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
STC reports
STC report: Beowulf main battle tank: A large armored vehicle of roughly the same mass as the Leman Russ name the Ajax by the factory database the schematics were pulled from. However, unlike the Russ, this vehicle is relatively long and sleek, sporting a lower profile and a more aggressive silhouette.

The engine described in the schematics is a powerful hydrogen burning engine which seems to be a major improvement on the improved engine STC recovered from Avernus. The basic design is possessed of an advanced system that condenses hydrogen from the air over time and could easily be converted to for use in other areas.

The armor plating was a system of ablative and reactive armor plates designed to deal with a variety of threats.
The tank is possessed of an advanced suspension system that is deceptively simple in execution, allowing it to handle high speeds and surprisingly rough terrain. It is not as versatile when it comes to the Russ and bypassing trenches and deep ditches, but it is usable enough. Tests and simulations indicate a top speed of 90 kilometers per hour under ideal conditions, perhaps pushing it as far as a hundred. However, in rougher terrain this speed is capped to 60 km/ph at most, to prevent damage to the suspension.

The tanks main gun comes in several forms utilising battle cannons, las cannons and even plasma cannons. However, the very design of the tank itself prevents an armament that is as extensive as that of the Russ. It has a single main-gun, a co-axial weapon, and perhaps a pintle-mounted heavy-impaler on the top of the turret.

It is not a brawler like the Russ, that wades into combat situations with its main gun, hull mounted lascannon and sponsons flaring in every direction as they advance. It is almost like a dedicated tank-hunter, but with a greater amount of mobility and versatility (especially depending on what the specific weaponry are). It is faster, it's armor is tough enough to keep up with the Russ for the most part, it's main armaments are just as good and it is in addition more difficult to hit.

STC Report Volsung Super heavy tank: Pulled from the same database as the BEowulf this super heavy tank bypasses many of that style of tanks major weakness and moves by the use of an array of powerful turbofans and jet engines similar to the research station and Muspelhime's Nomad Cities.

While no where near as strong and incredibly loud at high speeds, this allows for a much faster vehicle, surpassing that of a a baneblade and is unbothered by terrain allowing for the vehicle to set itself up advantageous positions for ambushes, and is surprisingly stable when firing it's weapons, which consist of pintle mounted heavy impaler gatlings, a heavy vanquisher cannon similar to the one found on Avernus, a powerful las cannon and a plasma canon.

STC Report Fellblade Super Heavy Battle Tank: A variation on the legendary Baneblade Chasis, this tank was once a relatively common sight among the Astartes legions of the during the Great Crusade. While it fell out of fashion for unknown reasons this STC has been rediscovered.

Its capabilities are very impressive. Its main armament is a duel mounted munition accelerator cannon, which creates a sudden vaccume infront of the cannon propelling the shells forward in the sudden void. This canon can fire two shells in the same manner as the Helheim Leman Russ Vanquisher, armor piercing the second however is a high explosive. The tank can switch between rounds with ease, thanks to a sophistocated automatic loading system.

This version of the Fellblade is capable of mounting side sponsoon Helheim Plasma flamers or Heavy impaler gattlings, both deadly weapons. A hull mounted demolisher cannon and a pintle mounted impaler gattlings.

The hull of the Fellbalde is constructed with the incredibly rare and almost unknown "metaplates" a system of armor that provides a near unheard of level of durability in this day and age, while increasing the weight of the vehicle by a noticeable, but not damaging amount, in addition to the layers of ceremite that will allow the Fellblade to endure blows from Titan Hunters at least once.

The most interesting part of the Vehicle is the "Atomantic arc reactor" that powers the vehicle. It is incredibly complex, providing a massive amount of power for such a small device, and if this can be successfully transplanted to other uses, it could see a great increase in the efficeincy of the Nine Worlds.

STC Report Digi weapons: not as powerful as examples created by the Jokaero these tiny experimental weapons pack as much punch as a full las cannon, but are currently very experimental. It seems it was an attempt by the ancients to equal the arts of the Jokareo and is incomplete, with several underlying heating principles missing. Currently it is 62% complete.

Made Up all of them save the Fellblade
Fellblade
Thought I'd throw some more of my ideas in :D
 
Otherwise the Mechanicus continues to prosper despite several indications of unrest, which Fabricator-General Britton tells you are a result of his efforts to change the Mechanicus for the better.
Enjou said:
It might get into a bit of a ramble at points as I tend to wax verbose, but I prefer to be sure I get my point across. Britton is the head of a religious organization, so in many ways he needs religious arguments. Suggested improvements are welcome.​
I prefer to start with shutting down xenos tech safely. We can push for additional liberalization later.

