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
Also, it's kind of a common theme in Warhammer. Space marine initiation is like that, we're doing the same thing with our elite witch hunters, except that we do it to 3-month babies etc., and so far everyone's okay with that.
There's raising handfuls of spec-ops agents and holy superhuman knights from birth/early childhood, and then there's pushing countless regular men through a meat grinder to pick out the traumatized survivors.

If you want super-skilled soldiers just train Stormtroopers or recruit Avernites.
 
Last edited:
It would be great to train Niffelheim anti-psyker/anti-chaos stormtroopers on Avernus. They will get some real experience fighting psychic wildlife and rogue psykers.
 
There's raising handfuls of spec-ops agents and holy superhuman knights from birth/early childhood, and then there's pushing countless regular men through a meat grinder to pick out the traumatized survivors.
The only real difference between those two are age and phrasing. You can say it like 'giving the chance to a batch of your best troops to hone their skill or die trying' and it suddenly sounds like a good thing (by wh40k standards, anyway). As for age, you know, press-ganging (or volunteering) children sounds to me a bit worse than press-ganging (or volunteering) grown-up, skilled military personnel with an oath to keep.
 
It would be great to train Niffelheim anti-psyker/anti-chaos stormtroopers on Avernus. They will get some real experience fighting psychic wildlife and rogue psykers.
Nilfheimers are consistently sigmas and taus i.e. blank enough to be creepy, not blank enough to offer them any significant protection. If we forced a few million to live on Avernus for generations they might start throwing up some useful blanks but at the cost of millions of lives.
 
There is a point in having your own super-elites along with your ally's super-elites.
Not when they're **** in comparison and you can only have a fraction of the numbers of them.

The only real difference between those two are age and phrasing. You can say it like 'giving the chance to a batch of your best troops to hone their skill or die trying' and it suddenly sounds like a good thing (by wh40k standards, anyway). As for age, you know, press-ganging (or volunteering) children sounds to me a bit worse than press-ganging (or volunteering) grown-up, skilled military personnel with an oath to keep.
Yes, but by your logic they would press gang the children as that would make better Super Elites as they would live there longer.
 
Not when they're **** in comparison and you can only have a fraction of the numbers of them.
I don't get why you think they will be shit in comparison [to our hellguards]. They will probably be worse, though that's still in the air - we're talking about equivalent of Governor's Own vs. the best regular troops we have. But anyway, still super-elites. And loyal to their government. And actually deployed on their planet all the time.

Yes, but by your logic they would press gang the children as that would make better Super Elites as they would live there longer.
With right augmentation and training that is almost certainly the case, but there will be issues of loyalty.
 
I don't get why you think they will be shit in comparison [to our hellguards]. They will probably be worse, though that's still in the air - we're talking about equivalent of Governor's Own vs. the best regular troops we have. But anyway, still super-elites. And loyal to their government. And actually deployed on their planet all the time.
+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
This is the constant bonus for our hellguard, a world can replicate all of the above with difficulty, but the Death Worlder bonus.

They can get a debuffed version of it, but they will never be able to get a full version of it or in as large numbers as our people a couple of thousand at best.

The governor's own are also terrible comparisons as 100 of them were able to kill thousands of Dark Eldar and that was before the incursion and the tech boost made them even better.

With right augmentation and training that is almost certainly the case, but there will be issues of loyalty.
Then go get some Myrmidons.

around the equivalent of your Strong Will Trait, a bit more against some forms
So far as Ultan noticed any with a beyond Tau Rating (so an Upsilon)
 
This is the constant bonus for our hellguard, a world can replicate all of the above with difficulty, but the Death Worlder bonus.

They can get a debuffed version of it, but they will never be able to get a full version of it or in as large numbers as our people a couple of thousand at best.

The governor's own are also terrible comparisons as 100 of them were able to kill thousands of Dark Eldar and that was before the incursion and the tech boost made them even better.


Then go get some Myrmidons.


