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
We have given the hellguard neutron weapons. The helltroopers, the bean counters say we cant afford them. Tbh, I'd prioritize getting the hellguard in elite armour over getting the helltroopers fancy guns.
 
Am I the only one that kind of wants amir-ka to survive? They are just such an interesting concept I feel it would be a waste for them to effectively die off-screen before we had a chance to interact with them.
 
Am I the only one that kind of wants amir-ka to survive? They are just such an interesting concept I feel it would be a waste for them to effectively die off-screen before we had a chance to interact with them.
they probably wil win as the Orks did not have the best of ships but it will be a brutal struggle on the land ground as the Orks were Elites
 
meh, I don't know. Amir-ka sound like they are a more sane-version of chaos...which is bad news cas that insanity is half the reason why humanity has survived as long as it/we have.

also. I want to guess that maybe there is a shadow-court/leader of Amir-ka that merely rules- by hiding themselves..

scratch that, I'm almost certain of it now that I think about it....which also might explain the higher-quality spies we have occasionally been getting. (the changer is probably unrelated...but Jane's recent report of spies in other parts of the trust, one of whom more-or-less succeeded?)
 
meh, I don't know. Amir-ka sound like they are a more sane-version of chaos...which is bad news cas that insanity is half the reason why humanity has survived as long as it/we have.

also. I want to guess that maybe there is a shadow-court/leader of Amir-ka that merely rules- by hiding themselves..

scratch that, I'm almost certain of it now that I think about it....which also might explain the higher-quality spies we have occasionally been getting. (the changer is probably unrelated...but Jane's recent report of spies in other parts of the trust, one of whom more-or-less succeeded?)
Is the secret queen of Amir-Ka Killdaree Klandon?
 
Oh we definitely want Amir-ka to win. This ork is the one who has united the domain despite our centuries of work at preventing it. He's competent. We do not need him blobbing up by hundreds of worlds and raising Waaaugh! level in our vicinity.
 
Oh we definitely want Amir-ka to win. This ork is the one who has united the domain despite our centuries of work at preventing it. He's competent. We do not need him blobbing up by hundreds of worlds and raising Waaaugh! level in our vicinity.
it to want Amir-ka to win but i also want the warboss to escape so he can be like Garkill and keep coming back to Amir-ka to fight now that he know there is a good fight there
 
They are not in any way "sane", their just express their insanity in a unusual and novel ways. The whole polity is a mess of loosely connected factions locked in a perpetual, cyclical, ritualistic civil war.
yeah, and thats still far more sane then the usual.

Also, that "ritualistic civil war" is far more organized then I would expect from chaos (as you say, "unusual and novel").

my point is that well it might just be that Amir-kir is somehow special on its own by just being a little quirk-y...I think its more likely that its special because someone in it has a special trait that works best in this environment.
 
A Meeting of the Minds
Omake - A Meeting of the Minds

As celebrations were prepared for the marriage of Syr Rotbart the members of the Avernite Defence Institution began yet another meeting about the Ork invasion of Ameri-Ka. The discussion was about the institutions ideas on how to push forward with the situation or to let the chips fall where they may. It was a slog of arguements for the most part as analysts debated numbers, metrircs, and of course the meaning of numbers.

The Summary of which is stated below:

**Colonel Jaimes Van Brandt was the first to speak that day arguing that with the dilution of the Hellguard in the Governments program that activating the Avernite Warmachine now would not be the Militaries interests. His rationalise also stated that fighting with the forces of Chaos would not be an option and would expose Avernus's powers abroad in a time when hiding there strength should be a priority. And so staying put was in Avernus and the Trusts interests.**

**Captain Erik Juentz was next to speak stating that Ork pirates were making their way slowly to the Trust's border due to splinterings of the WAAGH! becoming lost or scouting for new fights. Erik believed that a win by Ameri-Ka would be the ideal solution because it meant a weakened neighbor and prevention of Orks on the Trust's borders. He pointed out that Ork Empires so close to the Trust's borders were why the expansion wars were launched in the first place. A recurring of those expansion wars may be in Trust's interests though if Ameri-Ka fails and the Trust is forced to either perpetually defend from the Orks like in the Garkill Wars.**

**Finally, Inquisitor Rita Ynnglin of Vanahiem spoke last as and the most demurely. She offered an intrigue oriented solution of using Avernite special operation forces to fight in Ameri-Ka against the Orks while also taking away more valuable intel from the area. A proposition Colonel Brandt adamantly to state stating that it would expose the Trust to the Universe and attract unwanted attention. Juentz also questioned whether doing so would be a good use of resources because of the intensifying nature of the War and how much could be offered and how much it could actually be used for anything.**

The circular firing squad continued relentesly and its final reports came in three. Something General Richards of the Avernite Trust was rumored to bdisappointeded by.
 
it to want Amir-ka to win but i also want the warboss to escape so he can be like Garkill and keep coming back to Amir-ka to fight now that he know there is a good fight there
This could potentailly be the best case since all the "noise" from their fights would detract from our "noise" as well...making it less obvious that we are growing in power as we don't have to flex said power to defend ourselves as much.
 
