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
That STC seemed to be more specialized for repair in general, and I was assuming it was automated rather than manned. The SCV I put forward was intended to be a more generalized design for wider use by civilian populations, not necessarily just the Mechanicus.
 
I thought we have a repair/construction vehicle from DAoT that's basically a Starcraft SCV.

EDIT: Indeed we do:
Try to complete STC fragment: Repair Robot- One of the recent discoveries of Archmagos Tranth is a partially complete STC of a large robot that seems to be designed to aid Tech-Priests in conducting repairs. While robotics is not a very well understood art among the Adeptus Mechanicus of Avernus Tranth is confident that given time he could complete this template. This would most likely be helpful for Tech-Priests conducting large scale battlefield repairs in situation such as sieges and Naval battles.

Chance of Success: -20% (99% after bonuses).
That was one of the reasons that I had shied away from making an SCV. The thing is that Imperial Robots are unmanned automatons, while an SCV is not.
 
I didn't see that on the Mechanicus post. Where was this?

It's under Military Vehicles and Buildings, for whatever reason:

Knight-Engineer
On Finding
: The final complete STC is of the Knight-Engineer, a Knight-Titan with several inbuilt construction/repair tools, greater manual dexterity, less armour and far less firepower then the current Knights. From what Tranth can tell the Knight-Engineer is also less choosy about pilots and is likely to accept a greater range of people as potential pilots. While this is not something that you can use you are quite certain that the Aesir would be interested in a new variant of Titan, even one not designed for combat.
 
So essentially the Knight-Engineer is the 40k version of the SCV?
Not quite, its on the same scale as a Knight 11-13 meters and seems to be built for maintain them as opposed to other vehicles and structures.

It also features a mind link and while less picky than a battle Knight, it does seem to really be a knight oriented vehicle.
 
Not quite, its on the same scale as a Knight 11-13 meters and seems to be built for maintain them as opposed to other vehicles and structures.

It also features a mind link and while less picky than a battle Knight, it does seem to really be a knight oriented vehicle.

So then the HP-SCV would be the general purpose platform while the Knight-Engineer would be a dedicated Knight support platform? If that's the case then we definitely need the SCV.
 
Not quite, its on the same scale as a Knight 11-13 meters and seems to be built for maintain them as opposed to other vehicles and structures.

It also features a mind link and while less picky than a battle Knight, it does seem to really be a knight oriented vehicle.

Where are you getting that information? Nothing in the description says it is limited to Knights.
 
Where are you getting that information? Nothing in the description says it is limited to Knights.
I think he's basing it on the fact that the description says "less picky" (or something like that) rather than "not picky", which implies that the Knight-Engineers still have some Knight-house lineage prerequisites for prospective pilots.
Once we have the STC they'll probably be used by those Aesir houses that can't field advanced battle knights.
 
I think he's basing it on the fact that the description says "less picky" (or something like that) rather than "not picky", which implies that the Knight-Engineers still have some Knight-house lineage prerequisites for prospective pilots.
Once we have the STC they'll probably be used by those Aesir houses that can't field advanced battle knights.

That just talks about the pilots though, not about what the Knight-Engineer can be used for. All it says regarding that is that it has a bunch of inbuilt construction and repair tools, so I assume it's multi-purpose.
 
That just talks about the pilots though, not about what the Knight-Engineer can be used for. All it says regarding that is that it has a bunch of inbuilt construction and repair tools, so I assume it's multi-purpose.
Ah, that's what you meant.
Well, nothing in the description says that the Knight-Engineer is limited to fixing up other Knights, so I guess why not?

Knight-Engineer
On Finding
: The final complete STC is of the Knight-Engineer, a Knight-Titan with several inbuilt construction/repair tools, greater manual dexterity, less armour and far less firepower then the current Knights. From what Tranth can tell the Knight-Engineer is also less choosy about pilots and is likely to accept a greater range of people as potential pilots. While this is not something that you can use you are quite certain that the Aesir would be interested in a new variant of Titan, even one not designed for combat.
 
My take is this.
The Knight-Engineer is a Knight-Titan, and thus has limitations as to who can use it. It has less than normal, but there are still limits.
The Repair Robot is essentially part of the Legio Cybernetica, with all the limits that that implies.
The SCV is an overgrown Loader-Sentinal with much more functionality, and can be used by almost any trained pilot. It's much less effective than the other two, but can be deployed in much greater numbers. Any direct combat use will be with an asterix however.
 
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My take is this.
The Knight-Engineer is a Knight-Titan, and thus has limitations as to who can use it. It has less than normal, but there are still limits.
The Repair Robot is essentially part of the Legio Cybernetica, with all the limits that that implies.
The SCV is an overgrown Loader-Sentinal with much more functionality, and can be used by almost any trained pilot. It's much less effective than the other two, but can be deployed in much greater numbers. Any direct combat use will be with an asterix however.

