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
Couldn't that be done far more easily with gravitational lensing of the light on final approach to avernus? Or, you know, just blocking some of the stars while putting up false-stars in the correct position. Due to speed of light delays that idea as is would take forever to have any effect.
 
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I don't think you can cheat magic like that.
Who knows, given the actual position of the stars is irrelevant - due to the speed of light they probably aren't anywhere near the arrangement the lizardmen see them as, and not in the same arrangement each time either. It might work as long as they think it should, given how the warp behaves.
 
@Durin, I think you missed a question.

1.
I remember you said that if the eldar had rolled higher during the mission to free the Krork, they would've freed a Slann or multiple Slann (forgot which exactly). I'm assuming that we know that because the eldar saw Slann in Trazyn's collection and told us. I have a question regarding that collection: how likely would a mission to free the Slann be if the strike mission included the Ancient One?

Sotek - 1d4chan

Sotek is the Serpent God of the Lizardmen in Warhammer Fantasy Battles. He's also known as the god of the Skinks, who worship him in particularly large numbers; a small number are born with a special red crest that marks them as favoured servants of Sotek.

The weird thing about Sotek is that he isn't one of the Old Ones, an alien race that basically created the Warhammer World as we know it. However, after the Great Cataclysm (in which the forces of Chaos broke into the world and tried to mess it up), all of the Old Ones disappeared/left and were soon enough worshipped as sort-of gods by the Lizardmen.

Sotek is different, oddly so; a god born (like those of the other races) from the collective thoughts, beliefs, and emotions of the Lizardmen and, in particular, the Skinks.
2. Does Sotek have an actual presence in Embers?
 
This is from the Warhammer 40,000: Space Marine video game.
The Psychic Scourge is a weapon developed by Inquisitor Drogan.

This device functions by utilizing the Warp and designed to target specific Xenos species through their Warp signature. As a result, it was believed that it is capable of eliminating an entire invading force. Research into the weapon is believed to had been blessed by the Inquisition. This saw Ordo Xenos Inquisitor Drogan establish a base on the Forge World Graia where he continued his study in secret. The project included the study of various Xenos specimens that were subjected to the effects of the Scourge. This included successful tests conducted on Ork, Tau and a Tyranid Lictor specimen that proved the weapon could be of immense value to the Imperium.
[...]
The core of the Psychic Scourge is a hand-held device that is known as the Power Source that drew enough the energy of the Warp. Inquisitor Drogan believed direct handling and exposure to the Power Source could lead to corruption. This Power Source served to provide the critical energy requirements of the weapon and needed to be opened within a large structure where it powered a lense that fired into the Orbital Spire to distribute its effects around a world. According to the Inquisitor, improper handling of the Scourge is capable of cracking a world in half and devastating its surface. The audio logs made by Drogan indicated that it functioned by focusing excessive amounts of Warp energy into a selected Xenos races specific Warp signature. Thus, in theory, this led to massive injury and haemorrhaging of the creatures central nervous system and killing them in the process. The effect led to the chosen species heads exploding in a violent manner as a side effect of the process rather than the intended result of the weapons usage.
@Durin, given our work into psychic frequencies, could we develop this weapon ourselves?
 
Keep in mind, it didn't really work.
The only time that Scourge was used outside of tests on single Xenos under lab-conditions it ripped open a Warprift and brought an invading army.

Sounds like a bad idea to copy.
Those successful tests were conducted before Inquisitor Drogan was turned into a Chaos puppet, and it wasn't activated again until weeks after his corruption. The logical conclusion is that it worked exactly as expected, and only started opening warp rifts instead after several weeks of being tampered with by a servant of Chaos.
 
Across High Peaks Desert
Across High Peaks Desert
Three scout cars raced across the rocky planet scape, invisible auxpex beams scanning the boulder covered ground. Plumes of thick beige dust rose up from where their armoured wheels spun in the gravel.

They were hunting, looking for any concentration of enemies they could. Glistening like stars in the void burned their orbital defences, victims of a fleet that, even if commands claim of the casualties the Eldar inflicted were true, they could never hope to match.

The gunner in the second car saw a blip, sudden and erratic appear on his auxpex- "strange" he thought, "these things don't usually act up".

Suddenly the lead car was smashed off its course, rolling and crashing sideways in a trail of sparks and smoke. Claw marks appeared, one after the other, rent into the Monitors light armour by an invisible assailant. Before the other cars could even aim their weapons the creature was in, screams cut off by an awful crunch.

