The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

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Just going to list absolutely everything I can think of for others to parse through.

Stargate: Ancients Asgard Goa'uld
Scalable plasma weapons.
Personal Cloaking
Electro-weapons; one shot stuns two shots kills
Matter-Energy Transmitters; both limited and not (ie: ring platforms coming up out of the ground to transport to another ring platform)
Wormhole travel devices
Phase-Shift tech
Sarcophagi (ie fix any injury including recent death)
Personal Shields (ie can let throw anything below a certain velocity or complete shielding)
Sub-Space Communication (or Warp I suppose)
Cloning
Neural Interfacing
Stasis Pods
Wormhole Drive
Crystalline computing
Giant ass beam satellite of DOOM
Communication Stones
Repository of Knowledge
Time Dilation Device (Oh hey there's an area on Avernus that plays with time!)
Neutrino-Ion Generator
Shock Spear
Explosion Compression system
Memory Recall Device
Radiation Shield
Transphase Eradication Rod
Intar (Basically training weapons)
Healing Device (As well as other handheld things such as the Kara Kesh)
Instant Tunnel Crystal

Pokemon:
Minaturization
Matter-Energy Storage
Bigger on the Inside tech (Also an area that manipulates space)
A variety of powerful medicines such as potions, revives, and full heals

Zoids: Zoids
Charged Particle Cannon
Gravity Cannon
Laser Blades
Magnessar System (Basically manipulation of planetary magnetic field for stuff like propulsion)
Strike Laser Claw
Zoids (Mechanical animals formed around a technorganic core; considered to be alive)

Transformers: Transformers
Space Bridge
Warp Gates
Dimension Gate
Camouflage Shield
Holo-Matter (Hardlight that can interact with the environment)
Eco-Structuring (basically terraforming)
Transwarp Cells and Drives
I think most of the Transformers stuff we have no chance in hell of getting, the rest.... @durin?
 
Speaking of From Software games, I have a whole shopping list I want to inquire about.

Armored Cores for one.

Next, would be the Vanguard Overed Boost units.

Then in order AF Gigabase
AF Cabracan
AF Great Wall
AF Spirit of Motherwill


I actually suggested Spirit of Motherwill a couple of pages back! It seems like it'd be an amazing mobile battlefortress.

If, you know, one that might be a bit hard to land on other planets.
 
I have an idea kicking around in my head for a purely Ad Mech designed Heavy Hovertank, the Jaghatai Khan. It would have an Astartes use variant. The idea is that it's slightly less durable than a Land Raider and is armed with both turret AACs and Neutron Beams. A small Gatling Impaler turret would be mounted on the underside of the forward hull. A Primarch use version would have a shit load of gimmicks and leave the pilot's upper torso exposed, like Khan would have wanted.
 
I don't think there's going to be one central Arbites organization anymore. It's pretty much everyone having their own local security force, rather than anything like that. It would take something major to convince the various planets to link up their security forces into a singular organization.
not so different from psyker hunters then. We implicitly want them to work together to funnel psykers to Avernus. That same arguement works against them being a trust wide organization.

Arbites are a distinct organization from the local police. They still have the procedures to operate across multiple planets in their institutional experience. Living memory of the survivors of the imperium is still strong enough to recognize federal level policing as something Arbites are suited for and that is a niche that The Trust hasn't filled yet.

I think taking care of the criminal elements becoming more dangerous because of avernite criminals provides the impetus for re-establishing the Adeptus Arbites. Afterall, this situation is a result of criminals crossing 'state lines' so to speak, so we need a police force that can pursue them without being stopped by red tape at the border.

This will bind the trust closer together through a unified enforcement of their common laws.
 
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I have an idea kicking around in my head for a purely Ad Mech designed Heavy Hovertank, the Jaghatai Khan. It would have an Astartes use variant. The idea is that it's slightly less durable than a Land Raider and is armed with both turret AACs and Neutron Beams. A small Gatling Impaler turret would be mounted on the underside of the forward hull. A Primarch use version would have a shit load of gimmicks and leave the pilot's upper torso exposed, like Khan would have wanted.
I want this to be a trend for us. We need new names for our awesome tanks? Name them after the Primarchs.
 
