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
[X] Reporting Only Summary

I'd rather that we don't include the whole taking over other world's criminal empires into the report; considering that we'd be all but admitting that we've developed plans to interfere with others domestic areas, I really don't think that it will go over well.
 
[X] Reporting Only Summary

I'd rather that we don't include the whole taking over other world's criminal empires into the report; considering that we'd be all but admitting that we've developed plans to interfere with others domestic areas, I really don't think that it will go over well.

Just to be clear, I'm fairly certain that @Elder Haman still intends to propose this, but just in the proposals section of the vote.

Further, even if they think that we might have developed plans that could be used for spying or interference, the idea we would actually ended up going with was one where we only do it with their permission and while cooperating with them. As such it's not interference, but a collaborative effort. And if they aren't interested, we just don't do it.
 
Just to be clear, I'm fairly certain that @Elder Haman still intends to propose this, but just in the proposals section of the vote.

Further, even if they think that we might have developed plans that could be used for spying or interference, the idea we would actually ended up going with was one where we only do it with their permission and while cooperating with them. As such it's not interference, but a collaborative effort. And if they aren't interested, we just don't do it.
Enjou NO ONE is ever going to give the permission for spying them, and I think the original plan worth the risks...
 
Enjou NO ONE is ever going to give the permission for spying them, and I think the original plan worth the risks...

It's not spying on them. Durin was asked about this method and said spying wouldn't be part of it. This is purely an anti-crime measure - our agents come in, forcibly take over and work undercover, start acting as informants to local security forces, and after a few years of this a major crackdown occurs, thus eliminating the bulk of the criminal underworld in one fell swoop. Then our agents go home. The worlds participating in this have less crime as a result, helping them out.
 
SPIRIT CLASS MOVING FORTRESS
TACTICAL NET ONLINE
COMMENCE DATA TRANSFER


The lack of staging facilities for military operations has long been a logistical roadblock in both offensive and defensive conflicts. The Spirit Class Moving Fortress was developed to address these needs in classic Imperium fashion. Utilizing technology similar to that which has been incorporated into the many contemporary Titans employed by the Imperium, the Spirit is nothing less than a city on legs. Encased in hardened ceramite and equipped with guns capable of projecting shells approximately the size of a Leman Russ Battle Tank at ranges that can rival any dedicated artillery, the Spirit is a marvel of engineering that can form a critical backbone for any conflict.

The Spirit Class is armed with over two-dozen banks of guided missile launchers mounted onto its upper decks, six heavy artillery batteries capable of firing over the horizon bombardment, and a host of point-defense anti-aircraft and anti-surface weaponry arranged in highly modular turret emplacements. It is also capable of acting as a command and operations center for dozens of aircraft wings and a significant number of ground forces. Data logs indicate that artillery battalions would regularly utilize the vehicle's top decks as staging ground for Unfortunately, its massive size and enormous weight severely hampers the Spirit class' mobility. Once deployed, the Spirit can move from battlefield to battlefield, albeit at extremely low speeds. Its lack of mobility requires it to be defended by smaller, more agile assets such as Knight titans, aircraft and other similar units, lest it be overwhelmed by highly mobile swarm tactics.

However, when deployed intelligently; the Spirit class can provide significant logistical coverage in support of any operation. Against conventional foes, the Spirit class is invaluable, as its armor and incredible force-projection allows it to dominate ordinary battlefields. Its primary limitation in offensive warfare is the incredible difficulty in getting the vessel to the planet of interest, something that requires significant military coordination. The Spirit is also incredibly difficult to produce, as its massive size, thick armor, and dual light cruiser-class reactor core not only strain a manufacturer's budget, but also their materials resources.

'SPIRIT' CLASS MOVING FORTRESS
Planet of Origin: Avernus (Helheim)
Known Patterns: I
Crew: Full
Powerplant: Dual Helheim-Pattern Light Cruiser-class Plasma Reactors
Weight: Enormous
Length: 2400m
Width: 1800m w/o top decks. 3600m at full deck extension.
Height: 600m
Max Speed: 40 kph at full run
Main Armament: 6x 24 in' Guns
Secondary Armament: ~30 Guided missile arrays, xMany AA/AS modular point defense turrets
Armor
Superstructure: Thick
Weapons: Less Thick
----

Because we need that military moving fortress at some point, and why not use my absolute favorite one.

