her train of thought, sending her wheeling to draw a bead. What she saw she couldn't comprehend till it blinked at her. It was an eye, an eye larger than she was tall growing out of the mud. It was then that the "mud flat" lunged at the Chimera.

The motion of the huge Ammut Crocodile shooting out of the river throwing it's jaws wide open tossed the pair over it's back into the river. It's head alone had to be over 10 meters as it chomped on the Chimera, crushing it like a tin can under a boot. Popping back up the the pair turned to see the King Ammut sideswipe one of the Sentinels with the wreckage of the Chimera, a sweep of it's tail smashing in a platoon their shots ricocheting off it's impossible thick scales. Their broken bodys were strewn across the shore, some unfortunates being tossed into the river with broken spines to drown.

As her partner tried to swim back into the fight she grabbed his arm. A quick shake of her head told him what he already knew, it was to late to save them, High Command needed to know what they had found. With one last glance at the sole surviving Sentinel trying to break contact with the persuading Ammut they shucked most of their gear then started to swim up river to the Fort.

Days passed since last contact with the survey team. A recon force quickly discovered the battle site but the churned up mud rendered piecing together what happened beyond hope. Collecting the dead that they could find the the incident was quietly written off as "lost to unknown animal attack" like so many others had been to be forgotten about.

It was nearly a month latter that she finally made in back to the fort. Her armor was shedded in the river to save weight. Her gun lost in the fight. Her rut sack stolen by a Hathor Beast. Her sidearm destroyed fleeing a pack Anubis Jackals that found them on the shores of the river. Her partner dying to draw them away from her. Cladded in the shredded remnants of her uniform armed with only a combat knife she had hunted and creeped her way back to the fort alone for over three weeks. The only other equipment she kept was her helmet, and it's pic recorder. High Command must know. Now High Command did know.


>>A/N<< I think I was a little shy on the details on what the black stone was. It's another BCJ ring that's stuck on a ridge on the King Ammut's head. She was thinking it looks like Rorbart's signet ring right before the eye opened.
 
@Durin

1. Does Champion Surt at all appear like a psyker to Ridcully?
2. How hard would it be for a psyker to hide themselves from active observation?
3. What does Champion Surt look like to Ridcully?
4. Can we ask Ridcully to have a very close look at Surt in the coming High Council?
 
@Durin

1. Does Champion Surt at all appear like a psyker to Ridcully?
2. How hard would it be for a psyker to hide themselves from active observation?
3. What does Champion Surt look like to Ridcully?
4. Can we ask Ridcully to have a very close look at Surt in the coming High Council?
1. no but he does look strange, having a warp image identical to his outer image
2. very
3. see above
4. yes
 
1. no but he does look strange, having a warp image identical to his outer image
WAAAAAAAIIIIITTT A MINUTE.

1. Didn't you say the black crystal jewelry may have an appearance in the warp the same as their appearance in reality?
From what he can tell the Black Crystal Sword is in some way identical in the Warp and in reality, a situation that is unheard of. He theorises that it is probably either a real object that somehow gained an identical Warp presence, a prefect vessel for a Warp object, or somehow something that exists in both equally.
YOU DID.

????
 
New 40K thing that seems exclusive to humans.

Perpetuals are more like demons in that they simply cannot die no matter what you do to them, no matter how many times you kill them, unless you're doing it with extreme psycic power (emperor levels of it) nothing will put them down for good.

For instance Vulkan was a perpetual (long story) and he was literally nuked and survived a naked orbital rentry. Both times he was reduced to ash and paste respectively, but he recovered.

He also started to get more control so when fighting the night haunter he got his head blown off he regrew it in less than a minute.
 
Wait wasn't their some Adepra Soritas chick who got that because of some weird daemon thing? I have the book for it i'll post later about it.

So perpetuals = immortals but no one says immortals because lore.
 
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So wait, does that make Surt either a holder of some piece of black crystal jewelry or some piece itself? What would he be, the boots?
A single piece wouldn't make Surt, I find it more likely he some how shows similar effects either through personal realization of some kind or experimentation that Muspelhiem's been doing for the past few mellenia.

After all the Dark Age could replicate Psyker effects like the Phase Tank with out needing psykers.
 
Wait wasn't their some Adepra SOritas chick who got that because of some weird daemon thing? I have the book for it i'll post later about it.
Yeah I know her.

She's a bit of an odd case.

So perpetuals = immortals but no one says immortals because lore.
More because Perpetuals can die (not of old age admit-ably), but having their head blow off kills them like any other being.

They just get better.
 
So looking at the Telepathica, we finally have more minor sanctionites than minor psykers in training by about 4k which is a good thing. Soon we will be able to split them into Artisans and Minor neo-astropaths/receivers.

@Durin ,

1. With our neo-astropaths drawn from our sanctionites and thus not suited for battle, would Battle Neo-astropaths be possible in the future?
2. Do we have significantly more numbers of Songweavers yet since the last reported count of ~80?
 
I'm honestly a little surprised that Ridcully didn't pick up Ulrik as a blank. He's not a serious blank though I suppose.

But I do think we should have Ridcully look very closely at Champion Surt this coming High Council meeting.
 
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