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
I'm thinking of adding a couple things to my xenotech write-up that I think would improve it.

First off, the logic regarding the Quartok tech not being impure could be something Britton never mentions personally - that just put the 'standards of purity' logic out there and let others come to their own conclusions. With time they should figure out the Quartok tech doesn't set off any red flags, but in the mean time he'd only be giving negative examples, not positive ones, so he'd be explaining "this is why xenotech is dangerous" but still opening up the door for some of it to be considered not too dangerous.

Second, for the safe xenotech shutoff project we might suggest that he include a few well known Magos from the conservative factions as a means of "ensuring that caution is given a strong voice" in order to make inroads with the conservative factions. That way they can't just say "Britton is being reckless and heretical" because their own people are involved.

Thoughts?


given that it is the creatures soul that matters you would need to send a sentient strapped to the bomb

A Chaos Lord would have absolutely no problem doing that, so it could easily be used against us by any Chaos Lord with a teleporter. (like the Angel of Betrayal, who did have one)

If you need a fluff reason to prevent this kind of thing, then maybe the soul requirement means only things that the person regards as part of themself to a degree can be teleported. Armor and equipment can be because they act as extensions of the person in question. A bomb they are holding and intend to detonate on the other end? Not so much. Also maybe teleportation has a tendency to blow up any active explosives on the end that you're teleporting from.

There's still all sorts of shenanigans you could do with teleporters, though.
 
it would provide guidance on what you want an a boost in success chance
Well better than nothing I guess. I suppose I'll get to writing.

EDIT: I don't suppose people would have any names they'd like to see for variants? Hell if you got suggestions for other variations I'm all for it.
 
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I'm thinking of adding a couple things to my xenotech write-up that I think would improve it.

First off, the logic regarding the Quartok tech not being impure could be something Britton never mentions personally - that just put the 'standards of purity' logic out there and let others come to their own conclusions. With time they should figure out the Quartok tech doesn't set off any red flags, but in the mean time he'd only be giving negative examples, not positive ones, so he'd be explaining "this is why xenotech is dangerous" but still opening up the door for some of it to be considered not too dangerous.

Second, for the safe xenotech shutoff project we might suggest that he include a few well known Magos from the conservative factions as a means of "ensuring that caution is given a strong voice" in order to make inroads with the conservative factions. That way they can't just say "Britton is being reckless and heretical" because their own people are involved.

Thoughts?

The problem is that so much change is happening in the first place. The xeno-tech debate is just part of it. We need to give the Ad Mech time to get their heads screwed on strait. A new sense of Orthodoxy must be developed, and that needs time and soul searching to accomplish, preferable without too much overt association with outsiders.
 
The problem is that so much change is happening in the first place. The xeno-tech debate is just part of it. We need to give the Ad Mech time to get their heads screwed on strait. A new sense of Orthodoxy must be developed, and we needs time and soul searching to accomplish.

Reform is going to be an ongoing thing for a long time - certain areas will settle, but progress can't be allowed to stop. Also, as I've said repeatedly, the timing on implementing any of our suggestions in Whispers of Change is entirely up to Britton.
 
@durin:
1) Will doing close studies of the sub-systems in the Graveyard ships improve our chances of reverse-engineering the sub-systems on the Well of Urd?
2) What does the Mechanicus think about strapping Greenskins to bombs and teleporting them onto enemy ships?
 
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Examine: Stable Plasma Weaponry- A large number of ancient plasma weapons have been found in the ship graveyard. These weapons are slightly more dangerous in most ways but have a significantly better ammunition capacity and are not prone to overheating. Archmagos Explorator Tranth would like to reverse engineer them, a process he thing will take a year or two.

Chance of Success: 10% (99% after bonuses)
Reward: Gain Blueprints of Stable Plasma Weaponry, lose d10 Plasma Pistols, d6 Plasma Guns and d3 Plasma Cannons.
I missed this. Damn you Mechanicus backlog!
 
My prefered reason why teleport boarding bombs aren't a thing is courtesy and tradition.

If you want to blow the ship up with teleport bombs you have to get to the power core/reactor and place the melta charges on it to blow the ship up.

Do it the proper gentleman way.
 
First off, the logic regarding the Quartok tech not being impure could be something Britton never mentions personally - that just put the 'standards of purity' logic out there and let others come to their own conclusions. With time they should figure out the Quartok tech doesn't set off any red flags, but in the mean time he'd only be giving negative examples, not positive ones, so he'd be explaining "this is why xenotech is dangerous" but still opening up the door for some of it to be considered not too dangerous.

Second, for the safe xenotech shutoff project we might suggest that he include a few well known Magos from the conservative factions as a means of "ensuring that caution is given a strong voice" in order to make inroads with the conservative factions. That way they can't just say "Britton is being reckless and heretical" because their own people are involved.

