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
Once that's done we can go about resuming Jane's favorite activity en masse! ...10 Psyker Hunting actions per turn. Get that Master Psyker Hunter trait up to Paragon.
 
With us rearming the Helltroops with power armor here's my swing at how I'm thinking they would be outfitted. This assumes of course that we don't do what we did with the Helguard and make everything 4-1 Trooper-Shock and teller each unit to it's job. Hopefully we can adjust the current PA set-ups to more suited to the type of unit and not cookie cutter copy's that they are now at a later date. I do wish we can get to the point that we can equip the Helguard in Advanced Power Armour and not just the Governors Own and Phase Tigers.

Helltrooper Power Infantry: Infantry- General Richards has put forward a plan to equip your Helltrooper Infantry with power armour. This will greatly increase their combat power and life expectancy at a surprisingly affordable price. You are advised to begin this project immediately, and told that General Richards is working on plans to begin similar upgrades for the rest of your Helltrooper Regiments.

Time: 8 years

Cost: 276,000,000 Thrones, 21,300,000 Material, 762,000 Promethium, 6,590,000 Advanced Material, 4,240 Exotic Material.
Upkeep per year: 15,500,000 Thrones, 1,060,000 Material, 347,000 Promethium, 198,000 Advanced Material, 32 Exotic Material.
Reward: upgrade 419 Helltrooper Heavy Infantry Regiments to Helltrooper Power Infantry Regiments.

As our most basic unit type Helltrooper Infantry should mostly be in the Trooper Type I armor. I can see a percentage in Type II Shocktrooper and Type IV Scout with vehicle operators having the Type V Pilot for different mission roles in the unit but the bulk should just be in Trooper's as a good all rounder.

Helltrooper Power Infantry: Heavy Infantry- General Richards has put forward a plan to equip your Helltrooper Heavy Infantry with power armour. This will greatly increase their combat power and life expectancy at a surprisingly affordable price. You are advised to begin this project immediately, and told that General Richards is working on plans to begin similar upgrades for the rest of your Helltrooper Regiments.

Time: 6 years

Cost: 158,000,000 Thrones, 12,300,000 Material, 436,000 Promethium, 3,780,000 Advanced Material, 2,430 Exotic Material.
Upkeep per year: 8,860,000 Thrones, 412,000 Material, 199,000 Promethium, 114,000 Advanced Material, 18 Exotic Material.
Reward: upgrade 240 Helltrooper Heavy Infantry Regiments to Helltrooper Power Infantry Regiments.

The Helltrooper Heavy Infantry seem to be getting merged with the regular Infantry, why I don't know. So the same as above. I however would have kept them separate and placed them mostly in Shocktrooper armor as a heavy siege and break through units for the rest of the Helltroopers. As line breakers the Shocktrooper units would have the highest concentration of firepower per trooper but be slower and more awkward to maneuver than the follow up regular Trooper armor units.

Helltrooper Power Drop Infantry: Drop Infantry- General Richards has put forward a plan to equip your Helltrooper Drop Infantry with power armour. This will greatly increase their combat power and life expectancy at a surprisingly affordable price. You are advised to begin this project immediately, and told that General Richards is working on plans to begin similar upgrades for the rest of your Helltrooper Regiments.

Time: 6 years

Cost: 307,000,000 Thrones, 31,200,000 Material, 1,430,000 Promethium, 7,020,000 Advanced Material, 4,190 Exotic Material.
Upkeep per year: 14,600,000 Thrones, 898,000 Material, 343,000 Promethium, 186,000 Advanced Material, 30 Exotic Material.
Reward: upgrade 401 Helltrooper Heavy Drop Regiments to Helltrooper Power Drop Infantry Regiments.

Our airborne Infantry the Drop Infantry should be mostly Trooper armored but have very high levels of Pilot and Scout's mixed in for the drop ships and close air support attachments as well as lots of infiltrators to duck behind the lines of the drop zones and start wreaking stuff like the anti-air units shooting at them as well as snipers and commando hit squads. Again a few Shocktrooper heavy weapons teams like the regulars for anti-vehicle work and whatnot but nothing like the numbers the others have.