The first ground casualties in the Tyranid invasion of Hvelgelmir had occurred.

The pursuing monitors fired a volley of las beams into the wreckage of the lead car but it was already too late- the genestealer had leapt out and was running towards them hidden from view. The second car exploded into fire just as the gunner from the third let off a volley towards where the auxpex had insisted the genestealer was, 6 meters to its left.

Swerving to avoid the wreckage the driver screamed at the gunner to fire at the bastards even as the second crews screams tore over the vox. A beam of bright light tore through the cockpit as the screams ended.

The gunners looked to their auxpex to find...

Nothing. It had disappeared. They turned to circle the wreckage of the second monitor to try to confirm the kill.

Nothing. They grabbed at their voxcaster

"Hostile active- Hostile active zone 4663, 1223, think it's a genestealer, request immediate counter forces".

The reply came through, crackling to continue the patrol route. No confirmation on the kill team.

It could clearly have killed the entire patrol- it didn't. It was waiting, hiding, letting a few get away.

Any Avernite soldier would have guessed it immediately- it was trying to psyche them out.

Unfortunately, for the Hvelgelmir PDF troopers who met the returning car at the base, and heard the war stories, it succeeded.

@Durin an Omake for the dice gods. On a completely different note, how have the psychic cannons performed this war?
 
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Grábakr War Part Four: Landings and Probing Attacks
Grábakr War Part Four: Landings and Probing Attacks
T=4:18:00

The first waves of Tyranids to land on Hvergelmir were spread throughout the planet and concentrated on and near your cities and hives, obviously intended to test your defences. While the attacks were far to light to land any real forces within your cities intact they did manage to land forces within your cities AA nets, which gathered and attacked the cities in short order. Again these attacks were far too light to be any threat to your defences, and with the application of the first of Archmagos Maximal's tailored poisons were easily repulsed, often without even reaching your walls.

As the Tyranids started their probing attacks larger forces started to be landed in areas on the edge of your AA networks, where for the moment they seem to be content to wait and build up their numbers as well as set up reclamation pools that they can use to recover their losses. All six of the major landing zones are positioned in order to surround the Hvergelmir Prime Fortress and its entire region while dozens of lesser landings are scattered throughout the planet. In total as well as the Hvergelmir Prime Fortress five other Hives and fifteen cities are in the area between the major landings. From what you can tell the Tyranids intend to capture all of the neighboring hives and cities with the forces from the major landing zones before beginning their assault on Hvergelmir Prime Fortress while the minor landing zones are intended more to help intercept any redeployment and to act as staging grounds from which they can rapidly assault any of your other cities if needed.

Each of the six major landing zones is being reinforced by around fifty million bioforms every hour, while each of the sixty minor landing zones is receiving around two million. At this rate you expect the Tyranids to need between one and two days to fully deploy, at least judging by your best estimates of how much they are willing to stress their synaptic network. After that you can expect their attacks to begin. In the meantime patrols of Tyranid bioforms have been detected both on ground and in the air in the vicinity of all of the cities in the target area, obviously intended to to locate any military movements so that larger fores can be dispatched to intercept them. While some of these patrols have fallen prey to your cities AA and artillery an unknown number of others remain. As things stand the Tyranid warships are trying to avoid your cities orbital defences rather then engage them, limiting the amount of damage that your orbital defences are inflicting but preventing any orbital bombardment.

