A Flame of Hope in the Grim Darkness (A 40k/Multicross Quest)

What was the QM's statement on Deserts again? Was it that the quest wasn't taking the size calcs of the ships into account for this quest?
 
Deserts is being used as are the larger end of scale cacls, those in line with the 25.6 kilometer tall Scaffold mentioned in the original Homeworld manual.

Notable Features
Starship-scale matter re-assembler technology / Multi-kilometer capital ships / Cybernetic augmentation and human-starship biological and neural integration / Mega-scale engineering and fortifications / Advanced starship armor / Large ground vehicles / Land carrier-crawlers / Massive flying wing transport aircraft / Atmospheric incineration warheads / Advanced reverse engineering capability
 
I don't agree that the Imperium's super-heavies will pose a major threat. The Imperium's baseline for super-heavy armor is the Baneblade, a 13.5 meter long tank. The lightest ground unit in the Kushan inventory, and mind you all the vehicles from Deserts of Kharak are 250 years old designs by the time of Homeworld 2 and there is no telling how much more advanced their 'modern' replacements are, is the Light Attack Vehicle.

The LAV is a humvee, if humvees dwarfed MBTs at 12 meter long, had the suspension of monster trucks, came equipped with a pair of ten barreled 40mm rotary auto-cannons, and had a top speed of 110 kilometers per hour.

The standard Kushan tank is either a 38 meter long vehicle that is appropriately described in the lore as "a Gun looking for a Crawler" or a 30 meter long set of treads packing a rotary auto-cannon setup even more insane than the one used by the LAV.

The former carries a 17.6 meter long railgun whose caliber – depending on whether you measure the "barrel diameter" by the widest distance between the three parallel rails or the narrowest – lies between 17" and 15" inches. For reference the USS Iowa's primary armament are 16" inch rifles.

The other Kushan tank, the Armored Assault Vehicle, is equipped with a seven barreled 11" inch rotary auto-cannon. The Germans used 11" inch guns as the primary armaments of their battleships. Two were planned to be used as the primary armament of the theoretical Ratte super-heavy tank.

And this is what the Kushan consider, standard. Their idea of super-heavy is ten times the size of the Baneblade. The Vanguard-class battlecruiser is a 111 meter long monster armed with four 20" inch guns mounted in pairs in two superfiring turrets. The largest naval rifles ever created by humanity were the 20" inch guns built for the infamous super battleships, Yamato and Musashi.

...and the only reason why the Vanguard only carries four is because when the Soban tried to fit even more guns onto the platform the things would sink in Kharak ubiquitous sand dunes. Otherwise the vehicle could more than handle the added stress.
I was thinking more about their weapons like Plasma/Melta Cannons but with the size difference you pointed out it may actually take at least a Titan getting involved. Frankly my biggest fear at this point is running into daemons or Necrons. Or Orks. Last thing we need is an Ork infestation.
 
Deserts is being used as are the larger end of scale cacls, those in line with the 25.6 kilometer tall Scaffold mentioned in the original Homeworld manual.

The one thing I'm beyond grateful for is the Advanced reverse engineering capability that Homeworld has. Don't know how good it is with Eldar tech. But for everyone else? It'll give us a major advantage......well, probably not against the Orks since all their stuff is literally scrap.
 
I was thinking more about their weapons like Plasma/Melta Cannons but with the size difference you pointed out it may actually take at least a Titan getting involved. Frankly my biggest fear at this point is running into daemons or Necrons.

Well Homeworld is no stranger to plasma and energy weapons, the setting's go to choice for ordinance when it comes to bombers being plasma and particle accelerators being standard anti-capital weaponry, so 40K's equivalents shouldn't be drastic out-of-context problems.

Granted, the stock Desert of Kharak vehicles aren't built to deal with such threats, but then they're from a prequel. We are bound to see significant increases in performance simply by modernizing them with Homeworld technologies, never mind how well they might perform when improved with the other techbases.

Or Orks. Last thing we need is an Ork infestation.

It occurs to me that some Guardians are going to get along with those folks like a house drenched in promethium.
 
It occurs to me that some Guardians are going to get along with those folks like a house drenched in promethium.

I would imagine they would want to join in on Crucible matches.

Plus, Orks would also love Guardians because they can't die! That means endless fights!

Only way to actually kill a Guardian is by killing their ghost with enough paracausal energy.
 
Don't forget that you guys have access to the NUNS' Koenig Monster as well, giving you a bomber AND heavy bombardment mech in one unit. Destroids are also an option for more conventional, dedicated ground assault ops.
 
