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
Nothing stops him from doing both, or first space and then ground, and having Sarnow or Syr with us to pick up the slack. And chances are there won't be a ground battle in the first place, anyway.

Not really. After the battle he will be without much psykers or space marines, and down half of his fleet. Even discounting debts from Dark Forges, we can just launch a counterattack immediately afterwards if he's not dead, and he won't have forces to raid us in meantime.
your forgetting that we are going to have to fend off a ork invasion soon....which we still don't know the size of.

we are going to HAVE to keep our fleet back since it will take quite a while for the ships to get there, invade the planet,destory everything which will be hard cas its a deamon planet and then return.

also...hes smart, I don't want to underestmate him and I really don't want to underestmate the orks too.

the worst thing about this guy is he doesnt even need to be in control of a fleet himself to make it more dangerous.....the ork fleet that is going to attack us soon is made all the more dangerous because he timed his attack to be right before the ork invasion.

furthermore as another point...we can't be sure he won't recover his debts anyway...did Durin even say that he has gone into debt for this or even that its crippling?

@Durin:
do we know how big of a deal toruq made/how much dept he is in?

I honestly think the loses from not reinforcing our fleet will be worth the increased chance of properly perm-killing turoq because even with a SMALL fleet he is dangerous and he is going to make those psykers get better the longer he lives (more consistent and better training and with fewer casualties due to in-fighting).

as dangerous as several hundred major psykers are, several hundred master-class psykers is worse.
 
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[X] Spend Eldar Minor Favour for Warhost and seers to reinforce the core battles
[X] Plan Force Distribution 1.0
 
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[] Spend Eldar Minor Favour for Warhost
They're not. "Warhost and seers to reinforce the core battles" means normal Warhost, plus they detach a couple of seers for core battles.
Then it should be "Warhost, and seers to reinforce the core battles." And this, kids, is why proper punctuation is important.
But why exclude seers from dealing with Turoq? If anything, that's the guy they're most needed against, because we don't know which colony planet he's going to be attacking.
 
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we are going to HAVE to keep our fleet back since it will take quite a while for the ships to get there, invade the planet,destory everything which will be hard cas its a deamon planet and then return.
"A while" is like two or three years tops, because we don't need to invade if we want to wreck him, just blow up remaining ships and orbital infrastructure. Other Chaos realms will conquer what's left.
The battles are staggered enough that the Warhost can support all of them without prioritizing.
Yes, but seers will provide divination support for our fleets to finish what's left of task forces.
But why exclude seers from dealing with Turoq?
They have a lot more than a couple.
@Enjou Looking at your plan after some sleep, the Pysker total for Muspelheim should be 90 not 100 and for Asgard the guard armies cost 320 points in total not 360.
Math, who needs it. 5 more armies to Asgard and 5 of each psykers to Muspelheim it is.
 
[X] Spend Eldar Minor Favour for Warhost and seers to reinforce the core battles
[X] Plan Force Distribution 1.0

I want this both or tactical reasons (which have already been expounded upon) and political reasons. Namely I want the trust navy (and especially the Vanaheimers) to fight alongside Eldar.I want them to see the Eldar potentially saving their lives at the risk of their own. Personal experience often trumps ancient history in even the most indoctrinated societies.
 
Lord Marshall Hrothgar of the Aesir
Age: 351 rejuved to 25
Martial: 13+10(12,15)=23(25,28)- Lord Marshal Hrothgar is an expert at commanding Knight-Titans at war, and at least decent with other forces.
Intrigue: 7+1=8- Lord Marshal Hrothgar is a blunt straightforward person who dislikes skulduggery of all types, and is not particularly good at spotting it.
Administration: 15+4=19-Lord Marshal Hrothgar is a decent administrator whose branch prospered under his leadership.
Learning: 18+1=19-Lord Marshal Hrothgar has a good education on a range of topics, though he has focused on war.
Piety: 23+1=24- Lord Marshal Hrothgar has a strong will and an iron sense of self, which has proven to be useful both for controlling his rather temperamental knight in his encounters with hostile psykers.
Diplomacy:13+2=15- Lord Marshal Hrothgar has the etiquette training of a noble of the Aesir, and is decent at putting it into use.
Combat: 16+17(21,23)=33(37,39)- Lord Marshal Hrothgar is a highly skilled Knight pilot who specializes in killing entire swathes of infantry forces, and has been known to kill over a million foes in a single battle.

