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
To be honest, it feels kind of fucked up to ask one of your small protectorates for assistance in an offensive war.
Why? It's one of the terms of the Protectorate Treaty.
- While this won't be an issue for some time due to the long time it takes for their children to reach adulthood, eventually they'll need to provide troops to the Imperial Trust Guard.
They'll be participating as part of the Guard.
 
True maybe we should start that military expansion of the Adeptus Mechanicus of Avernus increase the progressive faction's position a bit more.
That would cost 140 million advanced material. I think it's actually the single most expensive project on advanced material that we have, and AM is one of our limiting resources. We can't really afford such a project. We could afford a thousand escort cruisers more cheaply than the mechanicus military expansion. The thousand escort cruisers would simply be way more useful in the wars we're fighting against the orks where we need to try to stop them in space than ~5000 regiments of mechanicus.

They'll be participating as part of the Guard.
Huh, forgot that detail. I wonder if 50 million is a high enough population that they're now contributing to the Guard.
 
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50 million is probably close, what was our population when we sent out our first guard tithe?
And as far as this war being seen as Trust business that the Quartok have no place in, that can be solved with how we sell it. They are not butting in, they are angry too, and want to take their pound of flesh from Valinor.

Depending on how much the Quartok like Saint Lin, it might be true.
@Durin
1 what is the Quartoks opinion on Saint Lin?
2 How angry are they that the Abomination tried to assassinate him?
 
50 million is probably close, what was our population when we sent out our first guard tithe?
And as far as this war being seen as Trust business that the Quartok have no place in, that can be solved with how we sell it. They are not butting in, they are angry too, and want to take their pound of flesh from Valinor.

Comes out of lurk mode:

The first tithe was sent when the population was at or approaching 1 billion.

The initial settlement consisted of 1 billion young couples and only 30% of them died off in the first ten years due to excellent rolls on Rotbart's part.

So the most recent version of Humanity's settlement of Avernus has never gone below 700 million.


The Quartok still have a ways to go.

Here is the pertinent quote:
. After getting over the shock, you put all your effort into this task and have achieved results that have surprised many, yourself included, with only 30% casualties in the last decade. The fact that 90% were expected, combined with the underdog story of your initial years, has made your wildly popular and respected by your citizens.
 
50 million is probably close, what was our population when we sent out our first guard tithe?
And as far as this war being seen as Trust business that the Quartok have no place in, that can be solved with how we sell it. They are not butting in, they are angry too, and want to take their pound of flesh from Valinor.

Depending on how much the Quartok like Saint Lin, it might be true.
@Durin
1 what is the Quartoks opinion on Saint Lin?
2 How angry are they that the Abomination tried to assassinate him?
your population was closer to 1 billion when you sent out the first guard tithe, maybe 2
1. they respect his wisdom
2. moderately at most. while respected he s not one of them. they hate the Abomination forces for being chaos more then for this.
 
We can't commit them with certainty - the Sirens wouldn't necessarily be a great fit given they are aquatic
This is a really bad argument. We have just had ample proof in the last war that they are very useful even when there's no water around at all. I'm not sure what you're thinking using that as an argument for why Sirens wouldn't be a good idea.
 
This is a really bad argument. We have just had ample proof in the last war that they are very useful even when there's no water around at all. I'm not sure what you're thinking using that as an argument for why Sirens wouldn't be a good idea.

We had them in our cities, presumably with water tanks or something to support them. The logistics of keeping them supported in an offensive campaign is likely to be quite different than in a defensive one.
 
We had them in our cities, presumably with water tanks or something to support them. The logistics of keeping them supported in an offensive campaign is likely to be quite different than in a defensive one.
They are able to traverse land by slithering and hovering, with no problems whatsoever. We had the option to have them to out and fight daemons with runic weapons and soul eating. They will be fine out of water. If they were hypothetically - hypothetically! - limited to water, it wouldn't be that different. Just keep them in tanks in the rear lines and have them provide psychic support from afar, just like in the last war.
 
They are able to traverse land by slithering and hovering, with no problems whatsoever. We had the option to have them to out and fight daemons with runic weapons and soul eating. They will be fine out of water. If they were hypothetically - hypothetically! - limited to water, it wouldn't be that different. Just keep them in tanks in the rear lines and have them provide psychic support from afar, just like in the last war.

