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
OTOH our fleet is almost certain to see battle, but our Void Shield come into play only when we're attacked on Avernus. That said we're attacked on Avernus quite often.

There are may be benefits to warding not immediately apparent, of course - Wards hamper also all psykers, including divination and telepaths, which can potentially mess up Chaos-factions pretty hard. That, and there may be side bonuses to warp travel? I'm not certain.

@Durin

1) Are fleet wards for our fleet, or for the entire Trust fleet?
a) If only for our fleet, can we take a sound-out to ward the entire Trust Fleet?
a.i) Would this be prohibitively expesive?
a.ii) What, if any, diplomatic relations bonuses would we get if we did do such an action?
2) Void shields protect those on a ship against psyker powers?
a) Would warding void shields improve or provide such protection? (Including those in a city.)
b) What sort of psyker powers bypasses or avoids Void Shields? Telepathy?
 
@Enjou Expedite the Swordsmanship School in Year 4. We have a free Expedite, so you might as well use it to reduce it from 10 years to 9 years.

Also, I just realized that the Exploration of the Old One Battlestations starts in Year 2 so we could use the Double Down in Year 2 directly on that (which I think we ought to do) instead of the Design Forward Operating Base option. Just not used to an action starting without us choosing it.

I'm going to make my own little variant plan.

[X] Plan Flying Fortress

Decided to switch to building the Flying Fortress as we can get that done by the end of this turn and use it against the Orks right away. The Forward Operating Base is at least 20 years away because we have to design it and then build it, so I figure we ought to grab the Flying Fortress first and then do the design action.

Also, you should expedite the Flying Fortress so we get an extra mechanicus action in there.

-Y4: Propaganda about Quartok: (Avernus)
-- DOUBLE DOWN YEAR 4
-- EXPEDITE YEAR 4

Durin said targeting Vanaheim gives us only a -5% to the chance of success, which should still leave us over 100% chance of success (so as long as we don't roll a natural 1 it should be okay). So I really think we should go for Vanaheim, not Avernus.

Okay, I am 100% behind expediting the shit out of them. My prioritization of the void shield Wards though is because (1) functional void shields are very, very important to our ability to withstand a determined siege and (2) the action is much cheaper in time than the ship Wards. The fleet Wards are of similar importance in my mind, but the reason they're further down the priority list is that they take substantially longer (even more so when expediting is taken into account). I also figure that the command battleship can live with just having the basic warding until we've got more of our ducks lined up.

Well, with Expedite the Void Shields are 2 years, and the SAMs are 1 year, so why not just slot them in when we have a 1 or 2 year Telepathica slot open? Much harder to find time for the longer ones, so I'd rather get started on them the first chance we get. Plus, the fleet wards benefit us both on offense as well as defense.
 
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[X] Plan Elder Haman T87

The newest traits have pushed my opinion more firmly towards having rotbart take charge when sigurd steps down. I'm getting pretty hyped to see what rotbart can do with that paragon trait when he steps up to taking command of the imperial guard.

The way I see it, we're heading towards near future conflicts with the two nearby ork domains (as they still have available forces and we marked ourselves as a goodfight) with a further out abomination crusade waiting in the wings, so we need our best general leading the guard.
 
not a vote but does anyone have a good name for the military transport that will be finished this turn
 
Decided to switch to building the Flying Fortress as we can get that done by the end of this turn and use it against the Orks right away. The Forward Operating Base is at least 20 years away because we have to design it and then build it, so I figure we ought to grab the Flying Fortress first and then do the design action.

Also, you should expedite the Flying Fortress so we get an extra mechanicus action in there.

I only made my plan to build the flying fort. I'll just support you since you're taking it too.

[X] Plan Elder Haman T87
 
Orpheus.
If only because that's the only name I can find that relates to escaping from the Greek underworld.
If we want to go the 'escaping the underworld' route, Naglfar is the name.

No seriously, it's the ship that carries the dead to do battle with the gods in Ragnarok. Right mythology and everything, considering the area we're in is based on Norse mythology...
 
@Durin
1. Project idea for the future, but the practicality of attaching psykers to the arbites full time or training a division to be full time cult hunters doesn't seem like too bad an idea. Not only would it calm people down seeing them working in the police, but given their abilities and their displays in the aftermath of the incursion I think it'd be useful.
 
