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
ATM?

Probably not a good idea seeing how we're going to have to rebuild Dis and our Army.

Remember how many casualties we took just exploring Duat?

I don't think it is going to be too onerous. Losses have been moderate and the breach in Dis defences ain't that large.

I think we'll be fine. As long as we don't have to facetank the First Circle, at least. That one would hurt.
 
Despite the losses, more than 90% of the Emperor's Talons remained to breach the final bastion.
They had already lost 0.76 companies last turn and lost another 2.93 companies this turn before reaching the walls of district 000, so Talons should havd been only 60-65% strong, though perhaps more importantly there also were 8665 Warband Astartes participating in battle (at least we killed that much, there may have been more and some managed to escape once things went tits up for them. They May Know No Fear but do Know Tactical GTFOs) that would gave been mentioned by Gerion (though how does False-Imperial Abominites refer to warband? Microcrusades?).
Why not explore and expand instead? I really want to build cities in the taiga up north or meet lizardmen to the south.
Basicly shit keeps happening that we need to take care first.

And frankly new regions don't benefit us that much, living space won't be an issue for us for centuries as long we keep expanding our existing cities and while getting acces to new species and psychic powers is cool our Biologis and Telepathica research backlog is already gigantic. The only concrete advantage is increased deathworlder bonus, and even that will come at a cost of increased casualties. Of course there's OOC reason of us players wanting to see what's out there but again, OOC.
 
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Backlog shouldn't be used as an excuse not to look for more stuff, because there will always be more to study on Avernus. It's far more efficient to invest Telepathica time in things that will give us the best return.
 
They had already lost 0.76 companies last turn and lost another 2.93 companies this turn before reaching the walls of district 000, so Talons should havd been only 60-65% strong, though perhaps more importantly there also were 8665 Warband Astartes participating in battle (at least we killed that much, there may have been more and some managed to escape once things went tits up for them. They May Know No Fear but do Know Tactical GTFOs) that would gave been mentioned by Gerion (though how does False-Imperial Abominites refer to warband? Microcrusades?).

Basicly shit keeps happening that we need to take care first.

And frankly new regions don't benefit us that much, living space won't be an issue for us for centuries as long we keep expanding our existing cities and while getting acces to new species and psychic powers is cool our Biologis and Telepathica research backlog is already gigantic. The only concrete advantage is increased deathworlder bonus, and even that will come at a cost of increased casualties. Of course there's OOC reason of us players wanting to see what's out there but again, OOC.

As a note too, we've been building database lore on better and more efficient defenses for centuries. Any city we found now will benefit strongly from what we've learned. For instance, we have anti-spider countermeasures now, and the illusory pine might grow well enough in the tundra to conceal or cities and construction from other wildlife if primed appropriately by biomancers.
 
Backlog shouldn't be used as an excuse not to look for more stuff, because there will always be more to study on Avernus. It's far more efficient to invest Telepathica time in things that will give us the best return.
But even some really good time/investment stuff like Psychic Materials are completely left to fallow, and the one we did research (Illusionary Pine) give a really solid bonus. I want to reasearch materials of Bombardment Cactus for bonuses to Divination assisting our artilery/deathstrikes, I want to research materials of Thunderbeasts for bonus to telekinetic shields, I want to research psychic powers of laser lizards to gain acces to light manipulation, and so on and so forth. We had access to those researches for centuries but we never got to them because something new shiny pops up or we need to ward shit or divine crap or something.
 
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They had already lost 0.76 companies last turn and lost another 2.93 companies this turn before reaching the walls of district 000, so Talons should havd been only 60-65% strong, though perhaps more importantly there also were 8665 Warband Astartes participating in battle that would gave been mentioned by Gerion (though how does False-Imperial Abominites refer to warband? Microcrusades?).
Herrion was working from total numbers of Astartes committed to the engagement (the 7000 that got whittled down to 6000 by this point, which is still >80%) and was accidentally over-estimating the numbers. The 3 companies and change were relatively spread out over the Chapter, and the icons used only change at certain damage thresholds to make things easier to read at a glance. Normally he would assume any unit that had seen combat was on the verge of dropping past the next threshold, but he felt he could be more optimistic when Astartes were concerned.
 