Thoughts?
Good ideas both, but it should be recognised that the latter idea will lead to slow xenotech growth. However, since we have a crap-ton of Dark Age tech to do before we touch xenotech, this isn't a problem.
 
Great to have you here, as for psyker city, we train them not to be and have supe human will, combined with I presume Hexagramic wards and other 40K BS to stop demons. That is why building the thing is so God Damn Expensive.
Hexagrammatic Wards stabilize the Warp, prevent rifts from forming, and block psychic energy, but they won't stop a determined Daemon. You need Pentagrammatic Wards for that, and only Gray Knights know how to make those.
it is impossible to teleport inanimate objects by themselves
I am making this ruling to make teleporting bombs impossible
I always assumed the reason was that the bulkhead materials were so tough and the teleporters so inaccurate and size restricted that 90% of the time they'd just end up messing up a random corridor without damaging anything important. That's why they send people carrying bombs, to make sure they get somewhere vulnerable.
Ridcully and Xavier will likely revolt.
I think he meant for the psyker to phase out as the bomb went off. That's why he mentioned phasing.
 
Ok, here's my plan. Subject to change from discussion as usual.

Munitorum

[X] Air Superiority
[X] Super Heavy Transport

Greater air superiority will be a big deal, especially if we're attacked by Orks.
The transports will help a lot with our supply lines, especially for an offworld campaign.

Administratum

[X] Administratum Reorganisation: Part Four
-[X] Double Down: Administratum Reorganisation: Part Four

Phase-Tiger enclosures can be next year. Let's get the reorg going.

Diplomacy

[X] Contact Trolls

Doing as recommended and continuing to contact trolls.

Arbites

[X] Way of the Blade (Syr)

Let's make our daughter a sword maiden.

AdMech

[X] Survey Ship Graveyard: Above Battleships
[X] Kraken Hunters

Alright, Surt threw off my planned schedule a bit, but if we can get the schematics for the ships it would be major timesaver. So, the plan is now get the Defence Cruiser survey done this turn to be absolutely certain they are cleared for repair on Turn 64, and then next turn we'll do the survey of the command ships, then the detailed survey of the intact one, and then go through it's data net. Also next turn would be research on the Plasma Reactor, and after that maybe reverse engineering the Escort Destroyer just to be absolutely sure we have the design in time when the shipyards open up again. Sometimes you want to hedge your bets. EDIT - Ok, durin confirmed that the survey for the cruisers being done next turn should get them ready for repair, so doing this now so we can get this chain of stuff started sooner rather than later.
Kraken hunters because we want those for when the next Kraken shows up.

Ministorum

[X] Those in the Shadows

I want to do this, but could change it to tutoring Syr if people want.

Personal

[X] Spend Time With Family
[X] Tutor Syr (Combat)
[X] Whispers of Change (Critical Thinking and Xenotechnology)

Time with family, combat training for Syr. I could change the latter to a PA if we do tutoring Syr.
This is a great time for a Whispers of Change action, and I did a writeup for this already so might as well put it to use.

Plan:

Military:

[X] Air Superiority
6,960,000 Thrones, 860,100 Material, 302,500 Promethium.
[X] Super Heavy Transport
164,700 Thrones, 82,350 Material, 91,500 Promethium, 6,880 Advanced Material, 48 Exotic Material.

Considered More Specialists instead, but feel these are the two priorities.

Administration:

[X] Underground Railways: Expand
240,000,000 Thrones, 80,000,000 Material, 200,000,000 Metal, 40,000,000 Promethium, 8,000 Advanced Material.
-[X] Expedite: Underground Railways: Expand
240,000,000 Thrones, 80,000,000 Material, 200,000,000 Metal, 40,000,000 Promethium, 8,000 Advanced Material.
[X] Personal Attention: Administratum Reorganisation: Part Four
66,500,000 Thrones.
-[X] Double Down: Administratum Reorganisation: Part Four
66,500,000 Thrones.

We can spare the action for these now.

Diplomacy:

[X] Sound Out (Exporting Psyker Hunters to the Rest of the Imperial Trust)
144,000 Thrones.

We only have two more years before our Expanded Psyker Hunter Schools come on line, so we ought to get this. I figure one diplomacy action devoted to Troll, and one devoted to other actions.

Arbites:

[X] Way of the Blade (Syr)
Free

Mechanicus:

[X] Survey Ship Graveyard: Above Battleships
6,100,000 Thrones, 305,000 Material, 122,000 Promethium, 192 Advanced Material
[X] Kraken Hunters
6,100,000 Thrones, 1,220,00 Material, 61,000 Promethium, 8,600 Advanced Material.

Ministorum:

[X] Tutoring (Syr)
Free

Hopefully we can get this and then get some diplomacy training.

