The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
The mightiest creature of Region Epsilon is the terrifying Tyrant Lizard, a massive bipedal carnivore that stands eight meters high at the shoulders and weighs around twenty tons. The most strange and terrifying aspect of the Tyrant Lizard is the ability to project lasers from an organ located in its throat. A Tyrant Lizards lasers have more power then an Imperial lascannon but seem to have half the rate of fire. It is believed that the lasers developed to allow the Tyrant Lizard to hunt Thundabeasts which are very hard to kill without hi energy attacks. There is a rarely seen type of Tyrant Lizard that has been named the Tyrant Lizard Alpha, for its ability to gather thousands of Tyrant Lizards and command them to devastating effect, as was shown by the Battle of Epsilon-5. A Tyrant Lizard Alpha stands ten meters tall at the shoulders and has a more powerful laser. Tyrant Lizards usually follow Thundabeast herds but can be found throughout Region Epsilon including the few small mountain ranges.
:o:o
It's a T-rex with a laser cannon!

Will there be an option to try to domesticate these for our army? Please?

----

Anyway, naming proposals:
Capar for Epsilon-1
Following @Elder Haman 's naming convention of LOTR references, Epsilon-2 can be called Nurn, as it's one of our main farms.
Elysium for Epsilon-3; it's a fertile plain.
Bonud for Epsilon-4
Yphax for Epsilon-5
 
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@Superticus from what I know of domestication, it would be nigh impossible to actually domesticate them.
They seem to lack a group mentality for humans to subvert, seem extremely belligerent and eager to prey on humans, not to mention their laser cannons. progressive breeding until they are co-adapted with us is probably way out.

That being said, at least in principle, we should be able to tame individual creatures, given enough effort and research.


If all else fails, we can probably cobble together a control collar or something from the DAOT ruins.

We NEED to get some rough riders on those things!
 
@Superticus from what I know of domestication, it would be nigh impossible to actually domesticate them.
They seem to lack a group mentality for humans to subvert, seem extremely belligerent and eager to prey on humans, not to mention their laser cannons. progressive breeding until they are co-adapted with us is probably way out.

That being said, at least in principle, we should be able to tame individual creatures, given enough effort and research.


If all else fails, we can probably cobble together a control collar or something from the DAOT ruins.

We NEED to get some rough riders on those things!

Well, as a second choice, we always have the Velociraptors with LASERs.

The most common carnivores in Region Epsilon are the scavengers known as Raptors, which resemble far smaller Tyrant Lizards that stand only a single meter high. They are far more agile than their mighty cousins and very fast making them hard to hit. Their internal laser is no more powerful then that of a laspistol, which while useless against Thundabeasts is capable of killing a human, or the small creatures they usually hunt, as is their bite. Raptors live in packs of forty or fifty which often follow Tyrant Lizards around to use the path trampled in the Razorgrass. Like Tyrant Lizards ,Raptors will follow a Alpha Tyrant Lizard and several hundred thousand were involved with Battle of Epsilon-5.
 
Well, as a second choice, we always have the Velociraptors with LASERs.
Again, domestication seems improbable, but far easier than for the tyrants, so maybe.

Taming them is also probably viable. They would make excellent exotic pet exports if the can be tamed and are not warp-tainted.
@durin: Are raptors and tyrants warp-tainted?
 
You will have an option to investigate them and determine whether they are warp tainted or not as well as how easy to domesticate they re
 
The most dangerous plant to take wings in the skies of Avernus is the Dragonfruit, the aerial version of the Carniflower. Like a Carniflower, the Dragonfruit grows on a tree before being released, unlike a Carniflower a Dragonfruit is released when it is around one meter long and continues to grow until it reaches ten meters n length when it will choose good place to take root. A Dragonfruit is usually in its mobile form for five to ten years and travels massive distances in that time. Aerial Dragonfruit resemble the dragons found on some Exodite worlds and are tough fire breathing predators.
Avernus: even the plants are giant, fire-breathing predators. Also concerning is the wording. "the most dangerous plant to take wings in the skies of avernus..." suggests that there are others...
 
Finished the descriptions, you lot rolled incredibly well for Avernus 3, 5 sixes on 7 dice. Have you found out some way to load my dice
 
Also, guys and gals:
Avernus Three is the third planet in the system and is far more interesting then the preliminary survey indicated. Avernus Three is a gas giant only slightly smaller then Avernus One that is ringed with adamantine debris from a massive battle naval in the Dark Age of Technology.
0_o
Finished the descriptions, you lot rolled incredibly well for Avernus 3, 5 sixes on 7 dice. Have you found out some way to load my dice
No kidding.
And I categorically deny those allegations, and I deny the alligators. Only camo crocs here.
 
Military
Current Military Forces
Last updated: End of Turn 124

Current PDF Morale 18/10

Air Combat Bonuses

+349 to all actions

+10 Guard Bonus
+70 Equipment bonus
+42 Deathworlders Bonus
+20 Officer Bonus
+70 Training Facility Bonus
+25 Morale Bonus
+102 Juvenat bonus
+10 additional bonus against known wildlife of Avernus

+84 to morale rolls
+2 Guard
+14 Equipment bonus
+5 Morale Bonus
+4 Officer Bonus
+14 Training Facility Bonus
+20 Juvenat Bonus
+20 Trait Bonus
+5 Chaplain Bonus


Milita Air Combat Bonuses

+125 to all actions

-40 Militia Bonus
+50 Equipment bonus
+42 Deathworlders Bonus
+16 Officer Bonus
+32 Training Facility Bonus
+25 Morale Bonus
+10 Juve-Nat Bonus
+8 additional bonus against known wildlife of Avernus

+43 to morale rolls
-8 Militia
+10 Equipment bonus
+5 Morale Bonus
+3 Officer Bonus
+6 Training Facility Bonus
+20 Trait Bonus
+5 Chaplain Bonus
+2 Juve-Nat Bonus

