The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 592 80.3%
  • No

    Votes: 145 19.7%

  • Total voters
    737
I've had a great idea. Super-heavy spider mines. We know the distance band from our cities that Garkill likes to crash his Rok - it shouldn't be too hard for a spider mine to arrange to be at ground zero under the Rok and when it stops moving the repulsors and shields on the belly stop working. If the charge survive until then it can really do some damage.

It would have to be a really tough and powerful charge. A nuke would be one option. Normally a groundburst nuke on your own territory is something you'd avoid because of the fallout but given there's a Rok there full of dirty great Ork reactors and dirty great ork munitions and dirty great Orks which we'll be blowing up one way or another anyway that is pretty irrelevant. The really simple design would be gun style nuke but with a plunger instead of propellant. That takes U-235 though and we don't really use the stuff so we'd have to start an enrichment industry from scratch. I guess we'd actually ruggedize something more advanced.
 
I've had a great idea. Super-heavy spider mines. We know the distance band from our cities that Garkill likes to crash his Rok - it shouldn't be too hard for a spider mine to arrange to be at ground zero under the Rok and when it stops moving the repulsors and shields on the belly stop working. If the charge survive until then it can really do some damage.
Innovation ahhhhh.

And before you say anything this would be changing one of the new techs we got without a space marine loop hole.

It would have to be a really tough and powerful charge. A nuke would be one option. Normally a groundburst nuke on your own territory is something you'd avoid because of the fallout but given there's a Rok there full of dirty great Ork reactors and dirty great ork munitions and dirty great Orks which we'll be blowing up one way or another anyway that is pretty irrelevant. The really simple design would be gun style nuke but with a plunger instead of propellant. That takes U-235 though and we don't really use the stuff so we'd have to start an enrichment industry from scratch. I guess we'd actually ruggedize something more advanced.

No for two reasons

1. Nukes are not easy in 40k verse for what ever reason (it's just one of those things)
2. Radiation on Avernus and the fact every time we mention the two @Durin's eye starts twitching and asks us if we wanna die.
 
also there is the fact that going by last time Garkill would probably land his Roks between fifty and a hundred kilometers from your cities, which is a rather wide range
also Vote Locked, could I have a count
 
also there is the fact that going by last time Garkill would probably land his Roks between fifty and a hundred kilometers from your cities, which is a rather wide range
also Vote Locked, could I have a count

Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 2390 | Sufficient Velocity
##### NetTally 1.7.5

[X] Changes to Garkill plan
-[X] Move Trust fleet reinforcements to Alfheim
--[X] This counters the threat of Garkill heading to Alfheim instead of Avernus, at the cost of Avernus having to do more fighting (but I figure that is the job of the Fortress World), for a week instead of two days.
-[X] Increase the number of Knights and Power Armor from elsewhere in the Trust stationed on Avernus in preparation.
--[X] This is to mitigate the increased time Garkill will have to land troops on Avernus
No. of Votes: 13

[X] No change to the Valinor plan
No. of Votes: 12

[X] No changes to Valinor plan
No. of Votes: 11

[x] No changes to garkill plan
No. of Votes: 9

[x] Garkill
-[X] Naval battle 1: Do NOT move orbital defences away from the world they were built to defend.
-[X] Land battle 2.5: Assassination team is to not board a Space Hulk if there is any significant chance of said Hulk retreating with them on it.
No. of Votes: 2

[X] Plan : Attaching a trap to the bait
-[X] Leave orbital defenses in place, but attach refit frameworks to some of them, making it appear as if they're less operational than they are
-[X] Deploy Minefields on extremely high orbits around the planet, if divination is sufficiently accurate to predict the moment of the attack. The result will be that periodically, a dense swarm of mines will cross through Avernus's orbit. With calculators and sensors we can avoid sending our forces into that, but Ork sensor tech is less capable.
No. of Votes: 1

[X] Modification: Reinforce vulnerable worlds enough to make raids futile. Do not waste ships on a trap.
-[X] Reasoning: It is more important to preserve our fleet for facing Garkill than to destroy some obsolete ships.
No. of Votes: 1

[X] Naval battle 1: Do NOT move orbital defences away from the world they were built to defend.
-[X] Land battle 2.5: Assassination team is to not board a Space Hulk if there is any significant chance of said Hulk retreating with them on it.
No. of Votes: 1

[x] Valinor: Don't stagger the reinforcements six hours apart, have them all come in at stage 6
No. of Votes: 1

[X] Changes to Garkill plan
-[X] Increase the number of Knights and Power Armor from elsewhere in the Trust stationed on Avernus in preparation.
No. of Votes: 1

Total No. of Voters: 27
 
@Durin, now that we know how to repair the gravitic weapons on the Well of Urd, will we find it easier to make sense of the gravitic array on the command battleship?
 
