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 don't know if Andres is being serious or not. His idea sounds like the kind of thing that only works in theory. In practice, Waagh burns through the implants and then we have a Combat Paragon Ork Overlord butchering our support Personnel
 
We'd encase the Ork Warboss in adamantite, then launch at nearest Waagh. Think of him (do orks have females?) as a strategic grade weapon.
 
I have started reading this a few days ago.

Why have I not seen this sooner? I am halfway caught up (or is it only 20% if I count all the lore?), and this and Dragon Harem quest are the only two things I have been seriously reading on sv lately.

Free healthcare makes Avernus a very tempting place to go. On one hand: possible instant death as soon as I look at the planet just from how deadly the wildlife is. On the other: Free healthcare.

SCREW YOU VECT!

SCREW YOUUUUU!

That is what they want. Do not do it.
 
Andres, you act as though people have NOT tried that. They have tried. It backfires horrifically. And if we were dealing with a weirdboy, he'd explode immediately, rather than after a few days/weeks/months when he accumulates enough waagh energy to break our control methods.
 
Andres, you act as though people have NOT tried that. They have tried. It backfires horrifically.
I've assumed that it's because of insufficient technology or an insufficiently dumb ork, not Waaagh energy working in a way that it doesn't normally work. I'll ask Durin.

@Durin, could we theoretically take Headsmasha, fill him with a bunch of tranquiliser implants, throw him at an enemy we want him to kill, and use the tranquiliser implants to disable him once he's done?
 
I've assumed that it's because of insufficient technology or an insufficiently dumb ork, not Waaagh energy working in a way that it doesn't normally work. I'll ask Durin.

@Durin, could we theoretically take Headsmasha, fill him with a bunch of tranquiliser implants, throw him at an enemy we want him to kill, and use the tranquiliser implants to disable him once he's done?
if this was pre-awakening. yes, unless one or more of his traits got in the way
as things are. unknown but less likely.
 
I'd still like to try it. This ork is the perfect candidate for such a procedure. We won't get a better ork than him, so this is our best shot at getting a Waagh buster.

With alkehestry, we can synthesize custom anti ork meds to control him. Maybe runes can be used to reduce or enhance the effects of Waagh as we wish.
 
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Now that it's confirmed that it's an option (if an option that doesn't have a 100% chance of success), I'd like to recommend sticking to the original plan. Using an ork as a weapon is something we should experiment with on lesser orks before attempting to put the plan into action with an ork of Hedsmasha's calibre. It is something we should look into, though.
 
FYI, Durin has said before he won't stop us from doing insanely stupid things. Nor would he even warn us about the risks if we don't know them in character. He answers questions with in-character knowledge. And as we have never tried to control an ork in any manner, we do not know anything. And before you get all snarky about how our Magos should know this stuff, NONE OF THEM ARE HERE, we are in a warzone. Really, asking questions irrelevant to the situation we currently are in is a good way to get terrible answers.
 
IIRC the plan was to capture him to use as a wonderful -80 or whatever Martial on Ork Waaaghs. Would only work on Ork Warbosses with Combat less than Headcrusher's, tho. Otherwise we'd just be giving them a Combat Paragon 4 free.
 
IIRC the plan was to capture him to use as a wonderful -80 or whatever Martial on Ork Waaaghs. Would only work on Ork Warbosses with Combat less than Headcrusher's, tho. Otherwise we'd just be giving them a Combat Paragon 4 free.
Actually, the plan relies on him being Paragon Combat. If he had less, then a martially superior ork could kill him and continue competently leading a Waaagh. Since Hedcrusha is so good at Combat though, he'll kill whatever warboss tries to stop Hedcrusha from taking over his Waaagh.
 
Honestly I'm still not at all a fan of the idea. This is the sort of thing we'd want to have a plan in place for, as well as some preliminary work done for—such as enough investigation to figure out they've got a trait that would nullify/hinder this, as well as a live capture and immobilization setup good enough to hold something that dangerous—no matter what it's easier to kill than capture, but due to the absolute need for the capture target to be a combat monster I'd worry that it would result in multiple hero deaths.

I'd also want to be damn sure that the plan would work on New Orks as well, cause when you're talking about a plan as costly as this there damn well better be a worthwhile payoff.
 
Yes, as I've said before, the whole capture idea is something we should do only with prior experimentation on lesser orks under more controlled conditions.
 