[X] Reporting Only Summary

Thoughts on possible sources for technology ideas:

1: The Lost Fleet (Black Jack) by Jack Campbell
-- Bombardment tech (Rocks from the sky)
-- Null field
-- Other stuff I can't remember

2: Shards of Honor (and the Miles Vorkagsion adventures sequels) by Bujold
-- Nerve disrupters (anti-personal, anti biological creatures - eg Tyraniods, wildlife): An field of energy that kills all nerves inside it's cone of effect. No effect on matter (so non destructive to building and equipment)
-- Mirror Shields (reflect energy weapons back at the attacker)
-- Needle grenades
-- Other stuff I can't remember

3: Crest of the Stars / Banner of the Stars
-- Smart "mines" (Basically torpedoes, I remember them having good torpedos)
-- This one would be the easiest for me to review, I have the books... somewhere
*looks at Needle Grenades*

...Hey, Halo Needlers, scaled up, might make very interesting specialty weapons. Up to the GM of course, but worth mentioning.
 
Just wait, one of these days, Tranth is going to find one of these things buried on Avernus.


That's when things get really wild.
 
[X] Reporting Only Summary


*looks at Needle Grenades*

...Hey, Halo Needlers, scaled up, might make very interesting specialty weapons. Up to the GM of course, but worth mentioning.
As far as I remember, Needle Grenades is a specialized sniper rifle munition. It hits you, then you are pincushion from inside out.
 
- Augmentations (Deus Ex based)
-- Nanite Augmentations: Injected nanites that provide a suite of physical and mental benefits to an individual. These are not mass producible as a batch as they must be custom tailored for an individual's DNA by an expert. Mental benefits are most pronounced if the implantation is done while the brain is still developing, with the best time being the third trimester before birth.
--- Possible Benefits List: Mild enhancement to strength, stamina, senses, reflexes, and thinking speed. Reduced need for sleep. Mild passive regeneration. Reduced aging, though less than Juve-Nat, but increases its effectiveness and adds some additional lifespan.
--- Not compatible with Space Marines, as it wasn't designed with them in mind, though might be made so with research. Space Marines would have a greater boost though anyways, so not a big deal either way. Completely incompatible with xenos, as they are far too different.
-- Advanced Ocular Implant: Artificial eye that is both aesthetically pleasing and has a great deal of benefits. Includes increased visual range and the ability to switch spectrums of light, allowing the user to see through walls.
-- Drone Implants: An implant that allows the user to give instructions to a variety of small robotic drones they can carry. Instructions are programmed while the drone is physically linked, rather than by remote, likely to prevent hacking.
Also useful augments that don't make you look like you just strapped most of a junk yard to your body
 
Helheim Predator
Here's the Helheim Preadator. Helheim had a reputation for bucking trends and conventions if it meant a more effective product. The Predator has traditionally suffered from GW's laziness, and we're not bound to that. It functions more like a rally car from hell than a conventional tank.

Helheim Predator
The Helheim Predator is a clear divergence from other patterns. The most obvious sign is the redesigned hull, clearly being no longer directly from the Rhino chassis. While many components continue to be shared, it has been compared to a Rhino that has been bisected at the waist. This has resulted in a dramatically reduced profile, making the vehicle lighter, faster, and harder to target. The crew compartment is similar to that of a high speed sports car, with both crew members sitting side by side in heavily reclined positions. The compartment is covered by a large hatch, that also hold the majority of the vehicle's displays and control surfaces. The cogitator is comparable to that of a Land Raider, capable of autonomous operation for a limited time. The sponsons are ball turrets, moved via magnetic motors and capable of truly frantic speeds. As a final feature, the bottom is lined with several grav-plates, causing the vehicle to perform as if it were lighter and enabling it to conduct atmospheric insertions with only minor additions.

