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
Something that can get us multiple Honorbounds from one of the big three.
Honestly given how far away they are and that they don't have the Webway, I'm not sure that they can actually do anything for us. I don't doubt their commitment, just their capacity to do anything in our region of space. They don't really have tech we can ask for like the Eldar either.
 
Honestly given how far away they are and that they don't have the Webway, I'm not sure that they can actually do anything for us. I don't doubt their commitment, just their capacity to do anything in our region of space. They don't really have tech we can ask for like the Eldar either.
Personally I'm unsure about the comparative values. But once the webway is a bit more fixed up I think we can properly utilize them.

Not to mention the Big Smurf may well turn the tables in the Destroyer war.
 
Honestly given how far away they are and that they don't have the Webway, I'm not sure that they can actually do anything for us. I don't doubt their commitment, just their capacity to do anything in our region of space. They don't really have tech we can ask for like the Eldar either.
I asked some time ago, and basically Secondus favors are just good for when you need a lot of troops. The Eldar will still charge a Webway transport fee, but the fee is cheap.
 
I could see us using an Honorbound with the Secondus to get a constant supply of smurf juice to get our own trueborn.

Would be nice and Honorbound worthy IMO.
 
Personally I'm unsure about the comparative values. But once the webway is a bit more fixed up I think we can properly utilize them.

Not to mention the Big Smurf may well turn the tables in the Destroyer war.
Oh don't get me wrong, I know that this is pretty much the best thing for the galaxy we could have Lin do, which makes it worthwhile. I'm just not sure it's going to provide that much of a benefit to us personally.

Though I'm more expecting him to more slow down the Destroyer's inevitable victory rather than actually turn the tables.

I asked some time ago, and basically Secondus favors are just good for when you need a lot of troops. The Eldar will still charge a Webway transport fee, but the fee is cheap.
Unless the webway transport fee can be paid in the credits we earn for providing them with mercenaries, that's a pretty mediocre use to the favors. Since we'd essentially be paying twice for those troops instead of just getting Eldar troops with the Eldar favor.

I could see us using an Honorbound with the Secondus to get a constant supply of smurf juice to get our own trueborn.

Would be nice and Honorbound worthy IMO.
That would be amazing, but I'm highly doubtful that will be allowed.
 
I actually expect him to more slow down the Destroyer's inevitable victory than turn the tables though.
Time is good, lets them fix up that black stone to blast it...oh yeah Ultramar has a black stone fortress BTW.

Unless the webway transport fee can be paid in the credits we earn for providing them with mercenaries, that's a pretty mediocre use to the favors. Since we'd essentially be paying twice for those troops instead of just getting Eldar troops with the Eldar favor.
It can.
 
Here are the reasons that I could find/come up with for why we should spend the major favor first-turn.

(1): this is quite literally THE time where a major favor could/should be spent. as Avernus *could* be gutted by this very hard. yes I know avernus is not the trust as a whole, but we ARE still quite important to the trust. we are even the center of both the admech as a whole as well as the progressive portion of the admech.

(2): I'd also point out that theres a good chance that we will get another major favor (or more maybe?) from the chaos task force being sent somewhere for the eldar.

(3): Furthermore(!!!), theres a small chance that this major favor ends up the difference between lin surviving and supisquently reviving guiliiman. durin has stated that this will get us SEVERAL HONORBOUND favors from secondus...which while not as useful as eldar favor.....its still honorbound favors from a policy on the galatic stage so I feel reasonable in saying that each honorbound from secondus is roughly worth 1 major favor from the eldar.

(4): we are already sitting on a honorbound favor with the eldar. So even in the worst case that we BOTH don't get a second major favor from EITHER the task-force action OR from the guiliman revival (presumably from failure), we can still split that up. (both of those failing seems unlikley to me, even if only because the task-force only has a few more rolls to go)
-4: YES, I know that would be sub-optimal to some degree, but what on earth are we going to spend that on anyway that won't make every eye in the galaxy watching us? This limits the usefulness of a honorbound favor (as opposed to three major ones) since it will, in many cases, cause us to need a SECOND honorbound favor just to survive the BI's attention.

edit:
(5): ALSO, we would also be minimizing the chances that our other hero units die from this. we know that rotbart, RIDCULLY, Jane, Xavier, our generals and many others could easily die from this.

(6): finally, we know from prior experience that there will be after-effects from this where we end up with large quanitys of cultists and rouge psykers. The eldar helping us with jsut the battle itself means we have more resources to deal with that since we will find it much harder to deal with them.
In fact, I got word-o-durin on discord that the eldar will even stick around a little while to help us fight said cultists/psykers off in the case they are late. So theres little-to-no chance that the major favor will go "pop" out of existence without paying off.

