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
Avernus pattern Sentinel
Avernus pattern Sentinel
The Sentinel remains the odd man out in terms of design. While weight has been reduced by a full ton, the speed remains fixed due to fundamental limitations of the leg design. It is also the only current vehicle design to make use of the Gatling Impaler. While the Gatling's shorter range and increased size makes it unattractive as a secondary for most vehicles, it serves wonderfully as the primary armament of a small walker. Models stationed in Lindon and the Everglades have brush clearing equipment, while those in Aridia have sand feet.

Sentinel
Planet of Origin: Avernus
Known Patterns: I-VI
Crew: Driver
Powerplant: Tranth CRDx 6 cyl 90PS
Weight: 3 tons
Width: 2.3m
Height: 4.8m
Ground Clearance: 2.22m
Max Speed -Road: 60kph
Max Speed -Off Road: 50kph
Main Armament: Gatling Impaler
Main Ammunition: 10000
Traverse: 90
Elevation: -30 to 30
Armor
Superstructure: 30mm
Hull: 30mm

Annihilator
Main Armament: Lascannon

Infernus
Main Armament: Orthus Heavy Flamers
Main Ammunition: 15 blasts

Hunter
Main Armament: Multi-Missile Launcher
Main Ammunition: 4 Missiles


Speculative
Annihilator Prime

Main Armament: Neutron Laser

Devastator
Main Armament: Accelerator Autocannon
Main Ammunition: 80 rounds

@durin, do we still make use of multilasers in our front line units?
 
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Okay, I'll make an attempt at this:

@durin Is this sufficiently clear?

[X] Plan Elder Haman Y65

Slot 1 (4 yrs): Y2: Readiness Training; Y3: Military Expansion

Slot 2 (3 yrs): Y3: Scout Helguard Regiments

Slot 3 (2 yr): Y4: Examine Air Doctrine

Get the bonus and then start on the Expansion.

Fix up our air force, and get our scouts that we planned.

Slot 1 (5 yrs): Y1: Expedite: Expand Shipyards; Y5: Expedite: Expand Shipyards

Slot 2 (3 yrs): Y3: Naval Evaluation; Y5: Small Minefield: Deiphobe

Construction Slot (2 yrs): Y4: Expedite: Construct: Escorts

This should leave our construction slot entirely open for the next turn. I'd rather not build more Ancient Defense cruisers when we need escorts and warp capable ships so badly. Plus we can start on repairing those Escort Destroyers right away.

With the Small minefield taking two turns, hopefully we can expedite void actions on turn 1, turn 2, and turn 3. (Depending on what we pick for mid-turn actions if we get even more).

Slot 1 (Locked)

Slot 2 (4 yrs): Y2: Juve-Nat: Educational; Y5: Expand Promethium Refineries: Mag Mell

Slot 3 (3 yrs): Y3: Educational Reform

Get that Promethium flowing (need more for trade now we got those Mass Conveyors.) Also get the Education Reform w/ Juve-nat Teachers.

Slot 1 (5 yrs): Y1: Peace Treaty (Huge Galena); Y2: Trade Talks (Midgard); Y3: Peace Treaty (Far Northern Trolls); Y4: Sound Out (Contacting Sirens); Y5: Sound Out (Contacting Sirens)

Slot 2 (4 yrs): Y2: Trade Talks (Vanaheim); Y3: Sound Out (Repairing and Distributing Ancient Defense Cruisers Throughout the Imperial Trust); Y4: Double Down: Contact Sirens

So, We want to follow up on the Troll Peace Treaty right away. Next turn we do the Trade Talks with both Vanaheim and Midgard. Then we get the Peace Treaty with the last Troll tribe, and sound out about exporting psyker hunters (since we will have an excess soon). We contact the Sirens, and sound out the trust on that issue (remember how they got panicked when we talked to the trolls?)

Slot 1 (5 yrs): Y1: Way of the Blade (Syr); Y4: Tutor Syr (Intrigue); Y5: Tutor Syr (Intrigue)

Slot 2 (3 yrs): Y3: Double Down: Deepen Spy Network (Vanaheim); Y4: Psyker Hunting

Way of the Blade, and then keep up the interaction with Syr, maybe get a lucky crit for more intrigue.

