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
Or you could simply say that due to lost technology, the guidance systems are utter crap.
This explanation doesn't fly for T'au, or Imperial Trust, or any other high-tech factions. Also at least in this quest orbital bombardment is explicitly less powerful, for example 10 gigantic nearly 10km long ships hitting a planet at high speed should be an extinction level event, not cause minor to moderste damage to a city.
 
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Dunno how useful that would be, chaos can do numbers over twelve (Malal is 11 for instance...he's just not important.)
 
Khaine called, he wants his title back.

Well Null Zone was already Paragon tier.
So this is incredibly valuable against other high teir psykers and not much against anyone else who she already either shut down or just aren't psykers. Except...
@Durin
  1. Does this include the AoE of Null Zone, if so what is it now?

Frederick Rotbart: Paragon Commander, skilled strategist.

@Durin I think you need to remove the preaching.

All in the traits where okay but less than I was expecting, except for Psykers where it seems about right and military where I forgot how many generals we had who'd qualify. I do find it hilarious the arrogant one puts Carniflowers on the same level of Astartes, that must have been difficult to explain to the Blood Dragons who didn't know much about Avernus. however if killing a third circle archangyl isn't enough to get Transcendent then I don't expect Jacob to get a standard Avernite age trait which would push him over the limit. Well, unless he gets some crazy rolls like what set Jane against the Changling for her Paragon.
Yes 25m
 
@Durin
1. Is Aria supposed to loose her learning bonus when she became a grand master?
2. What are the chances of the Trust and the orks missing a subterranian and sentient xenos species on one of the colony worlds? An idea I had probably won't go anywhere.
3. Do we know when the Border Lions stopped harassing the abomination forces?
4. After the fight do the Trolls seem slightly more open to additional help from us? For instance giving them the abilities of a tech level 1 or 2 civ?
5. What exactly killed Callahan? I can't remember if he was on Avernus or Mar Sara and I don't remember him dying during the fight on Avernus...and if he was on Avernus wouldn't he have been in Aradia?
 
[X] Plan Cutting Cults

Munitorum
SLOT A - Year 1
-Y1: Take over Personal Attention: Expand Helltroopers

Simple. We need both of our personal actions to be able to do the anti-cult work needed without delaying getting the higher tier psyker hunters, and we can't do the Recruit until year three anyway. Lesson's Leanred also don't need to be done this turn.

Void Command
SLOT A - Year 1
-Y1: Construct: Repairs: First Step
SLOT B - Year 1
-Y1: Rebuild Orbitals
SLOT C - Year 1
-Y1: Lessons Learned: Abomination Fleets
-Y2: Alter Fleet Composition
-Y3: Upgrade Defenses (Avernus)

Starting repairs right off—while we're unlikely to keep the same fleet comp, getting started on fixing shit up soonest means we'll be back to an acceptable naval strength as fast as possible, and any ships surplus to our requirements can be sold off to the rest of the Trust

Still doing the fleet comp redo. We do want this early enough to alter our build/repair plan, and sooner is better that way.

I am holding off on doing any ship feasibility work though. I figure that Roskilde might have more applicable ship designs/tech, making it premature to start working on that if we can visit the area soonish—which I would like to do, just not this turn. I put in a defense upgrade for Avernus in the last slot because last I saw, Sarnow was happy with the defense level at Demiphobe and wanted to bring Avernus up to match it.

Administratum
SLOT A - Year 1
-Y1: Remove Battleships: Administratum
SLOT B - Year 1
-Y1: Quarantine: Dis and the Lonely Citadel
-Y?: Educational Review
SLOT C - Year 1
-Y1-3: Educational Review

Doing the battleship removal and quarantine. Will have Thaddeus handle the rebuild. Filling out the 'extra' slots with an educational review—while an economic focus could help our Thrones situation, the Educational Review has better long-term benefits and I'm using a diplo action to trade for the Thrones.

Diplomacy
SLOT A - Year 1
-Y1: Trade Talks (Midgard)
-Y2: Contact the Ancient Wanderer
-Y?: Request Information (Muspelheim, Power Armor usage data/insights for Mass Power Armor Investigation action)

Trade with Midgard to get enough of their sweet, sweet Thrones to tide us over for a while. Contact the Ancient Wanderer because sooner is better than later, as she might wander away eventually. If we get lucky and have that take only a year, start picking up info for our Power Armor stuff.

Arbites
SLOT A- Year 1
-Y1: Delay Train Master Psyker Hunters
-Y1-?: Targeted Cultist Hunt (Dis) (repeat as long a season problem persists)
-Y?: Resume Train Master Psyker Hunters

Doing one batch of cultist hunts, leaving the super-elite training alone for now.