Oh, and since we are the focus it means that the local wild-life won't be hit quite as hard relative to us which means that the wild-life will be harder to deal with too in the coming years as well.
 
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You know, despite the incursion likely being solely focused on us instead of the rest of Avernus a huge positive is that the rest of Avernus' people and the PM just need to send any defenders they are able to to us since they know where the Incursions main target is this time.
 
Ready To Drop
Ready To Drop
Unlike previous incursions, Avernus, and the Imperial Trust had more than a few hours warning before the Golden Legion invaded Avernus. This was time that was put to good use, including in the Avernite navy. Patrols were altered, keeping fleet units closer to home. Naval gunnery crews ran countless simulations of orbital fire support, as well as repelling abomination crusade fleets. The Orbital Infantry, PDF and Helguard alike prepared to face the enemy, in space or on the ground. The transports of the Avernite Navy were made ready, Skeid-Class Troop Transports prepared to drop every Orbital Infantryman the Navy could spare to embattled cities. And some they could not. Yet that was just the more mundane preparations.

The Atlas's Gift, Ramiles Starfort that serves as the shield of the forge moons was moved into geosynchronous orbit over Dis, its content shattering guns turned downwards, ready to defend the capital of Avernus. One of the last pure acts of a forgeworld of ancient linage, it would soon avenge its forbears, turning its guns upon the architect of their corruption. Yet, it was another class of warship that would prove to be the most unpleasant surprise to any would be invader: the Descent Class Destroyer. A relatively small warship, it's role is to head into the atmosphere and deliver devastatingly accurate macrocannon fire upon any who are foolish enough to wander into its sights. Despite this, it has notable weaknesses three of which would prove most unfortunate for the forces of the Abomination. First, it is remarkably vulnerable to orbital attack, making deploying it under enemy skies foolish. Even deploying it under contested skies is rarely a good idea, and against the Tyranids, every sky is contested, if only because you can't be sure there isn't an escort sneaking into firing position. The second weakness is even simpler: They are very big, by the standards of planetary combat. And as everyone knows, your average ork will generally find the biggest non ork thing they can find and start shooting at it. Thus, any attempt to deploy them to Ironbusta's Domain would simply result in the orks shooting at them more than the Tyranids. And third, Descent Class destroyers are quite slow for escorts, making them unsuitable for general patrol duties.

As a result of these three weaknesses, the vast majority of the Trust's arsenal of Descent Destroyers currently had no pressing commitments, and with the strong possibility of an Abomination Incursion, adjustments were made. The majority of those underemployed warships found themselves loitering in Avernus orbit, ready to drop.

@Durin Wherein the Trust has a bunch of atmosphere capable warships at loose ends because orks like to shoot at big things.
 
not sure you even need the reasoning for avernus to have extra descent class destoryers in orbit. but the more omakes the better!
 
Oh, and since we are the focus it means that the local wild-life won't be hit quite as hard relative to us which means that the wild-life will be harder to deal with too in the coming years as well.
I agree with most of your points, and I will support spending an Eldar favor for help immediately.

I feel like this concern isn't too big a deal though. We've actually seen that the wildlife (presumably at the prompting of the planetmind) does give us a bit of a break after a daemonic incursion compared to their usual level, above and beyond what you'd expect from them taking casualties too.

Though we're going to be dealing with legions of cultists and losing a big chunk of our pop to that after the incursion anyway.
 
I agree with most of your points, and I will support spending an Eldar favor for help immediately.

I feel like this concern isn't too big a deal though. We've actually seen that the wildlife (presumably at the prompting of the planetmind) does give us a bit of a break after a daemonic incursion compared to their usual level, above and beyond what you'd expect from them taking casualties too.

Though we're going to be dealing with legions of cultists and losing a big chunk of our pop to that after the incursion anyway.
I agree its not as big, so I guess it works out that its on the bottom of my list.
 
I'm interested in what hijinks Tormod would get up to in this incident, so maybe a few omakes from the peanut gallery would be nice to throw his way.

Come to think of it, this is his first daemonic incursion, isn't it?
 
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Bureaucratic Hell
Bureaucratic Hell

Papers flushed through the room. Ridcully's office, The Diviner's Assistant scrambling through them as the paperwork seemed to multiply with every passing moment. One the other side of the paper-covered field was the 5th Circle, the warp whispering it's name: Atheed, Angyl of Forms.

"Foolish Mortal. For your impudence: In paperwork you shall drown for eternity. But I am not without mercy. Tell us where your False Saint hides, you shall be free to serve and your sins forgiven."

"Never!"

"So be it."