I would imagine they would want to join in on Crucible matches.

Plus, Orks would also love Guardians because they can't die! That means endless fights!

Only way to actually kill a Guardian is by killing their ghost with enough paracausal energy.

On that last point, I've made a ruling that Ghosts can also be taken out if they take a powerful-enough conventional bullet or shrapnel shard right in the eye-lens. Anything else would require special magic mojo to get past their armored shell.
 
The one thing I'm beyond grateful for is the Advanced reverse engineering capability that Homeworld has. Don't know how good it is with Eldar tech. But for everyone else? It'll give us a major advantage......well, probably not against the Orks since all their stuff is literally scrap.
I wouldn't give it good odds with Necron tech too. For Universes sake they figured out actual time travel without hopping into the Warp. The only people with bigger understanding of the Materium then the Necrons are the C'tan and they were the ones who taught them a lot of that in the first place.
It occurs to me that some Guardians are going to get along with those folks like a house drenched in promethium
I would imagine they would want to join in on Crucible matches.

Plus, Orks would also love Guardians because they can't die! That means endless fights!

Only way to actually kill a Guardian is by killing their ghost with enough paracausal energy.
Oh sweet Isha, the moment the Orks hear there are tough enemies who came back after dying it would be like a smaller version of that Khornate Daemonworld that got invaded by Orks. Khorne liked the Orks drive so much that every time combat ends he revives everyone involved so that they can go at it again, endlessly reincarnating and spilling blood and loving every second of it. And if there is one thing Guardians have in common with Daemons is that they don't stay dead unless they lose their Ghost which is basically their version of True Death.
 
Hmm, general thoughts, just thinking...

The Kushan are easily our best technological powerhouses. Their ships are big and solid, their fabricator tech is excellent, their FTL comms network does double duty as a resources network, they can inhale asteroid fields for resources at a rapid rate, and their ground vehicles are massive and powerful. They're also a relatively 'hard' sci-fi faction, which is both good and bad; they don't need too much in the way of phlebotium or whatever, but they also don't have much in the way of super-weapons beyond some Precursor stuff they can replicate but don't understand. And their 'ship AI' is actually brain uploading, which may be better than normal AI for Chaos junk. Their main weakness in our lineup is that the have very little experience with esoteric nonsense and magical whatsits, and are likely the most vulnerable to Warp shenanigans as a result. Having our more magically inclined factions work with them to get their fabricators to slather a metric ton of anti-daemon stuff onto all their ships will be an important step to avoid another 'Beast Mothership' incident. Other downside is that they have a relatively poor understanding of their own FTL drive, due to their productions of them being knockoff copies of a Precursor relic they found rather than something they invented themselves (if I'm remembering things right, it's been a while), making it harder to work with. Though they at least still have the original core still to study more. Also lagging in biotech.

The NUN is our other major spacefaring faction. They aren't as strong technologically as the Kushan, but are also much more diverse. More importantly for our case, they're from a softer, super-robot style setting. As a result, they're more experienced with esoteric nonsense, have a diversity of species, and their small craft such as Variable Fighters, Destroids, and Zentradi Pods are superior pound-for-pound. Said small craft are also all areospace, filling an important niche in combat craft that can deploy from space but still fight planetside. They have an FTL drive that is easier to produce than the Kushan's, which may help. And are our source of cloning technology, which may be important. Space magic size changers are also there, and mean we can turn any human hero unit into a 30 foot Zentradi if we want... Also weaponized propaganda that somehow has actual magical effects, may prove to be an important wide-range anti-Chaos-corruption method.

The Androidkind Compact is a tiny faction to start, but with the potential for explosive growth. They provide an important source of blatantly superhuman, but still human-sized, troops. Troops who can back themselves up, don't get tired, need very little in the way of rations, can blatantly break physics in battle, have solid infowar defenses, and can be built in a factory. Ultimately, the Androids and Machines are going to form the backbone of our infantry forces, and we're going to need them. Also very traumatized. We will need to assign entire departments to giving them hugs. Other useful bits include scinetifically understandable magitech that can be mass-produced in a factory, once we figure it out.

Chaldea are our magical researchers and superheavy providers. Their numbers are much too small to form a serious force, but they are our number one experts on Freaky Magic Bullshit with long experience dealing with horrible demons that like eating souls and horrible spirits and such. Servants are immensely powerful but also individually unique and limited in number and availability, forming our main source of deployable Hero Units. More mages can be trained as well, but it will be a sluggish process and we'll be depending on them mainly for anti-Chaos duties and research.