(I might come up with the Great Wall for a rail-based mobile base, too. Or Giga-Base for naval operations.)

Edit: I miscounted the number of missile banks! Spirit of Motherwill is missiled up to the nines. Also if anyone has decent numbers to reflect how tanky this thing is in-game, let me know!
 
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I think the following:

1: Avernites infiltrating the criminal underground is something that should be discussed quietly, and not in council. We can sound out other systems and then talk privately with those that want us too. (And putting it in a separate vote will allow those that disagree and want the spies instead to vote, and we will see who wins).

2: The Grand Tour proposal is not something to bring up in the council report, but something to bring up when talking with all the Governors after the council reports finish. We usually get an action like that. Then we spend diplomatic actions to work out the details. It's just completely out of place in the report of status.

3: Maybe we could bring up the fact that we have excess psyker hunters now, as that's something we can report on. Just mention that we have enough to export now if anyone wants them. But that's as far as I'd go. Discussing about sending witchsniffers out and sending their psykers to Avernus Unseen University is something that needs to use a Sound Out action.
 
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1: Avernites infiltrating the criminal underground is something that should be discussed quietly, and not in council. We can sound out other systems and then talk privately with those that want us too. (And putting it in a separate vote will allow those that disagree and want the spies instead to vote, and we will see who wins).

I suppose it could be done as a Sound Out, but we couldn't actually do it until after the next turn in that case. All I'm saying here is "this is the idea, go discuss it with your security people, get back to us if you're interested". It effectively is a sound out, we'd just be doing it directly.

2: The Grand Tour proposal is not something to bring up in the council report, but something to bring up when talking with all the Governors after the council reports finish. We usually get an action like that. Then we spend diplomatic actions to work out the details. It's just completely out of place in the report of status.

1. We don't get an action to talk to all of them at once, but to get into private meetings with a few of them. This meeting right here is the time when all of them are gathered at once, as such either during this report or during the proposals we need to bring it up to inform all of them.

2. I don't think it's all that out of place in a status report, as it's not a proposal to be voted on (which is the next thing) - we're simply informing them here and now of what we'd like to do in the future. IMO it would be more out of place in the next section, which is "propose ideas for the High Council to vote on", and since this isn't something they need to vote on I don't think it fits there.
 
Military Nanotechnology


This technology weaponizes nano-scale machines. These nanites are not intelligent or capable of self-replicating, notably out of concerns of safety or reliability - at least these versions of the technology. This prevented the Men of Iron from subverting existing Nanotech, but didn't prevent them from employing it themselves.

Offensive nanotech goes around conventional armor to sabotage and decompose the target from within, flowing through any opening into the inside of the target and tearing its weak points appart from the inside, be the target flesh or machine. After a quick burst of activity, these nanomachines burn through their energy stores and self-destruct.

The weapons deploying these nanites are typically found within the armor of the troops employing them, or sometimes directly implanted into the flesh. The most common of these is the Nanopulser, a weapon most commonly integrated in an arm or the chest of the armor, capable of silently and invisibly spraying a cloud of deadly nanites, the spray nature of the weapon making any precise aiming unnecessary and making it a good-standoff weapon against enemies trying to approach too far.

There is also a defensive implementation to this technology, in the form of Nanoscreens. Banks of nanites integrated into the user's armor(or the user itself in some cases) swarm around the user in an invisible protective barrier capable of stopping kinetic attacks dead in their tracks, providing protection akin to a mobile aegis defensive line. However, these nanobots are only capable of stopping kinetic energy, and are destroyed by energy weaponry, making them largely useless against forces equipped with lasguns or plasma weaponry, but quite useful against impalers and bolt weaponry.

