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
And just in case anyone does get it. Yes, Dark just posted a joke. It isn't real. And yes, I did go back and check the sheet just because the sheer WTF? made me have to make sure... :p
 
finsihed the Admiral
he is a great Admiral but in the wrong fleet
Spoiler: Admiral Mark Sarnow
Admiral Mark Sarnow, Commander of the Avernite Navy
Age: 213 rejuve to 25

M: 16+11=27 (+38 marital bonus)- Admiral Sarnow is a skilled admiral more then worthy of the rank, though he is not counted among the best of the Imperial Trust.
I:28+8=36- Admrial Sarnow is a genius at deception on all levels, able to easily pull of naval ambushes, conduct extensive hit and run campaigns as well as runs a decent spy network on the die.
A:18+8=26- Admiral Sarnow is a skilled administrator whose attention to detail and skill at spotting misleading reports serves him well.
L: 12+2=14- Admiral Sarnow has the level of education expected of an naval officer of his rank and little more.
P:13+1=14- Admiral Sarnow is faithful to the Emperor, though no-one would call him one of Avernus' most faithful.
D:11- Admiral Parnell is a warrior not a diplomat, and it shows.
C: 18 +6=24- While not a front line combatant Admiral Parnell is still a skilled swordsman and can hold his own in a fight, against most human foes at least.
(36/7+.5=5.5)
Admiral (+4M, +1A, +1C -1D, -1I, can command fleets)- Mark Sarnow became the Admiral in the Avernite Navy after demonstrating his skill at leading and commanding ship in war.
Disciplined (+2M, +1A, +1P)- Admiral Sarnow is highly disciplined, and expects the same from his men.
Thorough
(+2M, +3I, +3A, +2L)-Admiral Sarnow is always very though in everything he does, which means that his plans always have several contingencies, a fact that has saved ships under his command several times in the past.
Expert Administrator (+3A) – Admiral Sarnow is a highly skilled administrator able to easily manage the most dispersed portion of the Avernite Fleet.
Expert Raider (+1M, +2I, +10 to harassment by ships under his command) – Admiral Sarnow has spent most of his career commanding light forces and is an expert using them to their full capabilities.
Master of the Blade (+2M, +1D, +5C, +50 to melee combat rolls)- Admiral Sarnow has put in a lot of time and effort over the years to developing his swordsmanship and is a highly skilled swrodsman. However while he has developed a mastery of the blade his lack of major combat experience means that his general combat skills are merely average. For an Avernite.

Incredible Cunning (+2I)- Admiral Sarnow has always been very cunning, being able to nearly instinctively avoid trouble and bypass obstacles.

... well... awesome admiral in the wrong fleet...

Maybe when we found a new colony we can send him over to them as the new void commander, and they can have a sneaky raider fleet...
 

Yes, I had to. It was one of those situations where it's so unbelievable you just can't not believe it until you've checked twice. And even then you have to look back a third time just as you've decided 'Yes, it wasn't real. Yes it really wasn't" just so you can go "Okay, this is getting silly. I've checked and re-checked. IT'S STILL NOT REAL! Quit bugging me brain!"
 
they can have a sneaky raider fleet...
Or loan him to Muspelheim for their stealth fleet, or volunteer him to the Trust to run a raiding fleet.

Yes, I had to. It was one of those situations where it's so unbelievable you just can't not believe it until you've checked twice. And even then you have to look back a third time just as you've decided 'Yes, it wasn't real. Yes it really wasn't" just so you can go "Okay, this is getting silly. I've checked and re-checked. IT'S STILL NOT REAL! Quit bugging me brain!"
I admit I had to do it too.
 
@Durin
1. What is needed to boost Avernus's counter-spy network on Avernus?
2. If we perform many successful upgrade spy infiltration actions on a planet, will that planet's Avernite spy network become self updating?
 
1. What is needed to boost Avernus's counter-spy network on Avernus?
No need, because of our Death world status and our own incredibly entrenched spy network the only people who have a proper spy net are the Inquisition (and Jane still accidentally grabs inquisitorial agents occasionally) as most of their agents end up dying to spiders.

Avernites themselves are often too loyal to go against Rotbart as well.

Muspelheim probably has one though.
 
Can Ridcully divine the relative degree of danger between building and not building the Azure Isles railways?
 
huh we get super stealth tech from tranth the same time we get a super stealth fleet admiral... Coincidsnce? I think not!

Conspiracy!?!?
 
Last edited:
No need, because of our Death world status and our own incredibly entrenched spy network the only people who have a proper spy net are the Inquisition (and Jane still accidentally grabs inquisitorial agents occasionally) as most of their agents end up dying to spiders.

Avernites themselves are often too loyal to go against Rotbart as well.

Muspelheim probably has one though.

The two groups simply prove that we aren't a truly formidable force against spies of a certain human level. We can be infiltrated and not be able to do anything because we won't know we have been infiltrated. I don't want Dragon's Nest to gain our tech advantage without a solid Avernite spy network in their territory.
 
my worry about the railway are those cthulhu creatures that are alpha plus, they will be some what closer to the people that go to this way.
here some ideas to reduce the amount of carnage that will come.
so can we trade with our some what allies in the sea a map to where to build (and the direction)? use divination and demonology to find the more 'firm' places (as far of the warp as our planet allow)? even going all out and making 'safe house' in that route that are warded (just so we have some people survive to tell the tale and create new estrategies) and some of our elites there (especially the Psychic... if they are not 'tasty' for the alpha things)? can we send the mechanical cyborgs there (or anyone that is, lets say, 'less tasty' for the warp creatures) ? the cyborgs, we can somehow say that is a way to booster the defense to the island (because is exactly that) and that give the bonus to protect the 'holy land' where most of tech has come.
And with the bonus of killing lots and lots of traditionalist that as far as so warm and cozy in a planet far away from the avernus, even considering the traditionalist should protect and safe guard the tech (that what we get to mix traditionalist mech with politics^^)
 
Yes, I had to. It was one of those situations where it's so unbelievable you just can't not believe it until you've checked twice. And even then you have to look back a third time just as you've decided 'Yes, it wasn't real. Yes it really wasn't" just so you can go "Okay, this is getting silly. I've checked and re-checked. IT'S STILL NOT REAL! Quit bugging me brain!"
But how do you know you looked in the right place, it would be too easy if it was just at the end of the traits list. That way anyone would be able to see if their window size was less than the length of the line.
AMBUSH FRONTAL PLANETARY ASSAULT
I wouldn't expect it.
 