Explorator Slot (4 yrs): Y2: Expedite: Expand Collegia Reconstructus; Y4: Detailed Survey (Hunter Command Battleship)

Biologus Slot (5 yrs): Double Down: Preliminary Examination (Bombardment Cactus); Preliminary Examination (Berserk Fungus); Preliminary Examination (Calming Butcher Bird); Preliminary Examination (Thundabeasts); Preliminary Examination (Tyrant Lizards)

Construction Slot (4 yr): Y2: Advanced Power Armour for Psykers: Option Two; Y4: Silversteel Aircraft: Design

Anything Slot (5 yr): Y1: Examine: Haywire Weaponry;
-- Conditional Y2-5: We don't find Datacore on the Hyper Carrier: Y2: Reverse Engineer Component: Plasma Reactor; Y4: Schematics for Repair: Escort Destroyer; Backlog: Examine: Knight Forlorn
-- Conditional Y2-5: We do find Datacore on the Hyper Carrier: Y2: Examine Datacore; Backlog: Examine: Knight Forlorn; Try to complete STC fragment: Naval Bomber; Examine: Spider Mines; Survey Ship Graveyard: Heavy Cruisers
(Since I am unsure how long it will take to examine the Datacore/Schematics I am including a backlog of 1 year actions to do if we have free cycles).

Get the Haywire tech Drago has been asking us for. It also allows us to see if there is an intact data core in the Hyper Carrier - if not we can get the research for repairing Escort Destroyers so we are ready to do that next turn. Otherwise we investigate the datacore, and possibly research some particularly useful tech for joint Naval operations (Vanaheim, Asgard, and Avernus).

On the Biologus, I want to do a bunch of preliminary research so we can pick which one is best to pursue more long term, I am open to suggestions for changes. Had an extra Double Down not needed anywhere so put it on Biologus action first year.

Expediting the Expansion of the Collegia.

Slot 1 (5 yrs): Y1: Grief Counselling (both); Y2: Grief Counselling (Syr);
-- Conditional Y3-5: If Syr is still grieving continue: Grief Counselling (Syr) until she is not
-- Conditional Y3-5: If Syr is no longer grieving: Keeping the Faith (Vanaheim) up until end of 4th year; Those in the Shadows (5th year)

Slot 2 (4 yrs): Y2: Keeping the Faith (Vanaheim); Y3: Expedite: Order Psykana

Organized so we can expedite the Order Psykana. 5th year is most important to use Those in the Shadows (high number of high level psykers).

Slot 1 (4 yrs): Y2: Double Down: Research: Psychic Frequencies Part Two

Slot 2 (4 yrs): Y2: Advanced Power Armour: Major and Veteran Battle Psykers; Y5: Double Down: Research Siren Shield: Take Two

Obvious picks, get the Siren Shield finished, picked time to allow double down.

Personal Attention Slot 1 (5 yrs): Y1: Coping; Y4: Attend Council meeting.
-- Conditional Y2, 3, 5: If we are still grieving continue: Coping until we are no longer grieving
-- Conditional Y2, 3, 5: If we are no longer grieving and Syr is still grieving: Helping Syr Cope x2, continue until Syr is no longer grieving
-- Conditional Y3: If both Syr and we are no longer grieving: Spend Time With Syr
-- Conditional Y5: If both Syr and we are no longer grieving: Personal Attention: More Specialists

Personal Attention Slot 2 (5 yrs): Helping Syr Cope; Helping Syr Cope
-- Conditional Y3-5: If Syr is still grieving continue: Helping Syr Cope until she is no longer grieving
-- Conditional Y3-5: If Syr is no longer grieving: Personal Attention: Pilot Armour: Helguard and Elite Specialists

General Slot 1 (5 yrs): Spend Time With Syr; Spend Time With Syr; Spend Time With Syr; Spend Time With Syr; Spend Time With Syr (Discuss future: Attending Avernite Officer School, and Grand Tour of Imperial Trust)

General Slot 2 (5 yrs): Y1: Tell the Family; Y2: Tutor Syr (Combat); Y3: Tutor Syr (Martial); Y4: Tutor Syr (Administration); Y5: Tutor Syr (Martial)

Focused on coping with grief and helping Syr cope, while also getting our last tutor chances in. Open to idea of two Combat instead of something else.

Yr 1: Expand Shipyards
Yr 2: Expand Collegia Reconstructus
Yr 3: Order Psykana
Yr 4: Construct: Escorts
Yr5: Expand Shipyards

Yr 1: Preliminary Examination (Bombardment Cactus)
Yr 2: Research: Psychic Frequencies Part Two
Yr 3: Deepen Spy Network (Vanaheim)
Yr 4: Contact Sirens
Yr 5: Research Siren Shield: Take Two
 
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Just a note to everyone, I have now posted a plan (last post on page 1364) that includes upgrading the Collegia.