A rarer and more powerful - and far more dangerous and taboo - version of the Nanopulser is the Nanyte Blaster, also informally referred to as the "Grey Goo Gun". This weapon, unlike the Nanopulser, shoots its payload in a more narrow stream - partially to protect the user. These nanobots destroy the target just as the nanopulser does, but unlike the nanobots used in the nanopulser, they are able to self-replicate, and do so rapidly, using up all the raw materials its victim has to offer before exploding into a shower of nanytes - often referred to as Grey Goo - which start to devour any other target within range. Thankfully the nanytes lack long term viability and have trouble consuming vegetal matter, causing the chain reaction to die out after a while. Dangerous and used only reluctantly, its effectiveness is fabled. The Mechanicus still has records of examples found during the Great Crusade being able to wipe out hundreds of closely packed Orks in a single shot.

(The Nanyte Blaster is a canon piece of Archeotech in WH40k, you can pick it as an archeotech relic in a Horus Heresy army. It is an assault 1 S5 AP2 fleshbane weapon that if it kills the target has a 50% chance of placing a small blast template where the removed miniature was, hitting each miniature in range with a hit identical to the first one. These additional hits CAN cause such explosions too. I have once killed around 50 assorted gaunts and genestealers with a single shot of that gun)

(the first two examples are taken from Infinity, where a nanopusler is basically a spray weapons that uses nanotech as ammunition and some armies(like my Aleph) have it on half the miniatures. The Nanoscreen is so far only available to the two alien factions, where it serves as a mobile piece of cover - and cover is really important in that game.)
 
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Huh, I was pretty sure that The Mechanicus were against Nano tech.
Say that to my Taghmata Omnissiah Archmagos Prime who is happily toting a nanyte blaster every time I take him out for an Apocalypse game.

*cough*

Granted, he's got Word Bearer allies, but both loyalist and traitor mechanicus have equal access to those bastards.


Edit : Heck, they also have access to a super-duper computer virus which infects a target vehicle and makes it suffer a haywire hit each turn and infects every vehicle within 12" of it.
 
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It has been suggested to look at Supreme Commander for insperation. I will look at the UEF units.

UEF Land
T1 LAB - No, we don't do bots and its shit anyway
T1 Land Scout - No, it's just a big bike
T1 Tank - No, nothing particularly notable about the design
T1 AA - No, it's just a flak gun
T1 Arty - Partial, Recon shells are an interesting idea
T2 Bot - Maybe, fits in the niche of smaller Knight
T2 Tank - Maybe, it's basically a Mammoth without the missiles
T2 AA - Maybe, substantially larger and more effective flak gun
T2 Arty - Partial, replacement weapon/missiles for the Manticore
T2 Amphib - No
T2 Shield Generator - Partial, a Void Shield generator unit would be a Super-heavy support vehicle
T3 Arty - No, we have equivalent DAoT pieces in the Royal Earthshaker.
T3 Bot 1 - Partial, looks more like a Knight than anything else. Shield would rapidly raise the cost.
T3 Bot 2 - No, it's approaching Scout Titan territory, which would be more effective.
T4 Land - Yes, its a smaller Leviathan. Lacks transport capacity, but that's not a big loss.

UEF Sea
For other planets, not us.
T1 Sub - No, too schizophrenic to be useful.
T1 Frigate - No, bit small for an EWAR platform and not enough firepower to actually matter.
T2 Destroyer - Maybe, most cost effective option against ships, but limited use otherwise.
T2 Cruiser - Yes, long range and AA capability keep help it against it's most likely opposition.
T2 Shield - Yes, right size to have a shield, and can protect vulnerable transports. Would help against Ortillery too.
T2 Sub Huner - Yes, but by far the most niche. More attractive than the T1 though.
T3 Battleship - Maybe, likely given a Void Shield for survivability during invasions.
T3 Boomer - Yes, missiles likely have anti-orbital capability. At least against landers.
T4 Carrier - Yes, actually survivable against Ortillery and provides massive force projection.

UEF Air
T1 Trans - Maybe, would provide lift capacity for light and medium vehicles
T1 Scout - No, sensor suit would be a module for a Lightning.
T1 Interceptor - No, essentially a Lightning with less versatility.
T1 Bomber - No, Lightning can fill the roll in Strike configuration
T2 Trans - Yes, can move a heavy tank squad in one go at good speeds.
T2 Fighter/Bomber - No, its a Thunderbolt
T2 Gunship - No, the Valkyrie is more effective.
T3 Air Trans - Yes, likely rather expensive though. It's an improved and enlarged Stormbird.
T3 ASF - Maybe, it's essentially a Super-Lightning. Depends on what duran has already added.
T3 Bomber - No, we have the Marauder.
T3 Gunship - Maybe, depends how it's armament would transfer over. Would be nice though.
 