OTOH our fleet is almost certain to see battle, but our Void Shield come into play only when we're attacked on Avernus. That said we're attacked on Avernus quite often.

There are may be benefits to warding not immediately apparent, of course - Wards hamper also all psykers, including divination and telepaths, which can potentially mess up Chaos-factions pretty hard. That, and there may be side bonuses to warp travel? I'm not certain.

@Durin

1) Are fleet wards for our fleet, or for the entire Trust fleet?
a) If only for our fleet, can we take a sound-out to ward the entire Trust Fleet?
a.i) Would this be prohibitively expesive?
a.ii) What, if any, diplomatic relations bonuses would we get if we did do such an action?
2) Void shields protect those on a ship against psyker powers?
a) Would warding void shields improve or provide such protection? (Including those in a city.)
b) What sort of psyker powers bypasses or avoids Void Shields? Telepathy?
1. for your fleet
1a. yes
1ai. more very time consuming
1aii. yes
2. to an extent
a. no
b. telpathy, divination, biomancy, some of other disciplines
 
not a vote but does anyone have a good name for the military transport that will be finished this turn

Skeid or Drekar, to name them after Viking longships.

If you want to keep the underworld focus, name it Atet after Ra's legendary day-night ship. Or Charon, whose namesake is pretty obvious.
 
@Durin
Can we put a double down on "Old Ones Defence Stations"?

Edit:
For everyone! Here are the current plans:

Ok, posting a plan. This is by and large @Elder Haman's plan, though with a few tweaks.

[X] Plan Enjou T87

Munitorum
SLOT A - Year 3
-Y3: Recruit

Replace our losses.

Void Command
SLOT A - Year 1
-Y1-Y4: Bombardment

Bombard the Orks.

Administratum
SLOT A - Year 1
-Y1: Rebuild
--EXPEDITE YEAR 1

Fix our stuff.

Diplomacy
SLOT A - Year 1
-Y1: Propaganda about the current campaign
-- Collect information and video about the different forces involved in the Trust campaign in Garkill's domain. Create "episodes" about various units, force types, making sure to include representatives for each system in the Trust. Include an episode about psykers (emphasizing their careful training and loyalty). Include an episode about the Quartok Death Harbingers (emphasizing their loyalty). Make the series available to all the planetary systems in the Trust that would like them to use as they see fit.
-Y2: Persons of Interest
-Y3: Re-Investigate (Midgard)
SLOT B - Year 1
-Y1: Pysker Propaganda
-- A propaganda campaign encouraging family and friends to report any children showing psyker abilities to the Unseen University. Emphasis on how properly trained psykers are an asset to the Trust, and a way to honorably serve the Emperor. Include documentation of how they aided in defending against Garkill and their service in the current campaign. Offer the propaganda material to General Aelfric in case he would like to run a similar campaign on Midgard.
-Y2: Persons of Interest
-Y3: Sound Out (Colonization of Captured Ork Planets)
-Y4: Ear to the Ground

Elder Haman had good ideas here, but I'm not going to Sound Out on attacking Valinor just yet - people's opinions on that will vary depending on the results of the campaign in Garkill's Domain, so asking now seems like a waste of a slot. (also he missed that Re-Investigate on a planet takes two years)

Arbites
SLOT A - Year 3
-Y3: Psyker Hunting
-Y4: Oakheart's School of Swordsmanship

Doing a bit of psyker hunting before starting the swordsmanship school so Jane doesn't lose her edge during the time doing that, but I do want to start the sword school this turn.

AdMech
SLOT A - Year 1 (Biologis)
-Y1: Detailed Survey (Berserk Fungus)
--REPEAT IF FAILED
-Y3: In Depth Exampination (Berserk Fungus)
SLOT B - Year 2 (Free)
-Y2: Ramilies Design: Forward Operating Base
-- DOUBLE DOWN YEAR 2

Finish up our investigations on Berserk Fungus.
Also, our forces could use a good forward base in the campaigns to come.

Ministorum
SLOT A - Year 1
-Y1-Y4: Those In The Shadows
SLOT B - Year 1
-Y1: Keeping the Faith (Midgard)
-Y2: Keeping the Faith (Midgard)
-Y3: Keeping the Faith (Vanaheim)
-Y4: IF Midgard or Vanaheim are not yet at morale 10, use Keeping the Faith on one of them w/ priority on Midgard, ELSE Those In The Shadows

Same as Elder Haman's but just have both Midgard actions happening in a row to minimize Saint Lin's travel times.

