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 believe it's because stressful environments increase the chances of a miscarriage, and this is one of the most stressful environments you could be born into outside an active warzone, and in some ways that would be better.
 
Give what is take to kill a avernite I can see many cases where the mother was hit by physical trauma and lived... But not the baby.

:(
 
there are always some people who can't take the time off for pregnancy, or have some sort of issue making it unlikely to carry to term, while your medicine is very good Avernus can inflict some rather nasty wounds
as well as miscarriages caused by wounds of coarse
 
Shame that they can't the time off. Yeah I can see that and other stuff happening in the background

Avernites do a lot a sacrifices in order to serve humanity.

We should do some monuments or propaganda to show each planet differences in their the difficult that the trust members suffer. Like last update with exotic trades and that tiger fang.
Edit. Grammar.
 
the most stressful environments you could be born into outside an active warzone

===>Implying active warzone are more stressful than living on Avernus.

there are always some people who can't take the time off for pregnancy

Considering how much we need population growth we should at least do something about this.... especially with us losing a billion people this turn.
Can't do much about the rest.
I was just surprised because you said it was a common thing in our trade.
 
IIRC there's a thing where you can have someone else carry pregnancy for you.. possibly also artificial wombs.
 
the first is done but there is prejudice against artificial wombs on Avernus, it is believed that people born in them are more susceptible to chaos.
 
Hum, it might be just me but I remember humans produced from artificial womb in Warhammer not being in that good of a state... or maybe it was just replicae?
 
You are all missing the point. Avernites have as many children as they can. That being, as many as they can feed, room, clothe and most critically devote the attention to protecting from Blink Spiders, Phase Tigers and any other wildlife that wants to kill and or eat them.
Considering our infant, toddler and child mortality rates I can well see it being logistically easier to provide abortions rather than contraceptives.

Friendly reminder: Living on a Deathworld is Not Nice.
 
Also it is somewhat strange to look at those ludicrously oversized armies and navies and think 'meh, we have beaten worse'.
Urkozz's Domain and The Nexx might be problems but the others are more speedbumps than road blocks.
I strongly disagree, if any of the chaotic polities cared enough to send a fleet comparable to our own after us then they could kill us by constantly striking at our planets then flying away to strike at another planet on the other side of the Trust whenever a force that had a chance of beating their fleet showed up. We would be doomed, because if we split our forces enough to respond fast enough to prevent them from taking their time to devastate any planet they struck we wouldn't have the force concentration to have a hope in hell of beating them.
The only reason I give us a chance against Turoq is because our fleet is similarly sized, if not slightly bigger, and worth more pound for pound. Which means that they are completly unable to commit enough forces to beat us that way.

I'll skip my stealth ships idea because it apparently isn't viable. Presumably because their daemons tracking our stealth ships would let them react to any move, even from inside their own territory, and still arrive there before us. Though I want to revisit it when we get around to facing more spread out multi-hundred system polities, having to prevent your weakly defended systems from getting overwhelmed should still count as a distraction and resource sink.

Right, so if the leader of a chaos warband gets delayed or intercepted then the entire thing collapses into infighting or waits for their commander(unless it's Abomination, then that only happens some of the time, or Khorne, then only the command ranks collapse into duels), this could be achieved by targeting the ship, its gellar field or warp engine, navigating and speed boosting Daemons, or the commanding individual while the ship is in warp.
Unfortunately(or perhaps fortunately) most of this sounds completly impractical, if it was possible we would lose Heroes to assasination practically every time they went through warp.
The only reason why I think this is at all possible is because it is possible to summon daemons from a distance(something illegal in the Imperial Trust), with sufficient power it should be possible to draw them away from the ship they are speeding, to bring it down to or below the speed of slow Chaos as opposed to fast Chaos.
Unfortunately even this stands the risk of getting out of control everywhere but Avernus, pissing off the planetmind on Avernus, corrupting the psykers used to power it anywhere, and being something that Chaos has already prepared to counter, because they have to occasionally use the tactic against their rivals.