Blood of the Aesir ( +1M, +2C) – Hrothgar is a Lord of the Aesir, one of the oldest of the Knight Houses, whose history stretches back into the beginning of the Dark Age of Technology.
Questoris Familia (+1M, +1D, +1C, can potentially pilot Knight Titans) – Hrothgar is a member of the Questoris Famila, the nobles, and as such has the potential to pilot Knight-Titans and is a member of one of the greatest and most powerful noble groups in the Imperium.

Einherjer (+1M, +1C, can pilot Knight Titans) – Hrothgar is a Einherjer, as the Aesir name those men who can pilot Knight Titans.
Lord Marshall of the Aesir
(+2M, +2A, +1 to all other stats, +10 morale for people under his command)- Hrothgar is the Lord Marshal of the Aesir, with all the authority and responsibility that come with the title.
Tyrfing (+50 combat rolls, double move speed, +5 morale to troops under his direct command) Lord Marshal Hrothgar strides to war in the ancient Knight-Errant "Tyrfing", a Knight with unmatched speed and agility.
Lord of Knights
(+2M, +4C, additional +2M when commanding Knight-Titans and +4C when in Knight-Titan +80 to combat rolls when in Knight-Titan, +10 morale for people under his direct command when he is in Knight-Titan) Hrothgar is counted among the greatest Knight-Pilots of the Imperial Trust, and there are few foes that he can not match in combat.
Foe-Reaper
(+6C, double damage vs Infantry) -In battle Hrothgar cuts his way though enemy infantry with incredible speed and precsion, often killing more then entire maniples of veteran Knights.
Orkbane (+3M, +2C, additional +3M and +2C when fighting Orks)- Lord Marshal Hrothgar has spent much of his career fighting Orks, which has both honed his talents for combat and driven in the importance of tactics.
Administrator
(+2A)- Lord Marshal Hrothgar has developed into a highly skilled administrator over the years, a talent that will be needed in his new position.

Lord-Marshal Hrothgar was born into the Baronial House of Scylfing in the final years of the Imperium. The House of Scylfing was once one of the mightiest of the houses of the Aesir but had since fallen from power and Hrothgar was raised on tales of past glories. Like all members of the Aesir he was tested by the knights of his house, a test that resulted in him being accepted by his grandfathers Knight, Ulfric's Hope.

Hrothgar was a young Einherjer who had only lived though two campaigns when the Emperor died, and the galaxy changed. This quickly changed when he was once of the first Knights deployed to Jotunheim to deal with the Chaos cults in what turned out to be one of the formative events of his career.

Hrothgar went to Jotunheim as a young Einherjer of no real reputation and several decades later came back an experienced veteran with an deep loathing of the Changer of Ways in all of its forms. This loathing has influenced many aspects of his personality, ranging from his dislike of intrigue to conservatism.

In the years since the Jotunehim Civil War Hrothgar has participated in many of the Imperial Trust' major campaigns, most especially those against the Orks who he has developed a real talent for fighting. In fact it was after the rather bloody Siege of Mar Sara when Hrothgar earned the position of Marshal of the Jutes, the Fifth House of the Aesir.

In person Lord-Marshal Hrothgar is blunt and straightforward, always taking the simplest practical route to his objectives and honest to a fault. This carries over to his politics, where he despises compromise, and to war, where he relies on the sheer combat power of his Knights over complex tactics. This preference for simplicity does not indicate a lack of intelligence and when required to he can come up with complex strategies to carry out his objectives, he just does not unless he has to.
 