@Enjou, I do have some issues with your Ad Mech action choices. I feel that we should either start the Collegia upgrade, or at least have Tranth work on some STCs. We shouldn't forget that STCs can definitely make things easier for us, and with the upgrade will be able to complete all but 1 of the available STCs. Perhaps you could alter it so Tranth upgrade the Collegia, then does a detailed survey?

[X] Enjou

@Enjou Slot in the Collegia upgrade and you're good to go as far as I'm concerned.

[X] Enjou

@Enjou , as everyone has said, I too would like a slot on the Collegia Upgrade.

[X] Enjou

Bandwagon on the Collegia upgrade


 
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Avernus pattern Macharius
Avernus pattern Macharius
The Macharius was the largest ground combat vehicle that the Nine Worlds had the template for before the death of the Emperor. Pattern I was nothing more than transferring the then current improvements from the Leman Russ. Pattern II is a more comprehensive revision that features enhanced cogitators and a remodeled turret with an improved elevation capability. Overall weight has been reduced by no less than 25 tons, and speed has been improved to the point where it is superior to Imperium-era Leman Russ patterns. The profile has also been reduced by .8m or better in all dimensions. Finally, the frustrating Heavy Stubbers has finally been replaced with Heavy Impalers, at least on the variants that had them.

Macherius
Known Patterns: I-II
Crew: Commander, Gunner, Driver, Comms/Sensors, Sponson Technician
Powerplant: Tranth V18 P2 Multi-Fuel
Weight: 150 tons
Length: 10m
Width: 6m
Height: 4m
Ground Clearance: .5m
Max Speed -Road: 50 kph
Max Speed -Off Road: 40 kph
Main Armament: Dual Accelerator Battle Cannons
Main Ammunition: 80 rounds
Traverse: 360
Elevation: -8 to 35
Secondary Armament: 3 Heavy Impalers
Secondary Ammunition: 6000 rounds each
Armor
Superstructure: 135mm
Hull: 125mm
Gun Mantlet: 100mm
Turret: 135mm

Vanquisher
Main Armament: Dual Royal Vanquisher Cannons
Main Ammunition: 80 rounds
 
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Avernus pattern Sentinel
The Sentinel remains the odd man out in terms of design. While weight has been reduced by a full ton, the speed remains fixed due to fundamental limitations of the leg design. It is also the only current vehicle design to make use of the Gatling Impaler. While the Gatling's shorter range and increased size makes it unattractive as a secondary for most vehicles, it serves wonderfully as the primary armament of a small walker. Models stationed in Lindon and the Everglades have brush clearing equipment, while those in Aridia have sand feet.

Sentinel
Planet of Origin: Avernus
Known Patterns: I-VI
Crew: Driver
Powerplant: Tranth CRDx 6 cyl 90PS
Weight: 3 tons
Width: 2.3m
Height: 4.8m
Ground Clearance: 2.22m
Max Speed -Road: 45kph
Max Speed -Off Road: 40kph
Main Armament: Gatling Impaler
Main Ammunition: 10000
Traverse: 90
Elevation: -30 to 30
Armor
Superstructure: 30mm
Hull: 30mm

Annihilator
Main Armament: Lascannon

Infernus
Main Armament: Orthus Heavy Flamers
Main Ammunition: 15 blasts

Hunter
Main Armament: Multi-Missile Launcher
Main Ammunition: 4 Missiles


Speculative
Annihilator Prime

Main Armament: Neutron Beam Laser

Devastator
Main Armament: Accelerator Autocannon
Main Ammunition: 80 rounds

@durin, do we still make use of multilasers in our front line units?
yes, but only when ammunition is a major concern
 