Astra Telepathica
SLOT A - Year 1
-Y1: Divination (Old One Battle Stations)
-- DOUBLE DOWN YEAR 1
-Y3: Mentoring: Beta
-Y4: Divination: Attacks

Adjusted from Elder Haman's plan due to Divination being a two year action.

Personal
SLOT A - Year 1
-Y1-Y4: Ork Infestation: Containment Measures
SLOT B - Year 1
-Y1: Ork Infestation: Assault (Duat)
-Y2: Lessons Learned: Siege
-Y3: Ork Infestation: Assault (Aridia: north of Silver Lake, east of Beirut, central)
-- DOUBLE DOWN YEAR 3
-Y4: Ork Infestation: Assault (Aridia west of Hollin, Malea, Lindon)
-- DOUBLE DOWN YEAR 4
SLOT C - Year 1
-Y1: Speak To The People
-Y2: Spend Time With (Jane)
-Y3: Spend Time With (Klovis-Ultan)
-Y4: Spend Time With (Edvin Dieuwer)
SLOT D - Year 2
-Y2: Thaddeus Expertise: Upgrade Defenses: (Casarrondo, Malea, Yphax, Beirut)
-- EXPEDITE YEAR 2

Same as Elder Haman's proposed plan.

[X] Plan Elder Haman T87

Munitorum
SLOT A - Year 3
-Y3: Recruit

Cost: 741,500,000 Thrones, 67,020,000 Material, 27,790,000 Promethium, 7,000,000 Advanced Material, 5,654 Exotic Material.

Void Command
SLOT A - Year 1
-Y1-Y4: Bombardment

Cost: 160,000,000 Thrones, 80,000,000 Material, 8,000,000 Promethium, 33,200 Advanced Material

Administratum
SLOT A - Year 1
-Y1: Rebuild
--EXPEDITE YEAR 1

Cost: 1,091,200,000 Thrones, 992,000,000 Material, 158,560,000 Promethium, 278,800 Advanced Material, 12,620 Exotic

Diplomacy
SLOT A - Year 1
-Y1: Propaganda about the current campaign
-- Collect information and video about the different forces involved in the Trust campaign in Garkill's domain. Create "episodes" about various units, force types, making sure to include representatives for each system in the Trust. Include an episode about psykers (emphasizing their careful training and loyalty). Include an episode about the Quartok Death Harbingers (emphasizing their loyalty). Make the series available to all the planetary systems in the Trust that would like them to use as they see fit.
-Y2: Persons of Interest
-Y3: Re-Investigate (Midgard)
SLOT B - Year 1
-Y1: Pysker Propaganda
-- A propaganda campaign encouraging family and friends to report any children showing psyker abilities to the Unseen University. Emphasis on how properly trained psykers are an asset to the Trust, and a way to honorably serve the Emperor. Include documentation of how they aided in defending against Garkill and their service in the current campaign. Offer the propaganda material to General Aelfric in case he would like to run a similar campaign on Midgard.
-Y2: Persons of Interest
-Y3: Sound Out (Colonization of Captured Ork Planets)
-Y4: Ear to the Ground

Cost: 16,262,000 Thrones + cost of propaganda campaigns

Arbites
SLOT A - Year 3
-Y3: Psyker Hunting
-Y4: Propaganda about Quartok: (Vanaheim)
-- DOUBLE DOWN YEAR 4

AdMech

SLOT A - Year 2 (Explorator)
-Y2: Old Ones Battlestations
-- DOUBLE DOWN YEAR 2
SLOT B - Year 1 (Biologis)
-Y1: Detailed Survey (Berserk Fungus)
--REPEAT IF FAILED
-Y3: In Depth Examination (Berserk Fungus)
SLOT C - Year 2 (Free)
-Y2: Another (Military Version)
-- EXPEDITE YEAR 2
-Y3: Detailed Survey: Ork Hulk

Ministorum
SLOT A - Year 1
-Y1-Y4: Those In The Shadows
SLOT B - Year 1
-Y1: Keeping the Faith (Midgard)
-Y2: Keeping the Faith (Midgard)
-Y3: Keeping the Faith (Vanaheim)
-Y4: IF Midgard or Vanaheim are not yet at morale 10, use Keeping the Faith on one of them w/ priority on Midgard, ELSE Those In The Shadows