All units have one corpsman per squad, reducing casualties.
Helguard Combat Bonuses:
For the last four years you have been greatly up gunning your Helguard with advanced weapons. At the moment a full quarter of your Helguard is equipped with Plasma Pistols, 5% with Grav Pistols and the rest with Neutron Pistols. A fifth of the Neutron Rifles have bee replaced with Plasma Rifles and 5% with Grav Rifles, giving each fire team either a plasma rifle or a grav rifle. 35% of the heavy weapons have been replaced with Plasma Weapons, while 10% have been replaced with Grav Weapons, the remainder is a mix of Neutron Weapons along with the more traditional Missile Launchers and Heavy Impalers. All Helguard are armed with Light power Weapons.
Bionics: +25 to combat rolls, +40% to infantry hit-points, +0.25 Infantry Armour
+614 to all actions
+50 Grenadier Bonus
+56 Military Traditions Bonus
+80 Equipment bonus
+25 Bionics Bonus
+85 Deathworlders Bonus
+25 Morale Bonus
+23 Officers Bonus
+70 Training Facility Bonus
+11 Training Bonus
+142 Juvenat bonus
+47 Militia Bonus
+5 Champions
+35 additional bonus vs melee
+10 additional bonus against known wildlife of Avernus
+20 additional bonus against Psykers
+15 additional bonus against Orks and Chaos
+5 additional bonus against, Dark Eldar, Necrons, Deamons and Heretics
+15 additional bonus when fighting in large numbers
+15 additional bonus in sieges
+5 additional bonus when defending in sieges
+5 addition bonus against harassment
+5 addition bonus when conducting harassment
+15 addition bonus against insurgents
+10 additional bonus against mechanised forces
+3 additional bonus for light infantry

+151 to morale rolls
+10 Guard
+21 Military Traditions Bonus
+17 Deathworld Bonus
+5 Morale Bonus
+16 Equipment bonus
+5 Bionics Bonus
+4 Officers Bonus
+18 Training Facility Bonus
+28 Juvenat Bonus
+20 Trait Bonus
+5 Chaplain Bonus
+1 Champions

Helltrooper Combat Bonuses:
At the moment your Helltroopers have replaced most of their heavy weapons with Neutron Weapons, a tenth with plasma weapons and a percent with Grav Weapons. When combined with their melta-missiles and Haywire weapons this makes them better equipped then some Trust Grenadiers. All Helltroopers are additionaly armed with Light power Weapons
Bionics: +10 to combat rolls, +20% to infantry hit-points, +0.1 Infantry Armour
+516 to all actions
+10 Guard Bonus
+56 Military Traditions Bonus
+70 Equipment bonus
+10 Bionics Bonus
+85 Deathworlders Bonus
+25 Morale Bonus
+23 Officers Bonus
+70 Training Facility Bonus
+11 Training Bonus
+102 Juvenat bonus
+47 Militia Bonus
+5 Champions
+35 additional bonus vs melee
+10 additional bonus against known wildlife of Avernus
+20 additional bonus against Psykers
+15 additional bonus against Orks
+5 additional bonus against Dark Eldar, Necrons, Heretics and Daemons
+15 additional bonus when fighting in large numbers
+15 additional bonus in sieges
+5 additional bonus when defending in sieges
+5 addition bonus against harassment
+5 addition bonus when conducting harassment
+15 addition bonus against insurgents
+10 additional bonus against mechanised forces
+3 additional bonus for light infantry

+129 to morale rolls
+2 Guard
+21 Military Traditions Bonus
+17 Deathworld bonue
+14 Equipment bonus
+2 Bionics Bonus
+5 Morale Bonus
+4 Officers Bonus
+18 Training Facility Bonus
+20 Juvenat Bonus
+20 Trait Bonus
+5 Chaplain Bonus
+1 Champions


PDF Combat Bonuses:

Bionics: +10% Infantry Hitpoints
+433 to all actions
-10 PDF Bonus
+56 Military Traditions Bonus
+60 Equipment bonus
+85 Deathworlders Bonus
+25 Morale Bonus
+23 Officers Bonus
+70 Training Facility Bonus
+11 Training Bonus
+47 Militia Bonus
+61 Juvenat Bonus
+5 Champions
+25 additional bonus for Rough Riders
+10 additional bonus vs melee
+10 additional bonus against known wildlife of Avernus
+20 additional bonus against Psykers
+15 additional bonus against Orks
+5 additional bonus against Dark Eldar, Necrons, Heretics and Daemons
+15 additional bonus when fighting in large numbers
+15 additional bonus in sieges
+5 additional bonus when defending in sieges
+5 addition bonus against harassment
+5 addition bonus when conducting harassment
+15 addition bonus against insurgents
+10 additional bonus against mechanised forces
+3 additional bonus for light infantry

+113 to morale rolls
-2 PDF
+21 Military Traditions Bonus
+17 Deathworld bonue
+12 Equipment bonus
+5 Morale Bonus
+4 Officers Bonus
+18 Training Facility Bonus
+20 Trait Bonus
+5 Chaplain Bonus
+12 Juvenat Bonus
+1 Champions

Require less upkeep then regular guard


Militia Combat Bonuses:

+247 to all actions
-40 Militia Bonus
+56 Military Traditions Bonus
+50 Equipment bonus
+85 Deathworlders Bonus
+25 Morale Bonus
+16 Officers Bonus
+32 Training Facility Bonus
+11 Training Bonus
+11 Juve-Nat Bonus
+8 against known wildlife of Avernus
+12 additional bonus against Orks
+18 additional bonus against Psykers
+4 against Dark Eldar, Chaos Forces, Daemons and Necrons
+12 additional bonus when fighting in large numbers
+12 additional bonus in sieges
+4 additional bonus when defending in sieges
+4 addition bonus against harassment
+4 addition bonus when conducting harassment
+12 addition bonus against insurgents
+3 additional bonus for light infantry

+85 to morale rolls
-8 Militia
+17 Deathworld bonue
+21 Military Traditions Bonus
+10 Equipment bonus
+5 Morale Bonus
+4 Officers Bonus
+9 Training Facility Bonus
+20 Trait Bonus
+5 Chaplain Bonus
+2 Juve-Nat Bonus

Maximum Strength: 45 Power Infantry Regiments, 14 Power Drop Infantry Regiments, 21 Power Mechanised Infantry Regiments, 21 Scout Regiments, 21 Helguard Armour Regiments . 127 Regiments total.