Golden light engulfed the room, and Zeno felt the pressure on his mind redouble. Moments later his vision resolved, feeling himself in the form of a clerk in a vast, colorless save for the gilded, abhorrent grey that colored the office entire. He saw cherubim behind and ahead, left and right, uniform in every direction entire. Each one of them wrote and filed forms. And he found his attention wrenched back to the table he found himself at. A form, not unlike the many he had signed before.

His body moved. His body made the motions that would move the stultifying bureaucracy onward. A part of his mind reminded him that incursions usually did not last longer than a month.

"We have time. Millennia, if necessary."

The other part of his mind reminded him that altering the perception of time was only somewhat advanced telepathy.

"Speak. And you shall be free to serve."

Zeno did not answer. In his mind he recalled his meeting with Areatha.

His hands moved, and Zeno forced them to move just a little different, working to replicate the feat she had achieved by accident, unintentionally. A seeming eternity passed with eternities more to go, and Zeno completed his first act of defiance:

A bureaucratic impossibility.

"FOOLISH!"

The Angyl, Atheed screamed in anger - And the rules that governed the bureaucratic hell cracked with his act of independence. Zeno followed up with another.

"The punishment for incompetence is death, is it not?"

Seeing his critical source of information threatened by the suddenly-present commissar who prepared to shoot Zeno for wretched incompetence, the Angyl moved instinctively, protecting Zeno from the Just punishment he deserved - And the mindscape he was trapped in shattered.

Blade in hand and facing the Angyl reeling back in pain for it's own defiance against itself, cracks openly clear and marring it's apparent perfection.

Only a lie. Only a semblance.

"YOU WILL SERVE AS YOU SHOULD!" The Angyl screamed, charging.

From what does a God of Bureaucracy draw power from?

Zeno dodged, the Angyl lessened on a soul-deep level. His hand aflame, he ignited the paperwork in the room, feeling a pang of pain as he annihilated past months of his own work. The Angyl fared far worse. Burning in a pyre of paperwork, it screamed as ink and paper turned to naught but flames.

Paperwork.

@Durin So I heard Tjapa was the God of Bureaucracy and this just bugged at me. This should totes qualify for the 'definitely not-canon status right?" :V
 
yep,

ironically this won't be too far off from what he has already experienced (at least on his worst days)
*snicker*

So Angyls of the various Circles are actually less terrifying than his normal routine of exploring dangerous Avernus locations.

He's born and bred Avernite, all right! He might even offer them a round of snark to snark combat if he's any good at that!
 
Though we're going to be dealing with legions of cultists and losing a big chunk of our pop to that after the incursion anyway.
Good news is that thanks to Lin's research into corruption we will be able to spot it much more easily in our ranks to help prevent it from being as much as an issue as it used to be. Also Lin's planetary anti-chaos aura will also help keep the cult numbers down.
 
Good news is that thanks to Lin's research into corruption we will be able to spot it much more easily in our ranks to help prevent it from being as much as an issue as it used to be. Also Lin's planetary anti-chaos aura will also help keep the cult numbers down.
Assuming that Lin survives that will be the case. However if Lin dies then it will be far worse than in the past since his preaching after past incursions made a huge difference in the number of cultists.
 
Old Ghosts, Old Angels
Old Ghosts, Old Angels

Sector Tarsus was a shining jewel of the old Imperium. A world so close to the Cadian Gate, blessed with admirable productivity, inviolable loyalty, and indubitable tenacity. It was productive, wealthy, and above all blessed with a pair of Chapters; an unthinkable boon in those days. But this shining jewel was itself blessed with a shining jewel, one unearthed by the arrival of one of those Chapters, further polished by their efforts.

Its name was Karanda. It was homeworld of the Crimson Crusaders, a Chapter famous for its jocularity and hatred of Chaos, and perhaps foremost amongst the Chapters of the 27th Founding in glory earned and blood shed.

Bask in the wealth of Karanda's mountains! Gaze upon the works of Karanda's forges! Tremble before the might of Karanda's armies! Molded like clay in the hands of Angels, forged in the fires of duty and sacrifice, Karanda is undeniably blessed!

And it is by those blessings that Karanda no longer exists.

----

War raged all across Karanda. In the orbits, on the ground, in the hearts and souls of men. Fires burned all over the system, like wispy trails of sunlight in the ephemeral sea of stars. The war raged, as it has for months. As it will for years. Decades. Perhaps, the Emperor willing, centuries.