Currently you are on the defensive, which by its nature means that you are surrendering a great deal of the initiative to the Tyranids. This does not stop you from all action however, and there are several actions that you must consider. First you must consider whether to launch a spoiling attack on or more of the landing zones before they get established. This would require heavy use of your stocks of poison and result in losses no matter what you do but would buy precious time while the Tyranids reestablish themselves.
[] Do not launch any spoiling attacks- does not slow landings, does not result in any casualties
[] Launch a spoiling attack at a single major landing- slightly slows landings, suffer some casualties, near certain success
[] Launch spoiling attacks at all minor landings- moderately slows landings, suffer medium casualties, increases mobility of forces outside of primary landing area, near certain success, can be chosen with another option
[] Launch a spoiling attack at three major landings- significantly slows landings, suffer major casualties, high chance of success
[] Launch a spoiling attack at all six major landings- massively slows landings, suffer massive casualties, medium chance of success
[] write in spoiling attack
Next you need to decide if you want to redeploy any of your forces outside of the primary landing area. This will be your best chance to redeploy before the Tyranids get established, but even now redeployment is risky. This would be made significantly easier by a spoiling attack.
[] Do not redeploy- all forces stay in current locations
[] redeploy elites to near primary landing zone- move your elite forces into cities and hives just outside primary landing zone (18.5 armies), very low casualties, high chance of success
[] redeploy elites into primary landing zone- move your elite forces into your primary landing zone (18.5 armies), low casualties, medium chance of success
[] redeploy regulars to near primary landing zone- move half your regular forces into cities and hives just outside primary landing zone (86 armies), medium casualties, medium of success
[] redeploy regulars into primary landing zone- move half your regular forces into your outside primary landing zone (86 armies), medium casualties, low chance of success
[] write in Redeployment
Finally you need to decide how much resistance to provide to the initial assaults on the cities and hives in the outer regions of the primary landing area.
[] Low- Attempt to hold for a while and inflict some casualties but preserve your assets for later
[] Medium- Reinforce the front line so that it can hold longer and inflict more damage by deploying more regulars and a few more elites
[] High- Reinforce the front lines with a significant force including a large number of elites in an effort to hold back the Tryanids for an extended period
[] Very High- Reinforce the front lines with major forces including irreplaceable assets in an attempt to halt the Tyranids advance, probably not worth the risk
[] write in resistance level
[] Write in other actions
 
@Durin

1. Have we used the Ordinatus before Hvelgelmir?
2. Do we need to write-in to activate the Ordinatus?
3. How much longer will the poison used remain viable?
 
@Durin

1. Have we used the Ordinatus before Hvelgelmir?
2. Do we need to write-in to activate the Ordinatus?
3. How much longer will the poison used remain viable?
1. no
2. yes currently it is being kept in reserve until major attacks on the fortress, or at least major armies within range from the fortress
3. min a week, max six weeks
 
[] Launch spoiling attacks at all minor landings- moderately slows landings, suffer medium casualties, increases mobility of forces outside of primary landing area, near certain success, can be chosen with another option
[] Do not redeploy- all forces stay in current locations
[] redeploy elites to near primary landing zone- move your elite forces into cities and hives just outside primary landing zone (18.5 armies), very low casualties, high chance of success
[] Medium- Reinforce the front line so that it can hold longer and inflict more damage by deploying more regulars and a few more elites

These are the options I'd go for.

Also Nids Ground Forces be using up 400 Synapse Power it seems. Nid Ratio just went to 0.99.
 
A pointless waste one of our poisons dealing with a few probing attacks, pretty predictable that that was going to be the case.
 
A pointless waste one of our poisons dealing with a few probing attacks, pretty predictable that that was going to be the case.
Eh according to Durin its worked better than we think.

For one they could have well done a mass charge they just rolled to do something more intelligent, and for a second the poison is still going to be affecting them for up to six weeks.

Even a week minimum is going to screw up about 3-5 waves of tyranids.
 
Not sure where your getting likely from, might be kicking ourselves would be more accurate.

It was still a mistake to use the poison right away.
Because if we'd rolled up zerg rush we'd be currently drowing in nids.

And maybe? I'm content to see how long it takes before they adapt to it before I declare it a waste.
 
Maybe we should have put an if in- for if the nids launch an all out attack.

Also, do we know if they know they're working on a time limit. I assume it's be standard knowledge amongst our troops, so they'll have already picked it up, but if it is a secret then we can use it against them by showing great force early on and making them believe they're up against more than they think. This could cause them to proceed more cautiously and thus leave more of our forces intact for wiping them off the planet when they loose space.
 
[] Launch a spoiling attack at three major landings- significantly slows landings, suffer major casualties, high chance of success

[] redeploy elites to near primary landing zone- move your elite forces into cities and hives just outside primary landing zone (18.5 armies), very low casualties, high chance of success

[] redeploy regulars to near primary landing zone- move half your regular forces into cities and hives just outside primary landing zone (86 armies), medium casualties, medium of success

[] High- Reinforce the front lines with a significant force including a large number of elites in an effort to hold back the Tryanids for an extended period


This is how I'd like to respond.
Attacking 3 major landing sites has a high likelihood of succeeding and the time it would buy us is worth the casualties.
The spoiling attacks would cover us consolidating our forces within the hives and cities the 'nids want to break through before they assault our primary defensive area. A very strong but not the strongest defence to delay this part of the invasion whilst troops are plentiful.
 
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