Helltrooper Power Mechanised Infantry: Mechanised Infantry- General Richards has put forward a plan to equip your Helltrooper Mechanised Infantry with power armour. This will greatly increase their combat power and life expectancy at a surprisingly affordable price. You are advised to begin this project immediately, and told that General Richards is working on plans to begin similar upgrades for the rest of your Helltrooper Regiments.

Time: 6 years

Cost: 332,000,000 Thrones, 26,800,000 Material, 1,140,000 Promethium, 7,120,000 Advanced Material, 4,760 Exotic Material.
Upkeep per year: 16,000,000 Thrones, 658,000 Material, 460,000 Promethium, 174,000 Advanced Material, 27 Exotic Material.
Reward: upgrade 249 Helltrooper Mechanised Infantry Regiments to Helltrooper Power Mechanised Infantry Regiments.

The most vehicle based unit this is almost all Trooper and Pilot armors with a slightly larger Shocktrooper attachment than the regular Infantry being hauled around. Low to no Scout armors as Mech inf's job is to be hauled right up to the battle in their personal carriers then hop out to fight.

I'm not seeing any options for Armor, Rough Rider, or Light Infantry but to be fair the first two benefit the least from power armor. While the Armor units could be boosted with Pilot armor it's their vehicles not the individual crewman that does the fighting. The Drop and Mech inf drivers might have to get out and fight with their units if their ride gets trashed but with Armor if the tank gets mission killed getting out to continue the fight will only get them killed faster. Pilot armor might save a number of crewmen from whatever took out their ride but is that worth the cost of outfitting them I don't know. Rough Riders have it even worst. They ride critters into battle so if we put them in power armor we might as well just make them regular PA Infantry. Unless they're riding a Thunder Beast or something you could place a heavy tank weapon on then that's a different story. The Light Infantry on the other hand would greatly benefit from getting Scout armor.
 
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On a side note, who wants to bet that Tzeenech will do his invasion when all our units are fighting among Orks?
So what if he does? Our army isn't the anti-chaos force on the planet. We just hunker down and survive while the Weapons, Guardians and Great Ones do their job.

'Tis a good thing then, that we don't have to specify the exact forces that we send to the campaign against the Orcs.
Tragically Fred's Paragon trait only has a range of a single system. We can't quantum entangle between campaign and home.
 
No, our army was merely one more target during the first chaos incursion. We took no offensive action and indeed did nothing proactive at all. It was only afterwards when the cults started that our army actually started making a difference.
eeeeer.

We kinda were the target and the army was the main force that stopped the evil fluid people from raping our populace (literally and metaphorically).

They made the absolute difference between several cities being overwhelmed and not being overwhelmed (its not like we station it in one city its spread out between all of them)

The Wildlife was certainly a massive part of why we survived as apparently over half the Daemons were stopped at the poles and more died en route, but our armies were extremely important as shown by the massive casualties they took.

@Durin
1. How close is Ophelia to Alpha +?
2. Given her current power and control what is her expected life span?
 
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eeeeer.

We kinda were the target and the army was the main force that stopped the evil fluid people from raping our populace (literally and metaphorically).

They made the absolute difference between several cities being overwhelmed and not being overwhelmed (its not like we station it in one city its spread out between all of them)

The Wildlife was certainly a massive part of why we survived as apparently over half the Daemons were stopped at the poles and more died en route, but our armies were extremely important as shown by the massive casualties they took.

@Durin
1. How close is Ophelia to Alpha +?
2. Given her current power and control what is her expected life span?
1.not very
2. 300 with Juve nat
 
[X] Plan Portec T92

Munitorum
Slot A (5 years)
Year 1- Helltrooper Power Drop Infantry: Drop Infantry
Slot B (1 years)
Year 5- Helltrooper Power Infantry: Infantry
After Durin cleared it up doubling down on Campaign has only the effect of sending our general as well. But she is needed to coordinate the defences against the wildlife and has the strongest effect (of a character) on yearly attrition.
She is valueing equipping the Helltroopers with PA higher than the effect they might have on the campaign (they don't take part if they are beeing trained on PA). Because the Drop Infantry needs only 6 years they would be avaiable in year 3 of the campaign again. Neither can be affected by DD or Expedited.

