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
not easily, there are only so many soldiers suited for being drill sergeants and you are using all of them, training millions of soldiers at once will have to be enough
Damn, and we can't import in other drill sergeants because they aren't Avernus trained/experienced. We'd literally see a dip in quality.

Thank god we got Rejuve out for a lot of military, that means our Drill Sergeant can do their jobs for a long time...barring getting killed of course.
 
Avernus pattern Thunder, Atlas, Centaur, and Trojan
I'll put down some thoughts about Pilot Armor. I've almost finished a speculative Baneblade (+other Super Heavies) post.


Avernus pattern Thunder, Atlas, Centaur, and Trojan

Thunderer
Also known as the Averus Vindicator, the Thunderer is employed by siege regiments and militia units. The Pattern II removed the separate gunner position, while the Pattern III turned it into a one man vehicle.
Known Patterns: I-III
Crew: Operator
Powerplant: Tranth V12 Multi-Fuel
Weight: 42 tons
Length: 6.5m
Width: 4.3m
Height: 3.4m
Ground Clearance: .5m
Max Speed -Road: 60 kph
Max Speed -Off Road: 45 kph
Main Armament: Demolisher Cannon
Main Ammunition: 25 rounds
Traverse: 5
Elevation: -3 to 12
Armor
Superstructure: 135mm
Hull: 100mm
Gun Mantlet: 100mm

Atlas
The Avernus pattern of tank recovery vehicles discards the hull mounted weapon in favor of more armor
Known Patterns: I-II
Crew: Commander, Driver
Powerplant: Tranth V12 Multi-Fuel
Weight: 35 tons

Centaur
Relatively little has been changed.
Known Patterns: I-II
Crew: Driver, Gunner
Powerplant: Tranth 8 Twin-Coupled Multi-Fuel
Weight: 6 tons
Length: 4.1m
Width: 3m
Height: 2.3m
Ground Clearance: .45m
Max Speed -Road: 110 kph
Max Speed -Off Road: 70 kph
Main Armament: Heavy Impaler
Main Ammunition: 600 rounds
Superstructure: 55mm
Hull: 35mm

Trojan
The Heavy Impaler is sacrificed for the ability to use a wide array of support equipment such as mine sweeping and bridge laying assemblies.
Known Patterns: I-II
Crew: Driver, Gunner
Powerplant: Tranth 16 Twin Coupled Multi-Burn
Weight: 3 tons
Length: 5.5m
Width: 3m
Height: 2.2m
Ground Clearance: .45m
Max Speed -Road: 80 kph
Max Speed -Off Road: 65 kph
Superstructure: 60mm
Hull: 55mm
 
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Avernus-Pattern Crassus variants
Avernus-Pattern Crassus variants
While substantially larger than the Macharius, the Crassus is not a front line combatant. Being that it's single greatest asset is its interior volume, potential alterations are limited. While replacing the sponsons and eliminating the upper command protrusion are straightforward, reductions to the vehicle's length and width required a replacement of the engine, drive-train, and track assemblies.

Crassus
The Crassus has seen little change other than the standard modifications. The reduced profile and increased speed do much to improve its tactical performance. Being the most durable infantry transports, they often see use moving Power Armored formations, necessitating the inclusion of armor charging facilities.
Known Patterns: I-III
Crew: Driver, 2x Gunners
Powerplant: Tranth V12 P6 Twin Coupled Multi-Fuel
Weight: 200 tons
Length: 12m
Width: 6.9m
Height: 4.4m
Ground Clearance: .7m
Max Speed -Road: 31 kph
Max Speed -Off Road: 22 kph
Main Armament: 4 Heavy Impalers
Main Ammunition: 2000 rounds each
Armor
Superstructure: 135mm
Hull: 120mm
*Note* Pattern III replaces the sponsons with entry hatches, reducing the width to 7m.

Preator
As an artillery vehicle, the Preator have been given improved targeting and communications. When used in an AA role, it relies on external sensors for targeting.
Known Patterns: I-II
Crew: Driver, Commander, Gunner, Comms/Sensors
Weight: 210 tons
Height: 5.2m
Main Armament: Preator Missile Launcher
Main Ammunition: 12 Missiles
Secondary Armament: 2 Heavy Impalers
Secondary Ammunition: 2000 rounds each
 
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@durin, what do the Land Speeders that we found look like? I'm wondering what they're armed with and how its mounted.
They all have a gunner weapon, suaualy an Impaler variant, a lascanon or a multimelta
side mounted weapons such as Typhoon Missile launchers are also in evidance, some of them rather powerful such as four lascanons
 
@Enjou you have contacting the sirens as taking up either the year 4 or year 5 double down, when deepening the spy network on midgard really needs that year 4 doubledown. If you aren't sure when contacting the sirens will occur then you could write it as a conditional so that both actions get a double down.

ex. if 'peace treaty' is successful, then the next two turns are improving relations(alfheim), then Y5 contacting sirens with year 5 doubledown. If 'peace treaty' is unsuccessful once, then Y4 is improving relations(alfheim) and Y5 is contacting sirens with doubledown. If 'peace treaty' is unsuccessful twice, then skip improving relations and Y5 is contacting sirens with double down.

or if both contacting sirens and deepening the spy network have uncertain times, then you could put them both down for doubledowns and note which of them has priority if they happen in the same year.