This could potentially be the best case since all the "noise" from their fights would detract from our "noise" as well...making it less obvious that we are growing in power as we don't have to flex said power to defend ourselves as much.
But what are the odds of this scenario occurring? If we were playing Amir-ka Quest, would we not immediately after driving the Orks back take the offensive and conquer their planets? Or do we expect them to be so weakened by the losses of Cron's and Atlas's fleets that they'd rather lick their wounds?

was there any chance that we could have send Waaagh Ironbusta to the Black Imperium?
Maybe, but no chance that they would have made any appreciable difference.
 
Armies of the Terminal.
Armies of the Terminal.


While Sophont's terminal worlds produce designs made to take advantage of local resources and combat nearby enemies, there are standard baselines from which they tend to diverge. Below are the most common informal names given to some of its more common drone types. It should be noted that these are more classes of drones than models, and there is much variation within them.

Overall, Sophont's forces are primarily composed of diverse groups of heavily specialized units that rely on inhuman coordination to compensate for their lack of generalists. This applies on a strategic level as well, with terminal worlds retooling their forces extensively to counter specific foes, at the cost of becoming less effective against other forces. While this can leave terminal worlds vulnerable to unforeseen developments, the sharing of designs allows anyone of these worlds to retool and produce forces suited to that particular foe.


Swarm drones: a ubiquitous swarm of small aerial drones, each little bigger than a servo skull. they are lightly armed, but are deployed in staggering numbers. Typical use is bringing down poorly armored foes through sheer weight of fire, or supporting more expensive troops, acting as either scouts, targeting aids, or ablative cover. In most cases the swarm is not homogenous, and includes drones that perform various specialized duties.


Skitters: usually a bit larger than a cyber mastiff, and built with at least 4 legs, though frequently 6 or 8. Skitters are the lightest mainline combatant in Sophont's arsenal, and are deployed in vast numbers. Typically they are lightly armored (by Sophont's standards) and highly mobile. Most are well armed for their size, their many legs and sturdy design allowing them to absorb recoil that usually only heavier units possess. Most formations will incorporate a few more expensive variants that mount various heavy weapons. While melee variants do exist, they are rarely used. Instead skitters will self destruct if forced into melee. While most do not have dedicated self destruct charges, the compact plasma cell they are powered by can be induced to explode in a blast on par with a plasma grenade. This makes engaging skitters in melee a dubious prospect, though it often leaves them vulnerable to being swarmed by cannon fodder should they be cornered.

Crawlers: a medium infantry analog, usually bipedal or quadrupedal and notably heavier than skitters. As a main line infantry force there is a higher degree of variance, with a wide array of trade offs being made between speed, armor, and firepower. However, in general they are heavily armored and equipped with a heavy weapon. Typically bipedal models will be designed for city fighting, being slower but more heavily armored and possessing short ranged weapons. Melee variants have become more common, as unlike the skitters these models are not considered fully expandable, however they are still capple of a potent self destruct should they be overwhelmed.

Bastions: a heavy to super heavy infantry analog, they tend not to have a common form factor, being anything from humanoid to hexapodal. Designed to be scattered among crawlers or to be gathered to act as a point of overwhelming force, many have noted they are strategically rough analogs to Astartes and other similar forces. Larger and more heavily armored than Crawlers, bastions at the high end can approach terminator armor in terms of protection. In terms of armament, they will either have a number of heavy weapons, or a single vehicle scale weapon. Typically they are equipped with more advanced weaponry, though in some cases they are instead deployed in greater number with lesser weapons. It is common for bastions to house data demons and act as field commanders for lesser machines.

Lesser Incarnation engines: bastion sized machines designed using the best technology Sophont can field. While the exact armament and purpose varies wildly, typically they will be built to use warp based technology, or other extremely complex weapons. incarnation engines are custom built to house data demons, and in most cases cannot function without a possessing warp entity. Lesser incarnation engines are the smallest purpose built incarnation engines Sophont fields. Despite this they are still immensely deadly. However, they tend to be extremely specialized and can often be destroyed if forced out of their area of focus. To counter this, Sophont will often deploy them with a bodyguard of bastions if possible.

Beckoning Engines: a recent development, Beckoning Engines are a specialized form of incarnation engine. Deployed en mass, their purpose is to summon the servitors of other gods as reinforcements. While their use has strategic concerns, as Sophont will have to provide payment for anything it calls forth. Tactically they enable it to summon warp born reinforcements with surprising ease. More than one battle has been decided by the arrival of an army of Zaeed's daemonic mercenaires, or one of Zahak's blackened.


Zippies: a ubiquitous light tank analog. Zippies are extremely fast, but possess very little armor. Most variants are skimmers, though tracked versions do exist. Typically they are given extremely specialized weaponry, and form focused fast reaction forces. Swiftly moving to reinforce formations beset by their designated prey. They are typically intended to act more as a stall against determined attacks, buying time to allow a more cohesive response.