Personal:

[X] 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.
[X] Whispers of Change (Safely Shutdown Xenos Technology)
-[X] On Fjol IV things would have gone a lot better if the Mechanicus could shutdown Xenos technology safely. Who else could be trusted to deal with such a dangerous responsibility?

Let's do the Whispers of change in a bite size piece first.
Both are good. The only difference is Syr.

Can I get you two to think abot the following little change regarding the use of two personal actions and the Ministorum action? I find discussing Syr's future worthwhile. More than working on her combat stat (Piety needs it more). This way we can do all important personal projects. Please?

Munitorum
[X] Air Superiority
[X] Super Heavy Transport

Administratum
[X] Administratum Reorganisation: Part Four
-[X] Double Down: Administratum Reorganisation: Part Four

No personal attention.

Diplomacy
[X] Contact Trolls

Arbites
[X] Way of the Blade (Syr)

AdMech
[X] Survey Ship Graveyard: Above Battleships
[X] Kraken Hunters

Ministorum
[X] Tutoring (Syr)

Tutor instead of 'Those in the Shadow'

Personal
[X] Spend Time With Family
[X] 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.
[X] Whispers of Change (Critical Thinking and Xenotechnology)

Instead of combat tutoring sitting down with Syr to talk about the big picture.
 
Ok, I've added an addendum section to my xenotechnology write up that should help assuage some worries.

Here's the section if you want to give it a read:

Avoiding Unnecessary Unrest From This Subject Matter
First, it should be noted that the above is a long term strategy. Ideas should be introduced with proper timing, and be as gradual as needed, to avoid doing more harm than good. Given the degree of Dark Age technology being gained, research of xenotechnology is not the highest priority for reforms, even if it needs to be done in the long term.

For introducing the critical thought portion, it may be best not to mention the Quartok as a positive example, at least initially. Focusing on the negative examples of xenotechnology and giving a "why" to their impurity without actually contradicting the existing doctrine, but at the same time not closing off all xenotechnology as immediately impure. With time members of the Mechanicus may come to the correct conclusions on their own, making it easier to endorse study of specific "safe" xenotechnology later on.

In regards to the "safe shutdown" project, it may be a good idea to carefully select a few well known and respected members of the conservative factions to be included as part of it. They can be touted as necessary for the project due to being "voices of necessary caution" and "having proven records for standing against corruption". Politically, this will make the project harder to criticize, as the conservatives are included in the project and makes it so they know their voices are being heard by the Fabricator General. While this might slow down the study of xenotech in the short term, in the long run it could make for a smoother transition.

Further, it can be stated truthfully that the Mechanicus has had trusted Magos studying xenotechnology with great caution, and that establishing the project is merely a part of slow re-establishing expertise that has been cut off. A specific example of this to use can be the sale of the wrecked Necron cruiser that Atlas purchased from Avernus for study - given many of the tech-priests in the Imperial Trust are from Atlas, it should show that even their old leadership accepted some degree of study of xenotechnology.
 
@durin, out of ideal curiosity, just how shit have the Ad Mech Genators rolls been? I know they've only proceed once or twice over the 40+ years we've had them, but just how badly have they been failing?
 
Someone should write an omake about the Genetors, spending the years away doing nothing but scratching their heads at the anomaly that is Avernus.
 
So, I can't believe I didn't think of this before, but the Those in the Shadows option is something we should look at the pyskers in training sheet for deciding whether it's a turn we want to do it on or not. Specifically we'd want to look at Delta psykers and above, I think.

This turn will see one Gamma and nine Deltas taking the trials, and more Zetas than usual as well as a bonus. The next two turns only have four Deltas each, and after that only one Gamma and three Deltas. The current turn is probably the best turn in a while to take this action. The next year that would probably be worthwhile is six years away, having two Gammas and eight Deltas.


Also, @durin, I mentioned this a couple turns ago but you never fixed it, but the list of minor psykers in training is incorrect - turn 58's psykers were skipped over:

1,882 Fifth year Minor psykers
2,057 Fourth year Minor psykers
2,603Third Year Minor Psykers
3,779 Second Year Minor Psykers
4,515 First Year Minor Psykers

Turn 58 had this many:

Two thousand, four hundred and seventy-nine minor Psykers were located by the Witch Sniffers this year, continuer the trend of increasing numbers found every year.

So this should be the correct number:

2,057 Fifth year Minor psykers
2,479 Fourth year Minor psykers
2,603 Third Year Minor Psykers
3,779 Second Year Minor Psykers
4,515 First Year Minor Psykers
 
Warhammer The Gathering
I was thinking about making an omake about Syr dreaming about playing a children's card game with Creed but I couldn't figure out how to make it work. That's not to say that nothing came of the idea, however...
(Warning: Most of the details herein are from half-remembered memories from about a decade ago.)
 
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