AdMech
SLOT A - Year 2 (Explorator)
-Y2: Unknown Metal
++DOUBLE DOWN YEAR 2++
-Y3: Vortex Shells
++DOUBLE DOWN YEAR 3++
SLOT B - Year 1 (Free)
-Y1: Complete Examination (Avernus Purification)
++DOUBLE DOWN YEAR 1++

Having Tranth get the unknown metal done (hopefully) quick-ish, as our last fights have shown that hero-killing capabilities/gear is super important. Then doing Vortex Shells, as allowing our ships to punch up a weight class even if at significant expense and short duration is very worth it. True, Hulks aren't exactly armor-heavy, which is where Vortex shines the most, but that doesn't mean the shells won't fuck them up anyway.

Using our free slot for figuring out the Avernus purification to as great an extent as possible. I know, it's borderline heretical to use the free slot for Biologis actions, but this stuff is a Big Fucking Deal and we have a very rare chance now to poke at it.

Ministorum
SLOT A - Year 1
-Y1: Expedite: Cleanse Dis
SLOT B - Year 1
-Y1: Purify Military

So, difficult decision here. Doing the cleansing immediately because Lin wants it as his highest priority and throwing an expedite on it because it seems like it's possible. The problem is that we need to choose between Preach and Purify Military. Ultimately I chose the military option, as an entrenched cult in our military is fucking horrifying and our frontline troops were probably exposed to a fair bit more corruption than the 'civilians'. If problems persist next turn we'll at least have a fully trustworthy military for enacting Martial Law with and Lin can focus his efforts on Preaching then.

Astra Telepathica
SLOT A - Year 1 (Ridcully)
Y1: Wellspring of Power?
Y2: Mentoring: Alpha
Y3: Research (Temple Cats)
SLOT B - Year 1 (Aria)
Y1: Mentoring: Alpha
Y2: Create Psyker Order (Magebane)
SLOT C - Year 1 (Xavier)
Y1: Remove Battleships: Telepathica
SLOT D - Year 2 (Tamia)
Y2: Mentoring: Alpha
Y3: Research (Illusion Pine)

Hard choices here. First of all, it's Alpha time. While we have two right now, more would be better. Thus, three actions spent tutoring—overflow beyond max success rate level is fine, as it increases how good they are if they do pass. Didn't spend four because I want the ship out ASAP.

Ridcully does his now one year research to figure out what the hell is going on with him, does his stint in Mentoring, and then a quick action to finally (hopefully) figure out Temple Cats, just to knock that off the list. It's a long list, but one less thing on it is good.

Xavier is the best for helping move the ship due to decent administrative skill, being an excellent Choir conductor, and actually having enough power that he could feasibly help with the heavy lifting, even though TK isn't his focus.

Tamia finishes making warded armor, does some mentoring, and then studies the illusion pine. Doing that rather than anti-Ork powers due to the anemic success chances for anti-Ork stuff without DD and the interesting possibilities the pines have—Biologis actions got them *close* to deployable as a defensive measure on their own, and the illusion power they have seems to be able to snare everyone in the vicinity without conscious targeting. As it's just a year and a facet of her own specialization I figured it was a good choice.

Aria does some Mentoring, then uses her absolutely insane anti-psyker skills to found the order that plays to her strongest skills and was specifically mentioned as something that would be a good idea to make. If someone else wants to write up the specifics of the order goals I'll include that, otherwise I'll write them up myself.


Personal
SLOT A - Year 1
-Y1-?: Personal Attention: Curfew: Dis and the Lonely Citadel
-Y?: Educational Review
SLOT B - Year 1
-Y1-?: Personal Attention: Targeted Cultist Hunt (Dis)
-Y?: Educational Review
SLOT C - Year 1 (Thaddeus)
Y1-3: Thaddeus Expertise: Rebuild
SLOT D - Year 1
Y1-3: Speak to the People

Cult hunting (we're actually decent), rebuilding, and mitigating morale issues surrounding cults/keeping people up to date.
 
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Just a reminder that we need to keep Flanning the flames of its to keep them from uniting. We would not want them to attack till after we lay waste to Valinor.
 
Arbites
SLOT A- Year 3
-Y3: Targeted Cultist Hunt (Dis). If cult issue is over, Focused Psyker Hunting

Will handle the curfew and initial cultist hunting with Personal actions.
Change all of the Arbite actions to dealing with cults. The lesson we learned last time is to put absolutely all our effort into crushing cults. Having two slots do anything but hunt cultists for two full years is unacceptable.
 
@Durin - how long will these Lessons Learned actions be available?

Lessons Learned: Siege- Your forces gained a good deal of experience with the defensive side of siege warfare in the recent wars. Marshal Richards tells you that if she focuses on codifying the gathered knowledge she could notably improve your training in siege warfare.

Time: 1 year. (can't be taken with any other Lessons Learned)

Cost: 4,000,000 Thrones, 400,000 Material, 20,000 Promethium.
Reward: +5 to all rolls when defending in siege and +3 to combat rolls.