On a defense cruiser, a dozen voidtroopers die holding down a Black Legionnaire long enough for a heavy Impaler to open fire. On the expanses of the Xizang Plateau, thousands of tanks from the Karandan Armoured hold off thrice their number in possessed monstrosities and unthinkable woe-machines from ravaging the Forge-Hives. In the streets of Mulianazar Primary, a single Astartes Dreadnought faces down a score of helbrutes, rumbling hatred from his voxcasters as he clenched his remaining power claw. Within the depths of the Mountainhome, the mighty Librarians and Battle-Psykana of Karanda hold the Materium firm and deny the daemonic legions any foothold in reality.

Aboard the fallen Gloriana Harbinger of Doom, the scattered remnants of the Crimson Crusaders 9th Company, the Flames of Karanda, recited the Moripatris as they prepared to do their duty:

Glory, or Death.

----

The mission was simple. It was always simple. Go for the neck.

The Black Legion force that invaded the system is massive. A Sector Fleet in its own right, with more reinforcements arriving by the day. Time is not their ally, not anymore. They will not be relieved. No Angelic Host will ever come for Karanda.

And that is fine. That is why they stayed. That is why they sent half the Chapter away with the entirety of their fleet. This battle could never be won. Not forever. And with victory an impossibility, it relieves them of the burden of expectation.

The mission correspondingly changes with the inevitability. Now that victory is impossible, other considerations take primacy. Like glory. Like death. Like time.

Cutting off the head suits that nicely. And that is why the decision is made: the 9th Company will board the Harbinger of Doom, flagship of this force, and destroy it. Escape is a distant dream, survival a bitter memory. Not a single one of them will survive.

And that suits the 9th Company just fine. Death, Doom, or Glory, all will be doled out in fair measure.

And today the wheel of fate decrees that the glory belongs to the Crimson Clad.

----

The boarding goes well. The defense cruiser Hellspite and all her crew will be avenged. The sum total of the 9th Company, all four hundred and twenty three battle brothers and their specialists and commanders, and the Karanda Void Regiments who volunteered for this mission are now aboard the Harbinger of Doom, scattered by the vagaries of teleportation and the density of point defense fire. Some arrive in squad strength. Some quickly make contact with friendly forces. Some arrive alone. Some are caught adrift in the void around the ship and have to make it in themselves, inferno pistols as fusion cutters. It matters not. Their objective, their rendezvous, remains the same.

Capturing the Harbinger of Doom is a foolish prospect for a ship so soaked in the Warp. Scuttling it will take too long. Rampaging is unfocused and unlikely to succeed. The only winning move is sabotage. Sabotage so catastrophic the ship will be lost entirely.

Most would call inciting a deliberate Warp Drive failure complete and utter madness. Most would say that an entire Company of Space Marines - almost five Companies, by the old Codex organisation - would be wasted on such a foolhardy mission.

Most do not realise that a Warp Core, properly detonated, operates much like a vortex bomb. Most do not realise that a plurality of the traitor fleet is within warp vortex range of their flagship.

The rendezvous is the Enginarium. It can only end in one way. The question is how quickly, and how violently.

The 9th Company moves, murderous and swift as is their hallmark.

----

The fighting aboard the Harbinger of Doom lasts four days. Most of the Void Regiments die in the fighting. Many die with their hands fused to their impalers. Several die to self-inflicted wounds as corruption and damnation tear at their minds. All of them die spitting defiance in the face of annihilation.

All of them die doing their duty, so that the Crusaders can do theirs.

The Enginarium is quickly seized, the halls quickly turned into murderous kill zones and chokepoints. The Techmarines begin their craft even as the Librarians split themselves between fending off the empyrean and ripping apart more delicate arcane circuitry. The traitor assault redoubles for the next few days, each push a blow that could shatter worlds, each charge with the intent of absolute destruction.

The Crusaders hold. Karanda holds. The Emperor may be no more but He stands with them regardless. Faith is still their weapon. Duty is still their cause. Nothing could ever change what they seek:

Glory, or Death.

The sabotage proceeds more quickly, only taking a day. By then the halls are choked full with corpses and slag, entire weapons fused whole by the intensity of fire. The 9th Company suffers for their defiance but they remain standing by the end. Still burning. Still fighting. Still spitting into the eyes of false gods.

It is almost a relief when the ship shudders, and all things are hurled into the void between stars.

----

Those on Karanda would bear witness to the 9th Company's sacrifice, as the death of the Harbinger of Doom shatters the traitor fleet that dominates the voids. Untold millions die from the vortex, millions more die from the psychic shockwave. Karanda stands taller, redoubles their will, against this losing battle. And from this point on, their battlecry will be of the 9th, of the Flames, who laid down their lives and died in glory, defiant, just as Sanguinius did so long ago.

But the story of the 9th Company does not end there.