The only actual change in practice I suggest at all is exactly what Elder Haman is advocating for - figuring out how to turn xenotech off safely.

It looks to me that what Britton actually needs is political support. The easiest way for us to do so? Speech. Wherein we give good mention of the extreme number of previously-lost STC's that the Mechanicus have gathered under Brittons leadership - most by Magos Explorator Tranth, of course, but also some through the exchange of knowledge with allies.

As I see it, Magos Explorator Tranth is probably the one Mechanicus member that every other loyal Mechanicus - no matter faction - wants to keep succeeding. If I remember correctly, Fabricator-General Britton's policies with technology trade resulted in technologies that improved production of advanced material and exotic material? Exactly what is needed to repair and rebuild the ships Tranth has just explored. If we want to improve the Fabricator-General's standing in the Mechanicus, give him the opportunity to push more production towards those ships.

"There is no truth in flesh, only betrayal."
"There is no strength in flesh, only weakness."
"There is no constancy in flesh, only decay."
"There is no certainty in flesh but death."
"
Credo Omnissiah

If being seen as a key player in making a restoration effort of broken fleets of lost technology ships explored by Tranth a reality does not give Fabricator-General Britton's voice a bit more strength in the Mechanicus, then nothing will.

He also mentions that he is getting a bit suspicious of Champion Surt and wonders exactly what he is hiding.

We suspect that Champion Surt is hiding that his planet are Heretecs, but does the Inquisition know that? And if not, how do we think they would react to it?
 
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@durin Thoughts on the below?

I think we ought to have a chance to sit down and talk to Syr about her future. Obviously she should attend the military academy, but we should also discuss the importance of knowing more about the rest of the Imperial Trust.

Tell her stories of Lord Marshall Sigurd, Lady Sif, and the Aesir of Asgard. Tell her about the knowledgeable Champion Surt, and how Muspelhiem still retains the secrets of the Dark Age of Technology. Tell her about the Artisans of Svartalfheim, and the farms of Alfheim (sharing some of our own personal impressions). Tell Syr about the Hives of Midgard, and some of our war stories, along with talking about our friendship with Governor-General Aelfric Abingdon "The Timeless." Ask Freya to tell Syr some stories about her uncles at Vanaheim, and the massive shipyards and Imperial Navy. Talk to her about the massive Civil War on Jotunheim, the involvement of the Black Irons, Governor Garp, and the Ogyrns. Talk to her about the mysterious Nilfheim, and how little we really know about them.

I just think it's time to begin broadening Syr's horizons, play on her Curious trait, and help her to feel that she is joining her parent's world which is much bigger than she realized. (I know I always enjoyed it when my father took me along on business with him, and I met his various friends and associates).

Then we can talk with her about scheduling, and when would be a good time to attend the Officer's school, and when would be a good time to visit the other planets.

I was thinking that we probably need to do the following actions:

1: Personal Action: Discuss Syr's future with her: Tell her stories about the rest of the Imperial Trust and your desire for her to experience and know more about it. Begin planning a schedule for Sy, including when to attend the Avernite Officer School, and when to visit various systems.

2: Diplomacy Action: Sound Out (Grand Tour): Discuss with the other Systems your desire to send Syr on a grand tour of the Imperial Trust. Work out dates, schedules, etc.

3: Personal Action: Select Syr Chaperone/Assistant: Select an assistant and chaperone for Syr when she goes off planet to aid her in her duties/studies. (Produce list of candidates).
1. Would allow any of the above actions
 
[X] Enjou

@Enjou we sure we want to add another change to the Admech right now while there is unrest?

Also @durin anything we can do to calm the Admech unrest? Maybe getting that full list of STCs from the above battleship class ship will calm them down?
Not easily, even finding more STCs would not eccentrically help as it is the rate of change that is one of the main causes of unrest
 
40K Teleporters make Star Trek ones look like solid state technology. There is a reason they are rarely available.
And I am not really sure they are any less dangerous than traveling through what are even more perilous areas of Avernus.

Plus, I'm hoping that having a receiving teleport pad increases reliability.

If nothing else we can teleport equipment and materials to make logistics less of a problem. If we lose a part it doesn't really matter as nothing irreplaceable was lost.
 