Avernus pattern Valkyrie
Avernus pattern Valkyrie
The original Voss-pattern Valkyrie was at the upper limit of what was provided to the Imperial Guard on a consistent basis. It was considered close to craft used by Astartes, and most commonly used by Tempestus Scions. Any serious improvement would have pushed it firmly into restricted-access category. With the fall of the Imperium, Avernus is undo no such limitations.
The most noticeable difference is the more graceful silhouette. The craft's profile has been altered to be more aerodynamic and compact, resulting in a flatter shape. The hight has been reduced by a full mete by moving the engines and air intakes moved to be so the sides and slightly above the cargo bay. The cockpit has been eliminated for a full Virtual one, with the pilot and RIO now sitting side by side directly in front of the cargo bay. This increased aerodynamic profile is combined with higher performance and fuel efficient engines, resulting in a substantially faster and longer ranged craft.
The interior has received a surprising amount of alteration. As stated before, the Pilot and RIO have been moved to be directly in front of the cargo bay. The altered engine placement enables them to be ejected through blowout panels overhead. The rear gunners have been replaced with an advanced cogitator system, not only controlling the guns but helping to improve the performance of the craft. Considering the Trust's inherent levels of superstition, the cogitator is quickly treated as being part of the crew.

Valkyrie
Planet of Origin: Avernus
Known Patterns: I-II
Crew: Pilot, RIO
Powerplant: 2x Tranth F90-MV Afterburning Vector-Turbojets
Weight: 12 tons
Length: 18.5m
Wingspan: 16.9m
Height: 3.9m
Operational Ceiling: 15000m
Max Speed: 1300 kph
Range: 2600 kph in atmo
Main Armament: Hull Dual Heavy Impaler, side Heavy Impalers
Main Ammunition: 1000 rounds each
Armor
Superstructure: 50mm
Hull: 50mm

Vendetta
Essentially unchanged

Vulture
Has even further increased speed and range.
Max Speed: 1500 kph
Range: 3000 kph in atmo
 
@durin, you haven't linked the Macharius post.
Also, I'm working of the Aircraft right now. I don't think we've gone very far beyond the original patterns, but I'm going to do some things for after we get our act together. I'm thinking of including the forced-plasma ramjet drive mentioned in the Primaris Lightning, recovered from the graveyard. Do you have anything the add?
 
By the way @durin, is the Starship Construction technologies supposed to be under subystems?

[X] 5 year plan:

  year 66 year 67 year 68 year 69 year 70
Military Slot #1 Super Heavy Transport Super Heavy Transport Super Heavy Transport Examine Air Doctrine Examine Air Doctrine
Military Slot #2 Air Superiority Air Superiority Air Superiority Air Superiority Scout Helguard Regiments
Military Slot #3 Recon Amour: Phase-Tigers: Planning Recon Amour: Phase-Tigers: Planning
Readiness Training

Military Expansion

Military Expansion
Void Slot #1 Expand Shipyards Expand Shipyards Naval Evaluation Naval Evaluation Small Minefield: Deiphobe
Void Slot #2(Construction) Construct: Repair Defence Cruisers: Part One Construct: Repair Defence Cruisers: Part One Construct: Repair Defence Cruisers: Part One Expedite: Construct: Escorts Expedite: Construct: Escorts
Void Slot #3 Expedite: Expand Shipyards Expedite: Expand Shipyards Expedite: Expand Shipyards Expedite: Expand Shipyards Expedite: Expand Shipyards

