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
I'm going to leave Ophilia where she is but I am very concerned for Horatius, he has to tank the swarm head on with only baseline human support. Again.

#PrayForHoratius
 
Last edited:
That's... a very good point, Jacob and Horatius together on the walls...
The breakthrough force is buffed from Ophilia and the eldar support now so losing Jacob wont be too much of a negative for them.

Anyone got any issue with me putting Jacob on the walls to relieve the pressure from Horatius?
I rather Rotbart keep both his bodyguards since that is why I put them on breakthrough. #Horatiuscandie
 
That's... a very good point, Jacob and Horatius together on the walls...
The breakthrough force is buffed from Ophilia and the eldar support now so losing Jacob wont be too much of a negative for them.

Anyone got any issue with me putting Jacob on the walls to relieve the pressure from Horatius?
The Blood dragons have a hero present their Master of Skyfall you can put him with Horatio. He's not a paragon but he would help.
 
[X] Plan: Rotbart Life Matters
-[X] Deploy Ghostships in close- Gain control of the Void within around a week, very low losses except to Ghostships which will suffer very heavy losses.

-[X] General Defence: Marshal Rakes
--[X] Militia- While not as good as your regulars the best regiments of the Hvergelmir make up a good forty percent of your forces and are not a major liability. -10 quality Current
--[X] Regulars- Most of the professional forces you have access to are Regulars drawn from the Midgardian Iron Guard and similar formations, they are decent soldiers and can be trusted to hold the line, most of the time. +0 quality Currant
--[X] Grenadiers - A full sixth of your forces are drawn from elite formations such as the Avernite PDF and the Midgaridan Chosen, these units can be counted on to hold even when the odds are against them . +10 quality Current
--[X] Master of Sanctity Horatius Cocles,

-[X] Infiltration Defence: Aleksander Andreassen
--[X] Psykers- The psychic senses of your Battle Psykers are invaluable in spotting the Tyranid infiltrators, though they lack the numbers to be the main combat arm in this. +10 quality Current
--[X] Astartes- Astartes are some of the few forces that can match the Tyranid infiltrators in their preferred environment and come out victorious, and you have thousands of them to deploy. +15 quality Current
--[X] Eldar- Eldar Rangers and Striking Scorpions are some of the most deadly stealth troops that you have access to, and Wraithguard as some of your best guards. Between their numbers, skills and psychic powers these forces are your best counter to infiltrators, and could possibly counter the infiltration by themselves. +25 quality Current
--[X] Jane Oakheart, The Companions of Varen

-[X] Breakthrough Defence: Governor Rotbart
--[X] Power Armoured Grenadiers - Most of your remaining forces your forces are drawn from those elite formations equipped with power armour such as the Svartalfar Guard and the Avernite Helltroopers, these formations will be able to push back the Tyranids, most of the time. +0 quality Current
--[X] Psykers- The concentrated combat pwoer of your Battle Psyker Regiemnts and Psychic might of your Choirs could prove essential in countering enemy breakthoughs. +5 quality Current
--[X] Eldar- Since the rise of the Ynnari ELdar have become one of the most powerful forces in the galaxy man for man, with their Wraith Legions able to slay almsot any foe. +20 quality Current
--[X] Deploy Imperial Trust Superheavies- The Imperial Trust has a decent number of superheavy vehicles in this fight, of which the Knight-Titans of the Aesir are the most numerous. While you lack the numbers to suffer heavy losses a push by a concentrated force of Superheavies is near unstoppable Current
--[X] Deploy Eldar Superheavies- The Eldar have a decent number of superheavy vehicles in this fight, including a full Titan Legion. These is your most pwoerful heavy combat force and can be trusted to crush anything you set them on.
--[X] Grandmaster Xavier, Elite Primaris Ophelia Jameson, Jacob Oakheart
--[X] Thunder Warriors

-[X] Titan Hunting: Lord Marshal Hrothgar
--[X] Use Bio-Titan Poison- The poison that Archmagos Biologis Maximal developed will allow your regular forces to take out the Bio-Titans without to much trouble, though as soon as it is deployed the Hive Fleet will begin working on adaptions to counter it.
--[X] Deploy Imperial Trust Titan Hunters- A mix of Fellswords, Northern Sentinels and Knight-Titans should be enough to take out the Bio-Titans, though not without losses. Current
--[X] Deploy Eldar Titan Hunters- A mix of Fire Dragons, Eldar Titans and Wraiths with D-Cannons should be able to easily dispatch the Bio-Titans, though not losing some of your most powerful forces.
--[X] Authorise Deathstrike deployment
--[X] Sir Pellinore

