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
Psykers: 3 Alpha-Psykers, 3 Primaris Execution forces, 86 Psyker Choirs, 100 Battle Psyker Brigades
Let's look at the psyker maximum
3+2*3+86+100 = 195 points of psykers total.
This doesn't include Nulls and Voids.
We may want to save some of those points (30? 20?) for Colonies (cause Turoq's sorcerers are scary when desperate).

As for hero placement:
Heroes: Areatha, Master of Sanctity Horatius, Grandmaster Xavier, Grandmaster Jameson, Grandmaster Aria, Jane Oakheart, Jacob Oakheart, First Counciler Aryz]
Paragon Trait: Sanctity of the Duel (-150 to all ranged attack rolls made at him, halved damge from ranged attacks, Can challenge the strongest enemy in arms reach to a dual that last until they are separated or issue as challenge to any enemy in sight that is started only if the enemy accepts it. When in a challenge both Horatius and his foe are immune to every attack made by an outsider short of major orbital bombardment and can not attack any other foes, can instantly choose new target if enemy dies or escapes)
Paragon Combat Trait: Undying Warrior (triple health, +3 armour, +200 to resist all non-damage effects, on dying make DC 30 piety test, survive wounds with amount of HP equal to amount past, DC increase by 5 every time the test it taken until Horatius has either a full days rest or equivalent healing)
He's a duel master, capable of focusing down on strongest opponents while literally ignoring everything around.
On top of that, he can just keep on going, cause he's freaking tough.
Perfect for Muspelheim and it's boarding.
Combat Paragon Trait: Chimeric Master (no penalty to combining multiple skills, can use average of targets combat with psychic defence and/or intrigue in duels)
Avatar of Destruction (+50 bonus to pyromancy, +2 Power, massive bonus to intimidation, far better at acting as conductor of psychic choirs)
Honorary Phase-Tiger(+1M, +4I, +3C, large bonus when working with the Phase-Tigers, +5 to stealth rolls, less likely to die)
We know him well- a fantastic pyromancer with a penchant for stealth and sabotage. Good at conducting choirs and fantastic counter to dumb brutes.
Sending him to Muspelheim seems like a great idea- Abomination is far worse at intrigue than Chaos Undivided.
Strongly suggesting sending Phase-Tigers alongside him- they have a large bonus to working together.
Paragon Combat Trait: Titan of War (can carry ordinance weapons with one hand, double hitpoints, double melee damage, treated as walker when it is to his advantage, +7 Armour)
So many other traits Holy Emperor.
+20 to morale for all forces under him
+10 to all morale rolls by forces under his command
+50 morale to troops under his direct command
+15 to morale of all allies on the battlefield when he starts personally fighting (this effects humans), -10 morale for all enemies when he personally takes to the field
+25 to units under your command
First Councilor Aryz- xeno ally, great tactician, walking tank (melee and range capable).
Provides a shitton of bonuses to forces under him, both martial and morale. Oh, and scares his opponents, too.
A good fit either way- maybe as a tactical boost for whichever planet won't be graced by Rotbart's leadership.
Musical Prodigy (+6D, +20 to songweaving rolls, major boost to all music)
Grandmaster of Telepathy (+3I, +2D, -3 Power, +8 Control, +80 to all Telepathy rolls, can use more powerful Telepathic effects)
Master of Siren Song (+1D, +1 Control, +50 to rolls using Siren Song)
Stage Precence (+2D, +30 to rolls to effect morale with Psychic Powers)
Tamia is a Beta-level psyker with a focus on telepathy and songweaving.
Probably fantastic against mind-control tricks Abomination loves to employ.
So Muspelheim, most likely.
Null Zone (+5 Control, +200 against Psykers and daemons, +200 to all rolls to counter psychic powers and effects, add portion of power of all psykers in Null Zone to her power)
Paragon trait Paragon Control Trait: Becalming Presence (increase Null Zone effects by 250%)-
Aria, the ultimate psyker cock-blocker.
Muspelheim or Turoq, obviously.
Swordsmanship Paragon Trait: The Inevitable (can dodge anything totally, kills anything that isn't a paragon or colossus on crit, x50 damage on crit, double damage)
Combat Paragon Trait: Terror of the Damned (can cut Warp effects with blade, permanently wounds and kills demons, inflicts terror to Chaos)
Jane Oakheart- anti-demon ninja of 40k.
Put her wherever, and see demons flee in terror.
Paragon Combat Trait: To the Bitter End (ignores terrain modifiers short of extreme, ignores all penalties of any type, multiplies damage by reciprocal of health percentage up to times 10, on final death gains one final attack with damage multiplier upgraded to times 100, doubles hitpints)
Distillation of Humanity (+3M, +2I, +3A, +2L, +3P, +2C, triple melee damage, triple health, can resist all types of Warp powers, +100 to resisting Warp Powers, +200 to resisting mental effects, can channel Warp power into attacks)
Jacob... near-transcendent in combat, ridiculous resitance (both physical and mental), rudimentary warp attacks.
Put him wherever, maybe alongside his mother for some fluff synergy.