But even some really good time/investment stuff like Psychic Materials are completely left to fallow, and the one we did research (Illusionary Pine) give a really solid bonus. I want to reasearch materials of Bombardment Cactus for bonuses to Divination assisting our artilery/deathstrikes, I want to research materials Thunderbeasts for bonus to telekinetic shields, I want to research psychic powers of laser lizards to gain acces to light manipulation, and so on and so forth. We had access to those researches for centuries but we never got to them because something new shiny pops up or we need to ward shit or divine crap or something.

I still vote that the next Biologis project should probably be the Alchemy Slug.

So many interesting applications.
 
I don't think it is going to be too onerous. Losses have been moderate and the breach in Dis defences ain't that large.

I think we'll be fine. As long as we don't have to facetank the First Circle, at least. That one would hurt.
hehhehhehh

Ehhh thing is though the "breaches" in Dis are not too bad except for the 8ish multi kilometre battleships and barges currently sticking out of it.

They're damaged sure, but even damaged the only way we're going to get them out is apparently a choir boosted Ophelia and some specialised equipment.

I think the next Biologis project should be Marcelee.
She'd probably be a joint biologis psyker project, unfortunately we need to find her and get her to consent to an examination.

Anyway on the expansion vs not expansion.

Eh lets finish off this first, it won't matter much if we end up getting gibbed by the First.
 
so, I did a bit of counting up and worked out everyone's kill lists. This was made easier than normal by companies being exactly 100. It's kind of impressive what hero's can do to marines.

Jane Oakheart - 6th company captin, 10th Company Captain, 3rd Company Captain 66 marines.

she's not called the inevitable for nothing. She killed a captain every round until she ran out, then she blended the remains of a company. It's also worth noting that most of the captains she killed where on the strong side, with 900 or so skill modifier. She killed as many champions as she mechanically could before killing as many marines as she mechanically could, and she was barely touched.


Jacob Oakheart- 2nd company captin, 7th Company Captain, 4th Company Captain, 22 termators.

kept up with his mom in the captain department, though his captains where of slightly lower skill on average so technically his mom killed more impressive captains. that said, he killed 22 terminators so I'd call it a wash. I suspect the more skilled champions could sense a near transcendent, and decided to fight his mom instead. Again the limiting factor seemed to be available targets and only being able to engage one captain a turn.

Aria- Aradiel the Bright

Aria spent the entire fight dueling one guy, and frankly that says more about him than her. Aradiel the Bright was a beast, and going by his state bonus likely a paragon. The hit that killed him dropped him by one hit point, and Aria was not in any shape to take another of his tank melting blasts. I shudder to think what the light manipulator could have done to our laser wielding troops if left unchecked.

Xavier/mittens- approximately 151 marines, 9th company captain, 1st Company Captain

he was left unengaged for one round, and in that one round he fried a company and a half worth of warbands, his number is a bit softer since warbands are probably not exctly 50 marines the way companies are exactly 100. the first company captain had a skill modifier of 1150, the highest raw enemy combat skill on the field by a large margin. On top of this he had combat traits giving an adding 120, signifagnatly better than almost everyone else. He managed to stall xaiver for 2 rounds, one of 2 captains to manage to last more than a round. So for a benchmark for how Op our guys are, our non duel focused hero's can be stalled by the captain of a space marine veteran company.


Ridcully- 15 chaos lords,

our seer decides getting into duels is for chumps, and just wipes out the enemies low level heroes on his own with nary a scratch. Ah, the benefits of being a grandmaster sniper and a grandmaster diviner.


First Councilor Aryz - 134 marines, 5th company captain, most of his repressed anger.

and we see why Aryz has a trait called "glad he's on our side." he beat almost a company and a half of space marines to death with a hammer, not even a thunder hammer, just a big ol bit of metal on a stick. the 5th company captain managed to stall him for 2 rounds, and he was the third most skilled foe on the field at a combat skill modifier of 1,075 making him one of 2 talons to get within 100 points of the first company captain. he lasted 2 rounds and gave Aryz what I'm confidant can be described as a boo boo. I suspect Aryz could get such a high kill count because of his paragon trait. It lets him count as a walker when it's to his advantage, and I suspect that upped his maxim rate of murder. In future engagements we might want to have the oakhearts shadow him, he's not bad at killing champions but he seems best suited to tearing through enemy super elites, so having an oakheart to step in and deal with the champions his army murdering attracts may make him more effective.