Helheim Predator
Planet of Origin: Avernus (Helheim)
Known Patterns: I
Crew: Commander, Driver
Powerplant: Quad Mk.V adaptable thermic comustor reactor
Weight: 37 tons
Length: 6m
Width: 3.5m
Height: 2.8m
Ground Clearance: .44m
Max Speed -Road: 100 kph
Max Speed -Off Road: 70 kph
Main Armament: Neutron Destroyer
Main Ammunition: --
Traverse: 360
Elevation: -32 to 42
Secondary Armament: Sponson Neutron Repeaters
Secondary Ammunition: 3000 shot capacitors
Armor
Superstructure: 70
Hull: 60
Gun Mantlet: 70
Turret: 70
 
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Nerve Disruptor Standard Templates:
Nerve Disruptor Standard Templates:

Technology Summary:


Nerve Disruptors are a category of weapons that use a combination of magnetic and radio waves to disrupt the nervous system of the target. The damage caused by this disruption is permanent, and requires full replacement of the damaged nerves. Hits to the brain are generally fatal, exposed limbs become paralyzed and non-responsive. Glancing, muffled (partially blocked), or brief (under 10 microseconds) exposure can cause numbness in the limbs, and non-lethal brain damage.

Nerve Disruptors serve primarily as anti-personal weapons, as they only threaten biological systems. They can also be used against non-human wildlife if properly tuned. Improperly tuned disruptors are less effective, resulting in effectiveness similar to muffled exposure.

Nerve Disruption can be blocked by most metals, counter magnetic fields, certain ceramics, and a few other materials. Because of this, standard personal armor almost always includes anti-Nerve Disruptor features. Therefor Nerve Disruptors are almost never distributed to military forces, with the occasional exception of Light Infantry, or as a sidearm for the officer core in a Navy. Instead Nerve Disruptors are usually used as civilian crowd control on the more violent and unstable colonies. Sometimes they are used as anti-wildlife defenses on planets with particularly dangerous wildlife. In some locations Nerve Disruptors are used as the official method of execution. Because Nerve Disruptors are silent, they are sometimes used when stealth is required.

See related weaponry:

Haywire Weapons (similar technology to target electronic systems)
Gauss Weapons (similar technology to target general matter)
Ion Cannons (related technology that fires charged particles)
Railguns (related technology that fires material bullets)

See also:

Wireless Magnetic Spinning Space Elevator


Variations of Nerve Disruptors:

Nerve Disruptor Pistols:

The most common form of Nerve Disruptor weaponry, and what most people think of when they imagine a Nerve Disruptor. Usually have an effective range of 20 to 30 feet. Most often carried as a sidearm. The Nerve Disruptor Pistol has the distinctive 2 inch diameter bell as the front end of the weapon, a narrow barrel conducting the energy, and a standard grip with power pack.

Comes in two variations. One that has a spreading beam, reaching nearly 5 feet wide at the edge of effective range. This variation is used primarily for crowd or wildlife control. The second version has a narrow beam that stays at roughly two inches in diameter, and is the version most commonly carried by the military as a sidearm.

Design schematics as follows....

Tuning instructions for maximum lethality towards humans follow...

General guidelines for tuning for other targets....​

Nerve Disruptor Grenades:

Rarer than the pistol, but useful in lethal actions against crowds. The Nerve Distruptor Grenade is usually a torus with the pin within the torus holding the grenade inactive. Once the pin is removed, the grenade begins a countdown to triggering. Usually designed to have a seven second fuse, but this can be modified. The Nerve Disruptor Grenade does not explode, it merely emits a massive magnetic and radio wave combination that destroys all biological nervous systems within the effective range.

Range can vary from a 5 ft diameter sphere, to a 300 ft diameter sphere. Typically the larger variations are called Disruptor Bombs rather than Grenades, and require a larger device, and often have more complex fuses that can be set to longer times and can be modified in the field. Theoretically larger diameter effects could be achieved, but they would require multiple coordinated devices (see Nerve Disruptor Cannons).

Design schematics as follows....

Tuning instructions for maximum lethality towards humans follow...

General guidelines for tuning for other targets....​

Nerve Disruptor Rifle:

Rarely issued beyond occasional equipment of Light Infantry, the Nerve Disruptor Rifle has a far larger 6 inch diameter bell as the front end of the weapon, a narrow barrel conducting the energy, and a standard grip with power pack. Unlike most other rifle variants, the Nerve Disruptor Rifle usually does not have a significantly longer barrel than the Pistol, additional length only being used to provide greater stability when firing. The primary distinction is the size of the firing bell.