Below average human intrigue... I'm going to assume this guy has a lot of more competent friends and family in that field to account to how he managed to reach high political office.
Adhoc vote count started by DragonParadox on Nov 5, 2018 at 4:08 AM, finished with 109636 posts and 35 votes.
 
[X] Plan Force Distribution 1.0

Don't think we need the eldar for this one. Save the favors. I'd also like to fly under the radar of the bigger polities for a while longer. We are dealing with the locals fairly well. I'm ok with JUST dealing with local enemies for now.
 
Lord Marshall Hrothgar of the Aesir
Age: 351 rejuved to 25
Martial: 13+10(12,15)=23(25,28)- Lord Marshal Hrothgar is an expert at commanding Knight-Titans at war, and at least decent with other forces.
Intrigue: 7+1=8- Lord Marshal Hrothgar is a blunt straightforward person who dislikes skulduggery of all types, and is not particularly good at spotting it.
Administration: 15+4=19-Lord Marshal Hrothgar is a decent administrator whose branch prospered under his leadership.
Learning: 18+1=19-Lord Marshal Hrothgar has a good education on a range of topics, though he has focused on war.
Piety: 23+1=24- Lord Marshal Hrothgar has a strong will and an iron sense of self, which has proven to be useful both for controlling his rather temperamental knight in his encounters with hostile psykers.
Diplomacy:13+2=15- Lord Marshal Hrothgar has the etiquette training of a noble of the Aesir, and is decent at putting it into use.
Combat: 16+17(21,23)=33(37,39)- Lord Marshal Hrothgar is a highly skilled Knight pilot who specializes in killing entire swathes of infantry forces, and has been known to kill over a million foes in a single battle.

Blood of the Aesir ( +1M, +2C) – Hrothgar is a Lord of the Aesir, one of the oldest of the Knight Houses, whose history stretches back into the beginning of the Dark Age of Technology.
Questoris Familia (+1M, +1D, +1C, can potentially pilot Knight Titans) – Hrothgar is a member of the Questoris Famila, the nobles, and as such has the potential to pilot Knight-Titans and is a member of one of the greatest and most powerful noble groups in the Imperium.

Einherjer (+1M, +1C, can pilot Knight Titans) – Hrothgar is a Einherjer, as the Aesir name those men who can pilot Knight Titans.
Lord Marshall of the Aesir
(+2M, +2A, +1 to all other stats, +10 morale for people under his command)- Hrothgar is the Lord Marshal of the Aesir, with all the authority and responsibility that come with the title.
Tyrfing (+50 combat rolls, double move speed, +5 morale to troops under his direct command) Lord Marshal Hrothgar strides to war in the ancient Knight-Errant "Tyrfing", a Knight with unmatched speed and agility.
Lord of Knights
(+2M, +4C, additional +2M when commanding Knight-Titans and +4C when in Knight-Titan +80 to combat rolls when in Knight-Titan, +10 morale for people under his direct command when he is in Knight-Titan) Hrothgar is counted among the greatest Knight-Pilots of the Imperial Trust, and there are few foes that he can not match in combat.
Foe-Reaper
(+6C, double damage vs Infantry) -In battle Hrothgar cuts his way though enemy infantry with incredible speed and precsion, often killing more then entire maniples of veteran Knights.
Orkbane (+3M, +2C, additional +3M and +2C when fighting Orks)- Lord Marshal Hrothgar has spent much of his career fighting Orks, which has both honed his talents for combat and driven in the importance of tactics.
Administrator
(+2A)- Lord Marshal Hrothgar has developed into a highly skilled administrator over the years, a talent that will be needed in his new position.