The Black Irons are an combined arms Division who get an additional +15 to all actions and +50 to morale checks. They also get an additional +5 to all rolls against Daemons.

The Black Irons were originally the Garrison of Beta-1, Blacktyde, until in what would later be known as the Blacktyde massacre they were forced to wipe out the population of their own city, who had been driven mad by berserk fungus. After the Massacre, the survivors of the Blacktyde Garrison dyed their uniforms black and their gloves red so they would never forget killing their own people and swore never to fail their charges again, taking the name The Black Irons. Since then, the Black Irons have been involved in the some heaviest fighting on Avernus, from the Defense of Storm's End to the Invasion of the Sons of War. They also distinguished themselves offworld in both the First Siege of Midgard and the Jotunheim Civil War, during which they adopted a large potion of the Avernite Military on Jotunheim.

In the years after the First Daemonic Incursion the Black Irons were upgraded to a Helguard formation and equipped with power armour, making them one of the most deadly formations in the Imperial Trust.

This was also the period in which they officially adapted their policy of recruiting those soldiers who had deathwishes into their ranks, whether it is due to survivors guilt, guilt over actions committed or having nothing left to lose. As such the Black Irons have been able to keep their numbers high while maintaining the willingness to do whatever it takes to win, no matter how horrific or suicidal.

Unit History:
Defense of Blacktyde – initial posting
Massacre of Blacktyde – founding battle
Defense of Storm's End – 15 Regiments over 24 years
Carniflower Rampage – 15 Regiments acted as defensive line
Hunt the Queen – 1st/1st Company involved in hunt
Invasion of the Sons of War – 15 Regiments participated in the sortie and were awarded one Hammer of The Emperor; 12 Regiments participated in the Cleansing of Dis and were awarded a second Hammer of the Emperor, 1 Regiment fought the Sons of War
Necron Invasion – Four regiments flanked the breaches in the first battle and were awarded a Hammer of the Emperor; five regiments flanked the main Necron force late in the second battle
First Siege of Midgard- The 1st Regiment of Black Irons were led by Saint Lin in his attack on one of the Slaneeshi rituals. They carved a hole though the Chaos forces to the ritual despite suffering over 50% casualties.
The Jotunheim Civil War- 2nd to 15th Regiments were part of the initial force sent to Jotunheim. They were in the thickest of the fighting until the Warp Storm covered Jotunheim and carried out several mission where they exterminated entire town and cities. Once the Warp Storm covered Jotunheim Governor Garp deployed half of the Avernite expeditionary force, including the Black Irons to hunt down the Cults and exterminate them with extreme prejudice. The Black Irons became the moral center of this force and within two years the entire force had taken to wearing their uniform variation and philosophy. This philosophy is based around duty and taken upon yourself hard tasks so that others do not have to take them.
Waaagh Garkill- The Black Irons were part of the force dispatched to deal with the secondary Orkish forces on Alfheim. As is their preference they were often in the thick of the fighting and were responsible for holding the factories and mines of Eregion against a substantial Orkish force, with some help form the Midgardian PDF and local forces. Around a third of the lack Irons were killed in action over this battle, and a entire prong of the Orkish assault was halted in in tracks.
Assault on Fjol IV- The Black Irons were part of the Avernite Army under the command of Governor Rotbart. They were the first units to attack the breach in the walls of Objective Alpha-Three and played a major part in the fighting in the city for the next few weeks. However they proved thier fame well deserved in the final hours of the battle for Objective-Alpha Three, during which they launched a near suicidal frontal assault on the final keep in order to act as a division and to pin the defenders in place. They continued this attack despite suffering over sixty percent casualties and were able to breach the defences of the Dark Eldar keep, with the help of the Drop Troopers who took many of the weapons batteries on the walls out of action. In time the Black Irons managed to take the keep, eliminating the last pocket of Dark Eldar in Objective Alpha Three.
The First Daemonic Incursion- During the First Daemonic Incursion the Black Irons were stationed on The Fair Isle, only Hive in the Azure Islands. They were at the forefront of the fighting for this campaign, holding the walls against countless horrors and slaughtering those who fell to Chaos in equal measure. Despite suffering massive casualties in both the incursion and in the civil unrest that followed the Black Irons quickly recovered, with many soldiers being willing to join their ranks after the losses that they had suffered. It was also after this campaign the the Black Irons were officially re-classified as a Helguard formation and entirely equipped with Power Armour.

Maximum Strength: 9 Battalions

The Phase-Tigers are a collection of Recon Infantry Battalions that gets +160 to all rolls, enemies get -50 to attack rolls and any casualties the Phase-Tigers suffer are halved and then reduced by five percent of their current numbers. They also gain an additional +70 to stealth rolls, +25 to all stealth rolls against psykers or deamons and +20 to ambush rolls.

The Phase-Tigers are the last purely Catachan Regiment on Avernus and probably the best survivors on the planet. They first made a name for themselves in the Carniflower Rampage where they avoided suffering any casualties despite being in the thick of the fighting. This trend continued into the Invasion of the Sons of War where they engaged the Traitor PDF Light Infantry with no casualties. In the aftermath of the invasion, Governor Fredrick Rotbart recognized their nickname of the Phase-Tigers and named a new medal after them. During the Necron Invasion they protected Psy-Unit 3 and escorted them close enough to deal heavy damage to the Necrons, once managing to sneak them past all the Necron scouts and sentries to attack the main force. Despite conducting some effective harassment, the Phase tigers avoided losing any men, earning themselves another Phase-Tiger. After the Battle, the Catachan 813th found two hundred and seventy abandoned Phase-Tiger Cubs and adopted them.