So, to summarize my advice on placement of heroes:
Master of Sanctity Horatius - Muspelheim (1v1 master)
Grandmaster Xavier (+ Phase Tigers) - Muspelheim (pocket sand)
First Councilor Aryz - where-no-Rotbart/Asgard (buffing tank)
Grandmaster Tamia - Muspelheim/wherever (mind games)
Grandmaster Aria - Muspelheim (anti-psyker)
Jane Oakheart - wherever (kill everything)
Jacob Oakheart - wherever (survive anything)
 
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We know him well- a fantastic pyromancer with a penchant for stealth and sabotage. Good at conducting choirs and fantastic counter to dumb brutes.
Sending him to Muspelheim seems like a great idea- Abomination is far worse at intrigue than Chaos Undivided.
Strongly suggesting sending Phase-Tigers alongside him- they have a large bonus to working together.
I would say that there's a lot more opportunities for intrigue during field battle on Asgard than in boarding action on Muspelheim.
 
Dude all Core world will have the schematics for our major tech their targeting the ones they are because they know they can't truly beat the Trust right now. Admittedly Muspelheim has the added feature of probably having some shit the rest of the trust doesn't know about but there still targeting it because it's less absurd than taking the industrial Giants of the trust.
And that wasn't my point, my point is that this fight is going to be significantly harder than we anticipated and is only going to get harder if we don't pay the Eldar to deal with them.

That being said the reason they're targeting Muspelheim and Asgard isn't because they're less defended, its because the stuff they want on Asgard is on the moon, while the for Muspelheim they just have to capture one of the Nomad cities and fly off with it.


No Vanaheim is the biggest by far and Midgard should beat them out in bulk production.

I'll give you Muspelheim is the raw material giant and shiny king bar Avernus
Shiny king with Nilfheim.

We've got a lot of production now, but our AM and EM production on its own is pathetic.

I would say it's arguable that turoq ceases to be a threat if he loses here, even if survives. favor debt, losing some of his best forces, knowing we have people who can both permakill him and get close, his rivals and former allies smelling blood in the water.
Basically if he manages to escape and we smash the fleets then he's dead. The dark mech will want their pound of flesh and that's not even thinking about the potential for the Eldar to try for round 2 at assassinating him.
 
Then let's spend the minor favor on the task force to bugger him I have confidence that we can take the army that isn't so competently led.

Task force + Areatha for maximum decapitation of chaos leadership. It should near guarantee our chances of taking down Turoq and the mechanicus leadership.

The head capping might effect Toroq's forces but is much harder for the mechanicus forces. For the mechanicus we would need to wipe out the entire upper leadership and even then they are unlikely to fall into infighting.

