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
Then sitting on it as it struggles to get back into the warp.

Dangerous, damn near impossible to do in fact I don't think its ever been done on a Daemon of Tzeench never mind a Changer of ways, but not heretical.


Well this is the organisation with the phrase an open mind is like a fortress with its gates unbarred and unguarded.

Not people with a lot of initiative below the Astartes and Inquisition.

Andres does however have a point with Lin as Lin really is an excellent source of morality.

However


Its very possible to doubt him.

Not that he isn't usually right and he isn't always truthful, but you can still disagree with what he is saying.

Still let us not continue down this path as we know where it ends, the last few times.

Still

@Durin
1. If we can ensure that the Waaargh heads for Vanaheim how long would it take them to stash their shipyards somewhere out of the waargh's path, like we did when we moved our orbitals out of the way for Garkill's second invasion I believe it was?
1. to long, you could do it as your shipyards were a lot smaller, Vanaheims are massive, hwoever they do have 500 Defence Stations, 2,500 Heavy Weapons Platforms and 12,500 Weapons platforms as well as a massive minefield so may be able to stop a waaagh in its tracks
 
1. If we can ensure that the Waaargh heads for Vanaheim how long would it take them to stash their shipyards somewhere out of the waargh's path, like we did when we moved our orbitals out of the way for Garkill's second invasion I believe it was?

Do we really want to send the Waaargh to Vanaheim? Not only is it our major shipyard but we have what might be holiest admech ship under repair there.

It is one of the if not the best orbitally defended worlds but most of the population is also in that orbit. I don't really see any way they could move in any effective amount of time.

Muspelheim is in my opinion a better position to lure to. It has as good of a defensive force as Vanaheim but less critical orbital infrastructure.

Edit: Saw Durin's post maybe Vanaheim is a better place to lure.
 
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Do we really want to send the Waaargh to Vanaheim? Not only is it our major shipyard but we have what might be holiest admech ship under repair there.

It is one of the if not the best orbitally defended worlds but most of the population is also in that orbit. I don't really see any way they could move in any effective amount of time.

Muspelheim is in my opinion a better position to lure to. It has as good of a defensive force as Vanaheim but less critical orbital infrastructure.
on the other hand it is the Trust' biggest producer of AM and EM by a large margin
 
Do we really want to send the Waaargh to Vanaheim? Not only is it our major shipyard but we have what might be holiest admech ship under repair there.

It is one of the if not the best orbitally defended worlds but most of the population is also in that orbit. I don't really see any way they could move in any effective amount of time.

Muspelheim is in my opinion a better position to lure to. It has as good of a defensive force as Vanaheim but less critical orbital infrastructure.
Unfortunately the same problems which apply to Vanaheim apply to Muspelheim.

Its population is either in its stations or nomad cities as is its infrastructure and the damage the cities take is much harder to repair than the Vanir's orbital defences especially if they loose any of their AM and EM producing factories.

While they probably have the capabilities to repair them/make new ones it'd tank the Trust's AM and EM production.
 
Unfortunately the same problems which apply to Vanaheim apply to Muspelheim.

Its population is either in its stations or nomad cities as is its infrastructure and the damage the cities take is much harder to repair than the Vanir's orbital defences especially if they loose any of their AM and EM producing factories.

While they probably have the capabilities to repair them/make new ones it'd tank the Trust's AM and EM production.

Yeah I sort of forgot they are the source of most of the Trust's AM and EM. I concede that Vanaheim is probably our best choice.
 
We could try and divert it to Valinor. The new daemon in charge would make a nice punching bag for the beast Orks.

We can move in when the Waagh is exhausted.
 
Here's a preliminary plan. Couldn't get everything filled out as I need to head to work, but could use suggestions for those slots anyways...

Munitorum
SLOT A - Year 5
-Y5: Readiness Training

Void Command
SLOT A - Year 2
-Y2: Construct: Repairs: Third Step
SLOT B - Year 3
-Y3: Upgrade Defences (Deiphobe)
SLOT A - Year 5
-Y5: Readiness Training: Fleet

Administratum
SLOT A - Year 4
-Y4: Wildlife Export Goods

Diplomacy
SLOT A - Year 1
-Y1: Make a Request (See if she's got some means by which Saint Lin and Jacob can stop aging as quickly)
-Y2: Daemon Hunt: Summoning
-- REPEAT UNTIL SUCCESS
-Y3: ???