Rotbart - Tyrax the Great 8th company captain.

bitch stole our title! bitch goanna die! It took rotbart the Great 3 rounds to show Tyrax why he wasn't the real Great on the field. He had a raw combat skill of 1,073, merely the third highest on the field, but his 200 points worth of corrupted relics more than made up for his skill deficiency making him the most dangerous foe on the field by a decent margin. So I find it amusing that the decisive factor was Rotbarts gear. The BC set on top of giving rotbart +469 gave Tyrax a -293. He was still able to hold on for a full three rounds, but that was mostly because he had something that doubled his HP (500 to the typical 250 for captains). If both sides had been using mundane gear he would have had a narrow edge, 1431 to rotbarts 1380. But the Black crystal set gave Rotbart a massive edge. After Tyrax went down there was only one round left, Rotbart spent it killing the last captain using an advanced technique to feign weakness, all witness reports to the contrary are merely proof of how effective the deception was. He certainly didn't loose his balance and then take his head off while desperately wind milling his arms in an ultimately futile attempt to regain his balance.
 
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so, I did a bit of counting up and worked out everyone's kill lists. This was made easier than normal by companies being exactly 100. It's kind of impressive what hero's can do to marines.

Jane Oakheart - 6th company captin, 10th Company Captain, 3rd Company Captain 66 marines.
she's not called the inevitable for nothing. She killed a captain every round until she ran out, then she blended the remains of a company. It's also worth noting that most of the captains she killed where on the strong side, with 900 or so skill modifier. She killed as many champions as she manically could before killing as many marines as she manically could, and she was barely touched.


Jacob Oakheart- 2nd company captin, 7th Company Captain, 4th Company Captain, 22 termators.

kept up with his mom in the captain department, though his captains where of slightly lower skill on average so technically his mom killed more impressive captains. that said, he killed 22 terminators so I'd call it a wash. I suspect the more skilled champions could sense a near transcendent, and decided to fight his mom instead. Again the limiting factor seemed to be available targets and only being able to engage one captain a turn.

Aria- Aradiel the Bright

Aria spent the entire fight dueling one guy, and frankly that says more about him than her. Aradiel the Bright was a beast, and going by his state bonus likely a paragon. The hit that killed him dropped him by one hit point, and Aria was not in any shape to take another of his tank melting blasts. I shudder to think what the light manipulator could have done to our laser wielding troops if left unchecked.

Xavier/mittens- approximately 151 marines, 9th company captain, 1st Company Captain

he was left unengaged for one round, and in that one round he fried a company and a half worth of warbands, his number is a bit softer since warbands are probably not exctly 50 marines the way companies are exactly 100. the first company captain had a skill modifier of 1150, the highest raw enemy combat skill on the field by a large margin. On top of this he had combat traits giving an adding 120, signifagnatly better than almost everyone else. He managed to stall xaiver for 2 rounds, one of 2 captains to manage to last more than a round. So for a benchmark for how Op our guys are, our non duel focused hero's can be stalled by the captain of a space marine veteran company.


Ridcully- 15 chaos lords,

our seer decides getting into duels is for chumps, and just wipes out the enemies low level heroes on his own with nary a scratch. Ah, the benefits of being a grandmaster sniper and a grandmaster diviner.


First Councilor Aryz - 134 marines, 5th company captain, most of his repressed anger.

and we see why Aryz has a trait called "glad he's on our side." he beat almost a company and a half of space marines to death with a hammer, not even a thunder hammer, just a big ol bit of metal on a stick. the 5th company captain managed to stall him for 2 rounds, and he was the third most skilled foe on the field at a combat skill modifier of 1,075 making him one of 2 talons to get within 100 points of the first company captain. he lasted 2 rounds and gave Aryz what I'm confidant can be described as a boo boo. I suspect Aryz could get such a high kill count because of his paragon trait. It lets him count as a walker when it's to his advantage, and I suspect that upped his maxim rate of murder. In future engagements we might want to have the oakhearts shadow him, he's not bad at killing champions but he seems best suited to tearing through enemy super elites, so having an oakheart to step in and deal with the champions his army murdering attracts may make him more effective.

