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
Eventually I expect them to have a full rainbow of color curses!

Potential names as follows, in reverse order of appearance if they continue up the spectrum (minus black and white that only fit thematically):
The White Plight
The Violet Visage
The Purple Pulse
The Blue Malaise
The Teal Threat
The Green Greed
The Orange Gorge
 
Eventually I expect them to have a full rainbow of color curses!

Potential names as follows, in reverse order of appearance if they continue up the spectrum (minus black and white that only fit thematically):
The White Plight
The Violet Visage
The Purple Pulse
The Blue Malaise
The Teal Threat
The Green Greed
The Orange Gorge
Personally I'm going for a trifecta curse rotation:

Black Rage > Yellow Doom > Red Thirst > Black Rage
 
Blood Angels Tech Summary
@Durin
Blood Angels Tech Summary
In the years since the fall of the Emperor the Blood Angels have led an embattled successor state. Challenged by Chaos from the Maelstrom and the many orcs that surround it. While not being anywhere close in size to the big three, it still leads a sizeable remnant. And has by necessity innovated and gathered various STC's from its borders as well technologies from various refugees that have made its way there.

The Eldar have provided a summary on these technologies, so that we may weigh the pros and cons of trading with them. For they even more then Secoundus are at risk of their tech falling into the wrong hands.

Armor Mods- A design gained from a refugee forge world who was working on Astartes gear, it was quickly adapted to the Blood Angels power armor. It allows different weapons and gear that can be attached to the armor with ease. Such as ablative armor, ammo, shoulder mounted rockets, deployable turrets, energy fields, etc. And more and more are being made, some have been adapted to mortal power armor.

Weapon Shifting- Meant for Elite units as the skill and cost needed for these weapons make the number of people that can use them low. There are many different designs such as the switch axe, rifle spear, kirkhammer and many more that allow the user to switch up their range and how they attack. This can be really tricky for foes, who are one second fighting an axe user only for it to change into a sword.

Streamlined Power Weapons- A favorite of the chapter, they have figured out how to make them cheaper allowing them to be equipped by whole chapters. Smaller elite human units can also be equipped, anymore and the cost would be too much. The drawback being the machine spirits on these weapons are particularly dull, a downside of the creation process.

Angel Wings- Derived off the famous Hawk wings, Angel wings are mechanical wings with thrusters embedded that allow supreme maneuverability in the air. Formations of these Wings have become a greatly feared sight in the area even by the Red Corsairs. The Blood Angels use the wings as exotic weapons, cutting enemies with the feathers and burning them with the thrusters while also allowing unique attack vectors.

Bio-Dreadnoughts- A mechanical and Biological platform using Sanguinus's blood as a base, they are one of the Blood Angels most potent units. The arrival of one these units is enough to change the course of an entire battle. The marine upon being put inside instinctively knows how to use it like his own body, leading to a line breaking murderblender. However the marines emotions and curse of rage and blood are also hastened leading to these beast like monsters who screech and tear across the battlefield. These marines are held in stasis till it is time for battle to slow their descent. Possible applications exist with Alkahestry to improve this process and possibly apply it to titan scale.

Bloodshot- Another discovery made studying Sanguinus's Blood, it is a drug that extends the lives of mortals for cheaper then juvnaught but not as long. It also increases their physicality, making them closer to Sanguinus in mentality and sometimes appearance wise for good and bad. They also feel the curses to a lesser degree, and the drug itself is highly addicting with those who experience withdrawal crashing hard.

@Swordomatic thanks for giving me ideas and refining this whole thing.
 
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yes, or more slowly crumble under the power of the deamon.
@Durin, in canon, that's supposed to be Possession, not daemonhosts. Possession results in the body breaking down because of the daemon but daemonhosts are explicitly about altering the body so that the daemon doesn't break it down.

Do both result in the body being eventually destroyed by the daemon in Embers?
 
Posting muh plan. A few minutes early, but I need to drive to work.

