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
1. 5 would do but the faster the better
2. around 50% more
2b. Almost double
So crunching the numbers against the average ork escort (since tyranid fleet statistics still haven't been given), 50% increased armor would result in light cruisers having approximately 3x the survivability at short range, 3.5x at mid range, 11.5x at long range, and 12.5x at extreme range compared to destroyers.

80% increased armor (for the almost double figure) gives 4.3x at short range, 4.7x at mid range, 24.8 at long range, and 27x at extreme range.

It's probably worth considering that the faster variant has better chance of keeping the enemy at the longer range though, so if it's keeping them at long instead of mid then the survival advantage is actually on the side of the lesser armored variant. At other intervals of range difference though the slower one is still going to have better survival.

@Durin Any chance you're going to put up the Tyranid fleet stats before we get to the next main turn? I understand right now you're working on all the council and trade stuff, but we've had a number of battles against their forces lately to gather such information. The data would be quite useful to optimizing our construction. Particularly if the Black Imperium fails at shutting them down and the Tyranids become an ongoing threat in the galaxy.
 
The Last Round.
The Last Round.

She is dying. The nurglite poison is beyond healing, slow and insidious. But that's fine, she had time to see to her affairs. To see that her people would find new gods, and to make one, last, gift. Faust is weeping, she knows the choice Gatta has made. Ilfeliare is stern, she's lost too much too quickly to have tears to spare. But that too is fine, Gatta is not doing this for tears.

The first thing to finish is the barrel, so much easier now that Ilfeliare is more than just fire. With faust's help it's so very simple to infuse the solidity of earth and metal into the working, to call forth the echo of a suns furry to ensure no heat would melt it. Even so reinforced, the projectile is too hot, too infused with the very concept of destructive incandescent fury to touch. This is no obstacle, thunder cannot melt. Dense Coils of a magnetic fields, a dim echo of a dead god ensure the round will be channeled as is proper.

She pauses to wretch. The poison knows. The foul plague mind within it can sense she is defying it, that she spits on the despair and futility at its core. But it is slow. To hurry is to admit that there is a point that it's worth it to try. It can't hurry without betraying itself, it has already doomed her, and it has nothing left it can do.

The next to finish is the power feeds. Vast conduits spun from the storm's fury and forged in steel and solidity. Capacitors that are the magnetic storms of a star's surface in ways that belies their physical nature. Connected to these is her own domain, the forging of might. A gun is the pooling of an entire societies strength, the forging of metal, distilling of gunpowder, the designing of the weapon, a thousand hands moving in unison behind each round. This weapon will be no different, the prayer engines and power taps allow the vast city of steel and faith to fuel this weapon make it more. Each ship shattering round a statement of the power of mortal will, a scream of defiance against the thirsting gods of chaos.

The poison moves and Gatta laughs at is hypocrisy. It cares so much about convincing her caring is pointless. She opens herself, and the Sun and Storm cauterizes the contagion. the toxin screams providing a counterpoint to her stoic smile. The burns are no less lethal, no less certain a death. But it is a death she has chosen. It screams at the futility of it, that her death won't change how it ends, as if the ending was the only thing that matters.

The last to finish is the heart of the weapon, the Chamber. The magazine and firing mechanism in one. It is here the furious heart of a star will be formed and blessed by mortal artifice, where god's will forge rounds to burn away a mountains weight of armor, and scour continents down past the bedrock. The walls are metals with no name, forged in the heart of a star with divine will and power. The power feeds terminate in great Techno-Arcana spires, the root of the barrel sits, the terminus of great magnetic fields. Vast forces clash and struggle, until Faust whispers and they merge. It is the storm and the earth that shapes it, it is the fire and the gun that channels it. Then, something goes wrong. The mechanisms are perfect, the craftsmanship worthy of a god, but it is not them that break. So much power in such a space, reality itself begins to distort. The beautiful precision of the chamber fails as the world around it drifts out of alignment.

The Poison laughs, holding up the setback as absolute proof that her efforts are futile. That she will be denied even her final working. Gatta is past caring, focused on her task with an intensity beyond sanity. All but her will for this one last act has been burned away to buy the last precious hours of time. Three gods consider the problem as one, their minds linked by bonds of friendship. Faust sees it first, the price that would be needed to see her dear friends work completed, Ilfeliare speaks of how it can be done and the difficulty of the task, and Gatta's will is the one that sees it through. The goddess of guns reaches inward, grasping the heart of her soul, and pulls.