I'm not as familiar with Destiny, but it sounds like they'll provide our other magically adept faction, and other provider of elite forces. Ghosts and Guardians are still limited in number, but plentiful enough we can use them as elite squads instead of as lone Heroes. They're also intensely difficult to actually destroy, unless deployed against Chaos, but can't be replaced if they are. We'll probably want them on magical research and proliferation at least at first in order to get our own Light users built up. As a singular benefit, the Traveller will probably flyswat any Greater Daemons that try to poke around in our home system, giving us a safe zone.
 
We'll probably want them on magical research and proliferation at least at first in order to get our own Light users built up. As a singular benefit, the Traveller will probably flyswat any Greater Daemons that try to poke around in our home system, giving us a safe zone.

This is something I've wanted to ask.

@BobTheNinja

Will their be Guardianless Ghosts?

Will the Traveler create more Ghosts?

And, if yes to these questions, will these new Risen Guardians be limited to Humans only or any race? Like, lets say a Cabal or Eliksni or Kushan or whatever other race that isn't just human dies. Can they be brought back as Guardians if the Ghost finds them worthy? We've seen Hive Light wielders before, after all.
 
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I don't agree that the Imperium's super-heavies will pose a major threat. The Imperium's baseline for super-heavy armor is the Baneblade, a 13.5 meter long tank. The lightest ground unit in the Kushan inventory, and mind you all the vehicles from Deserts of Kharak are 250 years old designs by the time of Homeworld 2 and there is no telling how much more advanced their 'modern' replacements are, is the Light Attack Vehicle.

The LAV is a humvee, if humvees dwarfed MBTs at 12 meter long, had the suspension of monster trucks, came equipped with a pair of ten barreled 40mm rotary auto-cannons, and had a top speed of 110 kilometers per hour.

The standard Kushan tank is either a 38 meter long vehicle that is appropriately described in the lore as "a Gun looking for a Crawler" or a 30 meter long set of treads packing a rotary auto-cannon setup even more insane than the one used by the LAV.

The former carries a 17.6 meter long railgun whose caliber – depending on whether you measure the "barrel diameter" by the widest distance between the three parallel rails or the narrowest – lies between 17" and 15" inches. For reference the USS Iowa's primary armament are 16" inch rifles.

The other Kushan tank, the Armored Assault Vehicle, is equipped with a seven barreled 11" inch rotary auto-cannon. The Germans used 11" inch guns as the primary armaments of their battleships. Two were planned to be used as the primary armament of the theoretical Ratte super-heavy tank.

And this is what the Kushan consider, standard. Their idea of super-heavy is ten times the size of the Baneblade. The Vanguard-class battlecruiser is a 111 meter long monster armed with four 20" inch guns mounted in pairs in two superfiring turrets. The largest naval rifles ever created by humanity were the 20" inch guns built for the infamous super battleships, Yamato and Musashi.

...and the only reason why the Vanguard only carries four is because when the Soban tried to fit even more guns onto the platform the things would sink in Kharak ubiquitous sand dunes. Otherwise the vehicle could more than handle the added stress.
Whoa. Those are some big tanks.
That's not necessarily a good thing.
I once heard the ideal tank being described as being like Iron Man.
Small, so that it doesn't make a big target.
Highly mobile, to get into the most ideal firing position.
And packing lots and lots of firepower in as small a package so the ammo doesn't take up too much space.
Something like a Vanguard would have trouble turning corners and I have a feeling that it would wreck any roads it went upon.
Do we have access to the designs of the VF-31 Siegfried and the Sv-262Hs Draken III from Macross Delta ? I heard the Siegfried has railguns on its arms ?
Do you think we could build our own Rail Rifles at one point ?
 
Oh sweet Isha, the moment the Orks hear there are tough enemies who came back after dying it would be like a smaller version of that Khornate Daemonworld that got invaded by Orks. Khorne liked the Orks drive so much that every time combat ends he revives everyone involved so that they can go at it again, endlessly reincarnating and spilling blood and loving every second of it. And if there is one thing Guardians have in common with Daemons is that they don't stay dead unless they lose their Ghost which is basically their version of True Death.
Is Ciel from Tsukihime part of the Chaldea lineup ?
We have Shiki Ryougi with us, so probably not, since she and Shiki Tohno can't exist in the same universe without some weird stuff happening in said universe, but if she is, the orcs will be happy to have another unkillable badass around.
 