The two groups simply prove that we aren't a truly formidable force against spies of a certain human level. We can be infiltrated and not be able to do anything because we won't know we have been infiltrated. I don't want Dragon's Nest to gain our tech advantage without a solid Avernite spy network in their territory.
We have been "infiltrated" by the inquisition because we let them infiltrate us.

As stated before we routinly uncover their agents.

Muspelhiem MIGHT, have a spy net on Avernus even the Inquisition doesn't know if they have one (presumably if they do they use the light minute communicators putting their numbers down to a mere handful.)

Apart from that the only other sorta spy net was Tzeench in our navy, but that doesn't count because its Tzeench personally involved.

As for infiltration from outside agents, seeing as their current stratergy is to send "stealth" shuttles who will crash land somewhere on Avernus at us with people to mingle in I don't think we have a problem seeing as everything for about three light minutes around the Helhime system is covered in sensors, and if they did land they'd have to do it outside of a city which is certain death, BEFORE you remember that our entire populace have genetic dog tags.

As for Avernite spy net work that isn't our job, that's the Inquisition's job, we spy on our neighbours because it is practical to do so, not when they're almost a sector away.

my worry about the railway are those cthulhu creatures that are alpha plus, they will be some what closer to the people that go to this way.
Distance does not seem to be their trouble, seeing as when it first woke it casually snacked on 60 million of our civilians souls (IIRC)

so can we trade with our some what allies in the sea a map to where to build (and the direction)? use divination and demonology to find the more 'firm' places (as far of the warp as our planet allow)? even going all out and making 'safe house' in that route that are warded (just so we have some people survive to tell the tale and create new estrategies) and some of our elites there (especially the Psychic... if they are not 'tasty' for the alpha things)? can we send the mechanical cyborgs there (or anyone that is, lets say, 'less tasty' for the warp creatures) ? the cyborgs, we can somehow say that is a way to booster the defense to the island (because is exactly that) and that give the bonus to protect the 'holy land' where most of tech has come.
We can ask the Sirens for help that's actually a good idea.

However
1. Tasty isn't likely to matter, as they're probably getting their souls nommed (why it goes for us I guess there are so many of us and we're sentient) if anything elite psykers would be more appealing.
2. Nice idea, but unfortunately the Conservatives are stubborn, not stupid. They can easily sniff that this is suicide duty, even if Storms end is located there they can just fly. Scott could assign large numbers of conservatives to work there, but that's a bit blatant.

Honestly I'm less worried about the Deep One, it seems content to nap snack and kick daemons in the dick. I'm more worried about pissing off some deep sea creature.
 
The two groups simply prove that we aren't a truly formidable force against spies of a certain human level. We can be infiltrated and not be able to do anything because we won't know we have been infiltrated. I don't want Dragon's Nest to gain our tech advantage without a solid Avernite spy network in their territory.
There's difference between being infiltrated by agents of either the Inquistion, to whom we give open access to our, well, everything (hell, one of our oldest and most trusted advisor is an Inquisitor Lord ffs) or Muspelheim, who are both closely allied to us and not really on "human" level both technologically or skill wise, compared to completely foreign polity with low-end Imperial tech level are like night and day.
 
Last edited:
The factory ship stuff would be nice I guess, but we're not exactly hurting for production right now.
Factory ships are for helping to set up colonies and supplying long range fleet actions, not sitting in established systems as an extra factory that happens to be a ship.

At present setting up a colony involves shipping in all the equipment to build cities from the core world(s). A slow and vulnerable process. With factory ships we can jump start local production more quickly.

Mark Sarnow
a great Admiral but in the wrong fleet
Too true. In a few decades we should see about doing with him what we did with Deacon Mark Aurilian; find him a project to micromanage while someone with more convenient inclinations runs the fleet at large.

There was a suggestion a while ago of sending light/fast fleets into enemy territory for commerce raiding and opportunistic shipyard sniping. Might be a good job for Sarnow.
 
Factory ships are for helping to set up colonies and supplying long range fleet actions, not sitting in established systems as an extra factory that happens to be a ship.

At present setting up a colony involves shipping in all the equipment to build cities from the core world(s). A slow and vulnerable process. With factory ships we can jump start local production more quickly.

This would be true if we didn't have a large transit fleet and insane economy multipliers. However, right now we'd need to build a fairly large fleet of slow, vulnerable, and expensive Goliath factory ships in order to make a difference. Quite frankly, I'd say that sending a similar amount in resource cost of the Mass Transit freighters loaded to the gills at the start of the colonization process would probably give the colony more resources for the first 20+ years with the added benefit of them not needing to hang around in a relatively vulnerable system.

Plus, for the colonization effort you're talking about, I'd say the forward operating base variant of the Ramilies could also cover for it.
 
Yeah reynal is right and it would also giv defense aswell to the world and help with the navy garrisons. And wont cost mehanicus actions to research first.
 
Did Durin ever stated the actual production capabilities of Goliath Factory Ship? Because I can't find it.
 
Back
Top