Void
Slot A (Construct)
Year 1- Expedite: Construct: Warships
Slot B (years 4)
Year 2- Readiness Training: Fleet
Year 3- Readiness Training: Fleet
Year 4- Campaign: Fleet
Except escort nothing will be finished in time for the campaign. As such I choose the biggest Construct option that will at the end bring our fleet to its full standing (only the stealth subsection would still be missing).
Readiness Training before deployment is mandatory. Maybe delaying the construct action to get the full 3 trainings in would be possible but delaying a construct action does not agree with me.

Administratum
Slot A (5 years)
Year 1- Upgrade Defences: Dis
Slot B (3 years)
Year 3- Expedite: Upgrade Defences: Small Hive (Edvin's choice)
Starting on the defences. Edvin points out that our Throne income is getting low. Expedites can be put one these but ex

Diplomacy
Slot A
Year 1- Expand Embassies
Slot B
Year 1- In Depth Investigation (Jotunheim)
Year 3- Sirens Trade (Trade requested animals against Rune)
Year 4- Persons of Interest
Year 5- Double Down: Diplomatic Relations (Quartok)
Only one Persons of Interest because there is a Knowing Avernus action in personal as well.
Finalizing the Siren trade and investing some time into our Quartoks. The relations are bad at 3 and how I read the Embassies action it will not affect them.

Arbites
Slot A (5 years)
Year 1- Elite Psyker Hunters
Year 5- Raise the Bar
Slot B (1 year)
Year 5- Psyker Hunting
Jane wants her elites and the Changer of Ways will surely stop "helping" us soon. Psyker hunting is there to keep Janes skill up.

Mechanicus
Explorator Slot (Locked)
Biologis Slot (3 years)
Year 2- IF FAILED "Double Down: Complete Examination (Sphinx)" ELSE "Double Down: Complete Examination (Nog)"
Year 3- ONLY IF FREE "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
Only action avaiable.

Astra Telepahtica
Ridculy Slot- (5 years)
Year 1- Double Down: Greater Divination (Danaan Subsector - Info to assist campaign)
Year 2- Psychic Materials: (Illusion Pines)
Year 3- Double Down: Greater Divination (Disaster that Ridcully has forseen)
Year 4- Double Down: Cheating
Year 5- Divination: Attacks
Jameson Slot- (Full)
Xavier Slot- (3 years)
Year 3- Create Psyker Order (Healer)
Jameson is busy with research. As such Ridcully is doing some Divination, Mentoring and Cheating. He asked to look into what he has predicted and I agree with him.
For Xavier would be possible to do Honing an Edge or Battle Preparations and leaving year 4 and 5 empty (to indicate he and his department joined the campaign). I am not really in favor of that because @Durin did not gave a coresponding action (like "Campaign: Psyker").
For Psyker Order we have an abnuance of choices: "Healer" and "Deamon Hunters" (as in the text) or "Avernus Wildlife" and "Psyker Combat Style/School" (as discussed in the threat). Right now I favor Healer but please say your preference.

Personal
Slot A (Attention - 5 years)
Year 1- Readiness Training
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)
Year 2- Spent time with (Aelfric Abingdon)
Year 3- Spent time with (Marshall Sigurd)
Year 4- Spent time with (Syr)
Year 5- Spent time with (Klovis-Ultan)
This plans focus is to allow Frederick to take part in the campaign. As such I planned most of his time till than for training. Fleet less because in Void are additional training actions.
For Spent time i choose the biggest contributors to the campaign and Syr now that we can meet face to face with her agin. Klovis mainly to have a link back home.
Year 1- Ridcully Divination
Year 2- Biologis
Year 3- Ridcully Divination
Year 4- Ridcully Cheating
Year 5- Diplomatic Relations (Quartok)
Year 1- Construct: Warships
Year 2-
Year 3- Upgrade Defences: Small Hive
Year 4-
Year 5- Expand and Upgrade: Silver Lake

First plan! Yay!
 
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I'm almost tempted to respond to Vanaheim's request to ward Gungnir in this way.

"How about this. We ward the Gungnir and instead of giving us credits. You actually start working on the ships we ordered from you. I know you have a backlog and all, but we both know that's not the reason we haven't gotten those ships yet."
 
I'm almost tempted to respond to Vanaheim's request to ward Gungnir in this way.