The Phase-Tigers were the first regiment to be equipped with Recon Advanced Power Armour and were reorganised to take this into account.

Unit History:
Defense of Doriath – Initial posting
Carniflower Rampage – Hunted down Carniflowers and suffered no casualties
Invasion of the Sons of War – Fought to disrupt the Ritual and suffered no casualties
Necron Invasion – Escorted Psy-Unit 3 to major Necron concentrations and prevented Necron Vanguard from finding them; once managed to get Psy-Unit 3 close enough to target main Necron concentration. In late second wave they engaged the Necrons forces and yet again avoided any casualties, earning another Phase-Tiger medal. They adopted 270 Phase-Tiger Cubs that they found abandoned after the battle.
First Siege of Midgard- The Phase-Tigers came to Midgard with Saint Lin who they had been guarding on his pilgrimage across the Nine Worlds. Due to this they were on Midgard proper when the Chaos rituals begun and were dispatched to deal with the Tzeenchian ritual. They managed to successfully infiltrate past the Chaos defensive positions and simultaneously annihilated the guards and sorcerers at all nine locations. This was a collapsed the entire ritual and allowed the Phase Tigers to once again avoid suffering any deaths in combat.
Waaagh Garkill- The Phase-Tigers were part of the force dispatched to deal with the secondary Orkish forces on Alfheim. They spent most of this campaign on the Ork Space Hulk "Wat's happening" where they fought alongside Primaris Xavier and Champion Surt and his Fire Giants. In the two weeks they spent on board this force killed millions of Orks, crippled the Space Hulks weapons and sabotaged several other key components. After once more completing this without suffering any casualties they were once again given a though examination to attempt to discover why they were so successful with no results.
Assault on Fjol IV- The Phase-Tigers harassed the Dark Eldar and prevented them from harassing the Avernite army, taking no casualties. They later went on to map a large amount of the underground tunnels in one of the DE cities, taking no casualties. They then joined an offensive with other units through these underground tunnels, taking no casualties. As is traditional they were investigated to attempt to determine how they achieve what they do after the campaign, to no effect.
The First Daemonic Incursion- During the First Daemonic Incursion the Phase-Tigers were stationed Mirkwood, the smallest of the cities of Lindon. They were an essential component to how well the city held for the first few days until the majority of the city was mind controlled by a unknown Beta-level psyker. When this happened the Phase-Tigers cut their way to Lieutenant-General Agni, who had also remained in control of herself and then started the journey to Lorien. This flight though the daemon filled forests of Lindon was quite possibly the most impressive feat that had been pulled off on Avernus to date, without countless daemons being killed or avoided in an area without any defences to aid the Phase-Tigers. Despite this they would have been killed if it was not for the intervention of the Border Lions, an at that time unknown species of Guardians who went out of their way to protect the Phase-Tigers during their desperate flight. This battle was the first time the Phase-Tigers suffered major casualties, with almost ten percent of them falling to the Daemonic Hordes. Given that this left them one of the most intact regiments on Avernus on the time it is still rather impressive.

Maximum Strength: 1000 Men
Total Bonus: +90 to all
Elite Advanced Power Armour, Advanced Weapons, Twin Plasma Foils, Siren Rune of Banishment,

The Governor's Own are a Battalion of Helguard who get +80 to combat rolls which is increased by+40 in last stands. They never suffer penalties from morale as long as Governor Rotbart is leading them.

They are equipped with Elite Advanced Power Armour, which allows them carry field modules that provide several benefits.

The Red Tracks are a armour battalion consisting of 22 Helltrooper Armour Regiments and 2 Helguard Armour Regiments. They have a +5 to all rolls, +5 morale, they gain an additional +5 to all rolls and +20 morale when defending civilians.

The Massacre of Yphax (Founding Battle)- A large group of Tyrant Lizards and Raptors led by one of the few Alpha Tyrant Lizards yet seen attacked Yphax. Despite the best efforts of the Terivarnii tank crews the Tyrant Lizards breached the bunkers the civilians were hiding in, allowing the Raptors to slaughter them. The battle ended after five hours when the Tyrant Lizard Alpha was brought down and claimed the lives of eighty percent of the garrison and ninety-nine percent of the civilians. The stubborn survivors refused to give up their home and remained in Yphax, with the surviving Terivarnii tankers managing to keep any other threats from reaching the now smaller city. The garrison forces of Yphax have painted their tanks red in remembrance of the battle that they won while their people died behind them, and earned a reputation as the best tank crews in Avernus.
The First Daemonic Incursion- During the First Daemonic Incursion the The Red Tracks and the other defenders of Yphax managed to defend Yphax from the majority of the daemons who attacked it, despite the fact that it was one of the smallest and least defended of the cities of Avernus at the time. Given that the only other city of similar size fell this was an achievement worthy of respect.

The Frozen Remnants are a Helltrooper Siege Infantry Brigade that gets +5 to rolls against daemons, +10 to city fighting, +5 to defence and +10 morale. They get an additional +5 to rolls and morale if commanded by Lieutenant-General Khol.

The First Daemonic Incursion (Founding Battle)- During the First Daemonic Incursion Lieutenant-General Khol commanded the defence of Helm's Deep with ice cold practicality, sacrificing almost every soldier under her command in order to ensure that the civilians could live despite the massive power and seemingly endless numbers of the attackers. The few survivors of this battle formed the core of the Frozen Remnants, who were later reinforced with survivors from other battlegrounds in Avernus' Spine.

Psyker Hunters are effectivly Helguard who get +10 to all actions and an additional +25 against psykers and +15 to resisting psychic powers.

Witch Hunters are effectively Helguard who get -15 to all actions and an additional +70 against psykers and +60 to resisting psychic powers.