Cost: 183,000 Thrones to 244,000 Thrones

Astra Telepathica
SLOT A - Year 1
-Y1: Divination (Old One Battle Stations)
-- DOUBLE DOWN YEAR 1
-Y3: Mentoring: Beta
-Y4: Divination: Attacks

Cost: 8,000,000 Thrones

Personal
SLOT A - Year 1
-Y1-Y4: Ork Infestation: Containment Measures
SLOT B - Year 1
-Y1: Ork Infestation: Assault (Duat)
-Y2: Lessons Learned: Siege
-Y3: Ork Infestation: Assault (Aridia: north of Silver Lake, east of Beirut, central)
-- DOUBLE DOWN YEAR 3
-Y4: Ork Infestation: Assault (Aridia west of Hollin)
SLOT C - Year 1
-Y1: Speak To The People
-Y2: Spend Time With (Jane)
-Y3: Spend Time With (Klovis-Ultan)
-Y4: Spend Time With (Edvin Dieuwer)
SLOT D - Year 2
-Y2: Spend Time With (Fabricator Scott)
-Y3: Thaddeus Expertise: Upgrade Defenses: (Casarrondo, Malea, Yphax, Beirut)
-- EXPEDITE YEAR 3

Cost: 3,204,003,600 Thrones, 2,960,000,000 Material, 1,900,000,000 Metal, 1,288,020,000 Promethium, 3,478,100 Advanced Material, 22,800 Exotic Material.

------------------------------------

Main difference is that I attempt a Quartok Propaganda since at this time we get a bonus due to the Quartok being involved in the fighting. That means using a double down there, which should give us over 112% chance of success: 20% (base) + 32% (Jane's Intrigue bonus) + 20% (Double Down) + 40% (Spy Network) + bonus due to war effort.

Also building the Flying Fortress (Military Version) so that we can use it for assaulting Ork Forts.

If per a turn we ought to be slightly positive in Exotics, we are going to use up 1/3 of our Advanced Material reserves (Repair and Recruit are very costly).

EDIT: My concerns about promethium were wrong, I read our reserves as billion when it's actually trillions (centered justification threw off my view on it). Looks like we are okay on Promethium after all.

I like @Enjou's Diplomacy more than @Elder Haman's, and vice versa for Arbites, on the caveat that the propaganda is directed somewhere other than Vanaheim (pending @Durin's answer).
Thus:

[X] Plan Enjou Haman T87

Munitorum
SLOT A - Year 3
-Y3: Recruit

Void Command
SLOT A - Year 1
-Y1-Y4: Bombardment

Administratum
SLOT A - Year 1
-Y1: Rebuild
--EXPEDITE YEAR 1

Diplomacy
SLOT A - Year 1
-Y1: Propaganda about the current campaign
-- Collect information and video about the different forces involved in the Trust campaign in Garkill's domain. Create "episodes" about various units, force types, making sure to include representatives for each system in the Trust. Include an episode about psykers (emphasizing their careful training and loyalty). Include an episode about the Quartok Death Harbingers (emphasizing their loyalty). Make the series available to all the planetary systems in the Trust that would like them to use as they see fit.
-Y2: Persons of Interest
-Y3: Re-Investigate (Midgard)
SLOT B - Year 1
-Y1: Psyker Propaganda
-- A propaganda campaign encouraging family and friends to report any children showing psyker abilities to the Unseen University. Emphasis on how properly trained psykers are an asset to the Trust, and a way to honorably serve the Emperor. Include documentation of how they aided in defending against Garkill and their service in the current campaign. Offer the propaganda material to General Aelfric in case he would like to run a similar campaign on Midgard.
-Y2: Persons of Interest
-Y3: Sound Out (Colonization of Captured Ork Planets)
-Y4: Ear to the Ground

Arbites
SLOT A - Year 3
-Y3: Psyker Hunting
-Y4: Propaganda about Quartok: (Vanaheim)
-- DOUBLE DOWN YEAR 4
-- EXPEDITE YEAR 4

AdMech
SLOT A - Year 1 (Biologis)
-Y1: Detailed Survey (Berserk Fungus)
--REPEAT IF FAILED
-Y3: In Depth Exampination (Berserk Fungus)
SLOT B - Year 2 (Free)
-Y2: Ramilies Design: Forward Operating Base
-- DOUBLE DOWN YEAR 2