Security Council Meeting Part Three: Finalising the Plan
Security Council Meeting Part Three: Finalising the Plan

Over the rest of the day the plans continued to e debated and the details worked on, including exactly what forces will be used for each part. While no major changes were made to the plan to deal with Valinor's raids and attack of opportunity several were made to the plan to deal with Garkill's invasion.

1: The following abilities and units will attempt to be concealed from the enemy:
-- Command Battleships (will be hidden out system during probes, and not used in repulsing the main attack)
-- Stealth ships will not be used during the probes or main attack
-- Psykers (other than for communication) will not be used during the probes or main attack
-- Power Armor units will not be used during the probes or main attack
-- 10 of our battleships be hidden out of systems during probes, and not used in repulsing the main attack. (1/3)
-- 300 of our other capital ships will be hidden out of system during the probes, and not used in repulsing the main attack (~1/4)

Note that this should still leave us at over three times the available capital ships that Valinor has available to attack us with.

2: Reinforce Nilfheim and Alfheim sufficient to make them unattractive targets for the main Valinor raid

3: Systems will be aggressive in attacking the probing attacks, hopefully this will make it difficult for them to spend much time scouting

4: Once the probe of Jotunheim is complete and fully repulsed, reinforce Jotunheim with 80 Defense Monitors and 4 Defense Cruisers, which will be concealed in the asteroid belt.
4a: An army from the Imperial Trust Guard will also be deployed on Jotunheim in this period. This force will defend Jotunheim from any forces that are landed during the battle.

5: Once the main Valinor attack begins, have a single merchant ship warp out of system immediately (as if taking messages)

6: Have a waiting fleet of 2 Battleships, 50 capital ships, and 2000 escorts, focused on speed, warp into Jotunheim six hours after the attack on Jotunheim begins

7: Valinor capital ships will be the primary targets for destruction/crippling. The engagement will be cautious about heavily damaged Trust ships, attempting to withdraw them from combat if possible.

8: Have a second reinforcement fleet of 2 Battleships, 100 capital ships, and 1000 escorts warp in six hours after the first reinforcement fleet arrived

As well as inflicting major damage to Valinor's fleet while concealing many of your capabilities it has been suggested that your plan to bait Valinor's Fleet into a ambush while concealing as many of your assets as possible will discourage Valinor from taking advantage of any future vulnerabilities that you display, in fear of them being more traps.

Naval Battle:

1: Preparations: Move the static defenses around Avernus to Cumae. Deploy a small minefield around Avernus above the populated areas. Prepare Life Eater Fungus torpedoes.

2: Request Vanaheim provide a defensive fleet to combat the approaching Ork fleet at a distance using fighting retreat tactics. Goal is to eliminate as many Roks as possible while minimizing fleet losses. The Avernite fleet will provide whatever assistance it can, with the recognition that it does not have as many weapons suited for this type of combat.

3: Once there is no longer an ability to retreat further (because the Orks have orbited Avernus), the Vanaheim and Avernite fleets will retreat to Cumae for resupply and repairs. Attacks of opportunity against the Orks will be made when advantageous and likely to result in few Imperial Trust casualties.

4: One Week after the Orks have made landfall, the rest of the Imperial Trust Navy and other Trust system navies arrive from Alfheim, combine with the Avernite and Vanaheim Navy, and proceed to drive the Ork fleet away from Avernus. Use of Life Eater Fungus torpedoes against the Space Hulks when the Hulk is not is a position to escape.

Land Battle:

1: Preparations: Request Asgard station large numbers of knights on Avernus in preparation for Garkill's attack, deploy some Power Amroured Troops from the rest of the Imperial Turst on Avernus. Consider additional strengthening of Duat defenses, due it's relative exposure. Request Surt come to Avernus (along with any bodyguard/Fire Giants he wants to bring).

2: A team consisting of Surt (and Co.), Xavier, Jane, the Governor's Own, and the Phase Tigers will be kept available to attempt assassination of Garkill once an opportunity arises. Paulson and Rotbart possible additions, if the situation allows diverting them from their command duties. Final team composition to be determined based on the nature of the opportunity and battlefield situation.

3: Primary battle plan will be to turtle in the cities and wait for an opportunity to assassinate Garkill. Perhaps launching widespread attacks at the Ork forces on the ground once the Trust fleet arrives and engages the Ork fleet, (probably proceeded by a Deathstrike barrage at Ork rally points). Certain tactical situations may require adaptation (for example, a Rok nearby one of the cities requiring a sortie to destroy it so that it cannot be used for constant attack by the Orks).

