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
That's also a really good point actually. Out of all core worlds (and probably even colonies, they may be former ork worlds but any large concentration of orks on those worlds can be detected and exterminated before they grow out of controll unlike on Avernus) we have by far biggest ork infestation which will become huge problem pretty much immediately once G&M awakens.
On the other hand it is a good research resource as our Orks are going to be stronger than the average.

Should give the Trust some idea of what we're going up against in advance.

It should be fine when we're done with our city upgrades and get our super-forges going.
Ehhh. I'm no good with numbers, but the first Super Forge increases our AM production by 60%.

Probably not enough to get out of danger.

Do you guys think we can ask Durin for a few options to vote for, something with a few indicators of what impact each has on our own security?
I can't think of many reasons why not.


Speaking of all those disappearing psykers, perhaps we should tell the High Council about them?
They already know... I think.

Yeah we've told em that it's happening at least. They probably received a report in the interim, though checking isn't a bad idea.
though several powerful Chaos Psykers were sucked into a Warp rift before they could be killed. It is uncertain whether they escaped or were eaten by some Avernite creature. The Inquisition was helpful in providing assistance in the initial investigation to find the plot. Investigation on how this happened and where the Chaos Psykers went is ongoing, and results will be shared with the Security Council once the investigation is completed. Security measures will be updated once the investigation has given results.
 
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I'm still upset we haven't voted to find out what's happening to those psykers after they disappear into the Warp. Even if we can't stop them from disappearing or go after them, it would at least be good to know if they plan on attacking Avernus or another Trust world.
 
That's also a really good point actually. Out of all core worlds (and probably even colonies, they may be former ork worlds but any large concentration of orks on those worlds can be detected and exterminated before they grow out of controll unlike on Avernus) we have by far biggest ork infestation which will become huge problem pretty much immediately once G&M awakens.

1. Will "Expand PDF" Munitorum action become available soon? Because currently we seem to have lowest percentage of population serving in military than any other core Trust world (except Asgard, but they don't really count since their main military might is Knights obviuosly) which is pretty sorry state of affairs for militarized deathworld. It's also the main source of argument going on now, if we could at leadt double our PDF (which still only bring it to ~4% of our population) I would much more willing to send larger portion of our forces offworld.

Hmm. Do those figures inclue non-PDF assets like the Helltroopers and so on?

I'm still upset we haven't voted to find out what's happening to those psykers after they disappear into the Warp. Even if we can't stop them from disappearing or go after them, it would at least be good to know if they plan on attacking Avernus or another Trust world.

I thought we had Ridcully look into it turns ago and it turned out that it was definitely demons?

Also we've been kind of busy. Now that we have that order of diviners, we might be able to have Ridcully focus on this again.
 
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I'm still upset we haven't voted to find out what's happening to those psykers after they disappear into the Warp. Even if we can't stop them from disappearing or go after them, it would at least be good to know if they plan on attacking Avernus or another Trust world.
It's Tzeentch doing A Thing.
 
I thought we had Ridcully look into it turns ago and it turned out that it was definitely demons?
Reread what I wrote. We found out why they were disappearing into the warp - daemons - but not what happens to them afterwards. We don't know what they're doing and what Tzeentch is doing with them. It annoys me that there are people who think we shouldn't find out.

It's Tzeentch doing A Thing.
ArchAIngel, we KNOW Tzeentch is doing something. What we DON'T know is what specifically he is doing and I am tired of people claiming it's pointless to find out.
 
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I'm still upset we haven't voted to find out what's happening to those psykers after they disappear into the Warp. Even if we can't stop them from disappearing or go after them, it would at least be good to know if they plan on attacking Avernus or another Trust world.

Shrug.

Who knows.

My pet theory is that Tzeench has been sticking them on valuable assets of his that he doesn't want stomped when the orks come, but that doesn't seem Tzeenchy enough.

@Durin
1. To try and clarify how much of our forces would we need to send off before we start taking increased casualties? 2 armies worth, 1.5 armies worth 2.5 armies worth?
2. As has been said by several others, the proportion of Military to population is rather anaemic. However what I'm asking is if we can expand the constant recruitment system so that our military is always a certain % of our population rather than expanding beyond the military? It's probably non practical for several reasons, but it does seem logical.