Lord-Marshal Hrothgar was born into the Baronial House of Scylfing in the final years of the Imperium. The House of Scylfing was once one of the mightiest of the houses of the Aesir but had since fallen from power and Hrothgar was raised on tales of past glories. Like all members of the Aesir he was tested by the knights of his house, a test that resulted in him being accepted by his grandfathers Knight, Ulfric's Hope.

Hrothgar was a young Einherjer who had only lived though two campaigns when the Emperor died, and the galaxy changed. This quickly changed when he was once of the first Knights deployed to Jotunheim to deal with the Chaos cults in what turned out to be one of the formative events of his career.

Hrothgar went to Jotunheim as a young Einherjer of no real reputation and several decades later came back an experienced veteran with an deep loathing of the Changer of Ways in all of its forms. This loathing has influenced many aspects of his personality, ranging from his dislike of intrigue to conservatism.

In the years since the Jotunehim Civil War Hrothgar has participated in many of the Imperial Trust' major campaigns, most especially those against the Orks who he has developed a real talent for fighting. In fact it was after the rather bloody Siege of Mar Sara when Hrothgar earned the position of Marshal of the Jutes, the Fifth House of the Aesir.

In person Lord-Marshal Hrothgar is blunt and straightforward, always taking the simplest practical route to his objectives and honest to a fault. This carries over to his politics, where he despises compromise, and to war, where he relies on the sheer combat power of his Knights over complex tactics. This preference for simplicity does not indicate a lack of intelligence and when required to he can come up with complex strategies to carry out his objectives, he just does not unless he has to.
Lord Marshall Sigurd "The Invincible" of the Aesir
Age: 401 rejuved to 25
Martial: 17+12(14)=29(31) (+46 or +55 martial bonus)- Lord Marshall Sigurd is a skilled general, able to lead both his Knights and other forces to victory against superior foes.
Intrigue: 17+3=20- Lord Marshall Sigurd has a level of natural talent for intrigue which has has honed in his time as a leader.
Administration: 16+8=24- Lord Marshall Sigurd is a highly skilled administrator that has overseen the transformation of Asgard from a classic Knight-World to a level of education and technology that few Imperial worlds could match.
Learning: 16+1=17- Lord Marshall Sigurd is well read on topics relating to war and administration, though he has not broadened his reading further.
Piety: 16+4=20- Lord Marshall Sigurd has a steady faith in the Emperor that has been strengthened by the revelations of Saint Lin.
Diplomacy: 23+6=29- Lord Marshall Sigurd is incredibly charismatic, which has been crucial in his parts in both ending the ancient enmity between the Aesir and Vanir and in uniting the normally divided Aesir to a level not see outside of legends.
Combat: 29+15(19)=44(48) (+795 combat bonus, +965 in a Titan, +1,215 in Garm)- Lord Marshall Sigurd is a prodigy of combat, who has spent his entire life honing his talents. This has resulted one of the greatest Knight-Titan pilots you have ever heard of, being able to cut a bloody swath though entire units of Knight equivalents with ease and take down normal Titans with little damage. From what you have seen the only way in which normal troops could bring him down is by forcing him to fight for long enough that his Knights internal medical systems can not keep him awake.

Blood of the Aesir ( +1M, +2C) – Sigurd is a Lord of the Aesir, one of the oldest of the Knight Houses, whose history stretches back into the beginning of the Dark Age of Technology.
Questoris Familia (+1M, +1D, +1C, can potentially pilot Knight Titans) – Sigurd is a member of the Questoris Famila, the nobles, and as such has the potential to pilot Knight-Titans and is a member of one of the greatest and most powerful noble groups in the Imperium.

