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
I suppose, though I do find it more unlikely if as you said the forge world and by extension the design has been lost for a millennia.

In Segmentum Obscurum itself I can see it being required reading, but outside it...not as likely.

As I said its not a big deal, but it maybe something to think on, the idea itself isn't new (hell the Deathwatch did it several Millennia before anyone else albeit with different results.)
You have any ideas for how I can change the omake to make it better?
 
You have any ideas for how I can change the omake to make it better?
mmm...either add in that the Magos that designed it either came up with the idea as it was a logical step to making a better gun, or add in that they were once part of the battle congregations and she got to see the weapon in action from a visiting Magos that had one and it stuck with her.

Its not a big deal, but it may help.
 
My only small concern with the weapon (love it otherwise) is that the Askellon Sector is in Segmentum Obscurus a long way away from Pacifus where we are.

TBF its stated to be close to the Halo Stars and thus it would be closer to us than most, so its possible rumours of the plasma weapon its based on made its way over, but I thought I should bring it up just in case.


Not sure on two counts.

1. House Norn is likely the original navigators and apparently are very different compared to the normal navigators, for example I recall Durin stating that they were never affected by the waxing and waning of the Paternova (the leader of the Navigators, when one dies the powers of all Navigators diminish, when a new one appears their powers increase, the ones connected to the new Paternova's bloodline increasing more) on Terra. I'd say this indicates that there's quite a few differences between the Norns and the normal navigators, not least the fact that the Norns only produce female navigators while the Navigators of the Imperium are quite patriarchal.
2. Even if we could I'm not sure why we'd need too. Norn has been stable for over 22000 years now (Navigators were first made on Helheim in M22) with no real downsides popping up.

Still the genetic information we have already means that Maximal thinks he could restore the Navigator's genome from pretty much any house in a pinch.

This does of course lead to a bunch more questions though. Specifically why is Norn still here and didn't become one of the Navis Nobilite? They're the original after all. That's just one of them.

Regardless I'd imagine most Navigators would love to get their hands on an Abbaci, as the Paternova cycle is likely dead and gone with Terra and likely most of the core houses dead.

@Durin
1. Because I may be misremembering, you did say at some point that Norn was
1a. The original (or likely the original) Navigator house?
1b. That they were not affected by the cycle of the Paternova on Terra?
1a. likely the original, their records claim that they are and Muspelheim's support this but when dealing with 20k years ago it could be mistaken
1b. yes
 
1a. likely the original, their records claim that they are and Muspelheim's support this but when dealing with 20k years ago it could be mistaken
1b. yes
Well regardless of whether or not they are the original their removal from the Paternoval cycle alone makes them extremely valuable.

They've been completely unaffected by the likely ending of that cycle.

@Durin
1. In the age of the Imperium did house Norn navigators compare favourably to normal navigators who had the bonus of the Paternova sharpening their power?
2. Given their advanced age regardless of whether they were the first or no what reason do they have for not being one of the Navis Nobelis who are supposed to be the oldest and purest navigators?
 
mmm...either add in that the Magos that designed it either came up with the idea as it was a logical step to making a better gun, or add in that they were once part of the battle congregations and she got to see the weapon in action from a visiting Magos that had one and it stuck with her.

Its not a big deal, but it may help.
Working examples became extremely rare, but not non-existent. A skitarius bodyguard accompanying a Magos visiting Avernus had one, which is how Magos Vallies - an Avernite plasmatics specialist - eventually came to know of it.
This good?
 
Well regardless of whether or not they are the original their removal from the Paternoval cycle alone makes them extremely valuable.

They've been completely unaffected by the likely ending of that cycle.

@Durin
1. In the age of the Imperium did house Norn navigators compare favourably to normal navigators who had the bonus of the Paternova sharpening their power?
2. Given their advanced age regardless of whether they were the first or no what reason do they have for not being one of the Navis Nobelis who are supposed to be the oldest and purest navigators?
1. No, in fact they compared unfavourably
2. Mostly the above along with being different
 
[X] Avernus will contribute 75% of the regular forces, 60% of the psykers, and all naval assets.
Adhoc vote count started by Thors_Alumni on Apr 25, 2018 at 9:03 PM, finished with 96 posts and 20 votes.
 
The Fourth Emergency High Council Meeting Part Two: Overview
The Fourth Emergency High Council Meeting Part Two: Overview

[X] Avernus will contribute 75% of the regular forces, 60% of the psykers, and all naval assets.

Now that you have a good idea of your available assets the Security Council briefs you on the threat that the Imperial Trust is currently facing.

Waaagh Hedcrusha has a powerful fleet led by a flagship even more powerful then Da Crumpa and over twice the number of both Gargents and Boyz as the last Waaagh you encountered. On the upside the Orks are pretty green, and you will no have to deal with any formations like Da Crumpas which caused so much devastation on Mar Sara. Even better Warlord Hedcrusha is an utter idiot, who can be relied on to choose the worst option at every point and to significantly hinder his forces. As such the Security Council advises that you attempt to assassinate Hedcrusha's lieutenants rather then going after the warlord himself, and if possible ensure that Hedcrusha escapes. A stupid enemy is a gift from the Emperor, especially when his sheer combat power makes him likely to rise to the top of any group of Orks he encounters.

According to High Grandmaster Ridcully he will be able to arrange for two ambushes on Waaagh Hedcrusha as it approaches the Imperial Trust, ambushes that will allow him to redirect it route enough so that you can direct it to hit your choice of Valinor or any of the Core Worlds. You will have to decide how large you want the ambushes to be and which world to direct the Waaagh at.

A light ambush includes only stealth ships and will cause minor damage at the cost of very few losses
A moderate ambush combines your stealth ship and your harassment forces to inflict more damage at the cost of casulties
A heavy ambush supports the above forces with some of your more powerful ships, and will inflict massive damage at the cost of suffering significant losses.