Admin Slot #1
Administratum Reorganisation: Part Four Juve-Nat: Educational Juve-Nat: Educational Juve-Nat: Educational Expand Promethium Refineries: Mag Mell
Admin Slot #2 Expand Phase-Tiger Enclosures Expand Phase-Tiger Enclosures Educational Reform Educational Reform Educational Reform
Admin Slot #3 Upgrade Defences: The Fair Isle and Garden Grove Upgrade Defences: The Fair Isle and Garden Grove Upgrade Defences: The Fair Isle and Garden Grove Upgrade Defences: The Fair Isle and Garden Grove Upgrade Defences: The Fair Isle and Garden Grove
Diplomacy Slot #1 Contact Trolls Trade Talks (Vanaheim) Sound Out (Exporting Avernite Psyker Hunters) Double Down: Contact Sirens Double Down: Contact Sirens
Diplomacy Slot #2 Peace Treaty (Huge Galena) Trade Talks (Midgard) Peace Treaty (Far Northern Trolls) Sound Out (Contacting Sirens) Sound Out (Contacting Sirens)
Arbites Slot #1 Border Security Border Security Psyker Hunting; Double Down: Deepen Spy Network (Vanaheim) Double Down: Deepen Spy Network (Vanaheim)
Arbites Slot #2 Way of the Blade (Syr) Way of the Blade (Syr) Way of the Blade (Syr) Tutor Syr (Intrigue) Tutor Syr (Intrigue)
Mechanicus Slot #1 (Biological) Double Down: Preliminary Examination (Bombardment Cactus) Preliminary Examination (Berserk Fungus) Preliminary Examination (Calming Butcher Bird) Preliminary Examination (Thundabeasts) Preliminary Examination (Tyrant Lizards)
Mechanicus Slot #2 (Explorator) Detailed Survey (Hyper-Carrier) Expedite: Expand Collegia Reconstructus Expedite: Expand Collegia Reconstructus Detailed Survey (Hunter Command Battleship) Detailed Survey (Hunter Command Battleship)
Mechanicus Slot #3 (Infrastructure/Manufacture) Recon Amour: Phase-Tigers: Implementation Advanced Power Armour for Psykers: Option Two; Advanced Power Armour for Psykers: Option Two; Silversteel Aircraft: Design Silversteel Aircraft: Design
Mechanicus Slot #4 (Any) Examine: Haywire Weaponry; Reverse Engineer Component: Plasma Reactor Schematics for Repair: Escort Destroyer Examine: Knight Forlorn Examine: Starship Construction Technologies
Ministorum Slot #1 More Witch Hunter Seminaries Ordo Psykana Ordo Psykana Ordo Psykana Ordo Psykana
Ministorum Slot #2 Grief Counselling (both) Grief Counselling (Syr) Those in the Shadows Those in the Shadows Those in the Shadows
Telepathica Slot #1 Expand Unseen University: Regional City Advanced Power Armour: Major and Veteran Battle Psykers Advanced Power Armour: Major and Veteran Battle Psykers Advanced Power Armour: Major and Veteran Battle Psykers Cheating
Telepathica Slot #2 Research: Astropaths: Psychic Frequencies Research: Psychic Frequencies Part Two Research: Psychic Frequencies Part Two Research: Psychic Frequencies Part Two Research: Psychic Frequencies Part Two
Personal #1 Tell the Family Personal Attention: Underground Railways: Expand Personal Attention: Underground Railways: Expand Personal Attention: Underground Railways: Expand Personal Attention: Underground Railways: Expand
Personal #2 Helping Syr Cope Personal Attention: Prepare for Expedition: Armies Personal Attention: Prepare for Expedition: Armies Tutor Syr (Administration) Tutor Syr (Administration)
Personal #3 Coping Attend Naval Academy Attend Naval Academy Attend Naval Academy Tutor Syr (Diplomacy)
Personal #4 Spend Time With Syr Spend Time With Syr Spend Time With Syr Spend Time With Syr Spend Time With Syr
 
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By the way @durin, is the Starship Construction technologies supposed to be under subystems?

[X] 5 year plan:

  year 66 year 67 year 68 year 69 year 70
Military Slot #1 Super Heavy Transport Super Heavy Transport Super Heavy Transport Examine Air Doctrine Examine Air Doctrine
Military Slot #2 Air Superiority Air Superiority Air Superiority Air Superiority Scout Helguard Regiments
Military Slot #3 Recon Amour: Phase-Tigers: Planning Recon Amour: Phase-Tigers: Planning
Readiness Training

Military Expansion

Military Expansion
Void Slot #1 Expand Shipyards Expand Shipyards Naval Evaluation Naval Evaluation Small Minefield: Deiphobe
Void Slot #2(Construction) Construct: Repair Defence Cruisers: Part One Construct: Repair Defence Cruisers: Part One Construct: Repair Defence Cruisers: Part One Expedite: Construct: Escorts Expedite: Construct: Escorts
Void Slot #3 Expedite: Expand Shipyards Expedite: Expand Shipyards Expedite: Expand Shipyards Expedite: Expand Shipyards Expedite: Expand Shipyards