For most, survival in the Warp is a fool's gambit. In the home of thirsting gods and laughing devils, men have little recourse but a swift death or an eternity of agony. But the 9th Company believe differently. Their armour is Contempt, their sword Hatred, their guns Spite. They have nothing to fear from the Daemons they have fought for so long.

And their Captain, old Quintor himself, is an old hand at getting lost in the Warp. Including this jaunt, it will be the ninth time he has been hurled into the Immaterium.

----

"Is this everyone?"

"Aye, Captain," says his Champion. Corvidael looks over his shoulder again, out beyond their drifting segment of the Harbinger of Doom and into the madness beyond. His hands are holding his pistols. He is cautious. Paranoid, the foolish would say. But imagined threats have a way of killing you in the Warp. "All that we could find. Plus the Void Regiments, what is left of them."

"Hm." Idemian Quintor grunts as he thinks on his current situation. Caught adrift in the Warp, on a derelict ship, surrounded by monsters in a turbulent nightmare. It seems frustratingly familiar, and this time he did not plan on surviving. At least he has his Company.

But he did not survive these millennia by failing to plan on the fly. The priority would be to return to Karanda, and continue the fight. "Faedal, where are we?"

"Far from Karanda," notes his Epistolary, amber light leaking through his closed eyes. "We, or rather the ship, have been scattered. And we are deep in the Warp."

Quintor nods. Karanda is lost to him, then. He would have liked to die on his adopted homeworld - especially with Terra likely lost forever - but it is irrelevant now. They will simply proceed. He turns to face his forces. "Then it seems we are at a crossroads, my brothers. We can either head for Baal on a foolhardy journey likely to kill us all, or continue fighting here and face our Doom. More than likely, we will die. No one will ever know of this. Our glory will be forgotten. But we will spit into the eyes of the dark gods. We will die defiant, as Sanguinius did before."

His brothers nod. The remnants of the Void Regiments nod. They do not know where they are, when they are, or how long they will last.

A glorious, spiteful death seems more than reasonable.

"Or," a voice rumbles, "You could survive. And make more trouble for the Archenemy alive than you ever could dead."

The voice is clear, slightly amused, and more than a little smug. But more than that, it is starkly Fenrisian. Quintor looks up, and sees him. The ancient Astartes, his armour grey, with numerous totems and runic tokens adorning his plate, looks back down at him, his face exposed and grinning.

"Come down, Vylka Fenryka," Quintor grunts, "Before they spot us."

He does so with surprising grace, landing on his feet. "Seems you lot have done a lot of damage. You'll be drawing a lot of attention, too. Did ya seriously blow up the Harbinger of Doom?"

"We are standing in a part of its shattered corpse," Corvidael says dryly, "So obviously not. There wouldn't be anything left if we were serious."

The Space Wolf laughs and slaps the Champion's pauldron. Corvidael, stoic, only nods. "Audacious! That's not half bad there, you sorry Sons of Sanguinius." He turns back to Quintor, vambrace raised. "The name's Balgruuf, one of High-King Russ' 13th Great Company. And I have a deal for you."

Quintor frowns at him. "And what would that be?"

"Come with me, and live."

Quintor clashes vambraces with him. "Deal."

----

And so the 9th Company continue their battle. With the ancient wolf Balgruuf's instruction, they make their way through the Warp, disrupting countless battles and denying more than a few incursions into realspace. Though none may ever know of their heroics, the Crimson Crusaders have never cared for recognition.

Duty is glorious in its own way, whether or not anyone ever recognises it.

But it cannot last forever. The Crusaders are not the Space Wolves. Corruption and mutation will eventually claim even them. And the Doom that besets each one of the Crimson Clad draws them to greater and greater battles, seeking greater and greater threats.

Their excursion through the Warp must end someday.

----

This part of the Warp is gold.

It saddens Quintor, sometimes, to bear witness to the forces of the Abomination. This thing has stolen the face of his Emperor, perverted the duty that he serves. It is a stark reminder of the Imperium he once served, one that sought to create peace amongst the stars but only gave rise to tyranny and destruction. The Abomination, and its Angyls, are the culmination of all that was ever wrong with the Imperium. And sometimes, that saddens him.

But only sometimes. The rest of the time, he feels fury. White hot fury.

"They're massing for something, Quintor," Balgruuf says to him. "Don't know what, but it ain't good. Something's off about this one."

"Something's always off about Abomite Daemons," Quintor grunts, "but you're right. We should tread carefully."

"Or we could avoid this battle, lad."

Quintor looks hard at him. "You know we cannot," he says bitterly. The same curse that has given them such endurance to the Warp's effects, the Doom that befalls them all, seeks to bring them here. They are here for a reason, and he will not deny that.