Lessons Learned: City Fighting-Your forces gained a good deal of experience with city fighting in the recent wars. Marshal Richards tells you that if she focuses on codifying the gathered knowledge she could notably improve your training in city fighting.

Time: 1 year. (can't be taken with any other Lessons Learned)

Cost: 4,000,000 Thrones, 400,000 Material, 20,000 Promethium.
Reward: +5 to all rolls in city fighting and +3 to combat rolls.

Lessons Learned: Orks- Your forces gained a good deal of experience with fighting the new Orks on Mar Sara. Marshal Richards tells you that if she focuses on codifying the gathered knowledge she could notably improve your training in against Orks.

Time: 1 year. (can't be taken with any other Lessons Learned)

Cost: 4,000,000 Thrones, 400,000 Material, 20,000 Promethium.
Reward: +5 to all rolls against Orks and +3 to combat rolls.
 
Also @Durin:
Ok, thanks. One more question:



"failing reduces success cahnce by 15% of margin of failure" indicates that failing makes things harder on subsequent tries. Is this supposed to be something else to indicate it gets easier, since the Data Jewel action says sustained effort should work? Because I'm not sure how it'd get harder, since we should be able to just copy the encrypted data before doing anything with it, and work off of that without doing any kind of damage.
 
Change all of the Arbite actions to dealing with cults. The lesson we learned last time is to put absolutely all our effort into crushing cults. Having two slots do anything but hunt cultists for two full years is unacceptable.
I'm okay with delaying the Master Psyker Hunters, but do you really think that we can delay the Super-Elite program without causing some issues there?
 
I'm okay with delaying the Master Psyker Hunters, but do you really think that we can delay the Super-Elite program without causing some issues there?
No, but the issues caused there will be less than the issues caused by not using that slot on dealing with cultists. Again, the lesson we learned wasn't "put almost but not quite all effort on dealing with cultists", it was "EVERYTHING on cultists".
 
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@Durin 1. What determines the proportion of damage from a weapon type hitting each size class of ship (escort, cruiser, battleship, dreadnought)? It varies on each of the sheets so it isn't static. Is it determined by narrative structure of the battle? Or off sheet somehow?
 
I thought we were going to have an option to see what eats the titan wreaks? or monitor the corrupt items outside dis to see what eats the corruption. am I just not seeing those actions?
 
SLOT B - Year 1 (Free)
-Y1: Complete Examination (Avernus Purification)
++DOUBLE DOWN YEAR 1++

Using our free slot for figuring out the Avernus purification to as great an extent as possible. I know, it's borderline heretical to use the free slot for Biologis actions, but this stuff is a Big Fucking Deal and we have a very rare chance now to poke at it.

Has @Durin said this is a thing we can actually do? It doesn't seem like a biological study, so much as a psychic one, and it's not aimed at any species in particular either.

I'm also not sure about a Complete Examination even if it is an option, because whatever Chaos stuff is left out in the wild is going to be purified well before six years has passed.
 
Has @Durin said this is a thing we can actually do? It doesn't seem like a biological study, so much as a psychic one, and it's not aimed at any species in particular either.
IIRC he said we can write in a preliminary examination.
Here:
A lot of sections have actions that need doing. To discuss left is as always diplo and mechanicus.

@Durin
What is the correct formulation for biologis actions Examination to look into Avernus native processes to remove corruption? Primarily/Complete Examination (Avernus Purifying)?
So Preliminary studies can do it.
 
Bleh, looks like @DeusFerreus is right and our next Alpha isn't for a few years. Between that and sorting out exactly what level of study on the corruption-removing plants/animals is possible it looks like I'll need to do some major editing to the plan. I'll do so tomorrow, unless someone else puts together something workable in the mean time.
 
So after a tremendous amount of fiddling, and deciding to discard the proportional weapons split between classes since they all add up to 100% or 100.5% I'm assuming that proportional split is just to indicate what weapons are targeting what ships.

This is how many Waagh level 2 (since Waagh gives +20% armor per level it will vary with level) Ork Ravager/Savage/Onslaught escorts can be killed per turn by 10 of each of these sizes of battery at each range. I'm not sure how many escort class weapon mounts can fit in place of a cruiser mount, but they likely aren't effective since you'd need more than a 2:1 exchange ratio to make them better at any point. Brute and Hook ork escorts have slightly more armor, which will heavily skew it towards cruiser weapons, and slightly towards short range weapons.


Short ranged weapons predominate at short and medium ranges, which in any direct confrontation will be most of the range the escorts operate at. For harassment operations where you try to stay at the edge of the enemy ranges the long range weapons will be more effective, though you still won't be able to inflict very much damage.

I will likely try to compute survivability against typical ork escorts next. Perhaps for the sake of sanity using an average of the weapons of all ork escort types evenly.

(Edited chart, forgot to set time parameter.)
 
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