Reread what I wrote. We found out why they were disappearing into the warp - daemons - but not what happens to them afterwards. We don't know what they're doing and what Tzeentch is doing with them. It annoys me that there are people who think we shouldn't find out.
True, and it annoys me that we still don't know why Gork and Mork are waking up or what the Destroyer is.

Too much to do too few Ridcully options.
 
Nice to see that Alfihiem is starting to get it's bearings in regard to it's military.
 
Those chaos polities - and I know this is incredibly, mind bogglingly unlikely - might be preparing for the coming Orcish tide themselves.

tbf they wouldn't be doing that in any form like we are I can't imagine, probably less focus on internal stability and future progress than DOMINATION!!! Unless they're tzeencthian or however you spell it. Either way, I find it hard to imagine them being blind to the coming events especially with the connection they have to their gods.

BTW, first post here and I just want to say thanks. This and stumbling across the old, dead quest that brought Imperial remnants into starcraft got me into Warhammer as a franchise and I've not yet regretted it. So, thank you @Durin for the dedication you have to this quest and for inspiring me to go deeper into this vibrant fantasy world.
I am very proud to hear this, thank you

as a note on military, I will have an option to approximately triple the size of your PDF next turn, I have been meaning to add it for a while now

Shrug.

Who knows.

My pet theory is that Tzeench has been sticking them on valuable assets of his that he doesn't want stomped when the orks come, but that doesn't seem Tzeenchy enough.

@Durin
1. To try and clarify how much of our forces would we need to send off before we start taking increased casualties? 2 armies worth, 1.5 armies worth 2.5 armies worth?
2. As has been said by several others, the proportion of Military to population is rather anaemic. However what I'm asking is if we can expand the constant recruitment system so that our military is always a certain % of our population rather than expanding beyond the military? It's probably non practical for several reasons, but it does seem logical.


True, and it annoys me that we still don't know why Gork and Mork are waking up or what the Destroyer is.

Too much to do too few Ridcully options.
1. you could send 2 armies before having an increase and another army before the increase becomes massive, if you send 4 armies the few left behind will not be enough to prevent major population loses.
2. possibly
 
as a note on military, I will have an option to approximately triple the size of your PDF next turn, I have been meaning to add it for a while now
Good to hear thank you :)

1. you could send 2 armies before having an increase and another army before the increase becomes massive, if you send 4 armies the few left behind will not be enough to prevent major population loses.
So two should be our max for now, good to hear.

Now that we have somewhere to go from that should make figuring things out much easier.

@Durin
1. In the update it mentions that Scott has made more reforms that have increased the Trust's productivity, is this a reference to the Hands Off reform or others that she has made.
1ii. If it is others what are they?
 
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Titan Progenitor/Battlemech
As promised a technology omake of Bettletech

Titan Progenitor/Battlemech

Much interest gained an exhaustive collection of STC of war machines. Initially they appeared to be titans from the Dark Age of Technology through to their appearance comparable to the god machines and their great size exceeding those of a knight titan. The sheer joy of the Mechanicus of apparently finding a large collection of complete STCs of DAoT Titans hold out only shortly and extinguished much slower than the wave of rejoice upon the discovery. The reason for that lied in restored communications detailing how the Hellheim system was given the STCs as a holdover until proper fielding of Titans could be authorized.

These communications kept a silver of hope that the god machines had arrived in the system at a later date. If they had or not or only single machines instead of STC could not be gleamed out of them. What it proved was that they could be used as a holdover for real titans. Like a Macharius is only a poor substitute for a Baneblade these mighty machines should not be elevated above their intended use. To different them from the god machines they are referred in this report hereafter as "Battlemech" or "Mech".

Cursory studies of the STC revealed that the mech had to be designed in a state of interstellar travel during which the weight of cargo was the greatest concern. As such a large number of them have a weight similar to a battle tank if not less with few reaching the weight of heavy vehicles despite standing taller than a knight titan which in turn weight more than any 2. The construction, armour and weapons all follow this principle.

Battlemechs are exceedingly lightweight construction that contrary to military vehicles in use do not use their armour as the form-giving structural part. Instead they use a skeleton construction housing the essential components. Armour and weapons can be added up to its load-bearing limit. Unlike weapon mounts the of military vehicles in use the genius of the mechs design show brightly in their ability to mount any weapon given that the frame can handle the weight and it not being to bulky to fit. Although the generator used is clearly obsolete but for its advised power output reasonably small.