There are those who believe that the Yellow Doom is not a curse, but the will of Sanguinius guiding them towards battles of significance. And today, Quintor finds that he might agree. For the Golden Legion before him is the grandest he has ever seen.

Balgruuf sighs. "Aye, ye can't. I've a bad feeling about this part of the Warp, is all. Let's see if you can't tip the odds this time, too."

Quintor nods. He gets ready to sound the signal.

And then the Warp splits.

Portals open up all around the Golden Legion, each of them showing different skies or earth. Something in him stirs but Quintor just looks on, stunned, as the Golden Legion strides through.

An incursion has begun. But it is unlike any he has seen. Not in scale; he has seen the incursions of the other Ruinous Powers before, even fought against many of them. But this is different.

Each of these Angyls stride with a single purpose. And there is something that tells him that their purpose is to kill a good man.

He needs to act. They all need to act. Now.

"Captain!" Urland arrives, his fist clenched tight around the Crimson Grail that all Sanguinary Priests carry. "Captain, I feel them. I feel it in my blood. The world they strike include a number of our brothers."

Quintor nods. Urland has always had a premonition for the ties of brotherhood, feeling it stronger than most, like the gift of foresight that Corbulo had. He trusts Urland, and he does not leave brothers behind.

They cannot nip at the flanks of an incursion so large and organised. They must get onto the ground. They must fight alongside their brothers. And quickly.

Quintor raises his blade, and leaps onto the back of a winged daemon. It screams as it burns in his presence, but it matters not to him. They must all get onto that planet, now.

----

As the skies above turn gold and winged Angyls fill the skies, hunting for the Last Saint, crimson giants fall from the skies with them. Though their numbers are few, their wargear obsolete, their existence forgotten, the Crimson Crusader 9th Company arrive on Avernus.

And they will gladly die in the defense of His Last Saint.



----


Crimson Crusaders 9th Company, The Flames of Karanda (Up Until The Attack On The Gloriana-Class Battleship)


Command (Heroes)

Captain: Idemian Quintor, The Enduring Angel
A founding Captain of the Chapter, Idemian Quintor was blessed with natural resistance to the energies of the Warp. Now he is anathema to daemonkind, burning with holy fire that burns the unholy in his presence. [Paragon Piety - The Armour Of Contempt]


Champion: Corvidael Harran
A master of firepower with few equals in the Chapter, his keen sight unmatched by any but the Master of Scouts. He wields a pair of inferno pistols into battle, instead preferring to carry the Champion's blade on his back, resorting only to it on the field of honour.
-10 Honour Guard

Company Librarian: Faedal Andor
The Epistolaries of the Crimson Crusaders are known for their defiance of fate, and Faedal is no exception. His sight is known to pierce the veil of the warp, seeing through falsehood and defying illusion.
-3 Codicers
-3 Lexicanii

Company Chaplain: Raxibael Londo
Raxibael Londo has been a Chaplain for centuries, himself a veteran of long, eternal war. He feels deep sorrow at the state of his Chapter, that his brothers will be consumed by the sacrificial spirit that is their hallmark. So he strives to save those he can, such that pragmatism can overcome fate.
-7 Chaplains

Company Sanguinary Priest: Urland Ross
Urland Ross seeks to understand the relationship between the material and the immaterial, between faith and fact. He knows that the threads that bind the Blood Angels together hold taut, and seeks to understand what they are made of. And in doing so, he seeks true understanding, and become one with his Father, Sanguinius.
-9 Sanguinary Priests

Company Techmarine: Cardine Moros
Like many of the Techmarines of the Crimson Crusaders, Cardine tends towards the eccentric. With a deep abiding respect for the venerable Rhino and other vehicles based upon its pattern, he seeks a breakthrough in vehicle design, to ensure that the next generation of transport may reach the same heights as their forebears, whatever form they might take.
-9 Techmarines

Line-Hosts

Total Strength: 500
Current Strength: 423

Note: Each Host numbers 100, the equivalent of a Codex-compliant Company, albeit lead by their First Sergeant instead of a Captain. Thus, each First Squad of each Host is now effectively a Command Squad themselves, though still taking direction from the Captains.

Attached Forces

Vanguard Veterans: 25 (5 Squads)
Sternguard Veterans: 25 (5 Squads)

Karandan Void Regiments: 20 (10,000 Men)

Armoury

Dreadnoughts: 7
-Furioso-Pattern: 2
-Castraferrum-Pattern: 4
-Librarian-Furioso: 1
 
The Third Daemonic Incursion Part One: Gilded Skies
The Third Daemonic Incursion Part One: Gilded Skies

High Grandmaster Ridcully is able to give you over an hours warning of the incursion of the forces of the Abomination, time that you can use to redeploy your forces and prepare for the assault. This time should be extended by the time that it takes from the Angylic Legions to reach you, and to fight though the Polar Defences. Ridcully was able to determine that the assault will be focused on killing Saint Lin, and that all other forces will be inteded to pin your forces in place rather then achieve anything more. This does not mean that they will not be threats to your hives, they would be rather poor at pinning you if they were, but it does mean that you know where thefocus of this war is, and to an extent can choose where.