So far as Ultan noticed any with a beyond Tau Rating (so an Upsilon)
not so far, but given he tells you that 99.9% are Sigma level that is not surprising
 
I am for investing the five years of a munitorum action on planning a few different grenadier regiments.
  1. Spezialist in harrassing enemies on Avernus. Pure defence because they need their home terrain. Use of wildlife in harrassing or in peacetime defendig VIPs against it in the wild.
  2. Stealth assault with void base / orbital deployment. Irregular warfare and behind ebemy lines operation.
  3. AA orbital drop. Getting down fast enough to fight first responders to landing army (fighter and bomber) before regular lander arrive/to support own fighter during landing.
  4. Siege engineers. Raising enemy fortifications.
Other ideas for specialists?
 
Technological progress has always come about not with new discoveries, but in making discoveries of the previous day so cheap they could be used everywhere.

Wonder if we can affect something like this to our technologies? Make them so cheap they're ubiquitous.
 
I'm just waiting for Avernus to produce Human-derived natives.
It totally took that Grey Knight to use as a template.
A century or two down the road we find a small nation on a large island or another continent. Maybe a million or so? Thing is... every single one is a Psyker Astartes, with everything in working order, godlike self control and a couple of extra gifts to boot.

Can we call this the nation of "Spess Mehreens"?
 
Last edited:
A century or two down the road we find a small nation on a large island or another continent. Maybe a million or so? Thing is... every single one is a Psyker Astartes.

Can we call this the nation of "Spess Mehreens"?
Come to think of it, there were a lot of humans in DAOT. I don't think they died to the last man so there should be something around that is to humans what sirens are to Eldar. Also we know PM pushes humans towards more psykers route. My guess it's the penguins.
 
A Road Home part 1
An omake about Danaan survivors

Part 1.
Part 2.

A Road Home part 1
An old trick.


Lieutenant Lugh Nepeivoda looked on his reflection in the nearby puddle. Loose, adhoc, ugly clothing with a couple of armour plates making his silhouette more ork-like. His flak vest underneath and a rather muscular constitution helped too. On his head an even more ugly helmet with one broken horn conceals his face. All visible skin painted green. In the twilight, from a distance, for inattentive observer, he would pass for a smaller, somewhat pathetic ork.
In theory. "The ancestors are watching..." – muttered the human and shrugged. Within next three minutes he ate raw a couple of big mushrooms (surprisingly tasty for an orkoid lifeform) growing nearby and finished his remaining water.

Soldier broke the mirror of water, refilling the flask. Within about an hour, the tablet affixed to the bottom would kill the germs, making water inside drinkable.

Lugh began to move through the forest, fast but cautiously, it would be rather embarrassing to get eaten by a squig after successful escaping from the ork city. The situation was grim, even more so than usual. Separated from his team, the lone scout would have some problems with survival in infested wilderness. Therefore, it was the time to to do the logical thing and take a bigger risk.

Finally, he reached the road and began to move alongside it. It was an old human road, with some damage from old battles. It seemed that greenskins bothered to fill some craters with broken stone and garbage at some point. After walking for about an hour, Lugh got lucky - this section of the road wound into a small, densely forested valley which was straight and fully visible for a couple kilometres on each side.

The soldier began to work with his choppa, taking a break and hiding every time orks moved too close. Soon, two trees growing near the road had been hacked enough, so shots to the weakened parts would break them. The scout began to wait for a good prey. Lugh had felt a little pang of guilt - the valley seemed almost uninfested yet, and soon he would release spores from some greenskins.

A half an hour later, he found what he wanted - a teknikul made of an old police car crewed by two boyz, a driver and a gunner, seemingly tough enough to survive an impact, and no other vehicles in sight. It was moving in the right direction too, so no need to worry about greenskins deciding to check why a car that had passed nearby returns with a new driver. The innocent, childish smile of a serial murderer came to Lugh's face.

Fortunately, to the human ambush went with little fun in the bad sense of the word. One of the oldest tricks in the book worked almost as intended, quickly and effectively. A shot to the first tree to stop the orks. A couple shots to the chest of staggered by impact gunner, a shot to another tree, to cut off the way to retreat, a careful shot to the driver's head, a couple shots in the back of a previously unnoticed gobbo trying to escape to the forest. Yes, this was a damn fine shoota, caliber of about 10 millimeters, made with parts of human autoguns and a bolter, and therefore unorkily accurate. For a moment, Lugh was almost grateful to the late nob who involuntarily donated it.

