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
at current rates you will hit max pop in 8 turns, increased to 11 turns by current actions. taking grow rates into acount this is 6-7 and 8-9
 
Ok so we have time for Aria to finish than move on to the next action.

Edit
I am doing 4 Another which will give us To take the multi year turn to automate them.
Edit I got to get some sleep I have work in the morning night and I will check in the morning.
 
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Just want to say our general want to wait a bit before starting on the second recruitment drive for hellgaurd so as much as I like shards plan for the Titan blueprint I am going Nurgle.

[x] Plan Nurgle T139
The wait a bit is why Helguard is taken in T4.. It can't be taken earlier. The phrasing is need to wait, not want to wait.
 
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Recruit: Helguard- Three fifths of your Helguard was wiped out fighting the Tyranids of Hive Fleet Grábakr. Given that the Helguard have not yet finished rebuilding from their last mauling General Khol informs you that she will need to wait a few years before she can begin to replace the current losses. This will take decades and will give you a force of Helguard who still do not match those that you had before the skies turned gold.

Time: 24 years (can not begin until turn 4)
@xXxBlueViperxXx

Here is the action itself. We actually do need to rebuild our Helguard ASAP.
 
A Review of the Ultima Compact
A Review of the Ultima Compact
Idea by sabreFather
A catalog of military technologies developed between the Imperium Secondus and the T'au Empire during the war against the Destroyer. Addendums may be added at a future date.

Plasma Rockets: Derivative of the Super Nova Launcher plasma grenades intended for use with man portable launchers. While they retain the same overall destructive power as their larger cousin they have a greatly reduced blast radius. Due to issues with the cost of miniaturization these munitions are too heavy to be thrown and require rocket propulsion to match the range of standard grenades. A larger variant intended to be used with the Imperial Multiple Rocket Pod has also been employed. - text by sabreFather

Rocket Brace: A rocket brace is an emergency support weapon intended to give the equipped soldier an anti-armour weapon. A standard rocket brace can be attached to Power Armour and Battlesuits below XV-2, while the larger variant can be used by battlesuits of any size. A rocket brace does not take up a weapon or support system slot on Battlesuits. - text by sabreFather

Rocket Rack: Functionally similar to the rocket brace, this device is a variant of the traditional imperial smoke launcher armed with plasma rockets. As smoke launchers have proven ineffective against many of the Destroyers anti-tank units, primarily because they are melee-specced canoptek constructs, a low-cost redesign of the smoke launcher into an emergency defense was implemented. - text by sabreFather

Demi Neutron Weaponry
Idea & text by Random_NPC
As the war against the destroyer grows more desperate, the need for weapons able to harm its heavily armored troops has vastly outstripped the ability of secondus or its allies to produce neutron weapons. As a result, a cheaper alternative was developed. Drawing upon the Taus own efforts to replicate the weapons. Forsaking the advanced energy envelope, and using cheaper and bulkier components throughout, the result is a marked decrease in range and rate of fire but also price. Their ability to pierce armor however, has been largely preserved.
NOTE: Currently restricted to Pistol, Carbine, Volleygun (Light Rifle Machinegun variant), Heavy Rifle, Repeater/Heavy Machinegun, and anti-tank cannon.

Mitragliatrice: A fully automatic rail rifle intended for use with heavy armour such as Terminators and Broadside Battlesuits. A development derived from the expertise of Coil and Accelerated weapons from Avernus combined with the power of Tau rail guns. This weapon has proven most effective against canoptek constructs, but can render even Destroyers into a broken mess that must phase out. - text by sabreFather

Ribauldequin: Functionally three light rail guns in a singular mount, designed for use on jetbikes and vehicles. Ideal for flanking maneuvers to destroy lightly armoured Necron vehicle equivalents, such as the Doomsday Arc and their light flyers, and larger canoptek designs such as the Tomb Spyder. - text by sabreFather

Grande Ribauldequin: This is a replacement design for the Quad Ion Turret to convert it into a long-range anti-tank weapon. This has proven effective at dealing with Seraptek walkers, and in a squadron can suppress even a Monolith. - text by sabreFather