With an effective range of 1200 ft, the diameter of the beam slowly narrows to a 2 inch diameter at the edge of effective range. The Disruptor Rifle is far outclassed by other weapons, lacking in flexibility, lacking range, requiring clear line of sight, and having many common counters. Its primary advantage is that Disruptors are completely silent, and invisible to those without special equipment, allowing for skirmishers to strike without revealing their locations. It is for this reason that the Disruptor Rifle is occasionally distributed to Light Infantry, and similar Scout Regiments.

Design schematics as follows....

Tuning instructions for maximum lethality towards humans follow...

General guidelines for tuning for other targets....​


Nerve Disruptor Cannons:

More properly understood as a Nerve Disruptor Array, but more commonly referred to as the Nerve Disruptor Cannon. This device is significantly different from other Nerve Disruptor Weaponry. Rather than a beam, the Nerve Disruptor Cannon creates a large field (usually of ovoid shape) in which nervous systems are disrupted at some distance from the Cannon. This requires the coordinated firing of multiple Cannons targeting the same location, properly tuned not only with the target type, but with each other Cannon to achieve lethal effect.

Typically a minimum of six Cannons are required to achieve effect, with more Cannons needed as size of the field is increased. Requiring a squaring of the number of Cannons to achieve a doubling of death field size. Personal armor defenses continue to be effective, even against Nerve Disruptor Cannons.

Because of the complexity of the firing mechanism, Nerve Disruptor Cannons are almost never deployed, except as fixed weapons with predetermined kill zones. They are usually only used against major wildlife threats, or on systems with a large violent underclass.

Design schematics as follows....

Tuning instructions for coordinating cannons...

Tuning instructions for maximum lethality towards humans follow...

General guidelines for tuning for other targets....​

Nerve Disruptor Lances:

Methods to apply Nerve Disruptor technology to space based combat have been attempted. In many ways, the vast emptiness of space makes coordinating the firing of multiple disruptors easier, in other ways it greatly complicates things as the target cannot be a fixed area. Furthermore, the target distances required mean that the distance between Nerve Disruptor Lances dictate that they be mounted on different ships/stations who must fire in a coordinated fashion. The usual proposed solution has been to have one ship/station serve as the lead, firing its Nerve Disruptor Lance, and then use automated firing mechanisms to correctly align the firing of the additional Lances on supporting ships/stations.

Typically a minimum of six Lances are required to achieve effect, with more Lances needed as size of the field is increased. Requiring a squaring of the number of Lances to achieve a doubling of death field size. Personal armor defenses continue to be effective, even against Nerve Disruptor Lances. All human ships are immune to the effect, and provide sufficient protection that Nerve Disruptor Lances are considered worthless as weapons.

Because of the lack of effectiveness, Nerve Disruptor Lances have only been deployed once in known records. This instance was by the Skybar Confederacy. When facing a revolt on one of its vassal colonies, and hoping to kill the local rebellious population without damaging valuable machinery, they attempted to use Nerve Disruptor Lances as a planetary bombardment tool. They constructed six escort size vessels to contain the needed lances. After some effectiveness during the initial surprise, the attempt soon failed due to the population being able to take shelter and escape the effects.

Design schematics as follows....

Programming instructions for automated firing mechanisms for coordinating lances...

Tuning instructions for maximum lethality towards humans...

General guidelines for tuning for other targets....​

------------------------------------------------

@durin First time I ever tried something like this. I hope I did it right.
 
[X] Reporting Only Summary

Strange Technologies

Perfect Fabrication
A technology that allows perfect and seamless fabrication, whether it is the production of alloys or the most complicated parts of a machine. This perfection is archived by assembling the necessary atoms in their needed places. The fusion of atoms out of their base parts is naturally complicated in itself and need the backing of considerably cogitator power that at the other hand needs very little over watch. The entire process sadly needs large amounts of energy to function and a steady supply of what makes up atoms.
(Origin: Supreme Commander, Fabrication Beams. Possible nerf: Need for base materials to assemble something)

