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
Expand Embassies- Inquisitor Klovis-Ultan has put forward a proposal to greatly increase the size of Avernus' Embassies and relocate a major portion of the diplomatic staff to them. While this would limit the amount of diplomatic missions that he could run it would allw your ambassadors to constantly work on improving the relationship between Avernus and the planet that they are stationed on.

Time: 5 years.

Cost: 400,000,000 Thrones, 40,000,000 Material, 10,000,000 Metal, 4,000,000 Promethium, 8,300 Advanced Material.
Upkeep per year: 40,000,000 Thrones, 4,000,000 Material, 1,000,000 Metal, 400,000 Promethium, 415 Advanced Material.
Reward: lose 1 diplomacy action, get a (40-relations*2)% chance per year of increasing every relationship within the Imperial Trust that is under 10, +10 to all diplomatic relations rolls

Is this desirable to do? Losing one diplomatic action forever is a pretty hefty penalty to flexibility.
 
How would you think the Hellguard are perceived by the rest of the Imperial Trust military forces and what kind of reputation they have with those who work with them?
Probably admired for their skill, but considered a bit stuck up, like when we investigated the Avernite reputation with the rest of the Trust.

We have reason seeing as only the Muspelheim fire giants are better than them (even the Serfs ain't as good), but still.

Is this desirable to do? Losing one diplomatic action forever is a pretty hefty penalty to flexibility.
It automates things for @Durin and saves us upwards of 10 actions a turn if we need it, so sure.
 
So about 30 years ago, our characters, if (lol no) they fell to chaos, would have rather a lot of favor from the Chaos Gods.

I wonder, did Amos Parnell get any good amount of favor from the Chaos Gods when he fell? (Abomination?)

Previously it was:

Frederick - Abomination Lots, Khorne Good, Tzeentch Some (Might have increased due to Fred's Paragon trait, especially in regard to Tzeentch.)
Xavier - Everyone Good, except Khorne, because he hates psykers
Ridcully - Tzeentch's Favored Champion

I hypothesize, further:

Tamia - Slaneesh Lots, Everyone Good, Khorne lolnope
Constanzo - Nurgle? Khorne? I mean he's a psyker but he does extreme combat biomancy, that's gotta be closest to what Khorne likes.
Jane - Tzeentch, all the way. Khorne also, I suppose?
Mark Sarrow - Tzeentch Good. Others probably not.
(Mechanicus Characters) - Tzeentch for reformists, Abomination & Nurgle for traditionalists. Slaneesh lolnope.
(Admin Characters) - Abomination, mostly. Maybe Nurgle.
 
Those images have too much of a modern interpretation of a futuristic aesthetic - lots of segmented pieces and few large solid slabs of metal, which is not practical when it comes to power armour. It also goes against the aesthetic of 40k, 30k, and the Dark Age. (The armour designed in the Age of Strife/early Age of the Imperium was based off of Dark Age designs.) This is what Men of Iron looked like. You may notice a resemblance to Titans.
 
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So about 30 years ago, our characters, if (lol no) they fell to chaos, would have rather a lot of favor from the Chaos Gods.

I wonder, did Amos Parnell get any good amount of favor from the Chaos Gods when he fell? (Abomination?)

Previously it was:

Frederick - Abomination Lots, Khorne Good, Tzeentch Some (Might have increased due to Fred's Paragon trait, especially in regard to Tzeentch.)
Xavier - Everyone Good, except Khorne, because he hates psykers
Ridcully - Tzeentch's Favored Champion

I hypothesize, further:

Tamia - Slaneesh Lots, Everyone Good, Khorne lolnope
Constanzo - Nurgle? Khorne? I mean he's a psyker but he does extreme combat biomancy, that's gotta be closest to what Khorne likes.
Jane - Tzeentch, all the way. Khorne also, I suppose?
Mark Sarrow - Tzeentch Good. Others probably not.
(Mechanicus Characters) - Tzeentch for reformists, Abomination & Nurgle for traditionalists. Slaneesh lolnope.
(Admin Characters) - Abomination, mostly. Maybe Nurgle.
I think Khorne would have a mid life crises with Xavier on the one hand Psyker on the other a true warrior of battle and conflict through and through. He also doesn't do Tzeentch just as planned trickery. He uses his powers as a direct in your face weapon of mass destruction also that time without any powers he killed a Khornate cultist with his bare hands.
 