Archibugi Galvanic Caster: A more advanced version of the Galvanic Caster that is functionally similar to the Special Issue Impaler, though based on combining Galvanic Caster with the Tau's own Pulse Submunitions Rifle. Due to the focus on combating the Destroyer, this weapons secondary munitions have been focused on Armour Penetration. A larger variant used by Battlesuit-equipped Secutarii Peltasts also exists, utilizing heavier shells. - text by sabreFather

Light Plasma Carbine: even the least of the destroyers puppets bears armor on par with typical astartes armor or crisis suits, creating an urgent and wider need for weapons capable of harming such armor than has existed since the war against the Men of Iron. This weapon is the result of the Ultima Compacts desperate attempts to meet this need. Using a number of techniques based upon pulse weaponry, the plasma carbine compensates for lower load with higher temperatures and projectile speed. Enabling it to match the penetration of traditional plasma weapons, but falls well short in terms of damage and range. It is however much cheaper, being only somewhat more expensive to produce than an equivalent neutron weapon. -random_npc

Light Plasma Flamer: a downscaling of the typical Plasma flamer, the light plasma flamer produces a far smaller stream of plasma. This makes it both somewhat cheaper, and far safer to use. While it still produces dangerous amounts of heat for its user, it can safely be used by troops in common power armors, or light battlesuits. - Random_npc

Plasma Marksmen Rifle: a spin off the light Plasma carbine, using a similar compression method, the marksman rifle has a slower firing cycle, allowing further compression. This allows a plasma pulse able to withstand far greater acceleration leading to greater range and accuracy. While still shorter ranged than even a pulse rifle, the sheer speed of the plasma pulse ensures near perfect accuracy within that range. This enables a skilled user to pick off individual high value targets at close range. - Random_npc

Plasma Glaive: A marked upgrade of the Pulse Glaive, exchanging its plasma torches with projectors derived from the Dark Age Plasma Foil. This weapon has proven extremely effective at carving through Necron Immortals and even the largest of Canoptek constructs, only meeting resistance with Necron Overlord equivalents and super-heavy units. - text & idea sabreFather

Cyclic Plasma Repeater: A light plasma weapon with a rate of fire comparable to a heavy stubber, this short-ranged weapon was designed to serve as an anti-infantry shoulder weapon for the AM-32 Battlesuit. While the constraints for its fire rate reduces its effectiveness to older Tau Plasma weaponry, its ability to suppress anything short of the Destroyers war engines has proven valuable. - sabreFather

Heavy Plasma Carbine: Following the relative success of the light plasma carbine, a battlesuit mounted variant was commissioned. Currently in use by Skitarii battlesuit teams, this weapon has proven to be as effective as the Tau's Mk III Plasma Rifle of early m42 despite being a third cheaper as modern designs. - sabreFather

Plasma Lance: Intended as an anti-armour alternative to the venerable Arc Lance, the Plasma Lance has proven to be highly effective, albeit significantly more expensive. The haft of this primarily adamantium weapon is covered in a series of emitters based on the plasma foil, granting it incredible stopping power in melee. Due to the overlap between arc and plasma technologies the lance can emit a short-ranged bolt of plasma when paired with a Mag-Inverter Shield, granting it an effective ranged attack. - sabreFather

Fusion Rifle: A design from the Enclaves, this weapon is based on the Fusion Cascade. Combining the power of a Fusion Blaster with the fire rate of a Plasma Rifle, this is a formidable weapon. How the T'au Empire managed to acquire this weapon is unknown, but rumours persist that Commander Farsight himself delivered the data-packet to an unidentified battlesuit-wearing Ethereal. The Fusion Rifle has two designs currently: a Heavy Rifle that requires a backpack-mounted fuel cell and a Battlesuit-scale rifle. The weapon has proven extremely powerful but very fuel intensive, quite unlike the weapons it is otherwise derived from. - sabreFather

Micro-Munition Bolts: Bolter ammunition derived from Micro-Missile warheads. Classic bolters use micro-grenade explosives, Hephaestos Pattern Accelerated Bolters use micro-missile explosives. The Hephaestos Heavy Bolter uses less miniaturized munitions to lower cost. -idea by sabreFather
Hephaestos Pattern Accelerated Bolters: Bolters with built in accelerators. The existing two-stage propulsion systems of Bolts means they only increase their range by about a quarter rather than half as other accelerated weapons. - idea by sabreFather