Rotbart - Tyrax the Great 8th company captain.

bitch stole our title! bitch goanna die! It took rotbart the Great 3 rounds to show Tyrax why he wasn't the real Great on the field. He had a raw combat skill of 1,073, merely the third highest on the field, but his 200 points worth of corrupted relics more than made up for his skill deficiency making him the most dangerous foe on the field by a decent margin. So I find it amusing that the decisive factor was Rotbarts gear. The BC set on top of giving rotbart +469 gave Tyrax a -293. He was still able to hold on for a full three rounds, but that was mostly because he had something that doubled his HP (500 to the typical 250 for captains). If both sides had been using mundane gear he would have had a narrow edge, 1431 to rotbarts 1380. But the Black crystal set gave Rotbart a massive edge. After Tyrax went down there was only one round left, Rotbart spent it killing the last captain using an advanced technique to feign weakness, all witness reports to the contrary are merely proof of how effective the deception was. He certainly didn't loose his balance and then take his head off while desperately wind milling his arms in an ultimately futile attempt to regain his balance.

Thanks for the summary. I'm still in awe at how Jane and Jacob went ham on those captains. Those Emperors Talons must be eternally embarrased about this. I mean hell I'm definetley going to propagate this around the Trust.
 
Thanks for the summary. I'm still in awe at how Jane and Jacob went ham on those captains. Those Emperors Talons must be eternally embarrased about this. I mean hell I'm definetley going to propagate this around the Trust.
Well the entire chapter has been wiped out so unless the abomination brings em back that's it for the Talons.

Still its unlikely Jacob and Jane will get much direct credit (remember they try to stay out of the public eye as much as possible)

Azyr going smash happy is going to really boost his everything though and Rotbart killing the Chapter Master will hopefully remind the trust exactly why they keep him around.

It's too bad we can't use the footage for propaganda.
IIRC there was footage of us gutting the Sons of War guy used for propaganda, but that might have been an accident.
 
he beat almost a company and a half of space marines to death with a hammer, not even a thunder hammer, just a big ol bit of metal on a stick.
He wields a power hammer:
In combat he fights with a large railgun that could be used as a tank main gun in one hand and a devastating Power Hammer in the other. Both of his weapons are used with skill developed over fifteen hundred years of war, allowing Aryz to simultaneously smash his way though the ranks of elite soldiers while picking off their support with pinpoint shots from his gun.



It's too bad we can't use the footage for propaganda.
I don't know, we would need to censor all chaotic imagery and speech but it's certainly viable. And entire Badab War worth of Astartes getting pasted in short order would probably reduce the chance of heresy.
 
He wields a power hammer:
If only we can give him a trust level titan scale power hammer :)

@Durin
1. The Chief Librarian? Was he a paragon, or was it simply the power of his specialisation.
2. How does the Son's of War's boss compare to the astartes present? Like would he have been a mook lord or equal to "the great" chapter master or something?
 
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That really would be custom, can't fit it on any other Quartok.

Bit, pricey, but hey ho.
But since (according to Durin)stacking armor is really powerful and Aryz's paragon trait give him bonus armor it would probably make him essentially immune to anything short of anti-titan weaponry.

And really the biggest price is Tranth's time, 10 or so RM are pretty small potatoes by now.
 
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Can we begin channelling reinforcements from other areas of the planet in behind the Chaos forces to put pressure off of our forces in Dis?
 
But since (according to Durin)stacking armor is really powerful and Aryz's paragon trait give him bonus armor it would probably make him essentially immune to anything short of anti-titan weaponry.

And really the biggest price is Tranth's time, 10 or so RM are pretty small potatoes by now.
Actually terminator armour already makes one immune to everything below anti titan weapons already.

That being said 10 RM isn't small potatoes, its 1/5th of our RM stockpile or half our income if we go by last turn's numbers.
 
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