The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

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The Rise of Warlord Headsmasher
The Rise of Warlord Headsmasher
Warlord Headsmasher first began his rise to power under the Waaagh! of Warboss Killgore the Slayer. Headsmasher wasn't smart, but he rose through the ranks anyway through sheer brute force until he became a Nob under the Warboss himself.

He became famous in this time for getting into fights and smashing the heads of anyone who thought they were bigger than him. He was content, happy simply to fight the wonderful enemies Warboss Killgore led them to, whether they were Spiky boys, Humies, or right and proper Orks.

This changed when The Green Awakening occurred.

All Orks felt the awakening of the gods, but Headsmasher shared a closer bond, and some say he was blessed by Gork himself. He grew quickly, and greatly, until only the Warboss was bigger than him. A lesser Ork would have held his place, but he knew he was destined for greatness, destined to Waaagh!, and to do that he had to beat the boss.

Headsmasher walked up to Killgore and and uttered a challenge. "I'ze the biggest Ork 'ere! I'ze gonna smash yor 'ead ya grot!"

Headsmasher saw the Warboss turn around and glare at him. He was not afraid. He had the strength of Gork!

"Oi! You think your big enough to challenge me? Well, I'll tell you what stupid, I'm gonna smash your head!"

Unfortunately, he lacked the kunning of Mork.

"No one smashes anyone's 'ead but me!"

Killgore stared in shock as Headsmasher raised his power klaw and smashed his own head.

Somehow, Headsmasher survived this, and went on to smash the still dumbfounded Killgore's head before passing out.

No longer was he Headsmasher the Nob, now he was Warboss Headsmasher.

A fight broke out among the Mad doks over who would get to fix the new Warboss. The winner was Bloodsplat the Mad, who was known to be insane even compared to other painboys.

Bloodsplat was not content merely 'fixing' the Warboss, no, he wanted to improve him. He replaced much of headsmasher's body with bionics, and pumped him full of a wide array of drugs, some of which he even knew the purpose of. The end result was a Monster.



When Headsmasher awoke, he was first quoted as saying "uh, wa, wat time iz it?" He then proceeded to kill the unfortunate grot Bloodsplat had left to watch for not answering him. He did the same to every other grot and Ork who didn't answer until he realized he already knew what time it was. "Itz time to WAAAAAGH!!"

Headsmasher had never been very smart, even by Ork standards, and between his injuries and subsequent 'treatment', he was now a paragon of stupidity. For every bit of intellect he had lost though, he had gained back in strength.
Headsmasher was now a giant of an ork, towering over other Warbosses he encountered. Altered flesh and steel on top of his incredible strength ensured that no matter how terrible his decisions were, no one could oppose him.

The Waaagh! attacked all manner of foes, and after countless deaths and suicidal charges against superior numbers, It had grown into a mighty Waaagh! indeed, with Headsmasher as the undisputed Warlord.

It was around this time that the Eldar took notice.

Headsmasher was standing on the bridge of his flagship, The Breaker, About to give an announcement on the future of the Waaagh!
"Alright boyz we'ze Orks an dat means we'ze da biggest 'ardest boyz out there, so we- Headsmasher stopped talking abruptly. He stared for several seconds and had begun picking his nose when he realized he was saying something. "we should uh, uh, what was I gonna say?"

"You were uh, you were gonna say we should Waaagh! the Humies now." One of the Nobs chimed in.

"Oh, right. Listen up, we'ze gonna go Waaagh! da Humies, because we'ze, big and we'ze tough!"

The speech was interrupted by an explosion that shook the bridge.

"Boss! The Pansies are attacking!"

"Pansies? Dakka everyfing!"

To say the ensuing battle did not go as planned would be inaccurate, as that implies there was plan to begin with. After running out of dakka to shoot them with, Warlord Headsmasher ordered that all ships ram into the Eldar, who's superior speed allowed them to easily avoid this and destroy almost the entire Waaagh! Only The Breaker itself survived, flung far into the warp.

The remains of the Waaagh! exited the warp to find itself among another Waaagh! lead by Mekboss Boomdakka, and his mighty flagship, a gargantuan space hulk. Headsmasher made his way onto the hulk and slaughtered all resistance, including the Boomdakka himself.

With a new Waaagh! behind him, Headsmasher set out once again to conquer the stars, following the currents of the warp for good fights.