Those images have too much of a modern interpretation of a futuristic aesthetic - lots of segmented pieces and few large solid slabs of metal, which is not practical when it comes to power armour. It also goes against the aesthetic of 40k, 30k, and the Dark Age. (The armour designed in the Age of Strife/early Age of the Imperium was based off of Dark Age designs.) This is what Men of Iron looked like. You may notice a resemblance to Titans.
And I will eternally dispute that.

Not only do more advanced bits from the dark age (i.e. Fellblades, Castigiors, Javlins ect) have a more futuristic design with curves and everything. Things like the Rhino and Leman Russ are from the early days of the Dark Age, so of course they look more primitive, we only have the MK2 Rhino after all. We also know what things like elite power armour looks like and confirmation of the inspiration there of, so we can get a good idea of what the aethetics look like (starcraft) which fits in fine with 40K's aethetic while also being better, more streamlined and curved.

Not only does it look cooler it also looks more unique, Down with stupid imperial armour, I want something new that isn't ugly as shit.
 
All weapons are hard learn or at least well, but I imagine a spear would be much harder (anyone can poke a bastard's eye out with one, I don't think many could use it in a proper duel with a 10 foot tall shit monster)

Spears are one of the easier melee weapons to learn how to use. Basically it's a pointy stick, so it's the basic upgrade of one of the most basic of weapons.

The concept is also simple to understand, stick 'em with the pointy end. For an untrained fighter, spears are much easier to use than a sword.

They have the advantage of length and reach, and as such are a much much better choice of weapons for dealing with 10 foot tall monsters compared to a sword.

The other easy to use weapon is a club.

Really, I don't understand why people always seem to think swords are so much better than other weapons. The main benefit of a sword is that it's relatively easy to carry compared to most other weapons, and it's superior against unarmored foes. Which is why wealthier people often carried one around, as it was an effective anti-bandit weapons. For duels it's decent and flexible (if you are trained), but for warfare, swords tended to be back up weapons, with spears, pikes, lances, and halberds the preferred melee weapons (because reach is king in melee).
 
The concept is also simple to understand, stick 'em with the pointy end. For an untrained fighter, spears are much easier to use than a sword.
For untrained yes, its also good for body guards I imagine, but against a daemon it might not be.

We can give everyone a power spear and expect good results, but they ain't that cheap and so we need them to have some skill to go with it.

We're also not dealing with armies of pikes and arrows anymore.
 
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We do have a pattern for the "light power knife," which is noted to be a relatively cheap power blade, if only knife-sized. With at most minor modifications to the external housing, it could be turned into a bayonet. If it can be deployed on a sufficiently large scale, every rifle can become a power spear.
 
We do have a pattern for the "light power knife," which is noted to be a relatively cheap power blade, if only knife-sized. With at most minor modifications to the external housing, it could be turned into a bayonet. If it can be deployed on a sufficiently large scale, every rifle can become a power spear.
I believe I asked about that, and it is impractical to even use that on an army scale.
 
Not only do more advanced bits from the dark age (i.e. Fellblades, Castigiors, Javlins ect) have a more futuristic design with curves and everything.
Notice how it's not the curves or a more futuristic design that I was complaining about, but the over-segmentation and detail. Look at the Fellblade, Castigator, and Javelin. Curves and a more futuristic design, yes, but since armour was something they actually cared about, they used large, solid slabs of metal where they could instead of breaking it up into little pieces like this thing. Aside from the pauldrons, Space Marine armour is very practical as the large slabs that make up its armour provide a considerable amount of protection, which is what you want from power armour. It might not be as pointlessly sleek and stylish as more modern interpretations of power armour but at least it can perform its primary function - protecting the wearer - adequately. (Exceptionally, really.)

The only reason Halo gets away with it is because it's intentionally designed for maximum mobility and its primary defensive value is derived from its shield. Take that shield away and the Spartan drops dead pretty quick, even against the stubbers the regular human infantry use.

Really, I don't understand why people always seem to think swords are so much better than other weapons.
I've heard it being described as being the second-best at performing any function.
 
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wasn't there an option to build a variant of the large mobile research station that could carry void shields to protect against bombardment? If we are about to get into a big fight something like that might let us maneuver more freely if the enemy gets orbital supremacy.
 
, but the over-segmentation and detail. Compare the Fellblade, Castigator, and Javelin. Curves and a more futuristic design, yes, but since armour was something they actually cared about, they used large, solid slabs of metal where they could instead of breaking it up into little pieces like this thing.
I'm pretty sure the same logic in the pictures is the same that is used in halo, give them more mobility let the shield deal with the damage.