"How about this. We ward the Gungnir and instead of giving us credits. You actually start working on the ships we ordered from you. I know you have a backlog and all, but we both know that's not the reason we haven't gotten those ships yet."
Have you seen how long stealth ship need?
I am fairly sure they have Muspelheims order as well...
We are only half/two thirds done with our part as well.
 
Have you seen how long stealth ship need?
I am fairly sure they have Muspelheims order as well...
We are only half/two thirds done with our part as well.
They have a massive backlog and they do have Muspelheims order. Here's the thing we ordered those ships what seems like ages ago, and due to our fuck ups with Vanaheim. I'm inclined to believe that our past is influencing their ship building process more than it should. Meanwhile, we have either a half or two thirds of our order done.
 
They have a massive backlog and they do have Muspelheims order. Here's the thing we ordered those ships what seems like ages ago, and due to our fuck ups with Vanaheim. I'm inclined to believe that our past is influencing their ship building process more than it should. Meanwhile, we have either a half or two thirds of our order done.
I'm reasonably sure that Durin simply forgot about our order. Keep in mind that they were ordered IRL nearly a year ago. He probably just lost the notes, and remembered them when the thread started talking about them. He's mentioned that he's putting together an up to date list on what we have on order and in the Graveyard. Expect our ship construction option to change when he's done. From here and here we've ordered the following ships:
4x Mostly Intact Gurkha Class Grand Cruisers
4x Mostly Intact Landsknecht Class Grand Cruisers
8x Mostly Intact Chevalier Heavy Cruisers
8x Mostly Intact Paladin Class Heavy Cruiers
Buy 8x Mostly Templaer Class Heavy Carriers
Hero Class Battleship
- 1x Mostly Intact, 16,265.24
- 1x Half Destroyed, 23,939.80 (tithe)
Scots Class Grand Cruiser
- 4x Mostly Intact, 17,063.52 (tithe 2)
Pope Class Grand Carrier
- 4x Mostly Intact, 17,063.52 (tithe 2)
30x Castle Defence Cruisers, 24,582
300x Defence Monitors, 1,545
Note that for this option we are double building the Landshnecht Grand Cruisers and the heavy cruisers. Presumably, @Durin just flubbed his notes. God knows I've had worse mistakes.
Construct: Warships -Admiral Sarnow has put forward a proposal to build the rest of the ships that you planned for the Avernite Navy, baring those on order from Vanaheim which are expected to arrive within the decade. This will take some time and use up a decent portio of the ships from the ship graveyard but will bring your fleet to full strength for the first time.

Time: 14 years.

Cost: 1,580,000,000 Thrones, 225,000,000 Material, 4,220,000 Promethium, 1,020,000 Advanced Material, 8,530 Exotic Material.
Upkeep per year: 38,300,000 Thrones, 5,850,000 Material, 2,250,000 Promethium, 61,100 Advanced Material, 203 Exotic Material.
Reward: Repair 4 Paladin Heavy Cruisers (mostly intact), 4 Templar Heavy Cruisers (mostly intact), 5 Hoplite Cruisers (mostly intact), 18 Soldier Destroyers (half destroyed), 53 Legionnaire Destroyers (10 intact, 43 mostly intact). Build 2 Landsknecht Grand Cruisers, 2 Warrior Cruisers and 50 Descent Destroyers. Repair for Imperial Trust 3 Chevalier Heavy Cruisers (mostly intact), 10 Disciple Carriers (mostly intact), 9 Uhlan Battlecruisers (mostly intact) and 77 Privateer Raiders (10 intact, 67 mostly intact)
 
Hi, new guy here.
Just putting this out to discuss because I don't think durin will answer without an action, but does anyone think that the sirens might accept future payments in orc souls? You can shoot the arms and legs off of those guys and they'll survive it some of the time.
 
Just putting this out to discuss because I don't think durin will answer without an action, but does anyone think that the sirens might accept future payments in orc souls? You can shoot the arms and legs off of those guys and they'll survive it some of the time.
Already asked that ages ago, apparently orks taste bad.
 
They taste bland. Basically, they already get enough food to sustain them, so why would they trade precious knowledge for something that is, at best, as good as the stuff they already have?

We basically have to trade luxury 'foods' to them in order to get anything special from them.
 
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