Micro-Munition Bolts: an attempt to breath life back into the vulnerable bolter, these potent micro missiles have to a degree succeeded. By using the more potent and expensive warheads derived from micro-missile STCs recovered by the eldar, it is possible to create bolt shells that strike with staggering force. While too expensive to reclaim their old position as a mainline weapon, they have begun seeing use among elite companies and strike teams. Their effectiveness is further buoyed by the large number of relic bolters scattered throughout the armories of various chapters. -random_npc

Hephaestos Pattern Accelerated Bolters: a refinement of a weapon under development in the final days of the old empire. The parietal plans for an improved boltere were recovered some time ago, but were only recently deemed worth finishing. Incorporating accelerator technology into an elongated barrel, the weapons fire bolts at a much higher initial velocity, allowing the bolt a significantly greater range. Typically such weapons will be used with micro-Munition bolts. -random_npc

Hephaestos Heavy Bolter: An outgrowth Hephaestos pattern bolters, while the greater mass of the weapon made lengthening the barrel too heavy, the greater mass allowed for the use of a larger and more power hungry accelerator. The larger bolt caliber allows for the use of more efficient warheads in the appropriately sized Micro-Munition bolts, allowing for rounds that are both cheaper and more potent. -random_npc

Experimental Weaponry
Prototype Disintegrators: In a strange twist of fate, the Tau's experience with the unusual technologies inherent with their Dark Matter Reactors has given them a leg-up on adapting this long lost human technology. Due to the majority of research being focused on more established technologies the majority of these designs have not reached the level of advancement preferred by Earth Caste researchers, as their systems have proven to be volatile. Current portable designs include a shotgun equivalent and a heavy rifle, currently used by the Tau's morellian auxiliaries. Vehicular designs have proven more durable, if only because their larger size allows for the use of systems and materials too heavy or bulky for even Power Armored troops. Of the two battlesuit designs, one is an armoured twin-linked Disintegrator Rifle while the other is intended for use with Battlesuits equipped with Nova Reactors (currently only Mass-10+ suits like the Riptide and the command variants of the Enforcer and Cold Star XV8 suits qualify). - text by sabreFather

These designs are primarily over-engineered pieces far too expensive to produce en masse, or in some cases even in limited quantities.

Elite Plasma Marksmen Rifle: Currently in use on the Quicksilver Battlesuit, this weapon combines the power and high fire rate of Tau plasma weaponry with the most advanced targeting systems devised. This results in a fully automatic weapon with the accuracy, if not the range, of a dedicated sniper weapon in a highly mobile platform. - text by sabreFather

Fusion Carbine & Fusion Flare: The Fusion Carbine is an advanced Fusion weapon that utilizes a highly finessed focusing mechanism to effect a small blast radius without a drop in power. Currently employed with the Command variant of the Quicksilver Battlesuit. A lighter variant known as the Fusion Flare is instead used with the Ethereal variant. - text by sabreFather

Ion Caliver & Ion Pulser: Used respectively with the Command and Ethereal variants of the Quicksilver Battlesuit, these weapons return to the design philosophy used by the original Cyclic Ion Blaster prototype as well as the Phased Ion Gun. Combining weight of fire with high damage output, these weapons will oftentimes ablate armour away far beyond even the most advanced Ion weapons (functionally a crit has AP comparable to a Neutron Cannon). - text by sabreFather

Pulse Blazer & Pulse Flare: Derivative of the Sunshark's Pulse Bomb Generator, these devices emit their energy pulse in a wave rather than as a free-floating orb. Effectively an adaptation of Pulse weaponry to function as flamers, these weapons enable the Quicksilver Battlesuit to engage enemy assault elements that get too close for comfort of the Tau while maintaining combat endurance that other similar weapons would not have for this chassis. - text by sabreFather

