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
Curiosity is a sin. Let sleeping dogs lie and do not open a can of worms for no reason other than to see what's inside.
Curiosity isn't a sin, idiocy and lack of tact are sins, they just uses curiosity as a scapegoat.

1. it would be an powerful if expensive mine that still has a good chance of being detected and shot at without doing anything
Ah pity.

When we're at a much higher level of tech and can replace normal mines with these maybe.
 
What about using antimatter to create GRASERs warheads for torpedoes?
to high chance that they will be shot down, and if they are shot down to close to your ships there are issues
also there are major issues with storing antimatter on a warship, it makes a single lucky hit able to cause massive damage
 
to high chance that they will be shot down, and if they are shot down to close to your ships there are issues
also there are major issues with storing antimatter on a warship, it makes a single lucky hit able to cause massive damage
The GRASER warhead would mean they can detonate a large distance from the target and emit a gamma-ray beam. The blast being focused in a direction. Wouldn't this help in them not being shot down cause they don't need to make contact with the target ship like regular torpedoes?
 
[X] HanEmpire

So what is better the how to guide for navigators or eugenics package? I think the package should since it seems to be one of the few ways to give our selves a boost. It will make us stronger than before and might help boost pop growth a little.

The guide on the other had would allow us to break one of the few strangleholds on power that are left. If we do find it though we have to be very careful or the navigator houses will attempt to sabotage it. They have done so before many times in the past when something came up that threatened their monopoly.
 
The guide on the other had would allow us to break one of the few strangleholds on power that are left. If we do find it though we have to be very careful or the navigator houses will attempt to sabotage it. They have done so before many times in the past when something came up that threatened their monopoly.
That was when the astronomicon was still a thing. Now they need ways to keep being relevant what with the damage to their genome ect.

For example in the age of the Imperium the Void Abacci were basically banned as they were a threat to the navigator's monopoly, and they would hunt down anyone using them to destroy them. Now they're seemingly fine with them.

If we do get a guide it would likely be for making house Norn Navigator's as well anyway, as they're the ones who were both created first and are native to the Nine Worlds.
 
The GRASER warhead would mean they can detonate a large distance from the target and emit a gamma-ray beam. The blast being focused in a direction. Wouldn't this help in them not being shot down cause they don't need to make contact with the target ship like regular torpedoes?
Given that they still have to get close in naval terms to hit and that you would have to invent the entire design no
 
That was when the astronomicon was still a thing. Now they need ways to keep being relevant what with the damage to their genome ect.

For example in the age of the Imperium the Void Abacci were basically banned as they were a threat to the navigator's monopoly, and they would hunt down anyone using them to destroy them. Now they're seemingly fine with them.

If we do get a guide it would likely be for making house Norn Navigator's as well anyway, as they're the ones who were both created first and are native to the Nine Worlds.

It should also be noted that the navigators houses no longer have a seat in government. Their political power is quite a lot less because of it.
 
[X] our fleet still has not fully recovered but we will deploy what we have. Also 80 percent of our ground forces and 66 percent of psykers.
 
[X] Avernus will contribute 75% of the regular forces, 60% of the psykers, and all naval assets.
 
So, obviously a hair premature, but we should probably consider the risks and advantages of the core worlds we could steer the Waaagh to.

The obvious choices are Vanaheim and Muspelheim. Between the heavy fleet focus of this Waaagh, as well as the general advantage we have against New Orks in the void versus on the ground, planets with excellent void defenses are clearly the best place to face them from a military standpoint.

Of course, a problem with that is that both of these core planets are key producers for the Trust, with Vanaheim holding the vast bulk of our void construction/repair capabilities, and Muspelheim producing a major portion of the AM and EM in the Trust, both vital to supplying the void construction/repair and our elite land armies. Fighting at either of the planets would put those industries at risk, which will need to be considered.

Another issue is the establishment of an Orkoid ecosystem in the planets should they make landfall. At present, to the best of my knowledge, neither Vanaheim nor Muspelheim have a native Ork population. While I am unsure if even New Orks could establish a passive population of Muspelheim, Vanaheim at the very least would if any sizeable numbers made it to the ground. And while the immediate military effects would be trivially handled, their very presence would serve as a beacon for further Orkish attacks to economically vital planets as well as potentially causing political issues (as I doubt Vanaheim would be very happy about their paradise world getting spoiled).