@Durin
1. Is a write in for my plan to use a major favor instead of the minor favor to set up the defense during the war and later attack the aggressors with the Eldar and ork waaghs okay?
 
I would say that there's a lot more opportunities for intrigue during field battle on Asgard than in boarding action on Muspelheim.
Is it? If anything, the sheer numbers attacking Asgard would decrease potency of Xavier's tricks.
Easier to silently assasinate/sabotage a smaller amount of more valuable targets.
Also, again- Abomination is less intrigue-resistant than Chaos Undivided.
 
Cowardice
Cowardice
The flaw. Obvious to none, visible to few. His lying bastard of a grandfather had said "and they shall know no fear". When his grandfather still lived it was true. It was promised you would stand glorious by his side upon your defeat, and others would take the burden from you.

Then the selfish bastard died. As an astartes who has a whole sector looking to him for protection from the insane, who can see the flaws that will lead to the doom of all he loves Turok knew fear.

Before his fall he often compared his own situation to the Emperors. Desperately trying to hold on, in a galaxy which desperately wanted him dead. The selfish, lying, obtuse, holier than thou bastard had fucking given up. He'd left his people alone in the cold. Turok wouldn't dare to do the same, to abandon his brothers and the world they held dear. He forsaw how this fear of his own defeat would lead to his corruption. He tried to save himself in a hundred ways over the centuries, but eventually he gave in willingly, and accepted the plotting god's aid.

After receiving the gifts of the changer of fates, he lost the reason for his fear. His death would no longer change anything. The fear of it, however remained in his warp torn mind.

Dreams of a black sword, of clutching, grabbing grey hands. Of a grey skinned slight witch girl. Of fear and darkness. Panicked he set his seers to work, dreaming and scrying to see if the blind seer had hidden another ace, if he should petition for ever more expensive divine deals on ever thinning credit or perhaps even call off his gambit all together.

They found nothing. The blind seer was not only not tricking them, he was inactive. That much could be understood. Turok instead followed the grey hands. They had the telltale signs of the hellworld, the target of his master, upon them. An ally, or perhaps a terrifying abomination from the world itself bent on destroying all.

The sword was known. The blade that kills all. Wielded by the governor of the hellworld, Turok made plans to avoid it at all costs.

The witch of nothing did not appear in his dreams despite his intelligence indicating she should, her sword dealing death to all as the black crystal did. He understood then, that she was nought but trickery somehow, the myths taken as truisms not holding up under his eye.

A decision must be made, and holding the attack would have consequences. The trust would grow stronger, his debts would come due more often and for more and his debtors were not the kind to accept platitudes instead of payment...

No! The attack must go forward, risk of death or not. No sneaky escape suicides. No bunkering down. Victory or defeat.

He just hoped he could stick to that..
 
Basically if he manages to escape and we smash the fleets then he's dead. The dark mech will want their pound of flesh and that's not even thinking about the potential for the Eldar to try for round 2 at assassinating him.
yeah, the way that he is much reduced, if not removed, as a threat if he loses makes me think that we should be focusing on the attack instead of the leader.

When he fails, he'll be so busy paying off debts and fending off rivals that he'll either move on or be weakened long enough for us to farm favors and have the eldar kill him. Given his divination abilities, and the revelation that the eldar are willing to intervene against him, I suspect he'll see his own death and decide to go 'anywhere but here'.

I definitely favor the warhost and sending areathra with them to try her chances against turoq.
 
I've looked over the last few few pages of discussion, but I'm not sure if there's really any kind of consensus about what favour we should ask from the Eldar. So, elite strikeforce or warhost? Which are we going for?
 
An Imperial Trust soldier sees a snake.
An Imperial Trust soldier sees a snake.
How does he deal with it?

Svartalf infantryman: Extends dual decorated entrenching tools from his armor, constructs a regulation-compliant fortified foxhole in less than 30 seconds and waits for the snake to attack.