@Durin 1. When you said it is possible to intercept a ship in warp what exactly did you mean?
2. How exactly would Turoq accomplish that?
3. Could we accomplish somthing similar?

My next idea is that rather than infiltrating their systems to get at their planets we send in the stealth ships and teleported pyskers to attack their raiding ships, after they've left the cover of their defenses, but in the week before they've reached their system warp limit.
I know on an Imperial ship we could just emulate the All Guardsmen Party and plant bombs in their Gellar Field Generators set to go off on thier activation, but I have no idea whether something similar would work for a Chaos ship.
4. Is it possible to sabotage a Chaos vessel in such a way as to make warp disasterous for them?
5. Do they even need Gellar fields?
6. Can it be better done by sabotaging their Gellar Fields, Warp Drive, or Plasma reactors?

My last idea is to play the player, not the game.
We need to find out Turoq's character sheet, figure out which of his subordinates are likely to lead a raid, then see if we can find any way to manipulate or exploit them, hopefully we can use precog to guide the enemy into using a commander we can trap or convince to overextend.
7. Is this idea possible?
8. I know we can't move a fleet without changing their attack target, but could we move heroes?
That way Rotbart, Ridcully, Aria and Lin could be in place to help hold off an attack, along with the Life Guard to help them survive doing this. If necessary I think this would be the kind of thing worth spending pysker lives on if it could get them there fast enough.

Edit while I'm at it,
9. Can we set tiny minefield warp exit ambushes for any raiding fleets, so long as we don't move our own fleets to make them change their plans until they're already there?
I mean, setting minefields doesn't require moving ships through the warp and letting the daemons alert their master to change their plans, and it could be hidden from infiltrators.

Edit2
We can't stop them from entering our systems, or react quickly enough to fight them there with our whole fleet.
10. Can we divine which ships will be carrying out our stolen tech, and target them as they try to escape?

Edit3
11. Can we move elite forces to the suspected site of an oncoming attack by hiding them in the merchant traffic?

Edit4
I've been spending a couple of hours reading through examples of military strategies used against a more mobile opponent, it essentially boils down to exploiting superior information sources and discipline.
In this case the Enemy is nearly as well, if not as, informed as us, and we won't find their discipline problems to dig into without divining for them.
The other strategy it seems my sources advise is to attack a site they have to defend, or fortify a base inside of their territory then raid from there until you can provoke the enemy into attacking your presumably superior forces at that base.

So this gives me more questions:
12. If we'd chosen to have pirates at the beginning, or let the Dark Eldar get out of control how would that have worked?

13. Could we do something like this?:
We send a force of privateers and stealth ships out to tow a bunch of orbital defences, minefields, habitats, and maybe a small shipyard out into an uninhabited system or other geographical feature that introduces a warp limit in Turoq's vicinity.
Then we use precognition, divination, observation of economic patterns from ships, or spies to predict the position of their civilian transport ships, presumably moving metal, promethium, materials, cultists etc.
We use this information to launch stealth ship pirate raids against their shipping from our base, striking those ships in the week between when they leave their orbital defenses and arrive at the system's warp limit, or striking them in the week between when they hit their destination system's warp limit and when they can get behind it's defences.
We don't do this just to limit their growth, if we were trying to do that we could just base the privateers from our own territory, a few months to a year is a manageable round trip. Rather we do this to provoke the enemy into attacking all of the defences we've just towed into their territory, presumably these things are more cost effective in terms of expense to construct VS expense to construct whatever number of warp capable ships is lost in the process of defeating them.
Then we replace the whole group in a different position as soon as Turoq finds them and wipes them out.