Arbites
SLOT A - Year 1
-Y1: Focused Psyker Hunting
-Y2: Daemon Hunt: Final Blow
-- REPEAT UNTIL SUCCESSFUL
-Y3: Focused Psyker Hunting
-Y4: Focused Psyker Hunting
-Y5: Focused Psyker Hunting
SLOT B - Year 1
-Y1: Focused Psyker Hunting
-Y2: Daemon Hunt: Summoning
-- REPEAT UNTIL SUCCESSFUL
-Y3: Focused Psyker Hunting
-Y4: Focused Psyker Hunting
-Y5: Focused Psyker Hunting

AdMech
SLOT A - Year 1 (Explorator)
-Y1: Titan Designing Step One: Schematics
-- DOUBLE DOWN YEAR 1
SLOT B - Year 1 (Biologis)
-Y1: Preliminary Examination (???)

Ministorum
SLOT A - Year 4
-Y4: The Nature of (Gork and Mork)
-- DOUBLE DOWN YEAR 4
SLOT B - Year 4
-Y4: Those in the Shadows
-Y5: Cleanse World (Heavy)
-- DOUBLE DOWN YEAR 5

Astra Telepathica
SLOT A - Year 1 (Ridcully)
-Y1: Greater Divination (Incoming Waaagh)
-Y2: Daemon Hunt: Location
-- REPEAT UNTIL SUCCESS
-Y3: Fanning the Flames
-Y4: Research: Power of Belief
SLOT B - Year 1 (Xavier)
-Y1: Psychic Materials: Wildlife
-Y2: Anti-Ork Powers: Techbane
-- DOUBLE DOWN YEAR 2
SLOT C - Year 1 (Aria)
-Y1: Battle Preparations
-Y2: Daemon Hunt: Null
-- REPEAT UNTIL SUCCESS
-Y3: ???
SLOT D - Free Divination
-Y?: Greater Divination (???)

Personal
SLOT A - Year 1
-Y1: Spend Time With (???)
-Y2: Attend Emergency High Council Meeting (LOCKED)
-Y3:Spend Time With (???)
-Y4: Spend Time With (???)
-Y5: Spend Time With (???)
SLOT B - Year 3
-Y3: Thaddeus Expertise: (Expand (Arbor) to Small Hive)
 
I think the orks going for Vanaheim and being met by the full Trust fleet plus major Blood Dragon fleet support is the best way to stamp out this Waaargh if we can stop it entirely in space, we cannot get bogged down in a goundside fight with every Waaargh that rolls along if they are going to be this frequent.
 
This is the orks we are talking about even with all the Trust fleet and Blood Dragons' support we will be out numbered.
Plus we can't pull every fleet without leaving ourselves exposed.

We need to plan with the expectation that the orks will make landfall. We can bloody the hell out of them in space though. Which will need to be a priority.
 
@Enjou
Durin explained that Lin will get a large bonus for Ridcully doing a greater divination on his target of research. Given how low his normal chance is planing one for that would help a lot.
 
This is the orks we are talking about even with all the Trust fleet and Blood Dragons' support we will be out numbered.
Plus we can't pull every fleet without leaving ourselves exposed.

We need to plan with the expectation that the orks will make landfall. We can bloody the hell out of them in space though. Which will need to be a priority.
1. to long, you could do it as your shipyards were a lot smaller, Vanaheims are massive, hwoever they do have 500 Defence Stations, 2,500 Heavy Weapons Platforms and 12,500 Weapons platforms as well as a massive minefield so may be able to stop a waaagh in its tracks
Vanaheim's orbital defense is massive enough that there is a chance of stopping the Waaargh completly in space and if the orks do attack Vanaheim we absolutely cannot let them break through, the Vanaheim Shipyards are a critical location for the Trust.
 
So could we build a shipyard that pumps out orbital defences ?


I think focused actions won't be enough to mount a decent defence if ork Waaghs are going to be a regular thing.
 
Vanaheim's orbital defense is massive enough that there is a chance of stopping the Waaargh completly in space and if the orks do attack Vanaheim we absolutely cannot let them break through, the Vanaheim Shipyards are a critical location for the Trust.

I am aware that the defenses should be strong enough to stop it in space. It is still prudent to plan for the worst. When you're planning to meet the enemy you need to have contingencies because nothing ever goes according to plan.

So could we build a shipyard that pumps out orbital defences ?


I think focused actions won't be enough to mount a decent defence if ork Waaghs are going to be a regular thing.

Upkeep is the main issue we could probably do it but would either bankrupt the Trust eventually or the defenses would need to be mothballed.
They're the best and worst places.