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We also have the cabal vehicles from destiny
Wich also have big ass land crawlers

Overall we aint gonna hurt for size in vehicles nor units

Weaponry is gonna be a bit harder to come but as said before between all the factions you got heavy firepower

The last city on destiny has several foundries each one with a philosophy behind its designs

Tex mechanica builds reliable/rugged classic weapons,revolvers of high caliber (called handcanons),shotguns,grenade launchers etc



Where omolon foubdry design phylosphy is:

  • Experimental, bordering on irresponsible.
  • Powered by barely understood technology.
  • A fusion of the mad scientist and product engineer of the new frontier.
  • Hallmark is the liquid ammo displays and Omolon power cells.
  • Omolon is the future returned.
 
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@BobTheNinja would the Traveler get a power boost given that the Warp is a thing and he can be considered at the very least a Warp Entity if not a Warp God outright even if he isn't on a Chaos God level.

I......the traveler wildly surpasses the chaos gods

Short long story: the traveler is the jesus christ (avatar) to the god (the gardener)

The gardener and winnower are capital G gods, they liked to play a game of simulating universes,but the pattern of ñife that always won was that of the winnower (brutal competitiom untill only a single individual has killed/assimilated everything else)

The gardener introduced light and paracausal powers to give a better chance to species that arent brutal ever consuming

The winnower didnt like this and created a knife and they fougth

The traveler and light is the pattern the gardener introduced to help species across realities
the darkness and its servants is the knife the winnower gave to unmake the works of the traveler

When the traveler woke up it sent a energy shockwave across the entire galaxy at FTL speeds,that alone puts him on the hitting range of the likes of the emperor


View: https://youtu.be/LskuE0AJ2qA

The traveler tries to stay dormant in order to hide from the darkness (entity of similar power but focused on brutal competition ideologically) in order to protect species from the "knifes" of the winnower

Because as you see in the video the second he went active,the ships of the witness (a darkness weilding entity) became active and went straight for earth

Dont mistake "doesnt intervene directly in order to hide smaller species from his rival" with "weak"
Ideally the traveler should be dormant,because if she has woken up it means shit has hit the fan and has to resort to protect us directly (and also means we eventually will get attacked by darkness creatures)
 
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So, you're saying we have and honest-to-Warp being that is like what if someone meshed together a C'tan and an Old One and gave the refuting being a huge power boost. Well, the good news is we don't have to worry about Daemons in the near vicinity because with a being of this power out System is likely akin to Sol. Having an actual galactic scale god on your side in 40k is very reassuring not gonna lie.
 
So, you're saying we have and honest-to-Warp being that is like what if someone meshed together a C'tan and an Old One and gave the refuting being a huge power boost. Well, the good news is we don't have to worry about Daemons in the near vicinity because with a being of this power out System is likely akin to Sol. Having an actual galactic scale god on your side in 40k is very reassuring not gonna lie.

Yep the traveller is a honest major entity
It just doesnt like to intervene directly because

1) is not its philosphy,it tries to encourage harmony and diversity,so it allows species to pursue their own independent paths

2) while powerful,the forces of the darkness are an equal match and in the wake of clashes between both,lesser races always die as collateral,so in order to nor get its protege species killed,it doesnt use its full power,using its power is like a beacon for the darkness

If the traveler has to use its full power is like jesus christ returning,sure is a nice thing but also mean armagedon is happening

So yeah,if the traveler wakes up means we are to our last legs and no other option except literal deus ex machine can save us

And diabolus ex machine will come for us now long after tracking the traveller
 
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Bob more or less said that if any of the major Metaphysically entities (C'tan or Warp spaghetti) try something with the Coalition, The Traveler will make Emps' burning of Nurgle's Garden look the a joke pulled by naughty pranksters.
 
Im not worried about the traveller capability of bending the chaos gods into a fucking pretzel if needed

More that if that happens then we will get visitors like vex,hive and witness followers or just plain ol darkness

Orkz with darkness doesnt make a good combination

Not much use getting rid of chaos to replace it wity similar threaths

Wait what? When did this happen?


Here:


The Traveller is brought over in its present condition in the Destiny narrative: active again, but still damaged/diminished from the Collapse and subsequent creation of the Ghosts. Most of the time, you can expect it to be parked somewhere and be all silent and mysterious like usual, not doing much save for serving as the Guardians' anchor to the Light.


However. If 40k's major metaphysical heavyweights decide to make a direct play against the coalition, things could get interesting.
 
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