Einherjer (+1M, +1C, can pilot Knight Titans) – Sigurd is a Einherjer, as the Aesir name those men who can pilot Knight Titans.
Lord of Knights (+2M, +4C, additional +2M when commanding Knight-Titans and +4C when in Knight-Titan +80 to combat rolls when in Knight-Titan, +10 morale for people under his direct command when he is in Knight-Titan) Sigurd is counted among the greatest Knight-Pilots that were alive at the fall of the Imperium. He is nearly unstoppable in a Knight and deadly outside of one.
Tempered Pride
(+2M,+1I, +2A, +1P, +1D, +1C, +5 morale for units under his command) – Lord Marshal Sigurd has never let his pride rule him, a trait which has allowed him to avoid many mistakes in his time. He is aware of his limits and does not act beyond them unless necessary and never chooses to fight purely because of his pride.
Lord Marshall of the Aesir
(+2M, +2A, +1 to all other stats, +10 morale for people under his command)- Sigurd is the Lord Marshal of the Aesir, with all the authority and responsibility that come with the title.
"The Invincible" (+2P, +1D, +5C, suffers one third damage in combat, any damage below 2% of max health is ignored, +20 morale to troops under his direct command) - Lord Marshal Sigurd has preformed many heroic feats over the years, from single-handedly slaying the Bane-Lord Titan Fafnir to holding the passage of Golgotha for three days without reinforcements. In all of this time he has never suffered serious enough damage that he has had to withdraw from the battlefield, earning him the title Sigurd "The Invincible" of Asgard.
Garm
(+10 to combat rolls for every combat over 30, -10 to combat rolls for every combat under 30, cause double damage against superheavies, +5 morale to troops under his direct command) – Lord Marshal Sigurd strides to war in the ancient Knight-Errant "Garm", a Knight which only the greatest warriors can use.
First General of the Imperial Trust Guard
(+3M, +1I, +2A, +2D, +10 morale for any Imperial Trust Guard Force under his overall command)- As the founding general of the Imperial Trust Guard Lord-Marshal Sigurd has developed his skills in command, administration and diplomacy significantly. You suspect that turning a group of soldiers from every world in the Imperial Trust into a unified fighting force was a major challenge, and that if Lord Marshal Sigurd was expected to govern Asgard he would not have had the free time to achieve this.
Administrator
(+2A)- Lord Marshal Siguard has developed into a highly skilled administrator as a result of modernizing Asgard, with all the issues involved in that.

Damn...pretty much a straight downgrade except in piety and learning neither of which are especially relevant to him compared to martial or combat.
 
Psi Grounding Rod
Psi Grounding Rod
Created as an early Dark Age attempt to control the outbreak of psykers these devices are capable of absorbing limited amounts of psycic energy in an area around themselves. In practise this reduces the amount of power going into a direct attack like a blast of fire.
However, the device has severe restrictions. First is cost, similar to most anti warp devices.
Second is fragility. This is both an issue with the devices themselves that are not particularly sturdy, but also a more general issue that they can easily be overwhelmed. This is likely the result of the Dark Age not having large numbers of psykers above the level of Gamma, never mind Betas and Alphas. Against Apex levels the Grounding Rods will rapidly begin to overwhelm and then detonate releasing the stored power in a very dangerous manner.
The Eldar recovered these devices.

Titan drop pods
Created by Callamus as a means of deploying their most powerful asset as quickly as possible, a Titan drop pod is surprisingly complex. There are numerous hurdles that must be overcome in order to drop a titan from orbit without harming the Machine within or making it an easy target to being shot down. Even now the largest titan (the Imperator) cannot be dropped at all and it is risky to try to drop Warlords.

However, tactically the ability to literally drop titans on an enemy force is near unprecedented.
Psy gun
Another device recovered by the Eldar, the psy in this case stands for psychological, not psycic. When activated the device will influence the emotions, of its target through nearly undetectable sound waves, denaturing of certain enzymes and other wise changing the body chemistry. Doing this will have two effects.
  1. The general health of a person will begin to degrade, albeit over a long period of time and is reversible.
  2. The emotions and mood of a person will be influenced.
This is where the gun draws its name. If used correctly it can encourage a person to fly into hideous rage, fall into despair or cower in fear.