Maximum Strength: 1 Regiment

The 23rd Dis PDF is a PDF Infantry Regiment. They get +10 to all rolls, +20 to morale rolls and never fall back.

The 23rd Dis PDF Infantry Regiment stood against the Sons of War despite near total losses and killed half a company of Khorne Berserkers. In recognition of their courage they have been re-founded and made the banner unit of the Dis PDF.

Unit History:
Invasion of the Sons of War – Founding battle. Unit was ambushed by the Sons of War and reduced to 28 Chimeras which continued to fight. Awarded the Adamantium Medallion of Courage and a Hammer of the Emperor.

Maximum Strength: 3 Wings

The Psyrodactyls are Lightning Fighter Wings with a +15 to all rolls and +20 against the Avernus wildlife.

The Psyrodactyls are the veteran pilots who survived the Invasion of the Sons of War unlike the rest of their comrades. These pilots are those with the skill to engage the deadly Chaos fighters of the Sons of War and the courage to keep fighting despite massive losses. During the Invasion, the Psyrodactyls lured a large flock of wild Psyrodactyls into the Chaos landing force causing massive casualties and earning them their name. They fought in the Necron Invasion and despite suffering over 80% casualties inflicted many losses on the Necron air force, achieving a better than 1:1 kill rate.

Unit History:
Invasion of the Sons of War – Founding battle. During this Invasion the Imperial Fighters clashed with their Chaotic counterparts several times and suffered heavy casualties. Lured Psyrodactyls into Chaos landing force and earned the Silver Medallion of Courage.
Necron Invasion – The Psyrodactyls fought the Necron air force for most of the campaign, until you pulled back the last eight pilots from the battlefield. They killed over half again their number of Necron fliers despite the Necrons' technological superiority and earned two more Hammers of the Emperor as well as another Silver Medallion of Courage.

Maximum Strength: 4 Wings

The Wings of Thunder are Marauder Bombers with +15 to all rolls and an additional +30 to attack runs. They are also never suffer negative modifiers from casualties or enemy numbers to their attack runs.

The Wings of Thunder are the veteran pilots who survived the invasion of the Sons of War. These pilots achieved incredible accuracy even when being slaughtered by Chaos Fighters and constantly killed large numbers of the heretic forces. During the Necron Invasion they inflicted massive casualties on the Necron armies, at one point killing 60,000 Necron Warriors in a single attack run.

Unit History:
Invasion of the Sons of War – Founding battle. During this invasion the Imperial Bomber Wings were involved in three different battles and achieved at least ninety percent accuracy in all three. This was despite being under attack from Chaos Fighters and losing half their numbers in the first attack, losing a fifth of their numbers to AA fire in the second attack and a third of their numbers to Chaos Fighters in the third. They earned the Silver Medallion of Courage for these battles as well as a Hammer of the Emperor with two pins.
Necron Invasion – During the Necron Invasion the Wings of Thunder continued to perform superlatively, killing over a hundred thousand foes and crippling the Necron AA capabilities at the loss of only a quarter of their own number. For their performance they earned no less than five Hammers of the Emperor and a Snake Hunters Medal for AA hunting.


Forces

Infantry Regiment (INF):
10,000 Guardsmen, 126 Chimeras, 10 Leman Russ, 10 Hydras, 10 Lernaean Hydras, 10 Basilisks, 10 Devil Dogs, 10 Wyverns, 10 Monitors, 10 Land Speeders and 20 Sentinels
1,000 Spider Mines
+10 Phase-Tanks for Helltrooper Regiments

Light Infantry Regiment (LI):
10,000 scout-trained Guardsmen, 40 Monitors, 40 Goliaths and 120 Sentinels
2,000 Spider Mines

Heavy Infantry Regiment (HI):
10,000 heavily armoured Guardsmen, 126 Chimeras, 10 Leman Russ, 10 Hydras, 10 Lernaean Hydras, 10 Basilisks, 10 Wyverns, 10 Monitors, 10 Land Speeders and 20 Sentinels
+10 Phase-Tanks for Helltrooper Regiments
1,000 Spider Mines

Mechanized Infantry Regiment (MECH):
10,000 Guardsmen, 1150 Chimeras, 40 Leman Russ, 10 Hydras, 10 Lernaean Hydras, 10 Wyverns, 10 Basilisks, 10 Hellhounds, 10 Monitors, 10 Land Speeders and 20 Sentinels (-126 Chimeras and +25 Craseus Armored Transports for Helltrooper Regiments)
+10 Phase-Tanks for Helltrooper Regiments
1,000 Spider Mines

Armored Regiment (ARM):
360 Leman Russ, 40 Hydras, 40 Lernaean Hydras, 40 Devil Dogs, 40 Monitors, 40 Land Speeders and 40 Basilisks
+10 Phase-Tanks for Helltrooper Regiments
1,000 Spider Mines

Drop Infantry Regiment (DI):
10,000 Drop Infantry, 40 Drop Sentinels, 40 Monitors, 40 Goliaths, 100 Vultures, 120 Vikings, 206 Valkyries and 32 Dropships

1,000 Spider Mines

Rough Rider Regiment (RR):
10,000 Rough Riders, 10 Hydras, 10 Lernaean Hydras, 10 Devil Dogs, 10 Basilisks, 10 Wyverns, 40 Monitors, 40 Land Speeders and 40 Leman Russ
+10 Phase-Tanks for Helltrooper Regiments

1,000 Spider Mines

Siege Infantry Brigade(SI):
50,000 Guardsmen, 10,000 scout-trained Guardsmen, 20,000 Combat Engineers, 20,000 heavily armoured Guardsmen, 2,300 Chimeras, 160 Leman Russ, 160 Leman Russ Demolishers, 160 Hydras, 160 Lernaean Hydras, 160 Basilisks, 160 Wyverns, 160 Monitors, 600 Golaiths, 160 Land Speeders and 160 Sentinels (-252 Chimera, +50 Craseus Armored Transports and +160 Phase-Tanks for Helltrooper Regiments,)