Immediately, the saboteur began to move. As he had estimated his time before the next orks would arrive and "politely" ask what happened to their comrades in a couple of minutes. He turned off the car, still struggling on the reverse against the second fallen tree and checked the dead gretchin. He wasn't visible from road and seemed to be dead enough - a lucky bullet through the spine gave the little bugger the ability to bend back at almost a 180 degree angle. Then Lugh took gunner's shoota before emptying the clip at two points of the tree in front of the car at point blank range. "Move over, it's my turn" said Lugh to the dead ork before pushing the corpse of the driver's seat. He had rammed the car in between the weak points, breaking the tree, before he switched to the low gear and pushed the chunk out of his way.

A couple hundreds meters later, Lugh turned off-road onto a small overgrown bypath, which he used to get rid of the bodies and check spoils of war without haste. Lugh expected that when orks would find the site of ambush, but they wouldn't be too interested, as it looked like some vehicle drove off some ferals, dead a gretchin would only help the illusion.

So, to the winner went the spoils. The gunner had three grenades, and while ork explosives are not very safe, beggars cannot be choosers. Driver's shoota luckily utilized the same ammo as his own gun. The car was an old human off-roader with cut off roof, ram shield and a couple of spikes with some gretchin heads on top. The tripod mounted a big shoota, and a belt-fed shoota was installed in forward of driver, allowing to shoot with one hand and drive with another if one was sufficiently orky. And a big Red Button was installed behind the steering wheel. Maybe it turned on afterburner, maybe it activated self-destruct mechanism, maybe it was meant to activate afterburner but resulted in self-destruction. Lieutenant suspected that pressing it was not a good idea. The original seats were long torn away, leaving place to store some junk and some ugly contraption for driver to sit on instead. A closer look at the half-erased emblem showed that a long time ago the jeep belonged to the Kozelsk Police Force Forest Oversight Service.

But as always, universe showed that nothing goes entirely as planned. Suddenly snapping and guttural noises began to move in his direction. "Wonderful..." sighed Lugh.
 
Last edited:
So what is the plan if the Planet Mind has taken the Gray Knight and is using him as the basis for the next step of humanity?
 
Do we have anything to suggest to the High Council right now? Something that should be made policy would be great, these Meetings are the best places to affect the Trust as a whole.
 
Do we have anything to suggest to the High Council right now? Something that should be made policy would be great, these Meetings are the best places to affect the Trust as a whole.
I can't think of anything.

We've done most of the regs for what to do with new species on Avernus and the like.

We could ask for ideas on Siren's trade to get the wards, cause I get the feeling we'll need em soon.
 
How about something like this? It might hurt Avernus' diplomatic standing with people, but might also be the first step in getting more Siren Trade.

Plan Siren Trade Sound Out

-Ask for opinions (not permission) on the Siren trade proposition, giving Chaos-worshippers to the Sirens as food in return for advanced Siren lore.
-Talk about the suspected strength of Sirens' anti-Chaos Wardings, so strong that Inquisitor Klovis-Ultan and his psyker entourage (who were making diplomatic contact with the Sirens at the time) did not know of the Daemonic Incursion until later informed.
-Point out that by being eaten by the Sirens the souls of the Chaos-worshippers will be removed from the Warp. This means that their souls will not go on to be toyed with and then eaten by Daemons, thus making the Siren Trade a convoluted mercy for them. It'd also starve and cheat Chaos of these souls.
-Emphasize that Frederick and all of his advisors find the idea of feeding human souls, damned or not, to a race of xenos to be an utterly abhorrent act.
-Saint Lin found the idea to be morally dubious.
 
Last edited:
I don't think this is the best time to mention trading with the Sirens. It's a divisive issue and we need unity right now.
I suppose it'd be better taken if there's some strong political will for getting better anti-Chaos measures, likely after the Trust gets awakened to how shitty the Second Age of Strife really is. Shame.
 
Back
Top