The pain is beyond anything conceived of by man or god, but Gatta does not waiver. With the sound of tearing flesh and breaking metal, Gatta's domain of Guns tears free. Without a god to shape it, the domain should collapse, unraveling into raw warp stuff. But the story of sacrifice, of a master craftsman dying for a final work holds it together. Buying the dying goddess those last critical moments. The sun burns and friendships heals as the poison rallies against the shriveled husk of the goddess, holding it at by while withering hands finish their final task.

The chamber will never be stable. Gatta sees this now, too much warpcraft, too much story to be held by purely mortal artifice. But that's fine, she is a god. With her own blood and soul she infuses the chamber with her domain, with the story of gunsmoke and battle, of the bark of gunfire heralding the death of monsters, of countless minds and strong backs working as one to ensure the perfect gun can make the perfect shot. The story takes. The chamber is beyond mere artifice now, it is a testament to the ideal behind it. To the idea of the many coming together to drive back the dark, one round at a time. Gatta sees it snap into place as her domain is consumed, the price for her final work. She is Gatta, goddess of guns, and she dies standing.

The work is finished, Daybreaker is complete. Forged of flame and sacrifice, a weapon of unimaginable power, made to burn the greatest of ships out of the sky. Now all that is left is to craft a ship worthy of such weapon.


@Durin the creation of the sun gun. thanks to anders110 for the idea, and Azgrin for giving it a once over.
 
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its being kept down by their rate of recruitment
This now makes me wonder at what point it becomes useful to separate knights in the same way we've separated psykers, witch hunters, and psyker hunters into: normal/veteran/elite/master/grandmaster type rankings. Or alternatively similar to the distinction between helltroopers and helguard.

An elite knight formation with higher stats could definitely be useful.
 
This now makes me wonder at what point it becomes useful to separate knights in the same way we've separated psykers, witch hunters, and psyker hunters into: normal/veteran/elite/master/grandmaster type rankings. Or alternatively similar to the distinction between helltroopers and helguard.

An elite knight formation with higher stats could definitely be useful.
They are separated into rankings. It is Green, Normal, Veteran, Elite, and Ace Knights.
 
We know, or at least heavily suspect that they are Squats. The Squats have a reputation of having a divergent and reasonably advanced tech base. We should have good grounds to suspect them of at least having a few interesting production STCs.
So how do we contact them? I mean they're in our neighbourhood so paying the eldar seems like it'd be a bit much, but on the other hand they're far enough away that we have yet to contact them.
 
Asking before I forgot this again. Any chance of we putting 'relics resonance ' in the list of not urgent research?
And by relic I mean those tools that ascended to relic rank.

Mostly to see how the narrative and cool rules worked.
Edit: typo.
 
So, are we gonna have Tranth look into various Productions once he's done with his current projects? Basically generate more petty STCs?
 
@Durin the Quartok have been on Avernus for centuries now.
1) Are the Quartok showing signs of being altered by Avernus?
2) If so, what are the changes of note?
 
Hm, if the Orks have gunpowder, then we should probably assume they have steam engines. I mean, logically they should, but it's Orks.
 
The Fortieth Meeting of the High Council Part One: Opening Statements
The Fortieth Meeting of the High Council Part One: Opening Statements

You are Marshal Taneka Stumpf, commander of the Everglades PDF and for the moment High Council Representative of Governor Rotbart of Avernus and you are out of your depth. Over the last few days that you have been on Midgard you have been interacting with the highest levels of leadership in the Imperial Trust. To make matters worse the more militant governors, who you would feel more comfortable around, are almost all deployed on the front lines. Despite this you have done your duty, and represented Avernus to the best of your abilities.

Now the council begins with the various High Councillors giving reports of the state of their domain in the normal order.

General Schwarz of the Security Council begins by informing you that while the Imperial Trust military is more powerful then ever, with three hundred billion men under arms and dozens of battlefleets. The Imperial Trust Guard has grown to over thirty billion over the years. He tells you that the colonies are now approaching the level of defences that the Core Worlds posses, and should be able to hold against all but the most powerful of attacks. Speaking of attacks the war with Hive Fleet Grábakr has continued, with the Imperial Trust and its allies managing to defend eight worlds, while Amir-ka successfully defended two more. This has managed to prevent the Hive Fleet from growing, though its remaining splinter fleets have expanded significantly and are led by at least one command battleship. The Imperial Trust and its allies lost six battlefleets in these conflicts, the largest portion lost in the failed defence of the Amir-Kain Agri-world of Vermont where Admrial Freyr and his fleet met their end. Amir-Ka has lost a third of its forces so far, the majority lost in the defence of Rhode and Oklahoma. The Security Council believes that between the new production from Vanaheim and Dragon's Nest that you will be able to keep fighting in Amir-Ka for another five to ten years, after which you will have to withdraw to rebuild. They estimate that Hive Fleet Grábakr will exit Amir-Ka in around fifteen years time, with a similar mass as it entered.