Rail Jezzail: A compact variant of the Heavy Rail Rifle utilized by the Broadside Battlesuit. Due to its greatly reduced size it must rely upon a superior accelerator. When combined with the advanced sensor suite and targeting systems of the Quicksilver Battlesuit this results in a premier sniper weapon that can make ideal use of the Rail Guns tendency to overpenetrate. - text by sabreFather

Micro-Artillery Array: This dual weapon system is a pair of miniature accelerators, each loaded with its own separate munitions stores. One launcher is loaded with "Comet Shard" Incendiaries, which can cover a wide area in a fire storm of plasma flechettes capable of burning out anything short of a Necron Immortal (roughly the strength of a bolter and the penetration of a Hot-Shot Lasgun or Neutron Laser, and it ignores cover!). When dealing with Necron Elites and Canoptek constructs the other launcher, loaded with "Nova Flare" Plasma Grenades, is used to bombard them with blasts of star fire (each individual grenade is a shaped-charge that strikes with the full force of a Dark Age plasma weapons, but requires multiple grenades to effect the blast area of traditional frag & plasma explosives). Due to the sheer expense of the munitions of this weapon and the need for advanced targeting parameters, it is currently mounted exclusively on the Commander variant of the Quicksilver Battlesuit - text by sabreFather

XV-12 Skirmisher & XV-22 Interceptor Battlesuits: In the ongoing war against the Destroyer, Secondus has found itself deploying a variety of prototype designs. A design that marries the (relatively) cheap production of the Paratrooper Power Armour and the physical enhancements of Tau Battlesuits, the XV-12 Skirmisher Battlesuit is intended to provide a more durable high-mobility platform for unenhanced soldiers without the cost of a full-sized battlesuit or Grav-Bike. While the overall survivability of such a battlesuit is a marginal increase, the design has proven viable skirmishing platform due to its stronger power system enabling the soldier to utilize more power hungry weapons than normal. A variant based on the Raider Advanced Power Armour was also developed, incorporating an integrated Neutron Lascutter in the off-hand arm and wing mounted Plasma Rocket Launchers. - Idea & text by sabreFather

XV-22 Quicksilver Battlesuit / Evasion armor: as the destroyer war rages on, it soon became apparent that no armor that could be fielded in any numbers could hope to withstand the terrible weapons of the destroyers minions. As a result, the armorsmiths of secondus took inspiration from the tau philosophy of evasion over resilience. By combining a number of advanced systems and the miniaturized generators from the conclave, they were able to create the evasion armor. Combining advanced thrusters, sensors, teleporters, and an advanced neural interface, the armor allows for pinpoint maneuvers at breakneck speeds, while providing mounting points for a wide variety of deadly weapons. Approximately as expensive as advanced terminator armor, and arguably less effective against most foes, providing little more protection than advanced armor, it has nevertheless proven its effectiveness against the destroyer, and has been adopted by a number of potent heros. - Idea & text by Random_NPC

The idea for the AM-32 Battlesuit has existed in one form or another for centuries. However, until very recently it was politically infeasible. It was considered improper to give what little of the Adeptus Mechanicus military that remained a larger battlefield role. However, few things cut through political expediency like looming extinction. In the aftermath of the rise of the destroyer, the disparate designs and idle speculations were quickly collated, and new technology incorporated. The result was the cost effective and flexible medium weight battle suit. Requiring a pilot to have special socketed cybernetics, and inbuilt cogitators to pilot, the AM-32 shares a great deal with dreadnaughts with how it is controlled. The use of pilots who think nothing of needing to disassemble much of their bodies to enter their suits has enabled a number of cost saving measures. The success of the Battlesuit, and the resulting promotion of its berers has seen a number of myrmidons model their new bodies after the AM-32 some going to far as to fully integrate into their Battlesuit. Some suspect in time this could lead to the formation of extremely effective elite formations. - text by random_npc

AM-32S Skitarii Battlesuit: A general purpose battlesuit meant to carry heavy weapons into battle, filling a similar role to the more conventional crisis battlesuits. The AM-32S is a nimble and moderately durable platform for heavy weaponry, able to fill almost any role when equipped with the proper weaponry. From harassment when bearing missile pods, to heavy assault when carrying thunder hammers. The first variant to enter service, and the first to prove its worth, the enhanced reflexes and surgically instilled fearlessness of its pilots seeing it achieve nearly a 1 to 3 kill ratio against the forces of the destroyer. -text by random_npc