-[X] Reinforcements
--[X] Deploy Eldar Infantry- The Eldar Infantry are some of your most deadly forces, and would be able to shore up the defences despite their low numbers. +15 quality
--[X] Deploy Eldar Titans- Eldar Titans are some of the most advanced of their type, and will be able to deverstate the incoming Tyranids allowing your current forces to regain control of the walls. +30 quality

-[X] Use new poison as soon as Tyranids adapt Current

I am keeping Horatius by himself and giving Rotbart back his bodyguard back. Jacob should protect his Father figure and Governor.
 
Last edited:
Listen not Everyone lives on a deathworld. He has descent traits and high 40s combat I think so he could at least sacrifice himself for horatio :V
I'm not saying its a bad plan...
I'm just asking if only half of each of them is left after the next update, can we save on coffins by putting them in the same one? :p
#Durin these are important questions.
 
Jacob is totally Rotbart Bodyguard since his title is Champion of Avernus. Rotbart is Avernus and our only paragon general. He life matters more than a space marine.
1. No he isn't he a helguard champion, he could take the position, but he doesn't want to commit to it. So that's wrong and we have an entire bodyguard that isn't Jacob they're called the Govenor's own, Jacob frankly has better things to do that baby sit Rotbart.
2. Horatius is highly useful on numerous levels, propoganda, space marine training, being a beat stick. Rotbart is both a paragon of martial has one of the most powerful weapons in the universe, near paragon combat and an entire body guard of some of the best human fighters in the galaxy equiped with some of humanities most advanced weapons. He don't need Jacob to baby sit him.

#Rotbartdontneednobabysitter #Jacobhasbettershittodo
 
The Blood dragons have a hero present their Master of Skyfall you can put him with Horatio. He's not a paragon but he would help.

Without a Paragon skill he will struggle to be noticed against the Alpha level threats that standing on our walls and shouting "COME AT ME BRO!" towards the swarm will attract, which is basically the job of any hero on the walls. He will be good but not good enough for that role.
 
Without a Paragon skill he will struggle to be noticed against the Alpha level threats that standing on our walls and shouting "COME AT ME BRO!" towards the swarm will attract, which is basically the job of any hero on the walls. He will be good but not good enough for that role.
Throw him with Rotbart then, he has good martial and combat.
 
@nat_401 the reason last turn Rotbart did not have to worry about the alpha hero's lord was because Jacob was there to kill all the ones in the Breakthrough Countering. Horatius life is not as important as Rotbarts.
 
@nat_401 the reason last turn Rotbart did not have to worry about the alpha hero's lord was because Jacob was there to kill all the ones in the Breakthrough Countering. Horatius life is not as important as Rotbarts.
...no we didn't worry about alpha hero's last turn was because there were none last turn and no indication that the hive mind was going to start using them...

Actually that is a point I feel I should bring up with Durin...
 
The Middle Tiers
The Middle Tiers

Known collectively as the "middle" of galactic power by the Eldar, these are powers with the ability to influence large local areas of the Segmentum in which they reside, and are generally between 8-50 sectors in size, averaging towards the lower end of the spectrum. Before its corruption and fall, the polity of Rome was counted amongst these bodies and its uncorrupted successor states wish to reclaim this glory themselves. If the Imperial Trust and the Dragon's Nest combine they will not be a mid tier power as they are only around two sectors in size.

Understandably these polities while powerful, are also poised on a knife's edge, able to deal with local threats and even enemies like level 3 waaarghs, but their main defence against more powerful foes like the Black Imperium is to simply hope that their attention does not fall upon them, and if it does to make it so that dealing with them by force of arms is more trouble than it is worth.

In Abaddon's personal experience with the Space Wolves this is often the case as the mid tiers manage to reach this position through deadly skill and will fight ferociously as their life fades, although he does nothing to prevent his subordinates from trying as they wish.