20,000 Spider Mines

Powered Helguard Infantry Regiment (PI):
8,000 Trooper Armored Helguard, 2,000 Shocktrooper Armored Helguard, 164 Chimeras, 10 Leman Russ, 10 Hydras, 10 Lernaean Hydras, 10 Basilisks, 10 Devil Dogs, 10 Wyverns, 10 Monitors, 10 Land Speeders, 10 Phase-Tanks and 20 Sentinels

1,000 Spider Mines

Powered Helguard Infantry Regiment (PMech):
8,000 Trooper Armored Helguard, 2,000 Shocktrooper Armored Helguard, 1,280 Chimeras, 128 Craseus Armored Transports, 32 Land Raiders, 40 Leman Russ, 10 Hydras, 10 Lernaean Hydras, 10 Wyverns, 10 Basilisks, 10 Hellhounds, 10 Monitors, 10 Land Speeders, 10 Phase-Tanks and 20 Sentinels

1,000 Spider Mines

Powered Helguard Drop Infantry Regiment (PDI):
8,000 Trooper Armored Helguard, 2,000 Shocktrooper Armored Helguard, 40 Drop Sentinels, 40 Goliaths, 40 Monitors, 100 Vultures, 120 Vikings, 1,931 Valkyries

1,000 Spider Mines

Skimmer Regiment (SKI)-
240 Diamondbacks, 60 Land Speeders, 40 Harvesters and 500 Jetbikers,

1,000 Spider Mines

Fast Armour Regiment (FARM)-
400 Beowulfs, 80 Echidnas and 120 Land Speeders, 10 Phase-Tanks


1,000 Spider Mines

Fighter Wing:
20 Fighters

Bomber Wing:
20 Bombers

Cargo Wing:
20 Dropships

Milita Air Regiment
20 Lightning Fighters, 20 Thunderbolt Fighters, 20 Avenger Strike Fighters, 20 Marauder Bombers, 20Marauder Destroyers and 2 Marauder Vigilants
                       

0​

Current Number​

Cost(T)​

Cost(M)​

Cost(P)​

Cost(AM)​

Cost(EM)​

Upkeep(T)​

Upkeep(M)​

Upkeep(P)​

Upkeep(AM)​

Upkeep(EM)​

Elite Helguard












Governor's Own Battalion​

1​

1,704,120​

127,212​

36,000​

42,800​

920​

340,824​

25,442​

18,000​

4280.0​

46.00​

Recon Infantry Battalion​

9​

818,544​

26,267​

4,255​

11,313​

407​

163,709​

5,253​

2,128​

1131.3​

20.3​

Helguard












Power Helguard Regiment​

127​

5,797,907​

191,059​

16,448​

41,256​

94​

1,159,581​

38,212​

8,224​

4125.6​

4.7​

Mechanised Power Helguard Regiment​

45​

7,233,413​

246,657​

31,084​

54,257​

190​

1,446,683​

49,331​

15,542​

5425.7​

9.5​

Drop Trooper Power Helguard Regiment​

54​

10,265,300​

387,014​

44,074​

92,603​

164​

2,053,060​

77,433​

22,037​

9260.3​

8.2​

Scout Helguard Regiment​

53​

2,674,882​

81,020​

4,530​

22,079​

43​

534,976​

16,204​

2,265​

2207.9​

2.2​

Helguard Fast Armour Regiment​

25​

1,126,005​

55,513​

4,350​

13,853​

12​

225,201​

11,103​

2,175​

1385.3​

0.6​

Helguard Armoured Regiment​

25​

490,550​

77,180​

4,156​

4,298​

2​

98,110​

15,436​

2,078​

429.8​

0.1​

Helguard Rough Rider Regiment​

26​

2,558,649​

73,787​

588​

17,942​

44​

511,730​

14,757​

294​

1794.2​

2.2​

Specialist Helguard












Helguard Vanquisher Regiment​

100​

620,700​

48,250​

1,226​

6,950​

12​

124,140​

9,650​

613​

695.0​

0.00​

Helguard Deathstrike Battery​

100​

50,850​

8,328​

1,126​

1,500​

1​

10,170​

1,666​

563​

150.0​

0.00​

Helguard Deathstrike Life-Eater Battery​

2​

74,250​

11,188​

1,126​

2,500​

1​

14,850​

2,238​

563​

250.0​

0.00​

Helguard Jetbike​


1,100,000​

86,000​

8,020​

22,000​

0​

220,000​

17,200​

4,010​

2200.0​

0.00​

Helguard Skimmer Regiment​

10​

675,669​

32,885​

3,540​

13,856​

7​

135,134​

6,577​

1,770​

1385.6​

0.00​

Heavy Armour (Helguard)