AM-32H Hoplite Battlesuit: Drawing from the elite Secutarii formations, the AM-32H is a dedicated close combat suit. Incorporating advanced Mag manipulators to enable it to make full use of its Heavy Mag-Inverter shield, allowing it to weather even the fire of destroyer surprisingly well. Much like traditional Secutarii, the Hoplite uses the Mag field to power its primary weapon, the deadly plasma lance. Similar in function to a plasma foil spear, the use of the Mag field that surrounds the suit allows it to spew forth short ranged plumes of plasma, allowing it to soften up foes as it charges into melee. The sheer power of the weapon allows the hoplite to cut down the heaviest necron infantry with ease. Even heavy Canoptek constructs must be weary of so potent a weapon, for it is able to fell even such terrible foes as them with a well aimed blow. -text by random_npc

AM-32P Peltast Battlesuit: A ranged specialist, the Peltast carries the complex and deadly Heavy Archibugi Galvanic-Caster into battle. Similar in function to more common railguns, Galvanic-Casters use more complex firing mechanisms, allowing it to fire a wide array of sub-munitions. Something the AM-32P uses to full effect. The Skitarii constantly calculating the optimal munition and firing protocol. This enables them to effectively engage and destroy a wide range of targets, obliterating anything short of heavy tomb constructs from a comfortable distance away. -text by random_npc

@Durin yet another thingy!
 
The problem with trading Trolls Tau tech is that we are asking too little in exchange for it. Ask them for help with defending our cities too perhaps? Help with shaping metals? Come out of Hives metal walls to gank psykers?

Reminder that we wanted to put Trusts Space Marines in touch with the Saurus, and that Julius, Horatius, and Surtr need artifacts. I like your buy list.

Eldar would let us know once Hecatoncheir finishes, we are expecting a reward for it (if it is successful) after all. If we don't have better ideas for diplo than indulging our curiosity than fine, but it does not seem high priority.

I think that I remember some math being done about tripling down on the Void Dragon being a good idea.

Nature of the Destroyer is a difficult divination isn't it? Double down seems necessary here.

I support the Focused Divinations, good picks.

I don't know if researching Bloom Bees psyker power would be of much use. That really does not seem very useful unless we are desperate for food, possible BeastPlantmaster grenadier unit aside. Reminder that there are plenty of very valuable Runes to implement and a few psyker Orders we should get done soonish, Order of Runes primarily.

It does not seem like a good time to discuss marriage with Tormod right after his mother died. I know that we want a heir, but maybe wait a turn?

The Spiders are probably the best choice to implement right now as we plan to export them as much as possible and need to use them for a time before that, but a reminder that Phoenix Gunship, which has a Titan weapon, is still waiting for its turn.

We haven't traded with the Nynye in a while, maybe we could sell them some more Metal for more/better potions?
Anyway to answer:

1. Have changed it so that we spend 1 year asking the trolls, and 1 more year for the deal itself in a subvote, as I think it is important enough to merit it's own vote, as well as being the most elegant solution.
2. Unfortunately there actually isn't enough space to ask the SM; There should be space to ask if Horatius would like a Shield next turn.
3. No more space for asking the Eldar about that now. :/
4. The actual maths would actually say that triple-down isn't advised, unless it can't be rerolled or the DC goes up over time, or there are risks in Divining. Triple Downed in both plans regardless.
5. Also DD'ed.
6. The other plan doesn't have Focused Divinations on those subjects!
7. Currently on implmenting runes. I think it might be best timed for next turn, along with the Siren Rune deal (no space this turn lol)
8. I suppose so.
9. >.<
10. Diplo...action..depletion..
Can we either sacrifice this to give a boost to the Dragon's plans GD, or pick something that doesn't have such a large malus? I'd prefer this be done with a DD on it, since we are directly looking at a C'Tan.

You have Recruit (PDF) twice. Maybe change one of these to Helltroopers or start whittling down our "Implement ()" list?