[X] Reporting Only Summary

Strongly disagree with bringing up using Avernites to take control of offworld underground, even as a collaborative venture. I don't even think we should publically admit that Avernites criminals were getting off world. The border security should be touted as a medical precaution. There's a reason Jane was taking care of this quietly, it harms our reputation even if we have nothing to do with it.


If such a collaborative venture were to happen, then it shouldn't be Avernus+other world, it should be Adeptus Arbites+other world and Jane should spearhead it. We've had an academy churning out arbites for decades, It's about time they set up offices on other worlds, and taking care of the criminal element would highlight their effectiveness and the need for them to be there. Even if the Arbites headquarters remains on Avernus, we should look at making them more obviously a trust wide organization instead of an Avernite organization.

That would also pair well with exporting Psyker Hunters to other worlds, as they have been under the authority of the Adeptus Arbites.
 
[X] Reporting Only Summary
"Lord General Militant we have arrived in the Asgard Sector. We may begin subjugation at your command."

"Yes, Yes! Do it in the name of the Emperor I shall conquer the galaxy in HIS name."

-------

"General! The enemy is sending power armored super troopers!"

"Hah! They mean to end this quickly do they?"

"No Sir. They seem to have many more millions in the back with power armor.

What's more is that the troops are beggining to feel outmatched."

"They are the Imperial Guard they always feel outmatched. Besides these are simply the enemies stormtroopers I am sure."

"No sir..I beleive this to be their standard."

"..."

"..."
------
"Sir I believe you have dun fucked up."
 
We should give them the worst off hulls though. Give them something to do/sell, gets us favor, and removes them from our endless backlog. We're never going to get the value out of those hulls anyway.

We can't do that until we finish searching them. Which we haven't. durin said it will take another Mechanicus action, and I'd rather spend them on the mostly intact escorts right now.

Also of relevance is that Muspelheim recently bought sixty Mass Conveyors from Vanaheim, giving it a massive trade fleet.

Ah yes... and they will primarily ship metal to Vanaheim.

Although this also means Muspelheim will need some significant number of escort ships.

@durin for the sake of simplicity (even if it involves a little handwaving) might i recommend having the High Council meet at the end of each turn and just eat one of the first year PAs in the future. because i imagine that it is going to be a little annoying for those who will write the report to not include the major events from the last year or two (especially this time).

All we need to do is have one turn take only 4 years instead of 5. That will align the Council meetings at the end of every other turn.

The only way around the limitation is to either buiod our own Astronomicon or access the Webway. Both are fast ways to commit suicide at this point.

You know, we really ought to figure out where those Dark Elder came from, and their Webway entrance. And then put a guard around it.

@durin Did we locate the Webway entrance in the information we got from the Dark Eldar.
 
Avernus-pattern Baneblade
While we wait, here's my speculative Avernus pattern Baneblade. I'm posting it more to show the general direction of the changes I want for Super-heavy tanks. For Fellblades or similar, I'm going to replace the sponsons with Triple Neutron Lasers in magnetic ball mounts, which should cut down the width by around a meter.

Avernus-pattern Baneblade
The alterations done to the most venerable of all Imperial Super Heavy Vehicles are relatively modest compared to those done to others. This is primarily due to many of the Avernus patterns features already being part of it. That being said, improvement were made. This is primarily done drawing elements from the Land Raider Proteus.

The most dramatic change is the replacement of the V18 promethium engine for a open core plasma ioniser, an enlarged version of that found in the Proteus, granting substantially improved performance, fuel efficiency, and reduced volume. The interior structure has been completely replaced by solid adamantine members, further reducing the cost in volume and weight. The armor composition has changed to take advantage of Musphelheim grade ceramite, with thin layers of thermo-plas fibre being inserted between layers for additional protection from energy weapons.