4: If no good oppetunity to assassinate Garkill occurs in the first week forces from the Imperial Trust will be landed and a full scale battle begun.

If target is other than Avernus:

1: Avernite/Vanheim fleet and special forces on Avernus (ie Surt and Knights), along with Avernite troops will provide aid.

2: If Garkill attacks Svatalfheim or Midgard the same strategy as is planned for Avernus will be used.

3: If Garkill attacks any other world all efforts will be made to wipe out his fleet before

If Garkill splits his attack (like he did when he attacked both Alfheim and Avernus):

1: Imperial Trust Fleet and other Trust system fleets, with Imperial Guard support will clear other worlds first before coming to Avernus relief. (We are the Fortress World, I figure that's kind of our job).

Counter-attack:

1: Preparations: Construction of large amounts of prefabricated fortresses for use on target Ork world. Preparing the fleet for a rapid counter attack after repulsing Garkill's attack. Begin construction of Defense Monitors to move to the target Ork world, etc.

You decided to deploy the Imperial Trust Fleet on Alfheim in order to reduce the damage that can be done if Garkill decides not to attack Avernus. This will increase the amount of time between Garkill arriving and reinforcements arriving to almost a week but limits the other risks of the plan. This also increses the chance that he will personally set foot on Avernus with his main army and therefore become vulnerable to being assassinated.

After the Security Council finished the plans for coming events its members talked for a while on who would be best to replace Lord-Marshal Sigurd when he retires from his position as General of the Imperial Trust Guard. You found that while many consider you and Governor-General Alefric the best candidates General Schwarz and Champion Surt are also suggested.
 
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[X] General Schwarz

Reasoning: I'd prefer someone who's not needed to be the central civic figure of an entire planet to be in charge of something like this. Schwartz is a loyal man and a very experienced general who even if he perished his death wouldn't have any significant impact to an entire planets civilian population. He can also be replaced alot easier than Fredereick or Alefric or Surt.
 
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Should we make any alterations or additions to the Valinor plan to prevent the Abominationists from taking some of our tech for study?
7: Valinor capital ships will be the primary targets for destruction/crippling. The engagement will be cautious about heavily damaged Trust ships, attempting to withdraw them from combat if possible.
This should be enough but I'm feeling a tad paranoid.

@Durin: Does the Security Council have any concerns about tech-theft, or do they think the current precautions are enough?
 
Should we make any alterations or additions to the Valinor plan to prevent the Abominationists from taking some of our tech for study?

This should be enough but I'm feeling a tad paranoid.

@Durin: Does the Security Council have any concerns about tech-theft, or do they think the current precautions are enough?
they think that current precautions are as good as is practical, they also mention that some tech will be stolen given time
 
most of the large warbands having been burnt out by the Ash Hound
Nitpick, but only 1% of Avernite orks were killed by Xavier.

By "You live in Australia" I meant the fact that in "Location" he wrote Australia and expressed my surprise why he used "Świat Roślin" which means in polish "The Plant World" or rather "The World of Plants" instead of using more "cool" language like a latin or something. It is rather rare for non-Poles to use polish words.
I chose Plant World because I didn't have any planet name at the top of my head and I wasn't too interested in thinking one up. Of course, I would need to translate it into a different language. I chose Polish because it was obscure enough to not be immediately identifiable by many English speakers and because the translation ended up being not only easily pronounceable, but also aesthetically pleasing. I wanted to avoid the romance languages because it would be too easy to figure out what the name would mean then.
 
Nitpick, but only 1% of Avernite orks were killed by Xavier.


I chose Plant World because I didn't have any planet name at the top of my head and I wasn't too interested in thinking one up. Of course, I would need to translate it into a different language. I chose Polish because it was obscure enough to not be immediately identifiable by many English speakers and because the translation ended up being not only easily pronounceable, but also aesthetically pleasing. I wanted to avoid the romance languages because it would be too easy to figure out what the name would mean then.

1. Anyone know how much 1% really is? Was it a thousand feral orks or so?
2. Also I like your naming direction.
 
Well for the general of Imperial Guard my choice would be Surt, since due to small and highly independent population of Muspelheim he has much less responsibilities than other candidates.
 
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Well... I lean towards Alefric because it seems to me that he is the best at strategic decisions.

Well... unless we want to do it ourselves.

Or we can go for the mystery option in Surt. He has a very high combat stat so little chance of a succesful assasination. Or IMO the better option is Shwartz since him dying means 0 in terms of a planets Goverment falling into disarray with the loss their Governor.
 