First you have to decide where to make your stand, as while Saint Lin is currently in Dis you could move him to anywhere in Lindon or Avernus' Spine with ease. There are only two real option however, either rely on the massed defenses of Dis and the Wards of your Ultra-Secure Vault if it comes to it or the powerful wards of the Unseen University. Dis seems to be the best choice, because you can fit more defenders there if nothing else, but a force of your greatest heroes and psykers in the Unseen University may be able to hold out and would prevent you from losing a major proportion of the population of Avernus as collateral damage.
[] Dis- The capital of Avernus is a massive hive with a billions strong militia and the most powerful defences on Avernus, and has your Ultra-Secure Vault buried under it as a final fallback.
[] Unseen University- While the Unseen University is only able to fit a garrison in the tens of millions its strong wards, including runes of Banishment, will provide a major benefit for your defenders.
[] Write in city

Some of the early decisions that need to be made are whether to try and evacuate the untrained psykers or Sanctionites to orbit, risking them being tempted while in mid air, or try to keep them in the most warded areas of their psyker cities and pray that your forces can hold the line. There is also the decision to be made about your forces in Tarascon, which could be redeployed to Elysium to cover more important areas but only if you begin immediately.
can only choose two
[] Evacuate your trainee psykers to orbit - Make psyker cities less valuable targets and less vulnerable, lose decent number of trainee psykers and cargo wings in transit.
[] Evacuate your best Sanctionites to orbit - Greatly reduce the number of veteran Sanctionites in the line of fire, lose some sanctionites and cargo wings in transit.
[] Redeploy your forces in Tarascon - Increase the number of available forces significantly, lose some forces and cargo wings in trasit.

There will be enough time for Ridcully to give you more information on the coming assault, though whether to focus on the enemies force composition or plans is a choice you must make. Carful deployment of your heroes will also be vital for this war.
[] Have Ridcully divine the composition of the attackers- All you know of the assault is that there is at least one Archangyl of the First Circle and countless lesser Angyls, finding out more could be useful.
[] Have Ridcully divine the plans of the attackers- All you know of the assault is that its primary goal is to kill Sain Lin, finding out how they plan to do this could be useful.
[] Write in heroes

One of the decisions that you will need to make is just what priority to put on the lives of your various forces. In a war like the one that is coming you will be forced to sacrifice something, the decision that must be made is what. There are countless variables to consider and this decision will dictate how the entire war is fought.
OOC Note: This is for the initial stages and can be modified, so putting units you want to keepf or the final showdown as higher priority will preserve them
for this you have to select how important the survival of the various options is on a ranking of 1-5, the number in the bracket is normal priority
1 = very low priority- used as primary combatants and few forces assigned to protect them- very heavy losses and a massive impact
2 = low priority-used as secondary combatants and some forces assigned to protect them- heavy losses and a major impact
3 = mid priority-used as reserves and significant forces assigned to protect them- medium losses and a some impact
4 = high priority-used as last line of defence and many forces assigned to protect them- few losses and a little impact
5 = ultra high priority-kept away from battle and massive forces assigned to protect them - barely any losses and a almost no impact
6= total priority- these peoples life or death is what will determine if you count the battle as victory or defeat, will sacrifice everything else below ultra-high priority to keep them alive
note putting 6 means that you keep this hero with Saint Lin out of combat until otherwise noted
[] Governor Rotbart (4)- As the high commander you should probably avoid combat too much, though between your skills and equipment only the most powerful of daemons stand a chance in combat with you.- Grandmaster Combatant with very good anti daemon equipment, provides martial bonus regardless
[] Departmento Munitorum High Command (3)- Your generals' main duty is commanding their armies, but many of them are also deadly fighters capable of going toe to toe with daemonic champions.- Master to Grandmaster Combatants, provides martial bonus regardless
[] Jane Oakheart (3)- As the head of the Avernite Security forces she will be needed to deal with the cults after the war, but her skills in daemon hunting are near unrivaled.- Paragon Combatant with very good anti daemon traits.
[] Jacob Oakheart (2)- The most talented warrior on Avernus, who has the potential to grow to even greater levels of skill.- Paragon Combatant, near immune to corruption.