Auto armor: probably the broadest category, this term is used to refer to most tanks used by sophonts forces. As there are few roles sophont uses armor for that are truly novel, few bother to differentiate between the various types in an informal context. In general any given tank design will be heavily specialized for a certain role or target. Due to the specialized nature, most auto armors will put at least some emphasize on speed, making it easier to bring them to bear in areas where their specialty is needed. However there are of course many exceptions, especially among auto armors meant for assaulting fixed positions.

Wing cutters: a general term for air superiority fighters. As sophont places a high value on air supremacy, when it goes to war it does so under the wings of countless aircraft. The lack of an organic crew is a great boon for airborne craft, as it eliminates the constraints of the pilot's g torrance. To capitalize on this Sophont's fighters tend to emphasize speed over armor, but this is not universal. Before the Green Awakening sophont showed a marked preference for missiles, however since the awakening the near omnipresence of Orks and their vast swarms has forced the development of more high endurance air to air weapons.

Exploiters: a common type of ground attack craft. Exploiters refer to a multiple types of gunships created to take advantage of gaps in enemy anti air coverage. Through a combination of basic stealth technology and flying low to the ground they can avoid fire from more distant AA emplacements, allowing them to quickly savage formations that have lost local AA coverage. Most designs are fairly low endurance, meant to empty their munitions stores rapidly under the assumption that such gaps will be short lived.

Godfist: most of Sophont's bombers are intensely vulnerable, being unable to deal with even moderate AA or evade enemy interceptors. While many terminal worlds will eventually begin begrudgingly building less helpless variants, godfists will usually remain the core of sophonts bomber wings. While godfits may require the enemy be rendered near helpless against air attack to be effectively employed, their sheer destructive power makes them worth it. Entire armies have been reduced to twisted hulks and blast shadows once their AA has been stripped. There are a handful of godfist designs intended for use in situations where some AA remains; typically these designs are built with the assumption they will not be returning and are strategically closer to deathstrike batteries than true strike craft.

Eliminators: a specialized form of artillery, eliminators focus on pinpoint elimination of specific enemy assets. From removing specific forms of armored vehicles, to dealing specific damage to super heavies, all the way down to anti infantry versions that target specific heavy weapons teams. Eliminators come in a wide range of sizes and forms, though most are some form of missile battery, using sophonts extreme skill with machine spirits to ensure the munitions are clever enough to seek out specific targets. While they deal far less overall damage than typical artillery batteries, their ability to strip specific elements from a foe is of massive strategic use. Eliminators are immensely effective at their niche, and version exist that are able to pick off specific weapon emplacements even through void shields.

Command node: command nodes are massive super heavy tanks that act as dedicated command and control vehicles. Carrying immensely potent cogitators and communication arrays they allow a data demon to exert far finer control and employ more advanced tactics than a more generalized body. While they are very lightly armed for their size, command nodes are extremely durable, caring both thick armor and void shields. They are typically very heavily guarded.

Screamers: a common form of superheavy, Screamers are massive spindly machines that appear to possess an almost mace like shape. With a long thin tube dotted with strange techno arcana, topped with a spinning array of four or more angular prongs. Despite their spindly appearance they are difficult to destroy, as space seems to wrap around them deflecting incoming fire. Their name comes from the distinctive high pitched scream their main weapon makes when firing. The distinctive firing cycle is the prongs spinning while a visible amount of unknown energy is gathered between them, before stopping instantly and unleashing a screaming beam of brilliant light to sweep across its foes. The beam itself can melt armor and vaporize flesh, but the heat is a mere secondary effect of the strange techno arcana that produces it. The instant the beam ceases firing the glowing line it leaves behind will detonate.The exact effect varies immensely, anything from an eruption of devastating flame, to a line of crushing gravitic distortions, to even a narrow short lived warp rift. When used against single targets the beam will instead play over as much of the target as possible. Screamers are skimmers and appear capable of orbital insertion, rapidly decelerating to come to a hovering stop meters above the ground. Screamers seem to be one of the very few universal designs, as almost every terminal world makes use of these potent super heavies. While relatively little of their inner workings is known, it is highly probable that they are incarnation engine as such an exotic a weapon near certainly needs a guiding intelligence to function.

Greater Incarnation Engine: A catch all term for super heavy sized incarnation engine that do not match an existing designs. Typically these are either unique to to a single terminal world, or the specific data demon they house. A Greater incarnation Engine Is a terror on the battlefield. A Titan wielding the most deadly technology sophont can craft, and commanded by one of its greatest servants. Much like their lesser kin, they are often purpose built for a specific role, and are vulnerable if caught outside it. However their sheer power makes them somewhat less vulnerable to this. A strange occurrence in recent years has been the emergence of champions. Specific data demons with custom designed incarnation Engines who outperform their kin. Their engines will often incorporate imagery or themes from other gods. If this is a deliberate project, or an unexpected result of sophonts servants being exposed to other divinities is unknown.


@Durin I put some thought into what kind of ground forces sophont uses.
 
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Also aren't the local Chaos polities part of Black Imperium already? The loosely affiliated outer part at least.
 
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