If it goes well then the problem is removed with minimum difficulty.

If it goes badly then we loose critical infrastructure.

Ain't this always how it turns out never a good option just a slew of bad ones.
 
Since we're somewhat strapped for ideas, I believe we have a few extra questions like do you have any control techniques you think would help our psykers and can you introduce us to any Avernite people's you feel would benefit from meeting (both us and them) and something like any insights she can get into Ridcully's potential godness.

There's also the can we do divination/take samples to see if we can replicate what they did to make you.


-Y1: Preliminary Examination (???)
Might I suggest the Jinx Spider (the resurrecting one) or the Void Beacon.

-Y4: The Nature of (Gork and Mork)
While immediately obvious I would like to put in a good word for doing transcendent and primal gods as they are related to Ridcully's potential divine status.
 
Recommendations:

Martial: All good.

Diplo: Persons of Interest, Siren Trade (BUY THE RUNES), Make a Request (Teach us your psyker powers, Arathea)

Mechanicus (Biologis): DD - Complete Examination: (Dragonfruit OR Mirage Palm OR Honeypot Lily OR Static Flies OR Opalescent Mold)

Logic: Dragonfruit might help out in aerial, Mirage Palm potentially helpful in defense, the rest are omakes, Static Flies would help in jamming, Mold in defence, Lily in psyker stuff (and potentially defence).

Telepathica

Ridcully: Divining the Gods when Lin Researches them provides a huge bonus, if you're willing to risk it.
Xavier: Research (Psyrodactyl) instead of Psychic Materials - Telepathy power that really helps our Infiltrators.
Aria: Research (Psychic Dragonfly) - Likely Daemonology power that screws over teleporters.

Personal:

Spend Time with Ridcully/Lin, 2x each. Spending more time with the Last Saint is good for Rotbart's spiritual health, and Ridcully is, you know, the seer he works with pretty much every time he does any serious campaign.
 
Here's a preliminary plan. Couldn't get everything filled out as I need to head to work, but could use suggestions for those slots anyways...

Munitorum
SLOT A - Year 5
-Y5: Readiness Training

Void Command
SLOT A - Year 2
-Y2: Construct: Repairs: Third Step
SLOT B - Year 3
-Y3: Upgrade Defences (Deiphobe)
SLOT A - Year 5
-Y5: Readiness Training: Fleet

Administratum
SLOT A - Year 4
-Y4: Wildlife Export Goods

Diplomacy
SLOT A - Year 1
-Y1: Make a Request (See if she's got some means by which Saint Lin and Jacob can stop aging as quickly)
-Y2: Daemon Hunt: Summoning
-- REPEAT UNTIL SUCCESS
-Y3: ???

Arbites
SLOT A - Year 1
-Y1: Focused Psyker Hunting
-Y2: Daemon Hunt: Final Blow
-- REPEAT UNTIL SUCCESSFUL
-Y3: Focused Psyker Hunting
-Y4: Focused Psyker Hunting
-Y5: Focused Psyker Hunting
SLOT B - Year 1
-Y1: Focused Psyker Hunting
-Y2: Daemon Hunt: Summoning
-- REPEAT UNTIL SUCCESSFUL
-Y3: Focused Psyker Hunting
-Y4: Focused Psyker Hunting
-Y5: Focused Psyker Hunting

AdMech
SLOT A - Year 1 (Explorator)
-Y1: Titan Designing Step One: Schematics
-- DOUBLE DOWN YEAR 1
SLOT B - Year 1 (Biologis)
-Y1: Preliminary Examination (???)

Ministorum
SLOT A - Year 4
-Y4: The Nature of (Gork and Mork)
-- DOUBLE DOWN YEAR 4
SLOT B - Year 4
-Y4: Those in the Shadows
-Y5: Cleanse World (Heavy)
-- DOUBLE DOWN YEAR 5

Astra Telepathica
SLOT A - Year 1 (Ridcully)
-Y1: Greater Divination (Incoming Waaagh)
-Y2: Daemon Hunt: Location
-- REPEAT UNTIL SUCCESS
-Y3: Fanning the Flames
-Y4: Research: Power of Belief
SLOT B - Year 1 (Xavier)
-Y1: Psychic Materials: Wildlife
-Y2: Anti-Ork Powers: Techbane
-- DOUBLE DOWN YEAR 2
SLOT C - Year 1 (Aria)
-Y1: Battle Preparations
-Y2: Daemon Hunt: Null
-- REPEAT UNTIL SUCCESS
-Y3: ???
SLOT D - Free Divination
-Y?: Greater Divination (???)