Fair enough. Still, we can't promise their support. We haven't yet tried to take one offworld to see how that affects them (we know Temple Cats lose power as they get further from Avernus and the Nine Worlds) and we don't know for sure if they'll come with, so putting it in seems premature. (and considering that Durin has previously indicated extreme political consequences if one of them were to eat a human when we took them offworld, I'm rather not inclined to experiment, especially since the Abomination forces lost pretty much all their psykers anyways)
 
You know considering we now know the Temple Cats aren't precognitive but instead listening to some sort of signal. It implies:
1. They are weaker further away from the planet because the signal is weaker and may not forecast that area at all.
2. That there is a telepathic broadcast of precognitive data we might be able to listen into for precog information.
3. That there is something else on the planet precoging and then broadcasting that information.
 
THANK YOU!

So, next turn, Ridcully should Divine where these psykers are disapearing to, then he should divine what the journey to and from Roskilde will be like, and what ships and equipment we would need in particular.

In more morbid news:
We have 80,000 Souls to sell.
Elemental Runes
1,400 Souls- Rune of Fire- Imbues an attack with fire
2,500 Souls- Rune of Lightning- Imbues an attack with lightning
1,900 Souls- Rune of Ice- Imbues an attack with ice
2,000 Souls- Rune of Wind- Imbues an attack with wind
6,400 Souls Total (Fire already Purchased)
Defence Runes
6,000 Souls- Rune of Protection- Allows shield to protect against Psychic Powers
5,000 Souls- Rune of Toughness- Strengthens shield
25,000 Souls- Rune of Warding- Allows Wards to be created
15,000 Souls- Trap Rune- Allows offensive Wards to be created
51,000 Souls Total
Enchanting Runes
15,000 Souls- Rune of Enchanting- Allows other Rune sot be more effectively added to item
5,000 Souls- Rune of Focus- Makes item a better psychic focus
8,000 Souls- Rune of Power- Allows item to store Warp energy for later use
5,000 Souls- Rune of Reinforcement- Improves psychical characteristics of item
33,000 Souls Total
Inversion Runes
2,100 Souls- Inverted Rune of Fire
7,500 Souls- Inverted Rune of Toughness
9,000 Souls- Inverted Rune of Protection
18,600 Souls Total

109,000 Souls Total, All Elemental, Defence, and Enchanting Runes purchased. No Connection or Inverse Runes. Connection Runes are 100,000 Souls, and Stability Rune is 200,000. Both Runes are not very useful unless you have a ton of runes to mix and match. Inverse Runes cost 1.5 the total of whatever Rune you want to Invert.

Inverted Fire would let us Fire Bomb our own positions without casualties, which could allow for some hilarious strategies to be employed, while Inverted Toughness should let us add armor piercing to whatever we need to, while Inverted Protection should let us reduce the effectiveness of enemy wards. The Abomination's Hero units had wards in the hundreds.

Consider that Each Rune needs a year 3 years of research, this is 14 years ~42 years of Telepathica research.

Lord Klovis-Ultan will take another 2 years to contact the Ancient Wanderer. That's two more years of cultist hunting to add to our current Souls to sell before he can even start a trade. To get this full list, at the current market rate, we would need to capture another 3 million fallen Avernites.

Hi there um... where are you getting your numbers and types of runes from? I can't seem to find a master page written by the GM and I would like to know what all is available in future just for my own amusement. Please and thank.
 
Hi there um... where are you getting your numbers and types of runes from? I can't seem to find a master page written by the GM and I would like to know what all is available in future just for my own amusement. Please and thank.

It's in the Adeptus Astra Telepathica datasheets, under the informational threadmarks tag. Click Psyker Research, and then Siren Runes.
 
I want to see how powerful the warding and trap ruins are. Considering that the demons did not even get to their cities they must be pretty impressive.
 
I want to see how powerful the warding and trap ruins are. Considering that the demons did not even get to their cities they must be pretty impressive.
that has a lot to do with the concentrated power of tens of thousand of major psykers and hundreds of thousand of minor psykers + the fact that they are underwater in Avernus, where the seas are terrifying and hate chaos.
 
that has a lot to do with the concentrated power of tens of thousand of major psykers and hundreds of thousand of minor psykers + the fact that they are underwater in Avernus, where the seas are terrifying and hate chaos.
You imply there's a part of Avernus that's not terrifying and hates Chaos.