Given we found the cheaper refractor field and the DAoT had the advanced MoS factories its not inconcivable that they protected the vital areas on the mook soldiers who didn't get power armour and let the refractor tank the damage.

I can't actually find this, one just Cerastus Knight-Castigator which is not indicated to being related to the Castigior titan at all.

In fact I'm guessing its probably related more to the Titans.

Aside from the pauldrons
Bloody health hazard.

It might not be as pointlessly sleek and stylish as more modern interpretations of power armour but at least it can perform its primary function - protecting the wearer - adequately.
And we can do better and look better.

And not have a bloody health hazard for shoulder pads.

Still that reminds me to ask @Durin if our land speeders are land speeder Javelins
 
@Durin based a lot of the Imperial Trust technologies on Starcraft so you can assume that the Power Armours look like their Starcraft counerparts.

Trooper:

Elite:

Destroyer:

Raider:

Recon:
 
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Well it's the only thing with "Castigator" in the name that has any kind of image, so you either meant that or you were pulling the description of the Castigator out of your ass.
No I mean its the only Knight I can find with the name of Castigator, the only other thing is a pattern of bolt canon, and the description gives me no indication it is connected to the Dark Age beyond any other knight.
 
Here are three ideas for a possible plan:

Munitorum
Slot A (5 years)
Year 1-3- REPEAT: Readiness Training
Year 4- Campaign: Army
Slot B (1 years)
Year 5- Helltrooper Power Drop Infantry: Drop Infantry


Void
Slot A (Construct)
Year 1- Construct: Warships
Slot B (years 4)
Year 2- Readiness Training: Fleet
Year 3- Readiness Training: Fleet
Year 4- Campaign: Fleet


Administratum
Slot A (5 years)
Year 1- Upgrade Defences: Dis
Slot B (3 years)
Year 3- Upgrade Defences: Small Hive


Diplomacy
Slot A
Year 1- Expand Embassies
Slot B
Year 1- Persons of Interest
Year 2- Sirens Trade (Trade requested animals against Rune)
Year 3- Repeat: Diplomatic Relations (Quartok)
Year 4- In Depth Investigation (Jotunheim)
Quartok relations are bad at 3.


Arbites
Slot A (5 years)
Year 1- Elite Psyker Hunters
Year 5- Raise the Bar
Slot B (1 year)
Year 5- Psyker Hunting


Mechanicus
Explorator Slot (Locked)
Biologis Slot (3 yearss)
Year 2- IF FAILED "Complete Examination (Sphinx)" ELSE "Dragon-Turtle Gas"
Fabricator Slot - (1 year)
Year 5- Expedite: Expand and Upgrade: Silver Lake
General Slot - (2 years)
Year 4- IF FAILED "Examine: Graviton Weapons: Part Two" ELSE "Examine Sub-System: Secondary Engines"
Year 5- ONLY IF FREE "Add Stealth Technology (Recon)"


Ministorum
Slot A (Year 5)
Year 1- Train Missionaries


Astra Telepahtica
Ridculy Slot- (5 years)
Year 1- Mentoring: Beta
Year 2- Mentoring: Gammas
Year 3- Greater Divination (Disaster that Ridcully has forseen)
Year 4- Cheating
Year 5- Divination: Attacks
Jameson Slot- (Full)
Xavier Slot- (3 years)
Year 4- Hand over action to Jameson
Year 5- Mentoring: Alpha


Personal
Slot A (Attention - 5 years)
Year 1- Readiness Training: Fleet
Year 2- Thundabeast Riders : Planning
Slot B (Attention - 3 years)
Year 3- Helltrooper Power Mechanised Infantry: Mechanised Infantry
Slot C (Thaddeus - Full)
Slot D (Other - 5 year)
Year 1- Spent time with (Paulson)
Year 2- Spent time with (Schwarz)
Year 3- Spent time with (Syr)
Year 4- Spent time with (Klovis-Ultan)
Year 5- Knowing Avernus (QM choice [Living conditions?])
As the name implies the actions have been set up so that Frederick will not take part in the campaign.