As the Ashen Ones encountered many of their forces during their time in the webway (almost all these polities have at least relatively open relations with the Eldar by this point) the Eldar are providing a brief dossier examining many (although not all of them) of them to the Imperial Trust.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Silver Skulls
Location: Ultima Segmentum
Size: 8 sectors, influence over 20
Special Resource: Immensely skilled prognosticars, highly skilled and psycic astartes, great crusade era equipment, liberator fleet allies
Relations: Chaos war, Orks War, Krork allies, Eldar allies

The Silver Skulls are in all probability the oldest of the middle power in the galaxy and are one of the most consistent survivors of the second age of strife.

A vast part of this can be attributed to their Prognosticars, the astartes farseers that guide their polity, who predicted the Emperor's death almost two years in advance. While shameful this gave the chapter time to recall its full strength and cash in all the favours a second founding chapter can accumulate over the history of the Imperium, resulting in a flood of STCs, experts, fleets, armies, loyal inquisitors and more being present within their domain.

By the time the Emperor appeared to their chapter master, ordering them to survive until his return, the Astartes had been ready for a while and were more than prepared to ride the storm of the Emperor's demise and weather the tempest of the post imperial galaxy.

Despite their preparations their location close to Segmentum Obscurus meant that they were close to Abaddon's sight and they soon came under attack by the Marines Malevolent, the chapter abandoning what little semblance of heroism they had, becoming raiders so brutal that they were frequently mistaken for Drukhari.

It was during this time that they encountered the Yinnari during their ascendence post the birth of Ynnead, and due to their increasingly precarious situation, the pragmatic silver skulls accepted the aid of the Eldar.

This precariousness was because in addition to the rising numbers of chaos marauders emerging from the black imperium and the ever present threat of the Marines Malevolent the fanatically traditional and xenophobic Nova Marines rapidly fell to the Abomination, and immidiately turned their attentions upon the pure and decidedly non conformist Skulls.

With Eldar aid the Skulls broke both the Marines Malevolent, exterminating the chapter utterly, while smashing the Nova Marine fleet to pieces, scattering them to the winds, although the remnants of the chapter hound them to this day.

Since then the Silver Skulls have continued growing in skill and fortifying their position, with favours earned from the Eldar letting them learn from their Farseers. In fact the Silver Skulls likely have the most developed divination tradition in human history, with the Avernite one being the second.

While the death of one of their best during the investigation into Nurgle's mansion is a sore blow to them, the Silver Skulls continue to grow in strength and are preparing to weather the next age of the galaxy, fostering the development of liberator fleets, aiding the Krork and Eldar wherever they can and continue to develop their domain into one of the premaire in the galaxy.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Blood Angels (the realm of 10,000 tears)
Location: Ultima Segmentum
Size: 48 sectors influence over 62
Special Resources: Many many astartes, access to a primarch's corpse, the curses
Relations: Chaos war, Black Imperium War, Orks War, Tyranids War, Quartus Cold, Eldar Icey, Krork standoffish, Liberator Fleets varies

The Blood Angel domain around Baal is probably one of the strongest mid tiers, a surprise considering the state of the Blood Angels geneseed. Their survival and success is more impressive considering that due to an incident neither side will speak of, they have little interaction with the Eldar or the Krork. What is known is that it was shameful for both sides and that neither are willing to admit fault for the matter. Those familiar with the Yinnari would say that this is rather odd.

Despite this it is clear that the Blood Angels do not require the Yinnari's assistance to remain viable, although this comes at the cost of innumerable tragedies. Between the vast number of threats to their realm and their curses, despite the balance the Blood Angels and their close successors have managed to strike the Astartes of the polity die on a level that would be unconscionable in the age of the Imperium, with the adoption of Crimson Crusader like recruitment and training policies being the main thing keeping them ahead of death by attrition within a short period of time.

This leaves the polity with some of the most grizzled and elite astartes in the galaxy, often times heroes of hundreds even thousands of battles by the time they're a mere centry in age, but all too often they are the ones that fall to the curses of their lineage early.

While their priests attempt to find a cure and have access to the body of their father for this, they are not making considerable progress.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Stormbound Compact
Location: Segmentum Tempestus
Size: 12 sectors influence over 10
Special Resources: Storm Shamens,
Relations: Chaos War, Orks War, Tyranids War, Ophelia War, Humans horde/weird

Based in Segmentum Tempestus the species known as Shograths would likely have been unnoticed by the wider galaxy due to their position. Blessed with natural fulmancy on the world that they were born on, the species were advancing slowly technologically and were marked for extermination by an Imperial surveyor fleet early in M42. After the Imperium fell they were of course forgotten until a human refugee ship a galaxy class mass conveyer crashed on their homeworld escaping chaotic attackers.