Which is worrisome, because either terrifying and hate aren't good enough adjectives for that particular branch of our hellworld, or there's a nice place, which means something screwy will be going on to keep it such.
 
@Enjou

I beliefe that we need to include what portion of our void fleet we want to give to the invasion.

I propose all if Vanaheim can station a patrol fleet by us.
 
Okay I was trying to compare effectiveness of our current escorts against abomination escorts because I was curious. Then I realized that I screwed up the math on the original ork runs. Basically turns out that ork escorts are goddamn terrifying. Short ranged cruisers at short range can only win against 3 average ork escorts at once, though if they can hold the range to medium they can beat 4. On the other hand our page/squire mixed units need 1.5:1 numerical advantage to win at close range and 1:1 to win at medium range.

Anyways I ended up eventually doing the math that our equally mixed page/squire frigates can win outnumbered 1.8:1 against abomination frigates at both short and mid range. The short ranged escort cruisers can win against abom frigates 13:1 at short range and 11:1 at mid range.

It's worth noting that as escort cruisers cost about 3x as much as our escorts but are about 4x as effective against ork escorts and about 6x as effective against abom escorts. So there's a slight gain in cost effectiveness against orks, and a greater one against abom ships. I don't have a main chaos design in this system to compare against. Though we're probably aren't going to be fighting chaos, Necron, or Tyranid ships anytime soon in numbers enough to matter. Probably not even abom ships for that matter now that their local fleets are crushed they won't be around in any significant enough numbers for major fleet battles.

Ork ships Ram and Boarding attacks just have insane damage and penetration by comparison. We don't have any easy options against normal attacks but it seems like those would be easier to deal with.

@Durin
1. Could we put higher Void Infantry garrisons on our ships reduce the damage from ork boarding attacks (since that is damage caused by boarders that more troops should be able to stop sooner)?
2. Could we develop higher maneuverability on our escort cruisers to reduce the hit rate on ork ramming attacks?
 
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I'd go with higher maneuverability, as more nimble ships would allow for easier repositioning during battle as well as increase chances of outmaneuver enemies craft and increase crew survivability of attack craft.
 
You imply there's a part of Avernus that's not terrifying and hates Chaos.

Which is worrisome, because either terrifying and hate aren't good enough adjectives for that particular branch of our hellworld, or there's a nice place, which means something screwy will be going on to keep it such.
I am not sure whether to rate this insightful or funny
 
Okay I was trying to compare effectiveness of our current escorts against abomination escorts because I was curious. Then I realized that I screwed up the math on the original ork runs. Basically turns out that ork escorts are goddamn terrifying. Short ranged cruisers at short range can only win against 3 average ork escorts at once, though if they can hold the range to medium they can beat 4. On the other hand our page/squire mixed units need 1.5:1 numerical advantage to win at close range and 1:1 to win at medium range.

Anyways I ended up eventually doing the math that our equally mixed page/squire frigates can win outnumbered 1.8:1 against abomination frigates at both short and mid range. The short ranged escort cruisers can win against abom frigates 13:1 at short range and 11:1 at mid range.

It's worth noting that as escort cruisers cost about 3x as much as our escorts but are about 4x as effective against ork escorts and about 6x as effective against abom escorts. So there's a slight gain in cost effectiveness against orks, and a greater one against abom ships. I don't have a main chaos design in this system to compare against. Though we're probably aren't going to be fighting chaos, Necron, or Tyranid ships anytime soon in numbers enough to matter. Probably not even abom ships for that matter now that their local fleets are crushed they won't be around in any significant enough numbers for major fleet battles.

Ork ships Ram and Boarding attacks just have insane damage and penetration by comparison. We don't have any easy options against normal attacks but it seems like those would be easier to deal with.

@Durin
1. Could we put higher Void Infantry garrisons on our ships reduce the damage from ork boarding attacks (since that is damage caused by boarders that more troops should be able to stop sooner)?
2. Could we develop higher maneuverability on our escort cruisers to reduce the hit rate on ork ramming attacks?
1. to an extent
2. yes, though at the cost of armour
 
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