[X] Plan Counters 2
-[X] Counter Warboss Wildfang's Horde by your stealthy killers and an Iron Guard Army. - The only real threat in Warboss Wiildfang's Speed Freaks to your fortifications are its Big Meks, who may have exotic and dangerous technology. If you can assassinate them an army of regulars should be able to hold the horde off for an extended period.
--[X] Send Governor Rotbart here
-[X] Counter Warboss Warrippah's Horde by deploying armour - Your own armour should be able to deal with the armour heavy forces of Warboss Warrippah, particularly if Schwartz is in command.
--[X] Send General Schwartz here
-[X] Counter the minor warbosses by deploying eleven Guard Armies (out of 34) - A full Guard army should be able to defended even the upper city for an extended period of time.
-[X] Opportunistic - Deploy your air forces whenever there is a major opening, otherwise keep them back.
-[X] Harassment Option 1: Remain back
-[X] Mine Option 1: None
-[X] Psyker Support - Your Diviners, Telepaths and Biomancers could support your ground and air forces, improving their impact and preserving their lives.
-[X] Scry and Fry- Your Diviners could work with your other psykers to locate the most dangerous foes and take them out.
-[X] Return Chapter Master Julius from the city Dûrandur

Because Julius does need to be there and we need someone in overall command when Rotbart takes controll of one city directly.
Chapter Master Julius believes that he will be able to break the back of the assault if given another week at the longest, and that even now he and most of his elites could be safely redeployed.
 
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@Durin, for Adepta Sororitas candidates, the ones that are good at languages go to Diallogous, the ones that are good at medicine go to Hospitaller, etc. On Avernus, the ones that are good at fighting go to the Witch Hunters, but what about the ones from other planets? What organisation do non-Avernite combat-talented Sororitas candidates join?
@Durin, I think you missed this question.
 
@Durin, for Adepta Sororitas candidates, the ones that are good at languages go to Diallogous, the ones that are good at medicine go to Hospitaller, etc. On Avernus, the ones that are good at fighting go to the Witch Hunters, but what about the ones from other planets? What organisation do non-Avernite combat-talented Sororitas candidates join?
either into whatever that planets elites are or are recruited by the Inquisition
 
Yes, as I've said before, the whole capture idea is something we should do only with prior experimentation on lesser orks under more controlled conditions.
Honestly I'm still not at all a fan of the idea. This is the sort of thing we'd want to have a plan in place for, as well as some preliminary work done for—such as enough investigation to figure out they've got a trait that would nullify/hinder this, as well as a live capture and immobilization setup good enough to hold something that dangerous—no matter what it's easier to kill than capture, but due to the absolute need for the capture target to be a combat monster I'd worry that it would result in multiple hero deaths.

I'd also want to be damn sure that the plan would work on New Orks as well, cause when you're talking about a plan as costly as this there damn well better be a worthwhile payoff.
The problem is that this is the best target we're ever going to have for it.

This is the lowest martial score we're likely to ever see in a boss level ork. Which means it has the biggest weakening effect on a Waaagh if he takes command. He also has a very high personal combat score, which gives him the best chance at actually subverting a Waaagh he's thrown at.

Planning to use him as a tactical weapon unleashing him on particular enemies in hope he can kill them and then tranqing him with implants when he's done is too greedy. It's much harder and doesn't have a lot of payoff because individuals at the level where he'd be a significant factor aren't that common. However crippling an entire Waaagh by throwing him at them is an enormous payoff even if it only worked once. It also wouldn't require implants to actually work. It would only require that we can capture him and keep him in stasis.

It's also not like this is a brand new idea. It was discussed at the council meeting that it was actually better to leave him alive if possible.
 
The ork mind control thing is the sort of thing radical inquisitors dabble in. I have a feeling that if such a program is approved, it would be the inquisition and not us, that would act as a lead agency.
 
The ork mind control thing is the sort of thing radical inquisitors dabble in. I have a feeling that if such a program is approved, it would be the inquisition and not us, that would act as a lead agency.
Excellent point! This means the Trust would get a powerful asset and we, Avernus, wouldn't have to spend any actions on it at all!
 
maybe we could encourage his particular, stupid ork spores spread through the galaxy till is a reverse waaaaagghhh! where they get dumber the more orks there are. (I am joking is all.)
 
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The problem with ideas like implanting him with control chips and the like is that it relies on the assumption that he will either not adapt, or won't find some way to screw it up anyway.

Orks are experts at *****ing up the best laid plans of mice and men, especially when they're central to those plans.
 
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