This way we play a game of 'who has the larger military industrial complex' with Turoq when the answer to that question is clearly The Imperial Trust, so long as we maintain the tech advantage, and we also become a constant drain on their shipbuilding capacity(edit never mind, crud 1.2 trillion population, If Dragon's Nest hasn't gotten much more populated since we last saw their stats Turoq outnumbers us both combined by like 3 to 1)
 
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The only reason I give us a chance against Turoq is because our fleet is similarly sized, if not slightly bigger,
No, our fleet is several times more powerfull. Turoq may have near parity in escort numbers but ours are way better, Trust have more than 3 capital ships for each of theirs, and again ours are better (though Daemonships even things out a bit at higher weight categories), and I doubt they have a fraction of mind boggling 160 battleships we own and that's not even taking into account the frakin' 7 hypercapitals we have. That's not even counting the Dragon's Nest fleet which nearly matches theirs in number. There's a reason Turoq is pursuing this hit and run strategy, in any straight-up engagement their fleet would get beaten like a red-headed stepchild.
 
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a thought, if we ever did subdue Turoq we may not be able to take their worlds. They are too far away to govern, and all their worlds are badly tainted. Simply bombarding their worlds to the point of ecological collapse and leaving it a stretch of dead worlds may be the smart move in that case.

But that's far enough off that we'll take a look at the situation when we get there.
 
a thought, if we ever did subdue Turoq we may not be able to take their worlds. They are too far away to govern, and all their worlds are badly tainted. Simply bombarding their worlds to the point of ecological collapse and leaving it a stretch of dead worlds may be the smart move in that case.
I thought about that too but time, psykers, those grey knights who do nothing and maybe a omake can provide us ways to get rid of the taint.
 
I thought about that too but time, psykers, those grey knights who do nothing and maybe a omake can provide us ways to get rid of the taint.

I suspect some way of dealing with taint is somewhere in the upper branches of our tech tree. But much like ending turoq as a threat it's a long ways off. best not to start counting chickens before they hatch.
 
I strongly disagree, if any of the chaotic polities cared enough to send a fleet comparable to our own after us then they could kill us by constantly striking at our planets then flying away to strike at another planet on the other side of the Trust whenever a force that had a chance of beating their fleet showed up. We would be doomed, because if we split our forces enough to respond fast enough to prevent them from taking their time to devastate any planet they struck we wouldn't have the force concentration to have a hope in hell of beating them.
Critical point there: A comparable fleet.
None of the human chaos factions have such a fleet. Even Urkozz and the Nexx would struggle to get a force that powerful together without leaving themselves open to their neighbours.

a thought, if we ever did subdue Turoq we may not be able to take their worlds.
Even if we could I don't think we should. Due to our speed disadvantage spreading our population and industry out risks stretching our fleet, then we really will get picked apart by raids and harassment. We need to fortify the worlds we have before expanding further.
 
Even if we could I don't think we should. Due to our speed disadvantage spreading our population and industry out risks stretching our fleet, then we really will get picked apart by raids and harassment. We need to fortify the worlds we have before expanding further.

this would be at least a century from now in all likelihood. but unless we've somehow gotten a better form of FTL, then your right that we would not be able to administer the territory. At best we could set up some kind of aligned buffer state. Which would have to have those worlds forted up before someone faster moved in. We'd have to do something nuts like build and ship the orbital defenses to all of those worlds.

It will be an interesting problem 20 or so turns from now.
 
I've been thinking about how to run our eventual expedition to Roskilde. I think we should consider bringing in the Blood Dragons, after all they have technopathy and we are expecting to encounter active defenses. Order Omake Idea in five seconds.
 
Chapter Six Non Canon Omakes: The Order of Observers
@Durin, building off of my idea I asked about in my last big post(admittedly before I can get a response, but eh, inspiration strikes when it does), an order that would be really useful in support of commerce raiding efforts, among other things.

The Order of Observers


The Order of Observers is an organization devoted to providing real time military and civilian intelligence to Trust commanders wherever they might be engaged, and applying combat precognition, divination and divination blocking as a force multiplier wherever a psyker might need to be deployed alongside the military arms of the Trust.