Personal
SLOT A - Year 1
-Y1: Spend Time With (???)
-Y2: Attend Emergency High Council Meeting (LOCKED)
-Y3:Spend Time With (???)
-Y4: Spend Time With (???)
-Y5: Spend Time With (???)
SLOT B - Year 3
-Y3: Thaddeus Expertise: (Expand (Arbor) to Small Hive)

For Biologes: Meteor Figs.
Spend Time: Surt, Aryz
 
Just going to note - I have a strong preference for studying wildlife that wasn't introduced by omake. We already have a pretty long queue for that, and omake wildlife just makes it worse and adds a bunch of pet projects that the writers want done, and it annoys the hell out of me because I want to look into the things that Durin created.
 
Just going to note - I have a strong preference for studying wildlife that wasn't introduced by omake. We already have a pretty long queue for that, and omake wildlife just makes it worse and adds a bunch of pet projects that the writers want done, and it annoys the hell out of me because I want to look into the things that Durin created.

I'm in agreement with that. I think the Meteor Fig might be useful, since I think it might be possible to domesticate as a cheap turret.
 
@Enjou we have a lot of construction options in void command that Rotbart can finish before the Waagh gets here. While it is mostly escorts every ship counts since raiding is a part of the standard Mondus operandi.

Also anything I can convince you too Research vortex shells they be extremely helpful against anything not a hulk.
 
Guys, I'm suspicious of all the Orks Waaaghs we keep attracting. So I went back to turn 100, when we divined what the local chaos polities were up to, and just guess what I found.

High Grandmaster Ridcully is more skilled at seeing the present as he is at predicting the future. This allows him to gather a good deal of information about the galaxy using his powers. Possible focuses are the condition of races or organisations, the balance of power in Segmentums or even the activity and compositions of pantheons of gods.

Time: 1 year. (can only be taken once per turn)
Chance of Success: 10%

Cost: 4,000,000 Thrones
Reward: Information on focus. The narrower the target the more information.

Complete
Year three roll d100=33+45(control)+60(Paragon of Divination)+20(double down)=158: Success
Year three roll d100=57+45(control)+60(Paragon of Divination)+20(double down)+15(Paragon of Divination)=197: Critical Success
some information will be added to datasheets

High Grandmaster Ridcully spent a year examining the local Chaos polities in order to detemrine both what they are capable of and what they are doing. To begin with he found that Valinor is expecting a major crusade fleet within the next decade, which they intend to keep secret until they have an opportunity to use it to kill Saint Lin. They are certain that they will gain much favour from the Abomination if they kill him and are willing to die to the last man in this effort. That means that while they are currently fortifying they will be willing to strip their worlds of defences in order to get enough men to kill Saint Lin, and will likely wait until the Imperial Trust is tied down on another front before they begin.

Otherwise he can tell that the Princedom of Turoq is preparing their new game-changing super-weapon for the Awakening of the Ork Gods, and are confident that it will be enough to allow them to weather the storm. So far Ridcully has not proven able to determine exactly what said weapon is and tells you that it is obscured by a diviner of prestigious skill, most likely a Lord of Change or Daemon Prince of Tzeench. The Princedom of Demagoye is also fortifying their worlds but does not have any new super weapons waiting in reserve, or at least not any that Ridcully can predict. The assorted minor Chaos polities are not doing anything of note, and are almost certainly doomed.

This is the same divination that allowed us forewarning on the Abominable Crusade. The Princedom of Turoq is Tzeentchian, so putting all of their hopes and focus on this one "superweapon" is right up their ally. But what if it isn't some sort of fleet killer like we first thought, but a warp manipulator? They're Tzeentchian, so having a Greater Daemon shroud their superweaon from scryers is just what they do. We didn't think too much of it at the time, but what if they're able to alter a Waaagh's destination by altering the warp currents it would travel along? Or they just outright edit its destiny?

This theory would explain why the Abomination knew when to attack us, they were given advice by the slaves of Tzeentch. It would explain why they're confident that it would allow them to survive the Ork Awakening, they could just redirect any Ork Waaagh to whatever enemy they have. We know that Tzeentch itself has an interest in us, so it may have given Turoq a discount on a Lord of Change to shroud their device.

After all, what better time to strike than when your enemy just took an Ork Waagh to the face?

@Enjou, I believe that Divining the superweapon of Turoq, or maybe the world itself of Turoq, is too important to ignore.
 
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