For some reason the idea of the Magni Transporter is making me thinking of how we can use these things to help explore Avernus. Which then made me think of how the caravans that went out into the old west...which of course made me think of Oregon Trail. I shudder to think of what an Avernus Trail game would look like...though the random deaths would make sense in that game.

Still, that combined with the floating research centers could finally offer us a means of establishing forward outposts in unexplored regions of Avernus in relative safety on the ground.

Hmm, be kind of cool to make the Magni with a bunch of the SCV or construction technology and then make it into an Imperial MCV.

Fuck it, might as well ask. @durin Is it possible that we could design variations on the Magni Transporter? Like you know, making it into like a mobile factory or a repair vehicle for things like tanks and super-heavies or maybe like a resource collector and processor. Obviously it wouldn't be the end all be all at these things, but it could help our forces on the ground. I guess I am asking if we can just like take out the main "guts" of a Magni and replace it with machinery to fulfill these rolls. I figured it wouldn't be that much of a stretch.

Or is this just a bit much to ask of the Ad Mech or we have other things to fulfill those roles.
it is possible to design variants but this is best done when the Mechanicus have some more free time
 
And I am not really sure they are any less dangerous than traveling through what are even more perilous areas of Avernus.

Plus, I'm hoping that having a receiving teleport pad increases reliability.

If nothing else we can teleport equipment and materials to make logistics less of a problem. If we lose a part it doesn't really matter as nothing irreplaceable was lost.
it is impossible to teleport inanimate objects by themselves
I am making this ruling to make teleporting bombs impossible
 
Need spider based teleport system.

Even if it needs a psyker that has the skill to operate the machine and do spider jumps it would be worth it. We are getting a lot more psykers around and diversifying their job opportunities to other things that are important than neo-astropath and battle psyker as professional careers would be nice.

it is impossible to teleport inanimate objects by themselves
I am making this ruling to make teleporting bombs impossible
You realize this is not a solition to not teleporting bombs cause we would just stick a animal in to go along for the ride?

I would much more prefer if bomb teleports were just not a thing that is done much and never mention it again.

Giving us reasons why it is not possible will just make players think to find ways around the limitations and make it possible.
 
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Honestly, I'd rather wait for Britton to stabilize his fief before we start pushing for more. durin has stated that it's the rate of chance that's the problem. We should let it settle and cool down some.

I agree with most of the prevailing logic otherwise. The main point of contention is Syr, specifically how to train her. I think that we should put some effort into increasing her diplomatic ability, and that requires us to increase her Piety a bit. I'm going to advocate that we use the 2nd Personal Attention to get Pilot Armor done.

Here's my attempt at a plan. We won't get to use the expedite, but that's no great loss in the end.

Munitorum
[X] Air Superiority
[X] Super Heavy Transport
We never know when the next campaign will come up, and this way it uses a less versatile action slot.

Administratum
[X] Administratum Reorganisation: Part Four
-[X] Double Down: Administratum Reorganisation: Part Four
Get it rolling now, and we have actions opening next turn and the one after.

Diplomacy
[X] Contact Trolls
Looks like it only has a 15% chance of failure, and Admin could use the DD more

Arbites
[X] Way of the Blade (Syr)
Oakheart has additional training bonuses and it's coming to be that time

AdMech
[X] Survey Ship Graveyard: Above Battleships
[X] Kraken Hunters
Here's to hoping that they hold some booty in their data-banks.

Ministorum
[X] Tutoring (Syr)
Gateway to diplomacy.

Personal
[X] Spend Time With Family
[X] Spend Time With Family
[X] Personal Attention: Pilot Armour
 
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It would be entirely in-character for the Imperium to send fanatical/brainwashed Guardsmen with big bombs strapped to them through the teleporter.
Or we could capture enemy units and use them (or strap a brain dead grox on it)

Im not saying we go against what the GM wants i'm just saying that if we wanted to we could.

Honestly I don't think the restriction is all that restrictive there are easy ways around it.
 
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Need spider based teleport system.

Even if it needs a psyker that has the skill to operate the machine and do spider jumps it would be worth it. We are getting a lot more psykers around and diversifying their job opportunities to other things that are important than neo-astropath and battle psyker as professional careers would be nice.


You realize this is not a solition to not teleporting bombs cause we would just stick a animal in to go along for the ride?

I would much more prefer if bomb teleports were just not a thing that is done much and never mention it again.

Giving us reasons why it is not possible will just make players think to find ways around the limitations and make it possible.
given that it is the creatures soul that matters you would need to send a sentient strapped to the bomb
 
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