Ministorum
SLOT A - Year 1
-Y1-Y4: Those In The Shadows
SLOT B - Year 1
-Y1: Keeping the Faith (Midgard)
-Y2: Keeping the Faith (Midgard)
-Y3: Keeping the Faith (Vanaheim)
-Y4: IF Midgard or Vanaheim are not yet at morale 10, use Keeping the Faith on one of them w/ priority on Midgard, ELSE Those In The Shadows

Astra Telepathica
SLOT A - Year 1
-Y1: Divination (Old One Battle Stations)
-- DOUBLE DOWN YEAR 1
-Y3: Mentoring: Beta
-Y4: Divination: Attacks

Personal
SLOT A - Year 1
-Y1-Y4: Ork Infestation: Containment Measures
SLOT B - Year 1
-Y1: Ork Infestation: Assault (Duat)
-Y2: Lessons Learned: Siege
-Y3: Ork Infestation: Assault (Aridia: north of Silver Lake, east of Beirut, central)
-- DOUBLE DOWN YEAR 3
-Y4: Ork Infestation: Assault (Aridia west of Hollin, Malea, Lindon)
SLOT C - Year 1
-Y1: Speak To The People
-Y2: Spend Time With (Jane)
-Y3: Spend Time With (Klovis-Ultan)
-Y4: Spend Time With (Edvin Dieuwer)
SLOT D - Year 2
-Y2: Thaddeus Expertise: Upgrade Defenses: (Casarrondo, Malea, Yphax, Beirut)
-- EXPEDITE YEAR 2


@Durin will the Vanir react badly if we tried to get them to love the Quartok via propaganda vids?
Through I have to note that Durin said that Jane should take each 5 year turn at least 1 Hunt action to keep her skill. Because she is blocked the next 2 turns with the school she would need both action this turn to keep her skill.
 
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@Durin
Can we put a double down on "Old Ones Defence Stations"?

Edit:
For everyone! Here are the current plans:






Through I have to note that Durin said that Jane should take each 5 year turn at least 1 Hunt action to keep her skill. Because she is blocked the next 2 turns with the school she would need both action this turn to keep her skill.
yes
 
@Enjou Expedite the Swordsmanship School in Year 4. We have a free Expedite, so you might as well use it to reduce it from 10 years to 9 years.

Done.

Also did the Double Down for year 1 on the Old Ones Defense Station action explicitly, and added using our survey bonus action guys to survey the hulks to look for info and anything we can collect for study. (I'm particularly interested in bits of wraithbone - I'm wondering if it might make a viable trade good with the Sirens. It'd advance them somewhat, but they wouldn't have full Eldar tech knowledge so it'd mainly be a really useful material for them if they can do Bonesinging.)

Also, I just realized that the Exploration of the Old One Battlestations starts in Year 2 so we could use the Double Down in Year 2 directly on that (which I think we ought to do) instead of the Design Forward Operating Base option. Just not used to an action starting without us choosing it.

No, it starts in Year 1. At the start of the year the only AdMech actions being used are the Explorator Slot and the Fabricator General slot, which means the Free slot is open and that's what gets filled by the Old Ones Battlestations action.
 
Also did the Double Down for year 1 on the Old Ones Defense Station action explicitly, and added using our survey bonus action guys to survey the hulks to look for info and anything we can collect for study. (I'm particularly interested in bits of wraithbone - I'm wondering if it might make a viable trade good with the Sirens. It'd advance them somewhat, but they wouldn't have full Eldar tech knowledge so it'd mainly be a really useful material for them if they can do Bonesinging.)
To my knowledge the Eldar Ships were in Death's Harbinger, so the survey should be on the debris from them, the only hulk intact is the one we ambushed.

Who knows it could also give a boost to studying the impacts of them.
 
To my knowledge the Eldar Ships were in Death's Harbinger, so the survey should be on the debris from them, the only hulk intact is the one we ambushed.

Who knows it could also give a boost to studying the impacts of them.

Well, we can't really study Wraithbone ourselves in the current political climate - the conservatives and xenophobes would have a fit. But if we trade some Eldar related xenos some Eldar tech then that might be significantly easier to sell, at least if it doesn't advance the Sirens to the point where they can make ships and whatnot (which they shouldn't be able to, I think, since Eldar tech still requires non-Wraithbone components to work as I understand it).
 
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