While initially curious about the humans, the Shograths swiftly turned their rage upon the Chaos forces that assaulted them, the heretics butchered by the furious aliens who demanded an explanation from those they rescued.

The truth of the situation was revealed as the Chaos ships began to bombard the planet and lacking any conventional means of repulsing them the natives made a deal with the humans. A symbiotic relationship in theory, where they would provide protection in exchange for the humans expertise in technology. This manifested itself in the greatest storm shamans of their people working in concert, connected to the salvaged reactor of the Galaxy Class ship.

The combined power obliterated the chaos fleet with an immense burst of lightening, which emitted a vast heywire pulse that dissabled the entire fleet, leaving the enemies dead in space without life support.

With the threat of chaos temporarily defeated the humans and Shograths went to work, mining resources and helping to set up proper habitation for the humans who were unprepared for the eternal storms of their world, all while setting the foundations for an entry to the stars.

When they emerged they shattered the unprepared chaotic worlds around them, while the Storm Priests set to work purifying worlds through the power of the storm.

Although a rapidly growing power, the compact is running into various issues.

Tensions between the primarily human population and Shograths, a lack of infrastructure, a relatively weak navy designed primarily for ferrying the powerful aliens around around and a relative lack of Shograths themselves due to their low reproductive rates. These are issues the Eldar are attempting to remedy in exchange for support from their Storm Shamen, oddly skilled and stable warp users that exploit their innate fulmancy to fuel extraordinary feats such as destroying an entire fleet with a vast psycic display.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Kingdom of Trials
Location: Segmentum Pacifus
Size: 7.5 sectors influence over 25
Special Resources: Elite Hunters
Relations: Chaos not good trophies, Orks better trophies, wild life EXCELLENT TROPHIES!

Formed around old Sir Pellinor's homeworld of Listenose, the trial Kingdom is the only other Pacificus based mid power and only just manages to scrape into that category.

It is able to do so thanks to the vast number of highly skilled albeit individualistic huntsmen that make up a huge irregular force that has dealt with numerous invasions before they can strike the comparatively small polity. It also projects influence over a far larger area than polities far larger due to having hunters wandering over vast areas looking for new hunting grounds.

The "hunt" is the core element of this polity, with the majority of the military being hunting bands. Their definition of hunt is a bit more broad than most, you can be a titan hunter if you have the resources and capacity. Despite this they produce many extremely skilled warrior bands that are a cross between a rouge trader and an odd inquisitor. Most choose to specialise in a particular area of expertise, hunting sorcerors, orks etc. so long as they bring back appropriate trophies as proof of successful hunts, which bring them prestige and resources.

Technology wise they are a bit above imperial average generally, but access to a lot of specialist gear, some of which looted from the Deathwatch. Terrablast weapons etc.

Theoretically anyone can become a hunter if they can pass three hunter trails at three separate lodges. In practise a hunter either needs to indenture themselves to an already successful hunter, go into debt or be some kind of noble or have a lot of their own capital in general, as hunters need a lot of expensive equipment and the lodges tend to be located on different worlds, usually in different solar systems.

If Pellinor were to ever return home would instantly have one of the most impressive huntsman's tallys in their history, and hundreds of bands would likely migrate to live on Avernus.

The Eldar have an odd relationship with the Hunters, and frequently transport some of their best and most insane across the galaxy to deal with a variety of threats. Their absolute best are even brought in as trackers for enemies the Eldar cannot spare their rangers or farseers for.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Tempestus Federation:
Location: Segmentum Tempestus
Size: 20 sectors influence over 30
Special resources: Vast fleet, varied and advancing polity

Originally a loose coalition of pirates, xeno and human both that spilled into Segmentum Tempestus from beyond the edges of the Imperium after the death of the Emperor the organisation that became the Tempestus Federation took advantage of the break down of all law to extract as much loot as possible.

Initially this was nothing unusual, save for their odd code of conduct and organisation that were strangely well enforced by the standards of pirates. For a start there was a certain hierarchy, with more powerful captains punishing their lessers who were too brutal commanding them in armadas, and the fleets tending to demand a toll of resources similar to an Imperial tithe and only burning worlds when refused. Almost a return to form for many of the planets in the region in a strange way.

