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
The issues is how bad the casualties for non-Avernite psykers training on Avernus would be. It would be more efficient to use Midgard and Vanaheim.
Eh, maybe a grading system of something.

The ones less likely to die come to Avernus, the more likely to die go to Midgard and Vanaheim.

Still we're going to need quite a few ships to cover the trust and nest.

Also



The eldar are shipping the black ships to the big three for free, so they'll be getting mad boosts to their psyker numbers...as soon as their psykers learn how to make the wards to make the ships.

I acknowledge that sending them to either of the other two branches is more humane and casualties will be high. That said, IIRC, Psykers graduating on Avernus have learned to better deal with warp bullshit and if I did recall correctly I think it is infact more efficient to have fewer Psykers with better resistance then more Psykers with lower resistance. Especially considering that Chaos is a main regional threat and our Segmentum is the one with a Tzeentch bias.
Eh, part of it is cultural (strong will), the rest is because Avernus naturally kills everyone with weak wills and those with stronger wills are toughened up due to constant vicious animal attacks.

Those animals are also psycic hence the better resistance to exotic warp powers.

We also likely have better teachers as well, due to having more people and more veteran teachers.
 
You spent a few years working out how to best make use of the Volkite weapons that you gained in the Grand Conclave. To begin with Volkite weapons are some of the best anti-personal weapons that you have access to, better in many ways then even neutron weapons, but lack the armour penetration of even Impalers. Combined with their costs, which is slightly higher then for Pulse Weapons, this makes them a good replacement for anti-personnel special and heavy weapons but makes the argument for equipping your Helltroopers with them complicated. As things stand Volkite weapons would be a far superior choice to Pulse Weapons when fighting most Orks and humans, would be around equivalent when going up against 'Ard Boyz or people in carapace armour, significantly worse when dealing with Nobs or anyone in power armour and near useless against Meganobs or Terminators.

hmm, the list of things Volkite is inefficient against reads like a list of the things our hell troopers are best used aginst, or are the kind of threats they need to watch out for. On the other hand, giant mobs of boys is something that being able to chew though would be great for.

I think giving our helltroopes both would ba bad idea. I like the idea of equiping some regiments with Volkite and some with netron. Though we could also train some in both, creating an elite tyep of helltrooper who gets two guns.
 
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Giving our helltroopers both is the best idea. The downsides of doing so is less than the degree of advantage the weapons give against their respective favoured enemies.
 
Given the shortned lifespan, I don't think we will have many, if at all, Thunder Warrior Psykers.
 
Given the shortned lifespan, I don't think we will have many, if at all, Thunder Warrior Psykers.
I don't get why people keep thinking that 200 years is a very short life span considering that the average normal life span was around 70 without juvenat and that even before the discovery of super juvenat on Avernus was around half our current life expectancies. 200 is still a lot and around the same life span as our Last Hunters. Hell, Psyker TW that specialize in biomancy would be terrors on the battlefield. Anti-psyker and warp ones would also definitely be useful against our rogue psyker and daemon problems.
 
@Durin, I would like to suggest we do something using the power of our Dark Age medical sciences. Namely, to induce atavism, a real life thing, in members of Niflheim's population so that they more strongly express dormant genetic traits associated with their non-human ursine ancestors. In short, I suggest we strengthen their dormant blank bear DNA with our gene science to turn them into anti-psychic werebears.
 
@Durin, I would like to suggest we do something using the power of our Dark Age medical sciences. Namely, to induce atavism, a real life thing, in members of Niflheim's population so that they more strongly express dormant genetic traits associated with their non-human ursine ancestors. In short, I suggest we strengthen their dormant blank bear DNA with our gene science to turn them into anti-psychic werebears.
I am pretty sure that we were repeatedly warned that messing around with that kind of stuff was an outright horrible idea and it's pretty much been stated that the only reason that DAoT humanity could have pulled it off was due to their advanced med knowledge, the warp being way more calmer and it being implied that Avernus itself had a hand in things.
 
I am pretty sure that we were repeatedly warned that messing around with that kind of stuff was an outright horrible idea and it's pretty much been stated that the only reason that DAoT humanity could have pulled it off was due to their advanced med knowledge, the warp being way more calmer and it being implied that Avernus itself had a hand in things.
Ok

But like

Bearen tho
 
@Durin

if we rolled the Djinn Skein Gladiatoria out to the millita, would the increased combat ability of the average citizen result in reduced wildlife casualties?
 
It's A Conspiracy!
Written by @Reynal

@Durin
-----------

It's A Conspiracy!
"I'm telling you, man, these things are out there for anyone to see if they just paid attention…"

Seketh, bartender of Demigri's (Amir'Ka's Diner! Voted Best Grox Ribs in the Middle Citadel District!), was in the image of bartenders everywhere not a very judgmental person. As long as you paid your bill, didn't leave a mess, and didn't cause trouble, he honestly didn't care. Even by his standards, though, the group that met here each week was odd.

They paid decently, didn't leave the place a mess, and were tolerated by the relevant authorities, so he didn't care overly much, but the oddball theories they were spouting just made him shake his head at how credulous people could be.

"It was Gee-Org Bras behind it, mark my words!" said the current speaker, a weedy looking follower of Tzeentch, gesticulating wildly at the incomprehensible home-made diagrams supporting his stance. "The attack on the hive-world Nueva Yorish has his fingerprints all over it."

"Ironbusta is just a cat's paw! The numbers tell the truth. Look at the vote count from the last three elections. It's clear that this is a targeted attack on the Liberals and Progressives, his perennial foes in the elections."