Asgardian man-at-arms: Will also take cover, and then wait for the Knight Titans to take care of it.

Asgardian Knight: Detects the snake with his auspex from five kilometres away, uses the the smallest weapon he has to fire 10.000 thrones worth of multi-cannon plasma fire to burn the snake and the field it sat in, then calls for tech-priest maintenance before moving on.

Midgardian regular: Will shoot it with the cheapest munitions available. Then he'll cook soup on the meat, share the meal with his battalion and ask logistics how much they'll pay for the skin and teeth.

Midgardian Chosen: Will strangle the snake with his hands, then generously hand the corpse to a regular.

Jotun: Doesn't see the snake, steps on it and pushes forward.

Jotunheim regular: Affixes bayonet, spears flattened snake just to be sure, and follows the jotun.

Alfheimer: Will request backup, then lay down covering fire and smoke until the snake has been shot and driven over by tank.

Helltrooper: Spots the snake from half a kilometre away, places an impaler-round perfectly in it's head then takes cover and reports wildlife attacks to all nearby units.

Hellguard: Spots the snake from a full kilometre away, places perfect headshot firing from the hip, then wishes he were back on Avernus shooting real snakes.

Phase-Tiger: Skins the snake, eats it raw and shares with his psychic tiger. The snake never notices.

Vanaheim void-trooper: Tells commanding officer that this is not his department and request evac to more civilized altitudes.

Vanir: Calls for a precision orbital strike on the location of the filthy, ground-bound xeno's location and forces allies, civilians and pets in ten clicks to abandon the blast-zone. Evacs to orbit.

Niflheimer: Assures everyone that there was never such a xeno in the first place while the rest of his squad transports it to a black site for interrogation

Muspelheim trooper: Correctly identifies exact species, typical habitat and behavioural patterns, advices high-command of poisonous local wildlife, puts in a request (on the correct form, in triplicate) for the antidote to be distributed to all personnel on the planet. Then sends the multi-billion bill to Avernus' Department of Debt.

Fire giant: Already lay down melta-fire along route and burned the snake before he noticed it, along with every other stray animal, stray ally and stray enemy in his path.

Byzantium serf: Kills the snake with his hands, takes it's tiny skull and affixes it to his uniform and hopes that it will impress one of his daddies.

Varangian Guard: Mind-controls the snake to bite itself.

Mechanicus skittari: Lures, catches, lobotomizes and improves the snake, uses it as back-up ammunition.

Inquisition: The snake disappears from the planet, from all records, and from the memories of anyone who knew him or his friends, wife, children, or parents, who also disappear.

Mar Saran regular: Dies from snakebite. Snake dies from alcohol poisoning.

@Durin
With credit to /k/
 
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They will be ready right now we are only dealing with the war turns not anything else. Once the fighting is over we go back to normal turns then we can get the jewels decoded for the conference.
Yes, but you are using all 3 minor favors, meaning that we would have to split the second major favor and nobody wants that.
 
Yes, but you are using all 3 minor favors, meaning that we would have to split the second major favor and nobody wants that.
It's a major favor that while is broken down into 3 minors gets more done on it's own. If people don't go for it that's fine with me but I don't want the plan to be misrepresented. My plan is to get the most we can without attracting too much attention to us. Ork Waaghs hitting a chaos domain that's pretty expected and normal. Random competent Chaos Lord/ Daemon Prince getting killed by the Eldar well he probably would have become a problem later on so they killed him. Hitting the Forge Worlds same as above.
 
@Durin
1. How long will Turoq be banished if he's killed in a non permanent way. A guess is fine, but I'd expect that Lin could give a ballpark figure
2. How limited is he while he's in the time out corner?
3. Would the Eldar be willing to swap lend some of their seers to run divination support for our two coreworld fights as part of a minor favor?
4. How would they stack up to Ravi Bianco or the Diviner/Deamonologist twins?
 
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