[X] Saint Lin (6)- The Last Saint, one of the most important people in the Imperial Trust but one that has less than a century left to live and one of the greatest possible foes for daemons.- Grandmaster Combatant, Paragon Piety, massive bonuses against daemons, massive effect on entire force if engaged. Can Not be modified
[] Archmagos Biologis Maximal (4)- The senior-most member of the Adeptus Mehcanicus on planet, a mighty warrior and a valuable researcher.- Grandmaster Combatant.

[] High Grandmaster Ridcully (6)- The senior-most member of the Adeptus Astra Telepathica and one of the Trust's greatest assets, an incredible seer and a mighty warrior.- Grandmaster Combatant, Grandmaster Psyker, provides divination bonus regardless. Has powerful Honor Guard from the Empire of Ashes that will not leave him.
[] Grandmaster Xavier (3)- The best Battle Psyker in the Imperial Trust.- Paragon Combatant, Grandmaster Psyker
[] Grandmaster Tamia (3)- One of the best psychic researchers in the Trust and a very good Battle Psyker.- Master Combatant, Grandmaster Psyker,
[] Grandmaster Aria (3)- One of the best psychic combatants in the Trust and very good at coutnering psykers and deamons.- Master Combatant, Grandmaster Psyker, Null-Psyker
[] Heroes of Avernus (2) - There are various other mighty heroes that will have a major impact on the war- Master to Paragon Combatants
[] Other hero (?) - Select specific hero not mentioned by name above, Tranth and Scott are unavailable
note putting 6 means that you keep this force out of combat until otherwise noted
[] Primaris Psykers (3)- The Primaris Psykers are the leaders of the Adeptus Astra Telepathica and are both major assets in battle and far harder to replace than lesser psykers- 2,000 Low to mid level heroes
[] Battle Psykers (2)- Battle Psykers make up one of Avernus' most elite combat forces- Very elite psychic infantry, 800 Regiments
[] Sanctionites (4) - While Sanctionites are not combatants they are still an essential part of the Adeptus Astra Telepathica and would be a major asset to the attackers if captured
note putting 6 means that you keep this force out of combat until otherwise noted
[] Milita (3)- Your militia is skilled enough to have an impact, though with heavy losses, and outnumber the rest of your forces massively, however any losses taken here will effect your economy and possibly morale. - 125 Guard Armies
[] PDF (1)- Your PDF makes up the majority of your military, though they will struggle a bit against the foes that are coming- 290 Grenadier Corps
[] Helltroopers (1)- The Avernite Helltroopers are the backbone of your armies, combining numbers with skill and power armour- 34 Power Armroued Grenadier Corps
[] Helguard (2)- The Avernite Helguard are your elites, able to engage with all but the mightiest foes with a chance of victory- 44 Elite Power Amrorued Grenadier Divisions
[] Psyker Hunters (4)- Your Psyker Hunting forces are some of the best on Avernus and used to fighting daemons, however they are stretched thin by their normal duties and you will really feel any major losses- 56 Elite Power Amroured Regiment, 32 Very Elite Power Armroued Regiments, 475 low level heroes, 6 mid level heroes
[] Nulls (4)- Niflheim's Nulls are some of the best forces for fighting deamons that you now of, but are few in number- 20 Elite Power Amroured Regiment, 4 Very Elite Power Armroued Regiments, 85 low level heroes,
[] Knights(4)- While few in number your Knights are some of the few forces that can match greater deamons in city-fighting conditions- 10 Maniples of Knights, additional 40 Maniples if you pull forces from Terascon
[] Astartes (4)- currently two companies of Varangian Guard and a squad of Blood Dragon's reside on Avernus, these are some ofyour most deadly warriors and their use is vital -
[] Write in Military
note putting 6 means that you try and cram that city with as many of your best troops as possible in the time available
[] Dis (5)- Dis is your capital, the centre of most of your departments and the home of almost a third of the people who call Avernus home, also your most heavily fortified location by a wide margin-
[] Cassarondo (3)- Cassarondo is your northernmost hive and likely the site of the largest attack, if it holds it should greatly reduce the size of the more southerly attack, but the forces required to make it hold will need to come from somewhere
[] Cities and Hives(3)- losing a city would be a major blow to Avernus, though how many forces you can afford to sacrifice to keep one from falling is in question
[] Quartok(3)- there are two cities held by the Qurtok, you could strengthen your other defences by leaving them exposed at the cost of a lot of good will
[] Psyker Cities (4) - Your psyker cities have less defenders than normal cities but stronger defences, they are likely to be high priority targets and losing them would hurt
[] Write in
[] Write in- Anything else you consider needs to be protected more or less
 
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