The most surprising find of these ancient war machines lies in their for of locomotion. Strands of a material designated "Myomer" perform both the task of load bearing and moving. These double duty allows significant weight savings compared to traditional methods which in turn increases the load before reaching the load-bearing limit. It as well is the reason for the high speed of 50km/h up to over 200km/h for speed focussed mechs.

The armour intended to be used by Battlemech is no less impressive in its ability to even stop energy weapons. The schizophrenic nature of an armour cable of withstanding plasma weapons while at the same time succumbing to a las pistole can be explained by its ablative nature. Any hit on such armour will do damage and eventually break through. A rough estimate to outfitting a Leman Russ with it to protect it from a plasma rifle during an average length encounter doubled its weight after subtraction of its original armour. In effect it can be described as the progenitor of Ceramite.

Weaponry and ammunition of the original era were included as well and show how dated the design truly are. The autocannons compare unfavourably to both impaler and bolter weapons of similar size and the laser weaponry are is outdated to imperial era las cannons. It shows how fast and brutal fights with mechs must have been as adequate amounts of ammunition could be depleted during the first and second minute of combat.

Without doubt were battlemechs like titans the kings of the battlefield in their day. In a modern doctrine they would fit the roll of heavy assault units in flanking manoeuvrers. The ablative armour provides adequate protection during short engagements while the heavy weapon load causes devastation. It stands to reason that this technology was known in the Imperium but simply found no use. The durability and presence on the battlefield is to low to brother with the amount of maintenance needed to use any one in more than one engagement or the cost of using them as shock troops.

This leaves the question why the Hellheim system has been given such outdated equipment if so much more advanced solutions existed. The best explanation lies in the strengths and weaknesses of the design. Their speed and manoeuvrability in city fighting is excellent. The short engagement time the armour and ammunition reserves can handle mean that they were not deployed far from the logistic train. As such the idea that they have been used as rapid response garrison units against wildlife breaches.

An interesting venture of though is the found of the Knight Forlorn STC on Avernus that could mean that the original settlers of Avernus could use it.
The appearance of Myomer and as well found an interesting connection in tales of the Castigator titan -which presumably was the original titan after which all other had been modelled- that used something visually similar for locomotion.

I am sorry if any fan of Battleteh feels hurt by the representation of their favorite engines of destruction. Fact is that Battletech does not run on warp magic and bullshit like Warhammer and therby can not compete.

Equally I am sorry for the reference to "Dark Mechanicus" in which the Castigator titan can be found. The link does not give the information implied because it is not there in the english language and referencing a different one or 4chan is not presentable.

I apologize in advance for bad grammar and spelling as english is not my first language. Open Office did it best to correct.

I especially apologize to Durin for this.
 
1. you could send 2 armies before having an increase and another army before the increase becomes massive, if you send 4 armies the few left behind will not be enough to prevent major population loses.
So we can pledge 2 armies for extended duties, and 1 army for short campaigns.

Kinda surprised that Vanaheim has 17 armies though. Their population is big but is it really that big in comparison to Avernus?

EDIT: Apparently it is. 76 billion vs 8.6 billion.

EDIT2: @Durin is Vanaheim close to being re-classified as a Hive World?

EDIT3: Oh the Avernite population is ~20 billion.
 
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So we can pledge 2 armies for extended duties, and 1 army for short campaigns.

Kinda surprised that Vanaheim has 17 armies though. Their population is big but is it really that big in comparison to Avernus?

EDIT: Apparently it is. 76 billion vs 8.6 billion.

EDIT2: @Durin is Vanaheim close to being re-classified as a Hive World?
yes it is, though actually half of the population lives in orbit
 
@Durin
1. When Muspelhiem says it's population stations have similar defences to a ramilies do they mean an Imperial one or an upgraded one?
2. Any good tech ideas so far?
3. In the update it mentions that Scott has made more reforms that have increased the Trust's productivity, is this a reference to the Hands Off reform or others that she has made.
3ii. If it is others what are they?
4. In the constitution it states that the Nine Worlds have to retain atleast 70% of the shares in the Trust bank... it's this bit
2. Each of the Nine Worlds shall have shares in the bank, with the total shares owned by the planetary governments of the Nine Worlds becoming no less than 70% of all total shares. At the time of the bank's founding, half of the 70% required to be held by the planetary governments will be split between the Nine Worlds evenly and shall be held in perpetuity, with the remaining half being divided according to the wealth of the individual planets and may be traded among them. The remaining 30% may be traded freely and will be put on the open market for purchase, though no single individual or organization may own more than 3% of the total shares.
Do we expect this will cause issues now that the Trust has expanded so much?
 