Well... I lean towards Alefric because it seems to me that he is the best at strategic decisions.

Well... unless we want to do it ourselves.

I'd rather Aelfric do it too. Being Governor of Avernus is a full time job what with it being a death world. Also, the Imperial Trust Guard is primarily stationed on Midgard, so he wouldn't have to commute.
 
Maybe we could have General Schwarz share ideas and knowledge base with Aelfric to improve the Trust Guard. Both of them are obscenely decorated soldiers.

@Durin: Could we get this as a Munitorum action?
 
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Halageri Fields
Halageri Fields
Segmentum: Pacificus
Mining World +1 (Promethium)
Minor Ork infestation -2
Dangerous region- there are Orks (-2), pirates (-1), Chaos (-3) in the sector
Moon of a gas giant 0
Abundant promethium +2
Military Specialisation (Strike Craft) +2
Ties with the forge +2
Artisans- Better quality workmanship, more Material produced

++Thought for the Day: Every man is a spark in the darkness. By the time he is noticed he is gone forever. A retinal after-image that fades and is obscured by newer, brighter lights.++

The Halageri Fields are a huge collection of moons, asteroids, debris clusters, space stations, crippled starships, and planetary rings orbiting the gas giant Halageri. Colonisation of the planet had begun a few years prior to the death of the Emperor to extract the abundant amount of promethium found in the upper layers of the gas giant. Large Mechanicus elements were present in the colonisation effort to quickly set up the industry necessary to begin extraction and to process some of the rarer gases into a very high grade of promethium, something that required the technical expertise of tech priests.

Since the death of the Emperor, the humans of the Halageri Fields have degenerated into a number of semi-organised tribalistic communities similar to hive gangs. These communities have their own identities, cultures, slang, languages, and ideologies, covering the full expanse of the space surrounding the giant. Trade and war happens frequently between these communities, but they all share certain similarities thanks to the influence of the tech priests. High Gothic, for example, is used as a lingua franca between these communities, much as it's used between different star systems where the local dialects of Low Gothic have become too divergent.

Another point of similarity between communities is their worship of Machine God, the last of the gods who protect humanity from Chaos, the other five having been corrupted by it and turned into Chaos Gods. They believe that when one of its worshippers dies, Machine God takes their soul and turns them into a machine spirit, and that when that machine is destroyed, Machine God will take the machine spirit and turn it back into a human soul. Babies, who can't worship because they're not smart enough, are baptised and given a machine name (written in binary) which is tattooed onto their arm. This lets Machine God reincarnate them even though they're not worshippers, but only lasts until they're capable of worshipping Machine God.

The predominant form of combat, sport, and high-speed transportation is strike craft. The burning hearts of the Halageri Fields pilots can only be satisfied via high-intensity ultra-fast runs through the obstacle-ridden environs of the Halageri Fields. Conflicts between the tribes are solved more often by races and feats of daring than by true combat, and the grand victors are given great honour for their excellence.

Halageri pilots have a need for speed. The ultra high-grade promethium produced by the tech priests in their techno-sorcerous labrofactums are sold to the pilots for services rendered (escorting transport/fuel crafts and annihilating orks, mostly). The quick-burning promethium is stored in special tanks of the pilots' highly custom strike craft and can be activated for a massive, short-lived boost that send them flying through the void faster than nothing else. The tanks can be small or big, depending on if they want lots of short boosts or a few big boosts.

There have been two really big wars in the Halageri Fields. The first was the Great Ork War when one warband of orks had fought other orks and captured a bunch of tech priest manufactorums and used them to build massive, kilometre-long ships. With them they dominated a bunch more warbands and then attacked the tribes. A swathe of tribes were annihilated before a whole load of tribes united into a Massive Alliance (later known as MA1) and beat them.

The second really big war was the Great Chaos War. The Great Ork War was still in everyone's mind decades after it ended. A lot of resources had gone into beating them and a lot of people had died, so people mostly just wanted to avoid fights for a while until they could build back up. This meant that while they were building, they got lax with dealing with the Chaos cults that cropped up after Chaos raids from beyond the Halageri Fields. Two warbands had risen to high standing really quickly: the Rapers (a Dark Prince warband) and the Tyrant Lords (a Tyrant warband). The atrocities they did were worse than anything anyone had ever seen and they were getting bigger, so as soon as the tribes could they formed Massive Alliance 2 and fought them. It was a hard war, but the warbands fought each other as much as they fought MA2 so it wasn't quite as bad as the Great Ork War. MA2 eventually won and it reminded everyone about how bad Chaos was and to stomp it down as soon as possible when it came up.
 
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