Macharuis Heavy Armour Regiment​

20​

435,300​

43,470​

2,725​

3,760​

8​

87,060​

8,694​

1,363​

376.0​

0.00​

Macharuis Vanquisher Heavy Armour Regiment​

1​

425,300​

43,470​

2,725​

4,560​

8​

85,060​

8,694​

1,363​

456.0​

0.00​

Macharuis Mega-Vanquisher Heavy Armour Regiment​

50​

472,300​

61,470​

2,805​

5,300​

8​

94,460​

12,294​

1,403​

530.0​

0.00​

Baneblade squadron​

40​

31,610​

3,290​

1,829​

342​

1​

6,322​

658​

915​

34.2​

0.00​

Magni Transporter Company​

10​

106,600​

16,100​

15,325​

1,440​

7​

21,320​

3,220​

7,663​

144.0​

0.33​

Leviathan​

7​

46,880​

10,860​

7,925​

1,188​

10​

9,376​

2,172​

3,963​

118.8​

0.52​

Capitol Imperialis​

3​

93,760​

23,120​

16,485​

2,536​

21​

18,752​

4,624​

8,243​

253.6​

1.05​

Fellsword Squardon (3)​

100​

220,000​

26,400​

2,320​

2,180​

10​

44,000​

5,280​

1,160​

218.0​

0.50​

Helheim Pattern Adjudicator Mobile Assault Platform​

1​

2,005,000​

201,000​

32,400​

25,100​

200​

401,000​

40,200​

16,200​

2510.0​

10.00​













Helltrooper












Infantry Regiment​

363​

599,120​

63,930​

405​

5,667​

4​

59,912​

6,423​

203​

283.3​

0.1​

Light Infantry Regiment​

206​

136,170​

16,016​

268​

790​

0​

13,617​

1,632​

134​

39.5​

0.0​

Mechanized Infantry Regiment​

203​

900,300​

100,023​

1,297​

8,569​

6​

90,030​

10,032​

649​

428.5​

0.1​

Heavy Infantry Regiment​

199​

599,810​

64,322​

405​

5,666​

4​

59,981​

6,462​

203​

283.3​

0.1​

Armoured Regiment​

161​

1,604,343​

106,390​

1,169​

11,671​

21​

160,434​

10,639​

585​

583.6​

0.4​

Fast Armour Regiment​

161​

747,840​

73,950​

2,205​

11,302​

2​

74,784​

7,395​

1,103​

565.1​

0.0​

Rough Rider Regiment​

214​

444,688​

49,282​

329​

4,069​

3​

44,469​

4,928​

165​

203.5​

0.1​

Drop Infantry Regiment

328

878,518​

118,105​

4,613​

8,028​

5​

87,852​

11,841​

2,307​

401.4​

0.1​

Siege Infantry Brigade​

70​

5,481,700​

524,578​

6,249​

51,589​

44​

548,170​

52,758​

3,125​

2579.5​

0.9​

Void Infantry Regiment​

1,700​

417,342​

44,999​

309​

4063.75​

2.05​

41,734​

4,530​

155​

203.2​

0.0​

Specialist Helltrooper












Hellhound/Devil Dog Regiment​

73​

144,400​

16,480​

1,221​

1,135​

1​

14,440​

1,648​

611​

56.8​

0.0​

Bane Wolf Regiment​

73​

154,000​

17,680​

1,221​

1,135​

1​

30,800​

1,768​

611​

56.8​

0.0​

Anti-Air Regiment​

73​

398,800​

42,580​

861​

3,790​

2​

39,880​

4,258​

431​

189.5​

0.0​

Artillery Regiment​

243​

155,600​

17,200​

1,221​

1,135​

1​

15,560​

3,440​

611​

56.8​

0.0​

Sentinel/Goliath Regiment​

36​

282,280​

42,100​

921​

2,320​

1​

28,228​

4,210​

461​

116.0​

0.0​

Combat Engineer Regiment​

121​

413,200​

47,720​

2,369​

4,000​

2​

41,320​

4,772​

1,185​

200.0​

0.0​

Phase-Tank Regiment​

12​

684,600​

80,200​

621​

8,915​

62​

68,460​

8,020​

311​

445.8​

1.2​

Land Speeder Regiment​

0​

260,000​

33,400​

1,221​

3,170​

1​

26,000​

3,340​

611​

158.5​

0.0​

Air (Helltooper)