There are eleven possible worlds that Waaagh Hedcrusha can be directed at, each with their own benefits and drawbacks. Of the world three of them, Jotunehim, Alfheim and Nilfheim, are not viable targets, due to a mix of political opposition from the governors and being more vunerable to attack.

First is Valinor, a deamonworld under the control of the Slaneeshi The Princedom of Demagoye.
Advantages: Cause damage to Demagoye, cause damage to the Waaagh without risking your forces, may result in Orks being wiped out, may result in Orks leaving after heavy losses
Drawbacks: Unlikely to cause major fleet damage, possibly result in an Ork deamonworld, may kill Warlord Hedcrusha, increase the veterancy of the Orks, harder to direct their next target.

Next is Midgard, the world that you are currently one and the capital of the Imperial Trust. Governor-General Aelfric has volunteered to have to Orks directed at his world.
Advantages: Decent Orbital Defences (100 defence stations), massive militia on hand, 110 large hives with level 4 defences
Drawbacks: risks major portion of Imperial Trust population

Then there is Svartalfheim, whose buried cities are the most foritied in the Imperial Trust and will be able to withstand bombardment better then others. First Artisan Granalf has also
volunteered to have to Orks directed at his world.
Advantages: underground cities resistant to bombardment, 430 major cities with level 7 defences, 70 major cities with lv 8 defences
Drawbacks: Weak Orbital Defences, major industrial world

The final world that has been volunteered as a target is Muspeheim, whose sixteen cities are each a formidable starfort in its own right.
Advantages: strong orbital defences (16 starforts, 76 defence stations), cities have to be boarded rather then sieged limiting attackers numbers
Drawbacks: limited space for defenders, key industrial world, irreplaceable cities, some orbital indestry

The next world is Vanaheim, the shipyard of the Imperial Trust. While Governor Bertil Mikaelsson has not volunteered to have to Orks directed at his world he is not against it.
Advantages: incredibly strong orbital defences (500 defence stations, minefields)
Drawbacks: vulnerable and highly vital orbital industry meaning that you have to stop them in the void.

Byzantium, the Chapter Homeworld of the Varangian Guard is another possible target. Chapter Master Julies has not volunteered his world as a target but would not be opposed to it.
Advantages: level 6 defences, highly fortified fortress monastery
Drawbacks: weak Orbital Defences

Finally there is your world of Avernus, the ultimate deathworld. You will have to decide on whether to volunteer your world as a target (good fro your reputation), not volunteer but not oppose (no effect on reputation) or oppose your world being a target (bad for your reputation)
Advantages: level 7 defences, highly skilled militia, terrifying wildlife, decent orbital defences (42 stations above Avernus, 1 Ramilies, 100 stations and minefield by Diephobe)
Drawbacks: war fatigue from last invasion

For this section I would like you to come up with 1-3 separate plans, each including a target world, an intensity for each of the two ambushes, any other ideas and an argument why this plan should be followed.
 
I'm thinking either Valinor or Avernus. Valinor for obvious reasons and Avernus because it's a core world and we have Areatha now.
 
Avernus a maybe but we just got the orbital overhead back up and we need to think about the cities we are currently upgrading. Will they be done by the time the Waagh arrive?
 
I'm thinking either Midgard or Vanaheim. Learning towards Vanaheim, because ultimately this war needs to be won in the Void anyways, and given we just had a long war it wouldn't be bad to have a short one that's all naval. But Midgard is acceptable because it has enough space defenses that they'll be able to do massive damage.
 
Avernus a maybe but we just got the orbital overhead back up and we need to think about the cities we are currently upgrading. Will they be done by the time the Waagh arrive?
I don't think that really matters. We could have Rotbart go "Come here to Dis if you think you're 'ard enough" and he'd in all likelihood acquiesce.
 
Finally there is your world of Avernus, the ultimate deathworld. You will have to decide on whether to volunteer your world as a target (good for your reputation), not volunteer but not oppose (no effect on reputation) or oppose your world being a target (bad for your reputation)
Advantages: level 7 defences, highly skilled militia, terrifying wildlife, decent orbital defences (42 stations above Avernus, 1 Ramilies, 100 stations and minefield by Diephobe)
Drawbacks: war fatigue from last invasion

^Its practically tradition now to be invaded by large Ork forces. :p
 
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For the ambushes, I'm going to go with max intensity on both. We have a guy who's supreme at that kind of warfare, has a trait which specifically makes him better at ambushing with large ships, and we're dealing with an idiot. Better to use Mork tactics on him before he reaches us and we're forced to fight a Gork battle.
 
I'm thinking either Midgard or Vanaheim. Learning towards Vanaheim, because ultimately this war needs to be won in the Void anyways, and given we just had a long war it wouldn't be bad to have a short one that's all naval. But Midgard is acceptable because it has enough space defenses that they'll be able to do massive damage.
I would rather not let him go after Vanaheim. Even with him being stupid he has enough ships to do some serious damage to the orbital. He literally has the numbers to destroy the oribital defenses by shear numbers.

Midgard would be my third choice but I rather send him after Valinor or Avernus. Valinor would allow us to safe keep most of our forces and countie building up most of our forces. Avernus because we that would give us one of the best chances to do the most damage and keep the warlord alive.
 
Have to say I'm againt Avernus personally since in my opinion we should really avoid going to war since we are still fatigued from the last invasion.
 
Another reason to fight on Avernus is that it lets us fight with 100% of our psykers. All our choirs are now songweaver choirs, which means they can use any discipline. With that, we can do a lot more Grand Countering against the biggest wild card the orks have (their weirdboyz) and we can do a lot more Scry and Fry than we otherwise could.
 
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