Next Fabricator-General Scott stands to report the current condition of the Adeptus Mechanicus. She tells you that the Adeptus Mechancius has been busy implementing the technologies gifted to you at the Grand Conclave, and that almost all of the worlds in the Imperial Trust have finished in this project.

Inquisitor Klovis-Ultan is the current Inquisitorial Representative, and he tells you that the infiltration attempts have continued, and continue to come worryingly close to making off with major secrets. This is in part because at least one far more skilled spy network has started to probe the Imperial Trust, with the Alpha Legion being already identified. He tells you that if the Alpha Legion or other players on their level continue to pay attention to the Imperial Trust it is certain that they will be able to steal a great many of your secrets.

Then Marshal Astrid of Asgard stands to represent her liege, who is currently at war. She tells you that Asgard has increased its population and military forces by around a half over the last half century and tripled its economy. They have also started to field a wider range of Knights since the Grand Conclave.

Next is is Bertil Mikaelsson of Vanaheim who informs you that Vanaheim has continued to make slow progress on the expansion of its shipyards due to economic constraints. Otherwise Vanaheim has continued to focus on building ships for the rest of the Imperial Trust, and keeping the Imperial Trust Navy fully maintained. As always Vanaheim is the Imperial Trust's largest importer, needing a massive amount of resources to keep its shipyards running.

Governor-General Aelfric of Midgard is, as always the third Planetary Governor to report. He tells you that due to the technology gained at the Grand Conclave Midgard needs far less food imports, though that will change as the population continues to increase. Otherwise Midgard has built its second Gargantuan shipyard, keeping its position as the Trust's secondary naval base.

First Artisan Granalf is next to stand, though he once more has little to say. He tells you that Svartalfheim's population has gown to the hundred billion mark, and that its economy has tripled due to the Grand Conclave

Then Governor Garp of Jotunheim speaks, and tells the gathered council that Jotunheim has continued to focus on increasing the strength of its industry and has once more tripled it. This is in large part due to the technology acquired at the Grand Conclave.

King Zaren of Alfheim, the next Planetary Governor has little to report. He tells you that Alfheim is continuing to be come more industrialized and heavily populated, and that its economy continues to grow. Over the last half century the proportion of Alfheim's economy that its food production makes up has shrunk from half to a third, even as food production doubled.

Next to stand is Thane Satan of Muspelheim, Champion Surt's representative. He tells you that Muspelheim's population growth and economy has stalled, and that growth will remain minuscule for the next few decades while larger orbital cities are designed.

As always the next Planetary Governor to make a report is Governor Ulrik of Niflheim, who tells you that the population of his world have increased by a half over the last half century with economy tripling. He mentions that he has plans to colonize the iceworld Helcaraxë once the current issues are over.

The last Planetary Governor to stand is Governor Vak Skegi of Varnir, the second Low Council Representative to sit in the High Council. He tells you that the colonies now make up approximately half of the Imperial Trust' population and economy. While they are currently significantly behind in exotic material production, replying mostly on discounted sales from Muspelheim and Niflheim or handouts from the Trust, they are in the proccess of building this indestry up, as they have for advanced material prodcution.

Finally Praetor Felix of the ninth Cohort of the Vargarian Guard stands as the representative for his absent Chapter Master. He informs you that Byzantium has increased its population by a quarter and doubled its economy. The Vargarian Guard has recently reached its full strength of approximately twenty-five thousand Astartes. While the average skill level of the Astartes remains low, and the veterans companies significantly under-strength, work is being done to change this now that the chapter has finished growing. It will take between fifty and a hundred years to bring the chapters Astartes up to the target level, depending mostly on the war with the Tyranids.


No it is time for you to stand and give your report on Avernus.
 
the thing about these Tyranids is that whenever you engage them it is death or glory, no retreat is possible. Which leads to the odd disaster. Normally Freyr would have been able to escape that battle with at least a quarter of his forces intact.
 
the thing about these Tyranids is that whenever you engage them it is death or glory, no retreat is possible. Which leads to the odd disaster. Normally Freyr would have been able to escape that battle with at least a quarter of his forces intact.
I know, doesn't make it any less sad.

Freyr was nice...

Oh well trying to move on so I will distract myself by hailing Satan.
 
This means Syr's going off to war. She's Freyr's designated successor, she needs to be on the front.

@Durin will Syr fight on the same front as Frederick?

I mainly want her to benefit from his command, it might maximize her chances of survival.
 
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