[X] Plan Enjou T124

Munitorum
SLOT A - Year 1
-Y1: Light Power Weapons
SLOT B - Year 5
-Y5: Readiness Training

Void Command
SLOT A - Year 4
-Y4: Readiness Training: Fleet
-Y5: Readiness Training: Fleet
SLOT B - Year 4
-Y4: Implement (Navigator's Eyepiece): Naval

Administratum
SLOT A - Year 3
-Y3: Technological Improvements: (Other)

Diplomacy
SLOT A - Year 3
-Y3: Syr's Suitors
-Y4: Siren Trade (Tau tech for runes, see if they'd also be interested in artificial lakes)
-Y5: Request Information (Grey Knights - Secret Techniques for future penguin trade)

Arbites
SLOT A - Year 1
-Y1-2: Counter-Intelligence
-- DOUBLE DOWN YEAR 1 AND 2
-Y3-5: Greater Psyker Hunting
SLOT B - Year 1
-Y1-5: Greater Psyker Hunting

AdMech
SLOT A - Year 4 (Free)
-Y4: Expand Military Forces: Mechanicus

Ministorum
SLOT A - Year 3
-Y3: Identifying Chaos by Saint Lin
-- DOUBLE DOWN YEAR 3
SLOT B - Year 3
-Y3: Cleanse World (Heavy)
-- REPEAT IF FAILED
-Y5: Cleanse World (Medium)

Astra Telepathica
SLOT A - Year 3 (Ridcully)
-Y3: Nudging Ironbusta (Amir'ka)
-Y4: Nudging Ironbusta (Amir'ka)
-- DOUBLE DOWN YEAR 4
-Y5: Nudging Ironbusta (Amir'ka)
SLOT B - Year 5: (Aria)
-Y5: Ward Vault (Dis)
-- DOUBLE DOWN YEAR 5
SLOT C - Free Divination
-Y?: Greater Divination (Eldar Choice)

Personal
SLOT A - Year 1
-Y1: Knowing Avernus (QM's Choice)
-Y2: Spend Time With (Rosalinda)
-Y3: Spend Time With (Rosalinda)
-Y4: Spend Time With (Jane)
-Y5: Spend Time With (Jane)
 
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[X] Nurgle T 124
Departmento Munitorum
Slot A
-Y1: Implement (Volkite): Planning
- Y3: Light Power Weapons
Slot B
-Y5: Readiness Training



Void Command
Slot A
-Y4: Expand Shipyards: Large -Expedite
Slot B
-Y4: Readiness Training: Fleet
-Y5: Implement ( Navigator eye patch): Naval


Adeptus Adminstratum
Slot A
-Y3: Technological Improvements: (Other)

Diplomancy
Slot A
-Y3: Syr's Suitors
-Y4: Siren Trade (tau tech and Artificial lakes for runes)
-Y5: request information (grey knights to disecret techniques for future penguin trade)

Adpetus Arbites
Slot A
-Y1-Y2: Counter-Intelligence Double Down both years
-Y3-Y5: Counter-Intelligence
Slot B
-Y1-Y5: Greater Psyker Hunting

Adeptus mechanicus
-Y4: Expand Military Forces: Mechanicus


Adeptus Ministorum
Slot A
-Y3: Identifying Chaos by Saint Lin Double Down
Slot B
-Y3: Cleanse World ( Heavy)
-Y5: Cleanse World ( Moderate)

Astra Telepathica
Slot Ridicully
-Y3: Greater Divination (Ironbusta)
-Y4: Nudging Ironbusta Amir'ka Double Down
-Y5: Nudging Ironbusta Amir'ka Double Down
- Free Divination ( Valdor Greatest of Custodies )
Slot Aria
-Y5: Ward Vault (Dis)


Personal
Slot D
-Y1: Spend time Vacation
-Y2: Spend Time Rosalinda
-Y3: Spend Time Rosilinda
-Y4: Spend Time Jane
-Y5- Spend TIme Jane
 
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[X] Plan Enjou T124

Nothing I object to here, some of the choices were locked in (Mechanicus expansion) or very obvious (trying to nudge the waagh towards someone else). Readiness training makes sense as well in case the nudging fails and power weapons provide a bonus that will be on line in case the nudge falls as well and outside of that should help somewhat when dealing with the local wildlife.
 
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