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
Pity. It would be nice to teach the future generations of Avernites a few old tricks. It's not like we will live for ever, it would be a good idea to pass on our skills. Maybe even teach a bit at the Schola ?

@Durin
1. Will we get an option to teach or at least spend some time with the Avernites at Schola Progenium ?

Open a Rotbart school of strategy and tactic? Jane did get her swordmanship one.
 
Looking at the spying on the Ork gods option I think it would probably be best to put that off until they are at least a decade away from waking up in the case that we fail the roll.
 
I wanted to write an omake around the idea of Jacob becoming a underground fight champion (Think Def Jam Vendetta) but now I want to make him and Jane the picture perfect mother-son portrait.
 
How old will the boy be by the end of the turn- if he's say 16, and has a combat higher than say, 25, there is no reason we couldn't bring him on campaign with us. Hell, might be worth it even if he's weaker and younger than that.
 
So, anyone feels like spending a year at least going over the idea of Melee Grenadiers?

With supah orks incoming, and the advent of power armour, it sounds like a good idea to at least look into, something to fortify and guard critical points with and serve as bodyguards to officers or specialist squads.
 
So, anyone feels like spending a year at least going over the idea of Melee Grenadiers?

With supah orks incoming, and the advent of power armour, it sounds like a good idea to at least look into, something to fortify and guard critical points with and serve as bodyguards to officers or specialist squads.
Good idea. We have our Governor's Own with the necessary skills, so letting them develope a lighter training-program for Helguard regiments should be easy.
 
Last edited:
So, anyone feels like spending a year at least going over the idea of Melee Grenadiers?

With supah orks incoming, and the advent of power armour, it sounds like a good idea to at least look into, something to fortify and guard critical points with and serve as bodyguards to officers or specialist squads.

I don't think that would be too useful - we'd have to have a lot of them to make a difference. Besides, wouldn't the Champions of each regiment serve in a melee role when needed?
 
I don't think that would be too useful - we'd have to have a lot of them to make a difference. Besides, wouldn't the Champions of each regiment serve in a melee role when needed?
Sort of, but I'm thinking of being able to deploy them in a larger scale than champions. I suppose it's more like attaching an Assault Squad to the Command one, in SM terms, on a tactical company.

It sounds like a natural expansion of said program, tho.

And hey, we have plenty of melee techs, we have Oakheart Swordsmanship, and we have power armour.

Outdoing the orks in their own thing sounds nice.
 
Last edited:
build some more cities in Elysium.
When we do this we should invite the Quartok to help us. They get another city, we get them to like us more.

Should be positions, unless the Imperial Trust Navy has started brewing Health and Mana potions. :p
I don't know about potions but I can see there being a combination of runes than can contain a pre-prepared 'healing' effect.
 
All of our really important officers should already have bodyguards, including a psyker or two. We also put parts of the Governor's Own with VIPs on occasion.
 
When we do this we should invite the Quartok to help us. They get another city, we get them to like us more.
I'd propose to get them a city in exchange for a veto right for any large scale trade deal they do in next two centuries or so, or a similar promise that would prevent them from trading their tech to sirens and other Avernus tribes.
 
Sorry @Durin, but it seems that you didn't noticed my post.

@Durin, can you answer some questions:
1) So, Fred wasn't checked for Knight potential?
2) Can he get checked, and how would Aesir react?
3) Can Mechanicus speed up their growth by starting to monitor and recruit talented kids all over Imperial Trust? We have quite good education everywhere now.
4) Any info on Dark Eldar relatively close to us?
5) So, Terminator armor provides better environmental protection than the Destroyer armor while being less effective in combat, as it was specialized armor for hostile environment rather than combat?
6) Or so would be if we had original DAOT Terminator armor, as Imperium optimized it for combat at cost of decreased protection from environment, so it's worse than Destroyer armor overall?
7) So, what advantages it has? Aside from being slightly more compact?
8) Can you elaborate a bit what Protection and Warding runes do?
9) BTW, will Dragons share some of the tech we're giving them with Karnas? I hope that they'll survive, even if they're quite useless yet.
10) What do we know about Legion Of The Damned?
11) Do Dragons have Virus Bombs?

12) Would Reverse Fire Rune protect from energy weapons?
13) Can we use Cheating at Sanctus Furorem?
14) How big is Dragons' biggest shipyard?
15) How many shipyards they have? Can they sell us some?
 
Last edited:
I'd propose to get them a city in exchange for a veto right for any large scale trade deal they do in next two centuries or so, or a similar promise that would prevent them from trading their tech to sirens and other Avernus tribes.
Doing that would cost us all the goodwill of giving them another city and likely make them hate us even more.

Also I very much doubt they could even contact the Sirens, let alone start trading, without us knowing about it.
More importantly the Sirens have nothing the Quartok want.

he's going to hit paragon, and then start doing truly ridiculous stuff like ambushing foes with Ramilies somehow.
"Orbital defences? No… no orbital defences around this planet. The giant debris ring is entirely coincidental."
 
Doing that would cost us all the goodwill of giving them another city and likely make them hate us even more.

Also I very much doubt they could even contact the Sirens, let alone start trading, without us knowing about it.
More importantly the Sirens have nothing the Quartok want.
We have WoG that a) such trade is possible, if unlikely b) if it happens, it'll be a veritable political shitstorm. I'd like to prevent that. Quartoks should understand if we explain them why it's a big deal and how their decisions can severely damage both ours and theirs political position in a Trust. They seem to be of a sensible type. Giving them a city for the sake of it is fine, we can gift them a third city if we need to, but having guaranties they ask our opinion before screwing up everything we'd done to establish their position is a good idea.
 
13) Can we use Cheating at Sanctus Furorem?
I already asked that, we can for Tranth's action, but not for either repair action.

15) How many shipyards they have? Can they sell us some?
Probably not much use, we'd need to upgrade them upon arrival anyway.

That and moving things of that size through the warp takes a long time and is not very safe, now that the Astronomicon is gone.
 
Back
Top