Parts of this were inspired by previous posts in the thread.
Headsmasher here has a few parallels with Ghazghkull. Both received some kind of head injury, and both were inspired by the gods. The main difference is that Ghazghkull became smarter after his injury, whereas Headsmasher became dumber.
@Durin
 
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As people keep pointing out Durin said that they could easily deal with the Orks enough that they never get past the feral and are far too few in number to be too much of a threat thanks to their tech. Unlike us it would also probably be way easier to deal with the Orks since their wildlife doesn't make it harder.



Thing is people are proposing always sighning up for every single invasion to hit which is seriously going to add up and it's pretty much ignoring a huge long term problem.



Again, Avernites are still human and not machines. All the constant wars are going to lead to war fatigue that is just going to build up over time and ignoring that fact doesn't mean it doesn't exist.

There are also several problems with making Avernus the Trusts sole designated target. First off is that due to attacks becoming more frequent there would be a lot of vulnerabilities over the years from us needing to expand our cities and hives which would be vulnerable over the years which no one has considered the long term consequences of. It also takes time for us to rebuild leaving us vulnerable for a time. The issue with this is that Avernus has shown itself having a habit of getting a lot not just counting the Orks.

Becoming the sole designated target of the Trust runs into the issue that there may be times that we just can't afford to be like if say we had to deal with an invasion right after figting off another war. Which already happened when Valinor invaded us after we sent a lot of our soldiers and ship to deal with a Waaagh in another system. Considering that Avernus and it's humans happen to be on the shit list of two chaso gods thanks to having the last Saint and Tzeenth being terrified of the humans setting off a galactic WMD by accident this is something we should really take into account.

Finally there are likely some enemies we just wouldn't actually want near Avernus. Example being the Tyranids. Remember how people thought that mini organic lasers weren't worth using since they could fall into the Tyranids hands? Well Avernus happens to be an Old ones biological weapons factory with creatures made to be as dangerous and terrifying as possible. Letting a species like that on Avernus seems like a monumentally stupid idea since not only would it seem they likely would just decide to ignore the human cities if they ended up there in favor of getting new bio tech like bio lasers along with other such weapons from the local wildlife but it may also give Avernus ideas. Imagine that the Trust would veto Avernus as a target in situations like that.

Like I said, it would probably make way more sense to have two designated targets(with one being Avernus) instead of one to avoid fatigue and/or one of the planets not being in condition to act as a target while not having their growth slowed down with both taking turns if things go well. I already put foward the Byzantium as an option since they are only one defense level behind us, are home to the local space marines, can train their militia due to having large number Avernite and Avernite descended citizens and it not being that hard to up the orbital defenses long term if the rest of the Trust pitched in. If we make the proposal we can volunteer Avernus as the other target.

I have said this before, but I guess I will say it again.....

I don't think anybody is arguing that war fatigue is NOT a thing nor that we are getting it.

but I AM arguing that we are STILL the better target for it THIS time. maybe next time it won't be a issue, but This time the fatigue is not going to be very large because we HAVE had quite a while, most of our stuff has been replenished.

the orks seeding a planet might not be a large issue for our allys, but it will always be *A* issue. never underestimate the orks.

I agree that we should probably develop the other worlds into trading off attacks with us. but we can still take THIS one because we are CURRENTLY the best one, we should probly bring this up with the counsel that the trust needs a second fortress world.

the fact that we are "on the shit list" as you say *IS* a concern. but the point of risk management is that there is always a risk, and yes, there is risk in us getting invaded again right after this one...but there is also a risk of which ever planet we send this ork fleet to ALSO getting invaded.....and since we are the fortress world with only a small debuff from fatique, we will (probably) be able to take 2 invasions in a row more easily then any of our ally's.

I don't think it will be avenrus, tho unfortentely, the last count I saw looked like its leaning away from avernus ...... :<
 
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The Rise of Warlord Headsmasher
Warlord Headsmasher first began his rise to power under the Waaagh! of Warboss Killgore the Slayer. Headsmasher wasn't smart, but he rose through the ranks anyway through sheer brute force until he became a Nob under the Warboss himself.

He became famous in this time for getting into fights and smashing the heads of anyone who thought they were bigger than him. He was content, happy simply to fight the wonderful enemies Warboss Killgore led them to, whether they were Spiky boys, Humies, or right and proper Orks.

This changed when The Green Awakening occurred.

All Orks felt the awakening of the gods, but Headsmasher shared a closer bond, and some say he was blessed by Gork himself. He grew quickly, and greatly, until only the Warboss was bigger than him. A lesser Ork would have held his place, but he knew he was destined for greatness, destined to Waaagh!, and to do that he had to beat the boss.