The most visually distinctive changes regard the weapon suit. The sponson mounts have been moved to an over/under wing configuration. While this limits the fire arc of the lascannons to 180, this has been compensated by making them twin-linked arrays. The primary benefit is the removal of the elevated turret collar. The turret itself has been altered to give the Mega Vanquisher an improved elevation capacity, and has been centered on the horizontal axis. The coaxial Autocannon has been removed, being essentially redundant with the Mega Vanquisher's improved accuracy and fire control. In the same spirit, the Demolisher Cannon has been moved to the center of the upper glacis, gaining improved Traverse capability. The frontal Heavy Impalers have been moved to the underside of the glacis, underneath the new position of the Demolisher.

The second gunner and all of the loaders have been removed entirely, with their duties being undertaken by automation or remote control by one of the other crew members. The Driver and Gunner have been brought into the upper deck. The third gunner now coordinates the Machine Spirit's control of the sponson mounts, along with the Demolisher cannon. The Comms officer has gained EWAR duties. The engineer is usually a full member of the Adeptus Mechanicus, and often shares duties with the Comms and Sponson operators. As an additional function, the vehicle can host two additional personal, most often a higher officer and an assistant.

In terms of sensors and cogitators, the Avernus pattern retains or improve upon all of the Mars pattern's features. The sensor suit has been upgraded to include elements from the Exploratory Augury Web of the Proteus, with some examples featuring the full suit. But it is the cogitator arrays that steal the show, being replaced with dual M27 'Deligate' class Machine Spirits. Their combined processing power is a bit less that that of a Warhound Scout Titan. Typically, one controls the sponsons while the other controls sensors and primary targeting. There have been several confirmed occasions where examples have gone into combat without any crew, and functioned adequately.

The upper "command" deck has been altered. The command, coms, and gunnery suits are now one room. The Driver and Gunner sit in lowered pits against the forward wall, slightly forward of the Commander, while the Comms equipment is placed along the right wall. The Sponson operator is on the left, while the Enginseer's station is along the rear. The Tac Map remains in the center of the room, and feature a pair of seats for company and regimental leaders.

The lower deck has also seen extensive alterations. It is now shaped like a U, with the bottom running along the engine. The forward compartments have been eliminated. Combined with the removal of 4 crew bunks, a modest expansion of the magazine has been done, while shortening the vehicle by nearly a meter. Crew bunks and sponson access are on both sides of the magazine.

Baneblade
Known Patterns: I
Crew: Commander, Gunner, Driver, Comms/Sensors, Sponson Technician, Engineer, 2x Machine Spirit
Powerplant: Tranth open core plasma ioniser
Weight: 280 tons
Length: 12.5m
Width: 8.4m
Height: 6m
Ground Clearance: 1.2m
Max Speed -Road: 50 kph
Max Speed -Off Road: 40 kph
Main Armament: Mega Vanquisher, Demolisher Cannon
Main Ammunition: 25 and 20 rounds
Traverse: 360 and 15
Elevation: -2 to 35,
Secondary Armament: 2 Dual Neutron Lasers, 3 Dual Heavy Impalers
Secondary Ammunition: 12000 rounds each
Armor
Superstructure: 200mm
Hull: 180mm
Gun Mantlet: 180mm
Turret: 220mm

Shadowsword Prime
Crew: Commander, Gunner, Driver, Comms/Sensors, Sponson Technician, Engineer
Length: 12.8m
Width: 8.3m
Main Armament: Mega Neutron Cannon
Traverse: 2
Elevation: -2 to 18
Armor
Superstructure: 220mm
Hull: 210mm
Gun Mantlet: 200mm

Stormblade
The developmental process was simplified by access to stable DAoT Plasma weapon examples. One side benefit is that the fuel cell can slowly charge off the Plasma Ioniser, enabling longer duration deployments.
Main Armament: Plasma Blastgun
Main Ammunition: 20 shot from Photonic Fuel Cell

Stormlord
Main Armament: Dual Long Barrel Heavy Gatling Impalers
Main Ammunition: 24000 rounds
Armor
Superstructure: 210mm
Hull: 190mm
 
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