Admin Slot #1
Administratum Reorganisation: Part Four Juve-Nat: Educational Juve-Nat: Educational Juve-Nat: Educational Expand Promethium Refineries: Mag Mell
Admin Slot #2 Expand Phase-Tiger Enclosures Expand Phase-Tiger Enclosures Educational Reform Educational Reform Educational Reform
Admin Slot #3 Upgrade Defences: The Fair Isle and Garden Grove Upgrade Defences: The Fair Isle and Garden Grove Upgrade Defences: The Fair Isle and Garden Grove Upgrade Defences: The Fair Isle and Garden Grove Upgrade Defences: The Fair Isle and Garden Grove
Diplomacy Slot #1 Contact Trolls Trade Talks (Vanaheim) Sound Out (Exporting Avernite Psyker Hunters) Double Down: Contact Sirens Double Down: Contact Sirens
Diplomacy Slot #2 Peace Treaty (Huge Galena) Trade Talks (Midgard) Peace Treaty (Far Northern Trolls) Sound Out (Contacting Sirens) Sound Out (Contacting Sirens)
Arbites Slot #1 Border Security Border Security Psyker Hunting; Double Down: Deepen Spy Network (Vanaheim) Double Down: Deepen Spy Network (Vanaheim)
Arbites Slot #2 Way of the Blade (Syr) Way of the Blade (Syr) Way of the Blade (Syr) Tutor Syr (Intrigue) Tutor Syr (Intrigue)
Mechanicus Slot #1 (Biological) Double Down: Preliminary Examination (Bombardment Cactus) Preliminary Examination (Berserk Fungus) Preliminary Examination (Calming Butcher Bird) Preliminary Examination (Thundabeasts) Preliminary Examination (Tyrant Lizards)
Mechanicus Slot #2 (Explorator) Detailed Survey (Hyper-Carrier) Expedite: Expand Collegia Reconstructus Expedite: Expand Collegia Reconstructus Detailed Survey (Hunter Command Battleship) Detailed Survey (Hunter Command Battleship)
Mechanicus Slot #3 (Infrastructure/Manufacture) Recon Amour: Phase-Tigers: Implementation Advanced Power Armour for Psykers: Option Two; Advanced Power Armour for Psykers: Option Two; Silversteel Aircraft: Design Silversteel Aircraft: Design
Mechanicus Slot #4 (Any) Examine: Haywire Weaponry; Reverse Engineer Component: Plasma Reactor Schematics for Repair: Escort Destroyer Examine: Knight Forlorn Examine: Starship Construction Technologies
Ministorum Slot #1 More Witch Hunter Seminaries Ordo Psykana Ordo Psykana Ordo Psykana Ordo Psykana
Ministorum Slot #2 Grief Counselling (both) Grief Counselling (Syr) Those in the Shadows Those in the Shadows Those in the Shadows
Telepathica Slot #1 Expand Unseen University: Regional City Advanced Power Armour: Major and Veteran Battle Psykers Advanced Power Armour: Major and Veteran Battle Psykers Advanced Power Armour: Major and Veteran Battle Psykers Cheating
Telepathica Slot #2 Research: Astropaths: Psychic Frequencies Research: Psychic Frequencies Part Two Research: Psychic Frequencies Part Two Research: Psychic Frequencies Part Two Research: Psychic Frequencies Part Two
Personal #1 Tell the Family Personal Attention: Underground Railways: Expand Personal Attention: Underground Railways: Expand Personal Attention: Underground Railways: Expand Personal Attention: Underground Railways: Expand
Personal #2 Helping Syr Cope Personal Attention: Prepare for Expedition: Armies Personal Attention: Prepare for Expedition: Armies Tutor Syr (Administration) Tutor Syr (Administration)
Personal #3 Coping Attend Naval Academy Attend Naval Academy Attend Naval Academy Tutor Syr (Diplomacy)
Personal #4 Spend Time With Syr Spend Time With Syr Spend Time With Syr Spend Time With Syr Spend Time With Syr
no
 
@durin, you haven't linked the Macharius post.
Also, I'm working of the Aircraft right now. I don't think we've gone very far beyond the original patterns, but I'm going to do some things for after we get our act together. I'm thinking of including the forced-plasma ramjet drive mentioned in the Primaris Lightning, recovered from the graveyard. Do you have anything the add?
I would not include that until you actually find it
 
I would not include that until you actually find it
Fair enough.
I've been putting thought into the Baneblade, and what I've come up with is essentially a midway point between that and the Fellblade. The Baneblade was renowned as the most advanced IG vehicle, including most of the thing's I've listed as part of the Avernus pattern. This should immensely help reverse engineering attempts, but it also limited that improvements can be done.
I think I'm going to go with two patterns. One is a Baneblade with interior reductions, and the other is a new pattern called the Helblade (note spelling). The Helblade will include things that would cost EM like a Open core plasma ioniser and a full blown Machine Spirit.
 
... I feel this five year plan system is way too cumbersome and unresponsive to unexpected stuff to work.

Making a turn into five years, that should work, but having us line up multiple turns worth of actions at once doesn't seem like much of a time saver for anybody.
 
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