Can we please switch the two recruiting actions? The PDF takes much less time than the Helguard does, and a personal attention slot is a lot more versatile than a Munitorum slot. I'd prefer it if the personal slot was open again sooner.

It was asked on Discord, and Durin said that the Lonely Citadel will be subsumed into Dis once that finishes expanding into a huge hive, without us needing to expand LC into a small hive first. So maybe pick a different city here.
1. Done, in both plans.
2. Fixed
3. While it would take some action-finagling to do so, I do note that Munitorum has the greatest backlog out of things we want to do, so the loss in flexibility isn't so bad (Just think of every PA action you want to do).
4. Gormex now, in both plans. Whoop!
The trolls can help with all construction not just on the Hives. They can help with the railways, mines, building the artificial lakes for the Sirens, defenses out away from the Hives, mineral location, and plenty more I can't think of off the top of my head you all are focused too much on the trees and are missing the forest.
My current plan is to spend one action on the Trolls asking them, and one more on a subturn-vote to vote on how much to actually give. I think this is the most elegant solution which gets us Troll speed upgrade (very important) as soon as possible.

Additional plan changes: Made Void Dragon repeatable if it fails

Personal note to self on Diplo Backlog

High
Siren Trade Mk 2(Runelords & Warding)
Siren Nomad Trade
Horatius Shield
DN Merger
Nynye Trade Mk 2?

Medium
Eldar troop selling
Ask Eldar about out galactic neighborhood
Ask about BI
Bertil
 
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All right you have convinced me on the helguard issue and I still want the titans

Edit I got reconvinced the other way
[x] Plan Nurgle T139
 
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[X] Plan Shard T139

I'm voting Shard because I think the divinations are better. I prefer Nurgles AM.

How is it that we do external diplomacy again? We basically manage it due to Rids and Marcus but the high council seem not to mind despite it being directly against the constitution of the Trust.
 
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[X] Plan Shard T139

I'm voting Shard because I think the divinations are better. I prefer Nurgles AM.

How is it that we do external diplomacy again? We basically manage it due to Rids and Marcus but the high council seem not to mind despite it being directly against the constitution of the Trust.
They pretty much unofficially delegates to you
 
Also Julius sword and shield (not a Paragon but about as valuable if not more) and Surtr shield (Paragon, governor, totally human).

We should probably get VG in touch with Saurus (should take care of Julius and Horatius, unless we want to give them neat gifts) and then put a word out to the Trust to see who else is interested in an artifact or something and then buying those our next Saurus trade. Those not VG should get one offs only I think (as opposed to putting them in touch and letting them trade with Saurus as they will), as that would deplete the available relics (or more accurately, the amount fo stuff Saurus would be willing to buy and thus sel) for VGs who need them the most. And us of course.


Idea for Trolls: Offer them our tech (edit: I mean the minimal Tau/Quartok tech they need to help us with Hive construction) in exchange for becoming our protectorate. That seems quite equitable and by making them a protectorate should further counteract fears of us equipping possibly hostile xenos.
 
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Also Julius sword and shield (not a Paragon but about as valuable if not more) and Surtr shield (Paragon, governor, totally human).

We should probably get VG in touch with Saurus (should take care of Julius and Horatius, unless we want to give them neat gifts) and then put a word out to the Trust to see who else is interested in an artifact or something and then buying those our next Saurus trade. Those not VG should get one offs only I think (as opposed to putting them in touch and letting them trade with Saurus as they will), as that would deplete the available relics (or more accurately, the amount fo stuff Saurus would be willing to buy and thus sel) for VGs who need them the most. And us of course.


Idea for Trolls: Offer them our tech in exchange for becoming our protectorate. That seems quite equitable and by making them a protectorate should further counteract fears of us equipping possibly hostile xenos.
1. Surtr is a Paragon combatant with a two-handed sword set-up. There is no way we could set him up with a shield like that. Closest would be if Tau Shield Generators count as shields for Saurus, but that would still require centuries before pay off. Same with why we don't buy any ranged weapons from the Saurus.
2. Your suggestion of giving Trolls our Tech when we haven't even done so for the Quartok would tank our relationship with them and start an Ad Mech Civil War with a good chunk of the Progressives going Conservative. Don't be stupid.
 
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