Energy to Mass Conversion
Production out of literally nothing. These intricate machine uses complicated physic laws and their interaction in very specific circumstances (that it artificially produce) to convert energy into anything. The sheer amount of energy needed for that is downright absurd and explain why humanity never considered widespread use. One possible method would be to build energy collectors close to a sun and funneling this energy into the converter. A practice seldom used for the bad transportability of the energy harvested.
(Origin: Supreme Commander, Mass Converter. There are Minecraft mods for this…)

Brain Case
A technology that is downright civilian. At its base it transplants a person's brain into a containment unit roughly the same size as a skull. The remarkable part is that the brain and the intelligence in it have still full control of the body. That is the result of advanced nerve-machine interfaces and programming that reduces the learning time to use bionics to a few days instead of month. The brain still needs the body and its organs to provide for it but the case extends the time a brain stays alive for some time after the body has died. With the Mechanicus expertise it is trivial to add infinite life support for it so that the person can always be 'revived' (in a new body, bionic or cloned) as long as their brain remains intact. It would make the creation of 'Machine Spirits' as well significantly easier.
(Origin: Gohst in the Shell, Cyberbrain)

Bionanites
A fusion of nano machines and stem cells. The best way to describe these nanites is to call them save. They interact with living tissue and allow it to function far above what it naturally can. A programmed batch will perform its task once injected into an organism or seamlessly act as nerve tissue inside a bionic appendage. Theoretically would this allow the driver of a titan to use the titan as its body while the titan's machine spirits handle secondary tasks instead of him only directing the god machine.
(Origin: X-COM Enemy Unknown, MELD enhancements and MEC-trooper)

Wormhole Connector
Since the Materium overlaps only with the Immaterium the idea behind this technology is to put two places in the Materium beside each other regardless of their distance. The machine connects itself to another in reach and allows instantaneous transportation between the two locations. Energy requirements and interferences with the warp will most likely limit the reach to less than 100km. That would still be enough to connect all barracks inside a city or hive or allow transportation of troops from orbit to planeside with impunity to anti-air and anti-orbit fire.
(Origin: Stargate, the stargates)


I have no idea how to wrap this two up but they is good as well.
Quantum Entanglement Communication (The most secure and stable two way connection possible with realistically (so not 40k) endless reach)
Stasis Plates (Realistically invincible but unmovable as well because they cannot change because their individual time does not advance (for some time at least))
 
Here some of my ideas for tech...

James Bond and Kingsman Gadgets (I know we are waaay more advanced than these tech level, but for our spies could be very useful to carry almost completly camufled weapons and gadgets...)

Mass Effect
Omni-tools
Omni-gel
M-622 Avalanche: hand-held cryo-blaster
M-490 Blackstorm: black hole gun
M-920 Cain: mini-nuke launcher
And the whole Element Zero tech: biotics, hovertanks, kintic shields...
Starcraft:
Viking
Banshee
Thor
Siege Tank​

Firefly: body armor ( having a full body armor so thin and flexible that you can wear it hidden under civilian clothes seems useful)

Dragonriders of Pern: the dragons (they are in reality genetically engineered living weapons)

And now starting with anime thingies:

Psycho Pass: Dominator and his three modes (Non-Lethal Paralyzer, Lethal Eliminator and Destroy Decomposer)


Macross Variable Fighter 1 Valkyrie (VF-1)

Ergo Proxy Auto-Reivs (they are VIs not AIs)

Muv-luv: Tactical Surface Fighters (TSF) They are a mixture of walking tank and jet-fighter, designed to fight against BETAs could be very useful agaisnt Tyranids

 
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Just so people know, I'm calling dibs on technical entries for Storm Eagle, Fellblade, Falchion/Fellsword, and Spartans equivalents. I'll have them ready tomorrow. May have the Storm Eagle ready today. Note that these designations may or may not indicate that said vehicles are the same design as used during the Great Crusade. The Fellsword has dual Mega-Neutron Lasers for one thing.
 
Just so people know, I'm calling dibs on technical entries for Storm Eagle, Fellblade, Falchion/Fellsword, and Spartans equivalents. I'll have them ready tomorrow. May have the Storm Eagle ready today. Note that these designations may or may not indicate that said vehicles are the same design as used during the Great Crusade. The Fellsword has dual Mega-Neutron Lasers for one thing.
Go a head, I already noted them, but improved versions over the standard ones are always appreciated.
 
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