"They're working together, I tell you. Just look at the evidence!" he continued, with an attempt at a sage nod. "Gee-Org Bras leads the Green party. And what color do Orks like most? Green. Coincidence? I think not. That's what he was doing in his mysterious absence a few decades ago, setting all this up for his push to end our glorious democracy by conspiring with the Orks!"

"Hey, I thought he was banishing that enemy of freedom Turoq then. And wasn't Ironbusta not even a warboss back then?" inquired a new face, to condescending headshakes of course.

"Don't believe their lies. Raiding Turoq was just a cover and a chance for propaganda, when he was really setting up a quid pro quo with Ironbusta. The timeline matches up, and no one's actually beaten Turoq at home."

Having quieted the opposition, the rambling presentation continued. "You see, the spires—the beautiful, beautiful spires of Neuva Yorish—they couldn't get knocked down by simple Roks landing on them. They were specifically engineered to handle direct Rok-strike. It was sabotage that took them down. Sabotage!"

"See! Look at how the Spire falls—it doesn't get knocked over by the Rok. It collapses like a demolition well after the Rok hits. I asked a techpriest who was an expert and they said it looks like the compressive supports failed at the basement level. Did the Rok hit the basement? NO! Obviously there were demolition charges held there that were responsible for the collapse. The official explanation that a fire set by the Orks weakened the supports is just so much hogswash—flamer fire doesn't burn hot enough to melt ferrocrete!"

At this, one of the older members piped up. "Hang on, what if the flamers managed to light the mind-control plagues distributed by the water processor on fire? Those might burn hot enough to melt ferrocrete."

After careful consideration it was decided that when combined with the sporetrails stored in the Rok it would be possible for such a fire to form, but that there was no way it happened in every spire hit by a Rok, which proved sabotage.

By now the drinks had been flowing for a while, and the coherence of the arguments, which hadn't started particularly high, steadily degraded from there—although the enthusiasm with which they were accepted by their audience steadily increased. Ultimately, it was decided that the Orks themselves were probably just fungal mimics created by a heretical follower of the Plaguefather as a false flag attack to justify meddling in foreign sectors while purging undesirables and those who 'knew too much'—a category Seketh felt no members of the group meeting were in danger of falling into.

It was crazy the logical twists and assumptions they would make to justify their crazy theories. Gee-Org Bras, responsible for the Orkish attacks? The very idea was laughable. Everyone knew it was secret Malal cultists disguised as (or perhaps working with) Khornate berserkers that had provoked the latest Ork attack, as discovered by their new beloved president.

If you were going to believe a crazy theory for the truth behind something, it paid much better to believe the official version of events.
 
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?


Maybe, but no chance that they would have made any appreciable difference.
oh, yeah. I know its probably unlikely (if only because it happening would require that we are lucky...and as a rule nobody is lucky in wh40k)
 
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.
I feel like sophont is basically the techno-version of the nid's except not completely murderous.. ....(yet at least)
 
All things considered, one of the reasons Amir-ka's new Khornate regime lured in the Orks was so as to legitimize active military operations on others. Kind of how the Bush administration used Afghanistan to invade Iraq (with the difference that no one would believe we were allied with the Orks, while us Americans are too stupid to understand the difference between Sunni and Shiite Muslims, and how much they HATE each other)
 
I feel like sophont is basically the techno-version of the nid's except not completely murderous.. ....(yet at least)

huh, you know I did't set out for it, but looking at it, yeah. Node based networked control, giant piles of disposable units supported by a hard core of extremely deadly elites and super heavies, rapid retooling of forces to counter a foes capabilities. There are a lot of similarity, I guess two adaptive hive minds* would have similar strategies.

Though to be clear, sophonts units tend to be stronger one on one compared to nids, but are not deployed in quite as massive numbers.

*sophont is not technically a hive mind. but the way it and its demons can network though drones is practically speaking the same thing.
 
If Tranth's Black Ship action couldn't crit why did it get a reroll when it already succeeded?
I think durin is just doing sneaky stuff with the rolls behind-the scenes...like what he did with Vlad making the phase-tigers "crit" without actually rolling 100.

except maybe he forgot to actually modify the dice.....

or you know, he just decided that theres no critting after realizing it was a crit (he probably did it without really thinking about it.
 
I think durin is just doing sneaky stuff with the rolls behind-the scenes...like what he did with Vlad making the phase-tigers "crit" without actually rolling 100.

except maybe he forgot to actually modify the dice.....

or you know, he just decided that theres no critting after realizing it was a crit (he probably did it without really thinking about it.

the other part is listed as a crit, its possible both rolls needed to crit for that to happen, but it only showed up once.
 
not by much, for your forces the real advantage is being able to train better against conventional foes
hm...and I guess your just deciding to ignore the abstract/mechanical difference? (IE: your not including a larger bonus against "normies"/smaller bonus against crazys that our solders already know about?) your just giving us a smaller bonus over-all?
 
Persons of Interest- Inquisitor Klovis-Ultan is willing to spend some time investigating some of the more interesting Avernites. Given the sheer number of Avernite heroes it would be a good idea to learn a bit about the more prominent ones.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on random interesting Avernite (OOC, please no more then two a turn)

Complete
d100=96+13(traits)=109: Success
@Durin what did Klovis-Ultan spend that 4M Thrones on? That's like 4 trillion dollars. He was reciting his own biography, it couldn't have taken that much investigative work.
 
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