Over the next few centuries there eventually became a solidified region of Tempestus where the fleets tended to use as their base of operations. The pirates began to invest in this space to insure skilled crews, more ships, resources, weapons and other items that were hard to simply steal or demand. They also began to protect it from malevolent beings such as chaos and orks, to protect their investment as well as defending worlds that were compliant with their demands.

The end result was that eventually the pirate fleet morphed into the protectors of a large region of space, as their taxation and encouragement of trade was now far more profitable for them than their original piratical ways, although they remain rather brutal. Still five centuries after the death of the Emperor, the pirates had fully reorganised into the Tempestus Federation in control of around 20 sectors, and projecting influence through many sectors outside of that.

While still perfectly content to raid beyond their borders the Pirate, now privateer league has solidified into a surprisingly powerful state, with a incredibly strong code of conduct, one of the most powerful fleets in the region and even a central ruler the Plank King elected from the most wealthy captains.

The kingdom is also oddly diverse. Although chaos is obviously still prohibited xenos, cults to various gods like the Concordant, innovation and more flourish within these worlds, arguably with far fewer restrictions than there should be.

The most obvious example of this acceptance amongst the highest ranks of the polity is in Daggerbeard the Necron pirate. The insane ruler of a currently nameless dynasty, Daggerbeard's psycosis seems to have manifested as a belief that he is some kind of generous thief, taking from the rich and giving to the poor, a madness that is common throughout his dynasty. While Daggerbeard himself and the bulk of his forces answered the call of the Silent King, the worlds of the Dynasty are still within their territory, very carefully left alone by the Federation and the regions around them remember well the reign of Captain Daggerbeard, even if the dynasty has remained quiet and does not do much visibly within the galaxy.

The Eldar are understandably cautious around the polity, primarily due to the necron presence. However, they are highly skilled and useful amongst the mid powers, with a talent for acquiring resources and people that can be put to great use by the Eldar.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Polis Kingdoms
Location Ultima Segmentum
Size: 23 sectors, around 8ish for both major factions the rest independent
Special Resources: Some of the best admirals, and generals in the galaxy

A single species that originated from within wild space in Ultima Segmentum, the highly argumentative Sogasi species burst from their homeworld in a wild diaspora similar to humanities exodus from Terra, each desperate group going onto found their own worlds, with relatively little unity between them, but also a decent degree of peace.

This pattern would continue for several hundred years with a gradual expansion and improvement of their peoples, innovation and reverse engineering of human technology, first contact with humans and more.

The new era for them began when Huron Blackheart took notice of them, and decided they would make for a decent test of one of his younger lieutenants, giving him an impressive fleet and army, with orders to subjugate the Sogasi.

In an uncharacteristic act, the Sogasi unified almost overnight against the threat, with only a few Polis worlds giving into chaos, and threw back the Red Corsairs over the course of a bloody war. However, this led to two of the Polis proving themselves above the rest the, Adanti and the Portai two of the oldest Polis.

The Adanti were expert traders, with one of the largest fleets amongst the Sogasi, as well as many of its best sailors, who had already clashed extensively with Red Corsairs pirates as one might expect given their extensive raiding.

The Portai were mercenaries, who had made their home in the ruins of an Imperial Forge world, recovering gene editing and cybernetic augmentation technology and combining them with extremely skilled trainers and training regimes to create the best soldiers in their space.

Both groups created a significant following amongst their fellow Polis and after the Red Corsairs were pushed back tensions between the two sides rose rapidly and came to blows in a war they have been engaged in, on and off for the last few centuries.

The war is unfortunately difficult for either side to effectively win, the Adanti's navy makes them unbeatable in the void, but the Portai cannot be effectively removed from the surface of any world they successfully land on without disproportionate casualties. To achieve one side would have to match the other in their area of expertise, something which neither side has succeeded in doing.

To the Eldar the most interesting part of the polity is the extremely high quality admirals and generals they have access too, as well as the fact that if a permanent peace was established between them, then there would be a relatively large force in Ultima with access to a high quality army and navy that could be used to consolidate control over the largest segmentum. With the emergence of the Tyranids, the awakening of the Orks and the boosts of chaos the Eldar are finding it easier and easier to push for a complete unification.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Brood
Location: Ultima Segmentum
Size: 55 sectors influence over 70
Special Resources: Extremely potent genetic engineering, strong controlled psykers, alpha + ancient

The Brood was already known to the Trust from the early days of Trust-Eldar cooperation, however in the past century they have grown rapidly, expanding and colonising their current holdings as quickly as possible, with hundreds of new hives and broods being established and a wealth of new genetic information pushing the polity to entirely new heights.