Headsmasher walked up to Killgore and and uttered a challenge. "I'ze the biggest Ork 'ere! I'ze gonna smash yor 'ead ya grot!"

Headsmasher saw the Warboss turn around and glare at him. He was not afraid. He had the strength of Gork!

"Oi! You think your big enough to challenge me? Well, I'll tell you what stupid, I'm gonna smash your head!"

Unfortunately, he lacked the kunning of Mork.

"No one smashes anyone's 'ead but me!"

Killgore stared in shock as Headsmasher raised his power klaw and smashed his own head.

Somehow, Headsmasher survived this, and went on to smash the still dumbfounded Killgore's head before passing out.

No longer was he Headsmasher the Nob, now he was Warboss Headsmasher.

A fight broke out among the Mad doks over who would get to fix the new Warboss. The winner was Bloodsplat the Mad, who was known to be insane even compared to other painboys.

Bloodsplat was not content merely 'fixing' the Warboss, no, he wanted to improve him. He replaced much of headsmasher's body with bionics, and pumped him full of a wide array of drugs, some of which he even knew the purpose of. The end result was a Monster.



When Headsmasher awoke, he was first quoted as saying "uh, wa, wat time iz it?" He then proceeded to kill the unfortunate grot Bloodsplat had left to watch for not answering him. He did the same to every other grot and Ork who didn't answer until he realized he already knew what time it was. "Itz time to WAAAAAGH!!"

Headsmasher had never been very smart, even by Ork standards, and between his injuries and subsequent 'treatment', he was now a paragon of stupidity. For every bit of intellect he had lost though, he had gained back in strength.
Headsmasher was now a giant of an ork, towering over other Warbosses he encountered. Altered flesh and steel on top of his incredible strength ensured that no matter how terrible his decisions were, no one could oppose him.

The Waaagh! attacked all manner of foes, and after countless deaths and suicidal charges against superior numbers, It had grown into a mighty Waaagh! indeed, with Headsmasher as the undisputed Warlord.

It was around this time that the Eldar took notice.

Headsmasher was standing on the bridge of his flagship, The Breaker, About to give an announcement on the future of the Waaagh!
"Alright boyz we'ze Orks an dat means we'ze da biggest 'ardest boyz out there, so we- Headsmasher stopped talking abruptly. He stared for several seconds and had begun picking his nose when he realized he was saying something. "we should uh, uh, what was I gonna say?"

"You were uh, you were gonna say we should Waaagh! the Humies now." One of the Nobs chimed in.

"Oh, right. Listen up, we'ze gonna go Waaagh! da Humies, because we'ze, big and we'ze tough!"

The speech was interrupted by an explosion that shook the bridge.

"Boss! The Pansies are attacking!"

"Pansies? Dakka everyfing!"

To say the ensuing battle did not go as planned would be inaccurate, as that implies there was plan to begin with. After running out of dakka to shoot them with, Warlord Headsmasher ordered that all ships ram into the Eldar, who's superior speed allowed them to easily avoid this and destroy almost the entire Waaagh! Only The Breaker itself survived, flung far into the warp.

The remains of the Waaagh! exited the warp to find itself among another Waaagh! lead by Mekboss Boomdakka, and his mighty flagship, a gargantuan space hulk. Headsmasher made his way onto the hulk and slaughtered all resistance, including the Boomdakka himself.

With a new Waaagh! behind him, Headsmasher set out once again to conquer the stars, following the currents of the warp for good fights.


Parts of this were inspired by previous posts in the thread.
Headsmasher here has a few parallels with Ghazghkull. Both received some kind of head injury, and both were inspired by the gods. The main difference is that Ghazghkull became smarter after his injury, whereas Headsmasher became dumber.
@Durin

I like it, I hope its canonically accepted.

maybe we can cripple him again by threatening him with a head crushing? (and thus getting him to crush his own head again?)

to be honest tho, it feels like maybe we don't actually have to worry about him dieing....he sounds nearly immortal at this point......

crap....I just realized that he is basically doomsday from DC....except in WH40k...... o_O
 
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Must say I'm curious how much of an issue these Orks are going to be on the ground.

I will say I'm cautiously optimistic. Versus last time we have massively stronger static defenses, which will really help our kill ratios, as well as the ability to garrison far more soldiers. Them being led by an idiot should also help, as that should swing the leadership modifier by probably 20points at least, to say nothing of the strategic decision making problems it causes them. Lack of vetrancy among the Orks should also eliminate the whole 'unstoppable formation' bullshit they had going on last time, and being able to deploy far more Avernite troops and psykers should also help with any problems with elites.