The gun comes in two forms. First is assassination. This takes the shape of an easily concealable device that can be used to influence someone at close range.

The second is a far longer range "sniper" that is best used against officers, badly affecting their decision-making abilities and confusion.

The device has severe limits. The design is intended for human use primarily and needs to be reconfigured for non-human, or divergent biology's as well as being a complex and delicate weapon.

Nightlight and Lightbloom flares

A system that was used during the Great Crusade, these flares have opposite purposes.

Designed for elite forces, when fired into the sky the Nightbloom flares, emit a field that forces the parts of the electromagnetic spectrum that humans see to move around it. This creates an area of darkness that is practically impenetrable. Most commonly used on stealth raids at night or in dim areas, they are best used in combination with visors that can mark targets so that the force using the Nightlight can still see their opponents even when they cannot see them.

By contrast Lightbloom flares are designed for more common useage and during the day time, being less technologically sophisticated. When activated they will burst into incredibly bright light that will stun and hopefully blind soldiers who are not prepared for them or lack protection and start to emit radiation and static that will scatter vox communication. The static has a specific frequency that it does minimal harm too, so allied voxs will still function.

Needle plasma
Ryza is known as the King of Plasma with good reason. The Needle Plasma gun was an ancient attempt by the forge to get around the issue of overheating endemic to Imperial weapons and it succeeded to an extent.

The result is a rapid-fire weapon that fires "needles" filled with contained plasma. At short range there are few weapons that match it in terms of raw damage output over time, however the design never managed to go far outside of Ryza. The ammunition fired by the weapon is very sophisticated and expensive and the weapon's short range, combined with how a basic plasma gun does more damage per hit sealed this fate.

The Laciarn Tank

The pride and joy of many battle congregations, the Laciarn was a fully intact STC main battletank recovered by Ryza shortly after its founding and was the first step in cementing its status as the plasma king.

The tank is a grav vehicle, allowing it to easily glide over most terrain with lateral fins providing stability and balance, and possesses thick armour plating and ion shielding. Internally the crew are presented with holographic interfaces that allow them to see 360 degrees around the vehicle. However, the most obvious part of the tank is the highly complex array rising over the top of the vehicle. When activated the array casts a massive ball of burning plasma which crashes into the ground exploding violently. The array possesses little chance of overheating due to highly advanced cooling systems although it cannot fire too quickly.

The tank appears to have been intended as an artillery piece of some kind as its main gun can be best compared to a mortar. However, crews say that whether this is the intent or no it acts just as well attacking foes straight in front of it.

All of this comes with one, overwhelming massive down side. The Laciarn is expensive. Hilariously so. On their own grav technology, and stable plasma are among the most expensive human technologies known. Combining the two together in the form of a tank creates a bill that boggles the mind and reserves the Laciarn to only the most elite of elite troops.

Solar Fury

While an impressive name the actual device is far less overwhelming than it implies. Created by the Ultramarines to gain an early advantage when attacking Tau worlds. When activated the Fury detonates and instigates a solar flare from within a star.

This solar flare will then impact a planet causing a strong, but temporary haywire field to appear. While Tau devices are hardened against such attacks they are still impacted, and it can make the difference between a successful assault on orbital defences, or failure.

Although potentially potent against non-tau enemies, the devices are expensive and are limited outside of their specific use and as should be expected with such vast manipulation of the laws of nature there are some accuracy issues. In addition, if there are long term effects on either star or planet is unknown.

Magnetic Accelerator Rings
Designed by Callamus to ease the transportation of goods and movement of troops within system, Magacc Rings are massive circles of metal. When a ship passes through one wearing a specific coating then the rings will accelerate their real space movement.

Moving through multiple rings will accelerate a ship more, however too many will likely rip the ship apart.