The way you have it now both Y4 and Y5 doubledown are reserved for contacting sirens, and one of them will end up not being used and unavailable for anything else. I'd honestly prefer to hold off on deepening the spy network(midgard) if we can't guarantee we have a doubledown available when we do it.
 
The way you have it now both Y4 and Y5 doubledown are reserved for contacting sirens, and one of them will end up not being used and unavailable for anything else. I'd honestly prefer to hold off on deepening the spy network(midgard) if we can't guarantee we have a doubledown available when we do it.

If possible he will use the 5th turn double down on the Black Crystal Research if the Contact Sirens is not using it.
 
I just though of something. A Long Barrel version of the Heavy Gatling Impaler is superior in performance to half of a Vulcan Mega Bolter. We can replace the Macharius Vulcan and Stormlord with dual versions.

At this point, I'm going to assume that someone was had the bright idea to finally put a Heavy Gatling on a Russ chassis.
 
If possible he will use the 5th turn double down on the Black Crystal Research if the Contact Sirens is not using it.
I'm more concerned with the year 4 double down. I think deepening the spy network(midgard) should either have priority over contacting sirens or should be delayed until a double down is available.
 
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I'm more concerned with the year 4 double down. I think deepening the spy network(midgard) should either have priority over contacting sirens or should be delayed until a double down is available.

I could do that by putting in a filler action, though it'd seem a waste. Anyone else have any opinions on this?
 
@durin, for the sake of not rendering most weapons redundant, I'm limiting the Long Barrel Heavy Gatling Impaler to 60'. It's still good enough to replace the Vulcan Mega Bolter in dual mounts.
 
I'm a little shocked at how little discussion there has been over the plan contents.

For my part I mostly agree with Enjou's plan. My issue with yours is that I don't want to refurbish escorts right now. I'd rather just keep repairing ADC's to make our system far more secure and then start gifting/trading the spares to our allies to improve their own defenses. The escorts are more useful for when the storm ends and we start exploring.
 
My only issue is that though Enjou's is the closest to what I want, he isn't trading with Midgard. We could always use more population.
 
My only issue is that though Enjou's is the closest to what I want, he isn't trading with Midgard. We could always use more population.

We're growing at 1-3% a year when nothing bad happens, first-gen avernites have something like an 80% mortality rate over the first three years, and we've got a base population in the billions. I'm all for shipping over expertise in fields we lack or could improve, but in terms of raw population we're well past the point where it would really change anything--and that's if we're willing to take the rep of shipping people to their death wholesale.

Just to put it in context, we'd have to ship in something like 300 million colonists to put us just a year ahead on population growth, and we'd be expecting something like 240 million of them to die before making any meaningful contribution. To get just a decade ahead of normal population growth we'd have an expected death toll in the billions.
 
I'm a little shocked at how little discussion there has been over the plan contents.

I know, I keep asking for feedback on things and I'm not getting much of it at all.

My only issue is that though Enjou's is the closest to what I want, he isn't trading with Midgard. We could always use more population.

Midgard doesn't have any pressing needs based on their sheet, so I figured it could wait until the council meeting.

The issue is retaining any of the poor idiots.

Generally speaking about 70-80% survive the first year, and after that their survival rate is about as good as anyone's.

We're growing at 1-3% a year when nothing bad happens, first-gen avernites have something like an 80% mortality rate over the first three years, and we've got a base population in the billions. I'm all for shipping over expertise in fields we lack or could improve, but in terms of raw population we're well past the point where it would really change anything--and that's if we're willing to take the rep of shipping people to their death wholesale.

Just to put it in context, we'd have to ship in something like 300 million colonists to put us just a year ahead on population growth, and we'd be expecting something like 240 million of them to die before making any meaningful contribution. To get just a decade ahead of normal population growth we'd have an expected death toll in the billions.

At max we've only ever been able to ship in 25 million at a time, so bringing them in doesn't impact our population growth by much directly. The main benefit is that they are all young twenty somethings that are able to have children, and given our fertility drugs that means they promote population growth immediately as opposed to children that need years before they can produce more population.
 
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One thing we should be considering before the council meeting is the matter of sending ships from the graveyard to Vanaheim for repair. We're going to do it no doubt, but we'll need to determine what terms we want to set up exactly since it does cut into our own profits.

@durin - what is the largest size of ship from the graveyard that can be sent to Vanaheim?
 
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