That said, things aren't all our way compared to last time. They've got a shitload of Gargants, and Asgard can't contribute nearly as many Knights (who had major issues with them even in the numbers we had last time). The Varangian Guard also hasn't rebounded yet, and I'm betting the Midgardian UU branch is also still rebuilding. While I'm of the view that advantages we have compared to then should see us through this with significantly fewer losses, I can't say that for sure.
 
Didn't catch that. Damn impressive. Honestly I'd figured it would take another decade or two before they got back to where they were in numbers.
Well due to their new structure a company is closer to 150 marines and there's 20 companies so 3000 or so marines.

But, yeah, additional trainers and veterans really helps speed things up on top of all their natural advantages to recruitment.
 
@Durin

1. Is doing non-Trust polity omakes something that would be worthwhile or have you decided to leave that stuff behind?
2. If polity omakes are still worthwhile, how many points is a daemon world?
 
@Durin
What effects will the bought portions and poison have statistic wise for the recipiants?
All Master Potions for Heroes (50)
Death's Hand Poison for Last Hunters (40)
Journeymen Potions of Healing, Toughness, and Sight for Last Hunters (18)
Journeyman Potions of Healing and Rest for Primaris and Grandmasters (18)
Apprentice Potions of Sight for Life Guard (20)
Slow Poison for Heroes (2)
Apprentice Strength potion for Last Hunters (2)
 
@Durin Do we have an equivalent of the Infernus Heavy Bolter (combi heavy bolter with a Heavy Flamer; Suspensor not necessary for Destroyer, Shocktrooper, or Elite PAs)? In our case it would be a Heavy Impaler or Neutron Reapeter combined with an Orthrus Heavy Flamer (or a Plasma Flamer).

EDIT: And did the Grey Knights have a Psilencer? And if so, have they improved it in the Background (beyond adding Fire/Banishment Runes)?
 
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Vangarian Guard, Ultramarine descendent only 1 step removed.
ok.....what does 1 step removed mean for space marines

sorry for repeated questions...but I thought thats (not) how space marine chapters work.

in the context of familys, one step removed refers to how many layers of family you have to go up in order to say their related (or something like that)...but I don't think thats what your saying because thats always true of every chapture because they are ALWAYS "desended" from the "origonal" chapter.
 
ok.....what does 1 step removed mean for space marines

sorry for repeated questions...but I thought thats (not) how space marine chapters work.

in the context of familys, one step removed refers to how many layers of family you have to go up in order to say their related (or something like that)...but I don't think thats what your saying because thats always true of every chapture because they are ALWAYS "desended" from the "origonal" chapter.
The founding Astartes were about 500 Ultramarines. After we scryed Ultramar, they changed their name.
 
ok.....what does 1 step removed mean for space marines

sorry for repeated questions...but I thought thats (not) how space marine chapters work.

in the context of familys, one step removed refers to how many layers of family you have to go up in order to say their related (or something like that)...but I don't think thats what your saying because thats always true of every chapture because they are ALWAYS "desended" from the "origonal" chapter.
Chapters always trace their roots back to the originals, but they do diverge due to unique circumstances (sometimes, it depends on the stability of their geneseed, so least likely for the Ultramarines)

Somethings are lost, other traits are emphasised, sometimes they loose whole organs.

+ Chapters themselves can be used to create new chapters.

The Guard are descended directly from the ultramarines.
 
Chapters always trace their roots back to the originals, but they do diverge due to unique circumstances (sometimes, it depends on the stability of their geneseed, so least likely for the Ultramarines)

Somethings are lost, other traits are emphasised, sometimes they loose whole organs.

+ Chapters themselves can be used to create new chapters.

The Guard are descended directly from the ultramarines.
oh, so we have the ultramarines, they just changed their name cas their changing the rules that they follow
 
I wonder if Lin can study the geneseed and learn how they diverge when new chapters are created ?
I think the thing was that unimplanted Geneseeds are kept in a connected system, exchange genetic material and correct each others flaws to minimize mutations.

When you have a tiny new stock, shortly after founding a chapter, a mutation is not as likely to be corrected as in a large group and can even be copied on other Geneseed due to that "correction" function.

At least I think that's how the altered mutations for new chapters mostly work.
 
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