@Durin
1. When Muspelhiem says it's population stations have similar defences to a ramilies do they mean an Imperial one or an upgraded one?
2. Any good tech ideas so far?
3. In the update it mentions that Scott has made more reforms that have increased the Trust's productivity, is this a reference to the Hands Off reform or others that she has made.
3ii. If it is others what are they?
4. In the constitution it states that the Nine Worlds have to retain atleast 70% of the shares in the Trust bank... it's this bit

Do we expect this will cause issues now that the Trust has expanded so much?
1. upgraded, Muspelheim has a reputation for excessive defences and firepower for its cities. A Nomad City is currently the most powerful warship in the Imperial Trust
2. a few, not sying what I will be using until I use it however
3. hands off and a few minor reforms
4. not for the moment, eventually yes
 
This High Council meeting will include a vote on reform for the High Council membership of new worlds. It'd be a good idea to get this banking reform out of the way at the same time.
 
Ok, put this together. Do let me know if you guys think there's something we should add or change.

[X] Plan Brief Report

Military
- The Helltroopers have mostly been outfitted with Power Armor, with the Siege Infantry being the only current exception.
- Avernus will currently be able to send two of its armies on extended campaign, and a third for short term deployment. Anything further would result in severe population loss from the wildlife, though Avernus is looking to triple the size of its PDF soon.
- A number of new unit types have been added to our forces, including Phase-Tiger Riders and Thundabeast Riders.
- A sizeable stealth element has been added to the Avernite fleet.
- Upgrades have been and are continuing to be made to the orbital defences, particularly over Deiphobe.

Administratum
- Avernus has been working to fortify all of its cities to Incredibly Heavy. This includes the Forge Cities. Currently only two cities will not be fully upgraded by the time the Ork Gods awaken, though one should be mostly upgraded by the and the other one is under the area of the heaviest orbital defenses in the Helheim system.
- Advanced Material has been a limiting factor for projects, though a Cathedral of the Omnissiah is currently under construction to help with the matter.

Psykers
- Unfortunately, many Chaos Pyskers are still being pulled into Warp rifts by daemons of the Changer of Ways.
- Archmagos Biologis Maximal has performed some research into psyker genese, which will result in many psykers being found earlier and fewer of them falling to Chaos as a result. Meanwhile, the curriculum for psykers in training has also been revised, increasing the rate at which the trials are passed.
- The Rune of Fire has been purchased from the Sirens, which will provide a major boost to Pyromancers. Among the abilities gained is a reliable way for more powerful psykers to create soul-killing flames, which will allow them to permanently kill champions of the Ruinous Powers that might otherwise be resurrected.
- A second Alpha level psyker has passed the trials, at the rank of Primaris.
- A Primaris Execution Force has been assembled to help deal with any Chaos Alpha Psykers that aren't taken by the Changer of Ways.

Wildlife
- While there have been no new catastrophically deadly species discovered, wildlife attacks have seemed to ramped up to a new level lately. This seems to happen whenever your forces start getting signficantly more skilled or better equipped, and you expect it to continue, though you don't think the planet is trying to wipe your people out.
- The Spiderbane Dragonfly was discovered and has proven useful in reducing deaths to Blink Spiders.
 
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[X] Plan Brief Report

- A number of new unit types have been added to our forces, including Phase-Tiger Riders and Thundabeast Riders.
We also added the Northern Sentinels for anti-Gargant work.
Also we should mention the bionics being given to our soldiers.

- Avernus has been working to fortify all of its cities to Super Heavy. This includes the Forge Cities. Currently only two cities will not be fully upgraded by the time the Ork Gods awaken, though one should be mostly upgraded by the and the other one is under the area of the heaviest orbital defenses in the Helheim system.
Level 7 defences are Incredibly Heavy, Super Heavy is Level 6.

Also the report should have some lines about the Naval side of things.
-stealth ships added to give Avernite Navy an ambush-specialty
-losses from First War of Expansion fully replaced
-major expansions to system defence network
 
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