On the surface this makes me more tempted to guide them to Muspelheim. Disruptions to their economy can more easily be covered by other planets, potential political issues are lessened, and there's a good chance that any Orkish footholds made can be fully purged. Hell, if things go pear-shaped the fact that their cities are Warp-capable means that bugging out is even a possibility. That said, I do see a few more potential issues. First, I am unsure as to just how many troops can be effectively garrisoned there. Population-wise they're certainly one of the smaller worlds, and I recall Mar Sara being unable to garrison nearly as many soldiers as we would have liked. Second, I am unsure as to exactly how their void defenses compare to Vanaheim in practical terms here. For example, especially against a dumb commander like this one I could see the minefield at Vanaheim being an enormous boon, and even without considering specific factors like that the defensive comparisons are tricky.

Naturally, a lot of this is also going to depend on if we send them anywhere else first. In many ways I'd rather not—we don't have anywhere to send them that would seriously deplete their void strength, and I'd really rather avoid effectively giving them more veterans of the ground. Veterans caused us far more issues than numbers last time...
 
First, I am unsure as to just how many troops can be effectively garrisoned there. Population-wise they're certainly one of the smaller worlds, and I recall Mar Sara being unable to garrison nearly as many soldiers as we would have liked. Second, I am unsure as to exactly how their void defenses compare to Vanaheim in practical terms here. For example, especially against a dumb commander like this one I could see the minefield at Vanaheim being an enormous boon, and even without considering specific factors like that the defensive comparisons are tricky.
Muspelheim cannot contain even a fraction of the troops as Mar Sara, the only practical place for them to be is the Nomad Cities, which while big, can only contain a fraction of our armies.

Practically though IIRC Durin told us to see the cities as mini shitty craftworlds. So very powerful and very hard to replace.
 
On another topic, let's try to ensure that this Warboss survives this war. WAAAGH!s aimed at the Trust are inevitable, so we should at least try to make sure that they're led by a total idiot.

Maybe we can send him to the old Tugozak worlds and have him make mess of things there.
 
There is a reason why I am pushing for Valinor so hard is so we have them busy than attack them from behind while they are busy. If we let them destroy Demagogue defenses and hopefully fleet than let them waste troops trying to take a demon world. I do not see them actually able to take the world unless Demagogue completely abandons it. Which I do not see happening because there patron god would be pissed if they do.

Letting attacking the core worlds is a bad idea. Any of the planets they could attack first are too valuable to let them attack them when we can easily get them to attack Valinor.
 
Vallies' Plasma Rifle
Vallies' Plasma Rifle

The Selvanus-Pattern "Sentinel" Plasma Rifle of Selvanus Binary fired smaller pulses of plasma rather than the large bolts of standard plasma guns, increasing range, rate of fire, and reliability but at the cost of damage per shot and the Maximal setting. With the loss of Selvanus Binary and Cerix Magnus millennia prior to the death of the Emperor, the means of constructing the Sentinel pulse rifle was lost. Working examples became extremely rare, but not non-existent. A skitarius bodyguard accompanying a Magos visiting Avernus had one, which is how Magos Vallies - an Avernite plasmatics specialist - came to know of it. Her initial attempts to recreate the weapon ended in failure, her knowledge and skill proving insufficient to rediscover the methods for creating the lost technology.

Many decades later, Vallies would once more make an attempt to replicate the lost weapon. Much had changed since her first foray into weapon design. The wide variety of completely stable and reliable plasma weaponry found in the Sword of Surtr was of course a major factor, but not the only one. Both before and after the datacore's discovery, Vallies had grown significantly more experienced in plasmatics, becoming one of the most respected and senior plasma specialists on Avernus and gaining access to all plasma weapon patterns within the Trust Mechanicus. Thus, when she petitioned for resources and personnel to develop the weapon, her request was accepted.

With skill, knowledge, research assistants, and complete focus to work on her project, Vallies did more than succeed. With knowledge and technology far beyond that of her predecessors, she created the Vallies-Pattern "Starpulse" Plasma Rifle - a weapon greatly superior to the Sentinel, extending its range by a quarter, halving its weight, and making it cost just a fraction of the price to make.