These devices have saved Callamus massively both in time spent moving resources, as trips to and from the edge of systems can take weeks if not more, and in their early days worlds as well as fleets were able to arrive in orbit faster and cut their enemies off. Now it is standard practise for Ophelians and Necrons to destroy many Mag rings they encounter.

Regeneration formula.
One of the crowning achievements of the Organist faction, the regeneration formula allows for rapid regeneration of damaged flesh and tissue. Simply injecting oneself with the formula will let the liquid within go to work, and rapidly reinforce wound and other injuries. More advanced variants of the formula will heal broken limbs.

Issued primarily to bio skittari and only the elite at that.

Heated Impalers and River Gun

Ironically the Trust is the faction in the wider galaxy with some of the least experience in using the Impaler to its true potential.

Using ideas copied from an affiliate species, the Tulanar, Callamus created two variants of the impaler. The first is a simple modification that superheats and fires the rounds, setting enemies and terrain ablaze.

The second is far more complex, firing a stream of molten metal from the barrel of the gun. The operator can tune the pressure of the barrel turning the weapon from a burning piercing weapon, to a horrific flamer at the touch of a dial, trapping and burning the enemy alive in molten metal.

More technologies

@Durin
 
Don't think we need the eldar for this one. Save the favors. I'd also like to fly under the radar of the bigger polities for a while longer. We are dealing with the locals fairly well. I'm ok with JUST dealing with local enemies for now.
We are just dealing with local enemies right here and now. We're also going to be dealing with the local Orks in the very near future, unless we're so lucky that they'll mess with some of their other neighbors instead. But when are we ever that lucky?
 
Psi Grounding Rod
Created as an early Dark Age attempt to control the outbreak of psykers these devices are capable of absorbing limited amounts of psycic energy in an area around themselves. In practise this reduces the amount of power going into a direct attack like a blast of fire.
However, the device has severe restrictions. First is cost, similar to most anti warp devices.
Second is fragility. This is both an issue with the devices themselves that are not particularly sturdy, but also a more general issue that they can easily be overwhelmed. This is likely the result of the Dark Age not having large numbers of psykers above the level of Gamma, never mind Betas and Alphas. Against Apex levels the Grounding Rods will rapidly begin to overwhelm and then detonate releasing the stored power in a very dangerous manner.
The Eldar recovered these devices.
I'd like to suggest saying that the Psi Grounding Rods dissipate the psychic energy back into the Warp. It's kinda implied they do that by their nature but I think it'd be good to make it explicit.

Titan drop pods
Created by Callamus as a means of deploying their most powerful asset as quickly as possible, a Titan drop pod is surprisingly complex. There are numerous hurdles that must be overcome in order to drop a titan from orbit without harming the Machine within or making it an easy target to being shot down. Even now the largest titan (the Imperator) cannot be dropped at all and it is risky to try to drop Warlords.

However, tactically the ability to literally drop titans on an enemy force is near unprecedented.
I have a few problems with this.

1. Titans are really really really durable. Drop pods sized for humans can't seriously damage humans, so drop pods sized for Titans most certainly shouldn't be able to seriously damage Titans or anything in them.
2. Complexity should not be the issue. Fundamentally, they wouldn't be that different from normal drop pods. Instead, the issue should be size. Titans are big. Drop pods big enough to hold Titans are bigger. Drop pod bays to hold the aforementioned drop pods and Titans are bigger still. The first downside of Titan drop pods should be that they force ships to compromise in certain areas to hold them.
2.1. The other issue with their size is that decoys can't really be a thing. With normal drop pods, decoy drop pods that are empty are dropped alongside normal drop pods. This is to spread out the enemy fire and reduce casualties amongst troops. Titan drop pods take up so much space that there really isn't space for decoys. This means that all the drop pods have to be extra safe from enemy fire, which means spending more resources improving their defensive capabilities.

On their own grav technology, and stable plasma are among the most expensive human technologies known.
Stable plasma isn't any more expensive than normal plasma. "Normal" plasma is a straight downgrade, its flaw existing not out of intent to make it cheaper, but because the knowledge on how to build them properly was lost.