While far from a great power, it is likely the strongest of the current mid tiers, tied with the Blood Angels.

Given its closeness to the Destroyer war, the Eldar are engaged in negotiations to see them enter or at least support the war in some fashion. The Brood are understandably reluctant to enter the war full scale, as they see it as collective suicide, but are far more willing to take up protecting the Tau and Secundus's borders from waaargh's and chaos raiders so they can focus more on the war, and would be far more willing if the Eldar could ensure that some of their people are kept safe within the Krork Protectorates.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Therugey
Location Ultima Segmentum
Size: 15 sectors, influence over 20
Special Assets: "God" psykers, powerful ritual sorcery and psycic tools

One of the oldest horror stories of the Imperium is of psykers setting themselves up as gods and ruling over a subservient and downtrodden human population. Those that see the irony of that statement are likely far too few, but it was based in real fears, as there were numerous polities in the first age of strife that were like that, many corrupt, some fallen to chaos, and very few that were even close to benevolent.

The Therugey was created by the Eldar, very shortly after the creation of the Yinnari almost as a subversion of this, although in reality it was to take advantage of an alpha level born around the time that their Farseers saw had the capacity to be useful down the line. This child, the head of the Therugey's pantheon was trained by the Eldar, and was able to rapidly create a polity around themselves, recruiting and training lesser psykers in a similar manner while expanding over time.

The end result is a potent polity, with many powerful psykers, who have created numerous advances in psycic armaments, ritual techniques and even the harnessing of faith to boost their own power.

While in the polity, only those of gamma level or higher are treated as actual gods, the faith in psykers is pooling and it is likely that at least for its elder members, god seeds are forming which its founder may well take advantage of. This has unfortunately attracted the attention of Ahzek Ahriman, and his Prodigal Sons, who search for this knowledge as well. How this conflict will go is unclear, although with Eldar task force assigned to him supporting the Therugey its possible the Last Achaemenid will move on to search in less confrontational pastures.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Scavs
Location: Ulitma-Tempestus Borders
Size: 8 Sectors
Significant assets: Vast amounts of scrap and technology from hundreds of time periods, advanced technology base, dozens of large converted Space Hulks

Based around an odd warp anomaly that causes wreckage that would otherwise drift around the warp until it forms into a space hulk to be spewed forth there, the Scav's evolved here from the survivors of one of these ancient ships. Whether they're some ancient offshoot of humans, aliens or something weirder, they've been there for as long as anyone can be bothered to remember, and have grown into some of the most adept salvagers and converters of technology into new and useful forms regardless of source.

In the age of the Imperium this was of most use to Rogue Traders, radical tech priests and inquisitors, and others in the Imperium who were willing to look outside the traditions of the law to find what they were interested in, but after the Imperium fell the Scav's started to take matters into their own hands.

With the forces of chaos expanding and coming increasingly under assault by orks searching for scrap, they started to unveil the vast fleet of space hulks they had cobbled together from the carcasses of long dessicated ships, each one considerably more reliable and potent than their orkish or chaotic counter parts.

With their fleet present and combined with their advanced technology in spite of its ramshackle appearance they started to expand outwards securing territory, and opening up mines to feed their ravenous industry.

In recent years they've proven to be reliable if odd allies to the Eldar, willing to be unleashed in thousands upon odd technological trinkets to reverse engineer them, and bringing a variety of super weapons to bare on the enemies of the Eldar.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
At last I produce something once again...

Hopefully this marks me getting back into the groove.

@Durin thanks for poking this.

Remember...Daggerbeard!
 
Last edited:
Day of Death
Day of Death

"Warriors of the Trust. Today, we abroad these vessels will all die. But do not forget we do not die in vain, for with each death we buy the lives of friends and family, of those aground the planet. Remember this, warriors of the Emperor! Today, we die as heroes!"

The battle didn't go as expected.

Oh, they all knew the capabilities of the Tyranids. They all knew they would die in a last stand around Hvergelmier. Horrifying monsters monsters and devourers from beyond. And if their... ...Eldar... allies failed to cut away the Tyranid fleet before the planet was overwhelmed, they would become part of the all-devouring horror from beyond. It was one thing to know, to knowingly face this horror knowing they would, without a doubt, die. No ifs or buts here. But it was another to actually experience it.