Today, the Starpulse can be found in the hands of Mechanicus forces and warrior elites throughout the Trust looking for a mainstay weapon "a level up" from neutron weapons. Plans have been made to see if the techniques that went into making the weapon could be applied to making a pistol or a heavy rifle, but for now such plans are on hold as Vallies and her cohorts gather data on the Starpulse's operation.

Statline: Range 30, Rapid Fire 1, S7, AP-2, Damage 1
 
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That was when the astronomicon was still a thing. Now they need ways to keep being relevant what with the damage to their genome ect.

For example in the age of the Imperium the Void Abacci were basically banned as they were a threat to the navigator's monopoly, and they would hunt down anyone using them to destroy them. Now they're seemingly fine with them.

If we do get a guide it would likely be for making house Norn Navigator's as well anyway, as they're the ones who were both created first and are native to the Nine Worlds.

I was wondering why they weren't doing anything about the Void Abacci. So we can make house Norn what do you think are the chances there will be enough information to make new houses. That could be a major boon to both the Trust and if we share the Blood Dragons.
 
The Selvanus-Pattern "Sentinel" Plasma Rifle
My only small concern with the weapon (love it otherwise) is that the Askellon Sector is in Segmentum Obscurus a long way away from Pacifus where we are.

TBF its stated to be close to the Halo Stars and thus it would be closer to us than most, so its possible rumours of the plasma weapon its based on made its way over, but I thought I should bring it up just in case.

I was wondering why they weren't doing anything about the Void Abacci. So we can make house Norn what do you think are the chances there will be enough information to make new houses. That could be a major boon to both the Trust and if we share the Blood Dragons.
Not sure on two counts.

1. House Norn is likely the original navigators and apparently are very different compared to the normal navigators, for example I recall Durin stating that they were never affected by the waxing and waning of the Paternova (the leader of the Navigators, when one dies the powers of all Navigators diminish, when a new one appears their powers increase, the ones connected to the new Paternova's bloodline increasing more) on Terra. I'd say this indicates that there's quite a few differences between the Norns and the normal navigators, not least the fact that the Norns only produce female navigators while the Navigators of the Imperium are quite patriarchal.
2. Even if we could I'm not sure why we'd need too. Norn has been stable for over 22000 years now (Navigators were first made on Helheim in M22) with no real downsides popping up.

Still the genetic information we have already means that Maximal thinks he could restore the Navigator's genome from pretty much any house in a pinch.

This does of course lead to a bunch more questions though. Specifically why is Norn still here and didn't become one of the Navis Nobilite? They're the original after all. That's just one of them.

Regardless I'd imagine most Navigators would love to get their hands on an Abbaci, as the Paternova cycle is likely dead and gone with Terra and likely most of the core houses dead.

@Durin
1. Because I may be misremembering, you did say at some point that Norn was
1a. The original (or likely the original) Navigator house?
1b. That they were not affected by the cycle of the Paternova on Terra?
 
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My only small concern with the weapon (love it otherwise) is that the Askellon Sector is in Segmentum Obscurus a long way away from Pacifus where we are.

TBF its stated to be close to the Halo Stars and thus it would be closer to us than most, so its possible rumours of the plasma weapon its based on made its way over, but I thought I should bring it up just in case.
It was hardly a secret weapon, so I figured that a plasmatics specialist just a single segmentum over would find out about it while learning about the various kinds of plasma weapons in the galaxy.
 
Wait really? Because if this is true seems like this would give us a bit of leverage when it comes to talking to other human polities.
In a pinch and theoretically, not the kinda thing the we can offer as a service ATM.

It was hardly a secret weapon, so I figured that a plasmatics specialist just a single segmentum over would find out about it while learning about the various kinds of plasma weapons in the galaxy.
I suppose, though I do find it more unlikely if as you said the forge world and by extension the design has been lost for a millennia.

In Segmentum Obscurum itself I can see it being required reading, but outside it...not as likely given that in the local area there's likely hundreds of different variations on top of the admech sanctioned ones.

As I said its not a big deal (hell I may just be moleing), but it maybe something to think on, the idea itself isn't new (hell the Deathwatch did it several Millennia before anyone else albeit with different results.)
 
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