Moving through multiple rings will accelerate a ship more, however too many will likely rip the ship apart.
The issue would be the opposite. Too few would rip the ship apart. Ideally, you want to accelerate all of a ship's parts at the same time, so that there's no tearing. Accelerate one part of the ship and not the other and you get problems.

So the problem shouldn't be that there's a maximum speed, but that there needs to be a minimum number of rings, with the minimum number increasing as the ship's length increases.

Urk, okay let's keep far away from any Tzeentchians.
Trying to apply Intrigue to Tzeentchians is a bad idea no matter how high it is. The best way to deal with Tzeentchians is to apply things like Martial and Combat against them.
 
Trying to apply Intrigue to Tzeentchians is a bad idea no matter how high it is. The best way to deal with Tzeentchians is to apply things like Martial and Combat against them.

The problem is one does not always get to choose the field of 'battle' so poor defenses in any area are a bad news for a leader. To put it another way Hrothgar is only slightly better at detecting when he is being lied to than Ridiculy is in talking to other humans. For a politician who faces deception and weighted discourse on a daily basis this is an enormous weakness.
 
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Urk, okay let's keep far away from any Tzeentchians.
You need to look at the bright side of life. Instead of seeing a giant tire fire, consider if this presents any opportunities for you.

Anyway, people seem very concerned that Turoq might escape to be a thorn in our side in the future.
Besides the Warhost option preserving our strength to better take care of him by then, and his own compromised position by that point, there's the fact that this will if anything encourage his neighbors to put more pressure on him. And he'll have lost even more favor with his god.
 
I have a few problems with this.

1. Titans are really really really durable. Drop pods sized for humans can't seriously damage humans, so drop pods sized for Titans most certainly shouldn't be able to seriously damage Titans or anything in them.
2. Complexity should not be the issue. Fundamentally, they wouldn't be that different from normal drop pods. Instead, the issue should be size. Titans are big. Drop pods big enough to hold Titans are bigger. Drop pod bays to hold the aforementioned drop pods and Titans are bigger still. The first downside of Titan drop pods should be that they force ships to compromise in certain areas to hold them.
2.1. The other issue with their size is that decoys can't really be a thing. With normal drop pods, decoy drop pods that are empty are dropped alongside normal drop pods. This is to spread out the enemy fire and reduce casualties amongst troops. Titan drop pods take up so much space that there really isn't space for decoys. This means that all the drop pods have to be extra safe from enemy fire, which means spending more resources improving their defensive capabilities.
Are you really arguing that expanding a drop pod from something sized for at most a dreadnought to something that can safely drop a 14 metre sized mech (Warhound size) without cracking, exploding or burning up in atmosphere should not be an issue?

And that's just for the Warhound.

The Legio Titanicus has its own ships, they would not take up space for more conventional forces ships. So yeah an issue if they were deploying other troops, but they're not.

Stable plasma isn't any more expensive than normal plasma. "Normal" plasma is a straight downgrade, its flaw existing not out of intent to make it cheaper, but because the knowledge on how to build them properly was lost.
It is more expensive by its very nature, because you have to add a large number of complex, expensive systems to deal with the heat dissipation.

Those are not simple, nor are they cheap. It was lost for a reason.

So the problem shouldn't be that there's a maximum speed, but that there needs to be a minimum number of rings, with the minimum number increasing as the ship's length increases.
Alright.

Trying to apply Intrigue to Tzeentchians is a bad idea no matter how high it is. The best way to deal with Tzeentchians is to apply things like Martial and Combat against them.
Bullshit, you need good enough intrigue to spot their plots, other wise you just blunder into them like an idiot and they can screw you without any way to counter them.

His strategy only works when he's strong enough for everything to be a nail and even then he'll still loose excessive amounts compared to what he should.
 
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