Peregrine Fighter Wing

903​

24,000​

2,000​

1,600​

200​

0​

2,400​

200​

800​

10.0​

0.00​

Firehawk Assualt Fighter Wing​

900​

18,000​

4,000​

1,600​

120​

0​

1,800​

400​

800​

6.0​

0.00​

Stormcrow Bombers​

804​

80,000​

8,000​

4,000​

400​

0​

8,000​

800​

2,000​

20.0​

0.00​

Huginn Stealth Reconnaissance Wing​

25​

400,000​

4,000​

800​

4,000​

200​

40,000​

400​

400​

200.0​

4.00​

Hercules Cargo Wing​

624​

60,000​

28,000​

3,200​

400​

0​

6,000​

2,800​

1,600​

20.0​

0.00​













PDF

570​











PDF Infantry Regiment

5,789

34,368​

6,650​

178​

245​

0​

1,718​

333​

89​

4.9​

0.0​

PDF Light Infantry Regiment

2,018

40,650​

8,360​

142​

365​

0​

2,723​

816​

71​

7.3​

0.0​

PDF Mechanized Infantry Regiment

1,830

50,450​

11,934​

526​

245​

0​

2,523​

597​

263​

4.9​

0.0​

PDF Heavy Infantry Regiment

1,882

35,828​

7,150​

178​

245​

0​

1,791​

358​

89​

4.9​

0.0​

PDF Armoured Regiment

2,119

42,414​

23,692​

560​

305​

0​

2,121​

1,185​

280​

6.1​

0.0​

PDF Rough Rider Regiment

1,983

35,740​

8,084​

140​

305​

0​

1,787​

404​

70​

6.1​

0.0​

PDF Siege Infantry Brigade​

690​

510,544​

109,142​

2,966​

4,170​

0​

25,527​

5,757​

1,483​

83.4​

0.0​

Specialist PDF

173.0769230769​



0​








PDF Transport Regiment (600 Trojans)​

446​

7,200​

1,800​

600​

25​

0​

360​

90​

300​

0.5​

0.00​





0​








Militia Siege Infantry Brigade​

49,803​

128,550​

45,418​

2,406​

193​

0​

6,428​

2,571​

1,203​

3.9​

0.0​

Militia Air Regiment​

49,803​

56,800​

4,680​

3,456​

65​

0​

2,840​

534​

1,728​

1.3​

0.0​

Mechanicus




0​








Skitrii​

80​

1,393,620​

187,944​

1,600​

1,000​

1​

278,724​

37,589​

320​

100.0​

0.1​

Tech Guard​

4,500​

1,193,620​

127,944​

800​

200​

0​

119,362​

12,824​

405​

10.0​

0.00​

Scout Titan​

13​

80,000​

0​

8,000​

768​

32​

8,000​

0​

4,000​

15.4​

0.32​

Reaver Titan​

9​

640,000​

0​

64,000​

2,944​

256​

64,000​

0​

32,000​

58.9​

2.56​

Warlord Titan​

3​

5,120,000​

0​

512,000​

21,504​

4,096​

512,000​

0​

256,000​

430.1​

40.96​

Total​


23615000​

3073500​

140000​

265000​

400​

4723000​

614700​

70125​

26500​

0​



9,446,000​

1,229,400​

56,000​

225,250​

160​

1,889,200​

245,880​

28,050​

22,525​

0​

Total Military​

Percent Military​

Helguard​

Helltroopers​

PDF​

Navy​







459,135,250​

5.19%​

6,665,000​

117,382,000​

264,940,000​

12,642,500​








94.81%​

82,244,375​

16,448,875​

822,444​

41,122​









PDF: -10-50
Guard: 10-80
Grenadiers: 50-120
Cadians: 110
Stormtroopers: 120-220

with veterans gaining up to +100
per level of veterancy (Veteran, Elite, Renowned, Legendary)











                         

Unit Tier​

0​

1​

2​

3​

4​

5​

6​

7​

8​

9​

10​

11​

Catagory​

Fodder​

Untrained​

Green​

Regular​

Veteran​

Elite​

Ace​

Champion​

Heroic​

Legendary​

Mythic​

Trancendent​

Skill bonus​

-25 or lower​

-25 to 25​

25 to 100​

100 to 200​

200 to 325​

325 to 475​

475 to 650​

650 to 850​

850 to 1075​

1075 to 1325​

1325 to 1600​

16oo or higher​


Power Armour adds 1, Astartes adds 2, Champions are 1-2 higher​












Examples​



Militia​

PDF​

Guard, Avernite Militia​

Grenadiers, Avernite PDF​

Power Armoured Granadiers, Avernite Guard​

Avernite Helguard, Avernite Lifeguard​










Ork Boyz, Ork Scarboyz​

Ork Nobz​

Ork Meganobz​





0-4 terrible
5-9 Below Average
10-14 Above Average
15-19 Skilled
20-24 Exceptional
25-29 Great
30-34 Edge of Human Capacity
35-40 Low Superhuman
41-45 Mid Superhuman
46-50 High Superhuman
51-55 Low Demigod
56-60 Mid Demigod
Imperial Guard
Squad 10 Men – Sargent
Platoon 50 Men, 5 squads– Lieutenant
Company 250 Men – Captain
Battalion 1,000 Men, 4 Companies – Major
Regiment 10,000 Men, 10 Battalions – Colonel
Brigade 100,000 Men, 10 Regiments – Brigadier
Division 1,000,000 Men, 10 Brigades – Major-General
Corps 10,000,000 Men , 10 Divisions – Lieutenant-General
Field Army 100,000,000 Men, 10 Corps – Marshal
Army Group 2,000,000,000 Men, 20 armies – General
Multiple Army Groups- Lord General
Hundreds of Army Groups- Lord General Militant

Naval
Commander- Escort
Captain- Escort Squadron (5-15), Cruiser (light to Grand)
Lord-Captain- Escort Flotilla (30-100), Cruiser Squadron (2-12, 2 Grand, 4 Heavy, 6 Battle, 8 Normal, 12 Light), or Battleship
Commodore/ Flag Captain- Task force (3-5: Flotillas, Cruiser Squadrons, or Battleships)/ Command Battleship
Vice-Admiral/Rear-Admiral- Fleet Flank (4 Task Forces, or Command Battleships)
Admiral- Fleet (4 Flanks)
Solar Admiral -Battlefleet (4 Fleets)
Lord -Admiral -Sector Fleet (4 Battlefleets)
 
Last edited:
Well, the more ruins, the more chance of getting an STC. Even if there is some kind of diminishing returns on ruins, having more ruins floating around ain't gonna do us much harm.
 
Perhaps they wouldn't harm us (well... there was that incident with the radiation bomb in Gamma-4...), but the idea of the opportunity cost is annoying.

It hopefully doesn't matter much, but I suppose we'll see when we start exploiting them.
 
Last edited:
As in men of Iron or necrons? I don't recall any mention of men of Iron from the Gaunt's Ghosts series, but I have not read it in its entirety.
I deem it a long shot. They were wiped out something hardcore back in the Dark Age of Technology.

Definitely not Necrons, as their architecture is distinctive.
 
As in men of Iron or necrons? I don't recall any mention of men of Iron from the Gaunt's Ghosts series, but I have not read it in its entirety.
I deem it a long shot. They were wiped out something hardcore back in the Dark Age of Technology.

Definitely not Necrons, as their architecture is distinctive.
In one of the books, an STC that had iron men designs was found, i think.

And since the iron men fought a war against humans that ended the DAoT (iirc), it's entirely possible that the ship debris around that gas giant has iron men on them. If they are, though, I would think it's unlikely that they're still running.
 
Last edited:
In one of the books, an STC that had iron men designs was found, i think.

And since the iron men fought a war against humans that ended the DAoT (iirc), it's entirely possible that the ship debris around that gas giant has iron men ships.
Perhaps. Nonetheless, There's no sense in worrying whether you are on hungry grass when a herd of Thundabeast are charging you. We have plenty of certain threats to worry about already. :)
 
Holy Emprah, this planet! If we manage to survive this, every Avernite(?) is going to be a genuine badass.

And If we wish to help the Emperor we must look for DAOT medical technology.
I think surveying the ruined starships would be a good start on that - even if they won't have the most capable medical loot, if we manage to secure a database we might just make some sense out of all the ruins groundside.
 
Last edited:
The odds of us successfully scavenging exactly the right DAOT med-tech, coming to understand it, and shipping it off to Terra before the old boy pops it seem slim indeed. From what I understand of the setting, he is on his last legs.
 
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