As much as this Order attempts to snatch major Psykers with the right aptitude it also recruits extensively among minor psykers. Mostly this is to fulfill their primary battlefield purpose of providing artillery batteries with additional targeting information and defeating enemy attempts at stealth and decoys, but minor psykers might also be deployed to support search and destroy teams hunting infiltrators, or to act as spotters for particularly skilled snipers.

The major Psykers of this Order could be deployed to form the meat of shipboard divination choirs, or in efforts to gain insight into the thoughts and character of enemy commanders, or the weaknesses of enemy ships, vehicles, fortifications, and formations, or to discover the disposition of enemy forces and supplies during scouting or to ensure that those troops assigned to carry out the tech destruction protocols can't have any fast ones pulled over them and fail to notice a raiding party or trick. Exceptional members of the Order of Observers might even be deployed with the Inquisition!

Whether they do their work from behind enemy lines or from mobile divination rooms would be up to them and would change with conditions on the ground.

The Order of Observers will allow the fleets of the Imperial Trust to accurately perceive which ships contain the most strategically vital cargo, allowing them to better counter the expected deployment of enhanced Chaos psyker forces with naval ambushes during their travel in system, and their efforts to extract Imperial Trust technology with focused strikes from reinforcing ships or surviving members of any system monitors or defence detachment.


The Order of Observers has taken advantage of High Grandmaster Ridcully's insight into his specialty in divining events at a distance to train their members, and his insights into divination in general to improve the quality of their members. Despite the difficulty of this task, with a psyker from Midgard commenting that getting coherent explanations from the High Grandmaster could be 'like drawing blood from a stone', a founding member of the Order of Observers commented that he 'would succeed regardless, no matter the difficulty. Besides, he had been knocked from his feet by a highly pressurized stream of blood while examining a psykically active stone just last week.'

As such this order will retain some minimal capacity to engage in longer ranged divination even when the High Grandmaster of the Adeptus Astra Telepathica is unavailable, and hopefully will be able to contribute intelligence when he is occupied with an extended assignment or even after his eventual passing.


The Order of Observers will play a critical role in assisting reconnaissance and privateering efforts against those polities that are difficult to infiltrate and undertake conventional information gathering efforts against.

This could include groups such as those Xenos species with life cycles and sociologies that preclude either infiltration through mercantile contacts with Rogue Traders, or as some radical Inquisitors would have endorsed during the age of the Imperium, kidnapping and indoctrination of their young as infiltrators, or those polities owing allegiance to the Ruinous Powers, whose casual corruption of all those in their vicinity and capacity for focused efforts to turn any spy to their side have been the doom of many infiltration efforts.



Summary: the Order of Observers specializes in deploying Psykers skilled in divination on missions to gather intelligence, generally by using their powers to perceive distant or hidden things, but they can sometimes stretch their role to involve powers looking at the immediate future(spotting) or sometimes the past, and they can sometimes get all of the intelligence they need without ever needing to take a ship out to get a closer look at what they're perceiving.


I think they would be useful in an array of situations, but especially in making sure that local commanders that are undertaking tech destruction always know where their targets are, allowing them more flexibility and responsiveness,
And in efforts at undercutting enemy trade and growth through privateering and commerce raiding, knowing the schedule to ambush an enemy ship or a weakness in their convoy system is one thing, knowing which ships are full to the bursting with advanced or relic material to dump on Avernus until purified and then sell to the Trust is another, I don't really want to have to constantly tie up Ridcully actions in keeping up to date information on what opportunities our commerce raiding targets are leaving open that year.
It will also ensure that there are always psykers distributed to every system to supply the 'scry' part of scry and fry(you can essentially fill in for the 'fry' with enough artillery in a pinch), which will hopefully be useful against the swarm of Tzeentchian sorcerers we'll be facing,
and we might be able to do something like 'select x(1?2?) number of polities bordering you, receive up to date summaries of their current motions, forces, and growth'.
 
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