You signed up to be a soldier knowing you'd die someday, unless you managed retirement. Part of the process actually had you figure out where your money would go to if you died. When you died, if there was a war going on. Drills continued on relentlessly, and the duty instilled in all of them meant they did sort of accept it. Anyone can die. In this galaxy, everyone would die. Eventually. Maybe it would be by daemons. Maybe by an 'Evil Eldar' raid. Or you know, there was always the Orks barging in. Or you could pass away quietly. Came for you eventually.

So here he was, expecting the monsters from beyond to come barging in like Orks, filling the Orbitals with green biological horror from some insane Biologis Magus, fighting to the end as the guns fired till the reactor when supercritical -and boom! Maintenance and safety measures for keeping people alive and defenses intact didn't matter so much when everyone signed up to die. That's why you had the cogboys in the plasma core ready to set everything up to blow, blow big. That's why you had the orbitals set up a bit far so they wouldn't blow up together. All set up for beautiful efficiency.

What actually happened was that the giant biohorror ships stayed out at the edge of their range before launching some nightmarish horrifying thing to kill them all slowly. Okay, so their Eldar friends would have way more time to whittle that fleet down. They'd both die slowly. This was what the Eldar did. Fight far, dirty and murder efficiently with no dead Eldar and all their enemies ineffectually returning fire. Fine. He can die like this, slowly and surely. Their friends would finish the job while they died here. Okay.

Then they smashed in. He didn't care to name whatever thing they had, carnifex or broodlord or whatever. They just moved, powered armor and plasma frying the breach and monsters with them. Fine! Die fighting here. A glorious death for them all. Couldn't ask more than to die fighting by your mates for the Emperor. More of the horrors cut through the armor like water. They pushed them back. He could hear the screams through the comms, that was all they heard now, fighting and dying.

And then he saw, just through the giant gaping hole in the armor, some gigantic Tyranid ship. Hive ship? He saw it, as the thing smashed right it unto the breach, and the thing just stabbed through him. Couldn't even feel pain anymore. He heard the alarms and the final rites across the vox. Self-Destruct. And then his world went white. He felt heat and burning, and then it was over.

Nobody really died like they expected.

@Durin
 
@Durin, I have an idea. First, we telekinetically pull down one of the tyranids' bioships onto the planet's surface, where it'll be vulnerable. Then, a telepath and at least one navigator - possibly more - board the ship. Using telepathy, the navigators' sight is forcibly pushed through the Hive Mind, exposing countless tyranids to the reality-bending horrors of the Warp. The intent would be to cause mass disruption of the Hive Mind via insanity and possibly mutation.

(The Rogue Trader RPG has information on something like this, particularly in navigator duels where they get into staring contests with their third eyes, but my memory on it isn't extensive and I don't have the RPG stuff with me.)
 
@Durin, I have an idea. First, we telekinetically pull down one of the tyranids' bioships onto the planet's surface, where it'll be vulnerable. Then, a telepath and at least one navigator - possibly more - board the ship. Using telepathy, the navigators' sight is forcibly pushed through the Hive Mind, exposing countless tyranids to the reality-bending horrors of the Warp. The intent would be to cause mass disruption of the Hive Mind via insanity and possibly mutation.

(The Rogue Trader RPG has information on something like this, particularly in navigator duels where they get into staring contests with their third eyes, but my memory on it isn't extensive and I don't have the RPG stuff with me.)
nid ships are death-traps (even for avernites)....not sure it would be worth it.

why not try to trap a synapse-connected creatrue like one of the tyrant-ones that act as commander? (or....well, ok, so thats canon-nids but you get the point)
 
@Durin, I have an idea. First, we telekinetically pull down one of the tyranids' bioships onto the planet's surface, where it'll be vulnerable. Then, a telepath and at least one navigator - possibly more - board the ship. Using telepathy, the navigators' sight is forcibly pushed through the Hive Mind, exposing countless tyranids to the reality-bending horrors of the Warp. The intent would be to cause mass disruption of the Hive Mind via insanity and possibly mutation.

(The Rogue Trader RPG has information on something like this, particularly in navigator duels where they get into staring contests with their third eyes, but my memory on it isn't extensive and I don't have the RPG stuff with me.)
We don't even have enough power to enact part 1 to begin with.
 
Back
Top