Munitorum
Slot A (5 years)
Year 1- Thundabeast Riders : Planning
Slot B (1 years)
Year 5- Helltrooper Power Drop Infantry: Drop Infantry


Void
Slot A (Construct)
Year 1- Construct: Warships
Slot B (years 4)
Year 2- Readiness Training: Fleet
Year 3- Build Advanced Orbital Defence Stations


Administratum
Slot A (5 years)
Year 1- Upgrade Defences: Dis
Slot B (3 years)
Year 3- Upgrade Defences: Small Hive


Diplomacy
Slot A
Year 1- Expand Embassies
Slot B
Year 1- Persons of Interest
Year 2- Sirens Trade (Trade requested animals against Rune)
Year 3- Repeat: Diplomatic Relations (Quartok)
Year 4- In Depth Investigation (Jotunheim)
Quartok relations are bad at 3.


Arbites
Slot A (5 years)
Year 1- Elite Psyker Hunters
Year 5- Raise the Bar
Slot B (1 year)
Year 5- Psyker Hunting


Mechanicus
Explorator Slot (Locked)
Biologis Slot (3 yearss)
Year 2- IF FAILED "Complete Examination (Sphinx)" ELSE "Dragon-Turtle Gas"
Fabricator Slot - (1 year)
Year 5- Expedite: Expand and Upgrade: Silver Lake
General Slot - (2 years)
Year 4- IF FAILED "Examine: Graviton Weapons: Part Two" ELSE "Examine Sub-System: Secondary Engines"
Year 5- ONLY IF FREE "Add Stealth Technology (Recon)"


Ministorum
Slot A (Year 5)
Year 1- Train Missionaries


Astra Telepahtica
Ridculy Slot- (5 years)
Year 1- Mentoring: Beta
Year 2- Mentoring: Gammas
Year 3- Greater Divination (Disaster that Ridcully has forseen)
Year 4- Cheating
Year 5- Divination: Attacks
Jameson Slot- (Full)
Xavier Slot- (3 years)
Year 4- Hand over action to Jameson
Year 5- Mentoring: Alpha


Personal
Slot A (Attention - 5 years)
Year 1- Readiness Training: Fleet
Year 2- Readiness Training
Year 3- Readiness Training
Year 4- Campaign: Army
Slot B (Attention - 3 years)
Year 3- Readiness Training: Fleet
Year 4- Campaign: Fleet
Slot C (Thaddeus - Full)
Slot D (Other - 5 year)
Year 1- Knowing Avernus (QM choice [Living conditions?])
Year 2- Spent time with (Schwarz)
Year 3- Spent time with (Paulson)
Year 4- Spent time with (Syr)
Year 5- Spent time with (Klovis-Ultan)
In this version the Legendary Generale will take to the field.

Munitorum
Slot A (5 years)
Year 1- Readiness Training
Year 2- Readiness Training
Year 3- Readiness Training
Year 4- Campaign: Army
Slot B (1 years)
Year 5- Helltrooper Power Drop Infantry: Drop Infantry


Void
Slot A (Construct)
Year 1- Construct: Warships
Slot B (years 4)
Year 2- Readiness Training: Fleet
Year 3- Readiness Training: Fleet
Year 4- Campaign: Fleet


Administratum
Slot A (5 years)
Year 1- Upgrade Defences: Dis
Slot B (3 years)
Year 3- Upgrade Defences: Small Hive


Diplomacy
Slot A
Year 1- Expand Embassies
Slot B
Year 1- Persons of Interest
Year 2- Sirens Trade (Trade requested animals against Rune)
Year 3- Repeat: Diplomatic Relations (Quartok)
Year 4- In Depth Investigation (Jotunheim)
Quartok relations are bad at 3.


Arbites
Slot A (5 years)
Year 1- Elite Psyker Hunters
Year 5- Raise the Bar
Slot B (1 year)
Year 5- Psyker Hunting


Mechanicus
Explorator Slot (Locked)
Biologis Slot (3 yearss)
Year 2- IF FAILED "Complete Examination (Sphinx)" ELSE "Dragon-Turtle Gas"
Fabricator Slot - (1 year)
Year 5- Expedite: Expand and Upgrade: Silver Lake
General Slot - (2 years)
Year 4- IF FAILED "Examine: Graviton Weapons: Part Two" ELSE "Examine Sub-System: Secondary Engines"
Year 5- ONLY IF FREE "Add Stealth Technology (Recon)"


Ministorum
Slot A (Year 5)
Year 1- Train Missionaries


Astra Telepahtica
Ridculy Slot- (5 years)
Year 1- Mentoring: Beta
Year 2- Mentoring: Gammas
Year 3- Greater Divination (Disaster that Ridcully has forseen)
Year 4- Cheating
Year 5- Divination: Attacks
Jameson Slot- (Full)
Xavier Slot- (3 years)
Year 4- Hand over action to Jameson
Year 5- Mentoring: Alpha


Personal
Slot A (Attention - 5 years)
Year 1- Readiness Training: Fleet
Year 2- Readiness Training
Year 3- Readiness Training
Year 4- Campaign: Army
Slot B (Attention - 3 years)
Year 3- Readiness Training: Fleet
Year 4- Campaign: Fleet
Slot C (Thaddeus - Full)
Slot D (Other - 5 year)
Year 1- Knowing Avernus (QM choice [Living conditions?])
Year 2- Spent time with (Schwarz)
Year 3- Spent time with (Paulson)
Year 4- Spent time with (Syr)
Year 5- Spent time with (Klovis-Ultan)
Durin has not yet answered if the Campaign options can be doubled up or what it means to do so. So this third is more theoretical in archiving that. Both Army and Fleet spend their time before the campaign training and they and our Grovenor have the action to take part in it.
 
@Durin - some options that you've got duplicated and need to be removed or changed:

Helguard Jetbikes- One of the new technologies found by Archmagos Tranth is designs for a set of advanced jetbikes with many similarities to the Eldar designs. Now that a force compostion has been desnged General Richards would like to mount your entire Helguard Rough Rider force on Jetbikes. This would turn the Helguard Rough Riders into a situationaly useful forces into one of your most useful and deadly Helguard Regiments.

Time: 7 years


Cost: 38,600,000Thrones, 1,840,000 Material, 105,000 Promethium, 1,400,000 Advanced Material, 2,950 Exotic Material.
Upkeep per year: 3,860,000 Thrones, 184,000 Material, 52,600 Promethium, 70,000 Advanced Material, 59Exotic Material.
Reward: replace 26 Helguard Rough Rider Regiments with 26 Helguard Jetbike Regiments

Action is already under way. Should remove.

Expand (City) to Small Hive- Now that the cities of Duat have all been built, or are in the final stages of construction it would be a good adea to expand one of them into a Small Hive. This would provide a centre for the admisnation and defence of the region and allow for a greater popualtion to build up. It would also be possible to build more small hives in other regions, though not nrealy as important.

Time: 10 years.

Cost: 3,290,000,000 Thrones, 2,680,000,000 Material, 2,480,000,000 Metal, 4,460,000,000 Promethium, 2,370,000 Advanced Material, 27,100 Exotic Material.
Upkeep per year: 277,000,000 Thrones, 234,000,000 Material, 217,000,000 Metal, 39,500,000 Promethium, 19,500 Advanced Material, 234 Exotic Material.
Reward: Expand city to Small Hive

The fluff text in this option should be changed if it isn't removed, since we're already building the hive in Duat.

Upgrade Defences: Four Major Cities- Edvin Dieuwer has recently finished making plans to upgrade the defences of Avernus' cities to the next level. The final option would be to start with your major cities, which would be far quicker and cheaper to upgrade then the Hives. You could upgrade four cities at a time, allowing you to quickly reinforce the defences of your most vulnerable cities.

Time: 6 years.

Cost: 1,040,000,000 Thrones, 1,010,000,000 Material, 950,000,000 Metal, 228,000,000 Promethium, 1,710,000 Advanced Material, 11,400 Exotic Material.
Upkeep per year: 10,400,000 Thrones, 10,100,000 Material, 9,500,000 Metal, 2,280,000 Promethium, 17,100 Advanced Material, 114 Exotic Material.
Reward: Upgrade selected Major Citie' defences to Incredibly heavy (level 7)

Based on the text in the last turn, only the last two cities in Duat are not upgraded, so this option may need to be updated to halve the costs. (time is probably the same)
 
Educational Review- Edvin has suggested devoting some time to improving the Avernite education system, which will incredible by Imperial standards still has room to improve. It will be challenging to make even small improvements but given that each improvement will increase the productivity of your people for the foreseeable future it is worthwhile endeavour.

Time: 1 year. (can be taken as many times as you want)
Chance of Success: 10% (uses average of administration and learning)

Cost: 44,000,000 Thrones.
Reward: increase education modifier by +1% (currently +300%)
Durin
Shouldn't the education modifier currently be +301%? Or did the success last turn not count for some reason?
 
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