As an addendum to this, the SCV is also significantly smaller than either (I think, definitely smaller than the Knight) of the other options. While this means it's got less oomph overall, it also means that it can access places that the other two machines can't. It'd be great in a mine, for example, or for construction of interior portions of buildings or spacecraft. The fact that they can be deployed in large numbers also means that they're more easily available for civil construction than either of the other two.

That's just my take on it, at least.
 
On of the reasons I brought up the next turn so early was that I think we need to brainstorm some new actions.

@durin, can you tell us what you think of these ideas?

Questions:

1: Ask Ridcully if it's worth establishing a small branch of the Unseen University on some of the other worlds in the Imperial Trust (such as Midgard or Vanaheim)?

2: Ask Britton if we are at a point where founding addition Forge Cities is possible? Or expanding one to a Hive City size? If we are, what are his thoughts on founding Forge cities in other systems of the Imperial Trust (Midgard, Vanaheim, Asgard, Alfheim)?

3: Ask Saren if there is any Biologus knowledge or process that would be useful to Alfheim in diversifying their economy?

New Military Actions:

1: (Expected) Option to send senior officers to the joint Military Academy

2: (Expected) Airforce Training

3: Expedition to root out the Orks from The Bayou. And a decision to either try and reclaim the Bayou, or to raze the city to prevent tech looting by Orks.

4: Applications of New Technology (probably broken into several options): Jetbikes, Land Raider, Land Speeder, Stealth Assault Shuttle, Haywire Weapons, Stable Plasma Weapons, Plasma Flamer, Plasma Foil, Neutron Laser, Grav Weaponry?, Conversion Beamers?, Spider Mines.

New Void Actions:

1: (Expected) Towing Options (Command Battleships, and other hulks that have been searched)

2: (Expected) Exploration Options

3: (Expected) Combine 4 small shipyards into 1 Large Shipyard.

4: Applications of New Technology? (probably broken into several options): New Naval/Fighter Bomber type. Upgrading Defense Stations. Upgrading ships.

5: Training Action? (Now that we have evaluated the Navy?)

6: Reorganize Chain of Command? (Now that we have evaluated the Navy, have Admiral Parnell establish subordinates?)

New Administorum Actions:

1: Option to upgrade certain Major Cites to Hive level? (Helm's Deep, Casarrondo, Arbor, Doriath, Okefenokee, Nurn, Babylon)

2: Option to re-found destroyed cities (Blacktyde, Bonud, Bayou)

3: (Expected) Next Stage in Administration reforms

4: Improved Inter-System Commerce (dedicate Merchantmen to providing shipping for private businesses) Cost: Lock up # Merchantmen, Benefits: More Throne Income

5: Add Psyker Quarters to Hives/Major Cites. (Alternative to founding new Psyker cities, may require a year of oversight by the Telepathica?)

6: Build minor city on Het (Avernus V), for Promethium Mining.

7: Expand any remaining minor cities into major cities.

New Arbites Actions:

This is the one I think we really need to brainstorm a lot on. Arbites has become a combination of Cult Control, Psyker Control, local police, Border Security, and Spy Networks. Any ideas would be welcome.

1: Review Current Procedures to prevent the escape of Avernite Wildlife (particularly Blink Spiders). Identify Places to make improvements or increase redundancy.

2: (After Sound Out) Improve quarantine procedures for Avernite Ships in other systems.

3: (After Sound Out) Avernite Infiltration and Destruction of criminal under world

4: Psych-Ops? (Haven't had any specific idea yet, but might fall in the same bandwidth).

5: Assassination Squad type training? (Like for the military, putting together elite troops for the purpose of targeting enemy commanders, like the Dark Eldar did to us.)

New Ministorum Actions:

1: Establishing a higher level of seminary for oratory and theological studies?

2: Establishing an Order designed to constantly review rituals and ceremonies, reworking them to make them more resistant to the Abomination (and other Chaotic powers). Establish ways to purify items, locations, and people tainted by Chaos?

3: Organize celebration of the anniversary of: (The founding of the Imperial Trust, the Death of the Emperor, other Holy Days). Basically establishing new holy days more fitting with the revealed truth.

4: Construction of libraries and repositories of the knowledge and restored truths (try to make them harder to be forgotten again).

5: Construction of Monuments to important Historical Events.

6: Construction of Museums?

Can anyone think of something else?

New Mechanicus Actions:

1: Construction action for Building/Expanding Forge Cities?

2: Biologis action to help Alfheim?

3: Biologis action to determine impact of exporting an Avernite lifeform off planet?

New Telepathica Actions:

1: (Expected) Trolls Kinetic Energy attack

New Personal Actions:

1: Preparations for Syr's Grand Tour?

2: Get to know prominent ship captains in Navy chain of command?

--------------------------------------------------------------------------------------------
Anyone else have ideas to propose?
 
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On of the reasons I brought up the next turn so early was that I think we need to brainstorm some new actions.

@durin, can you tell us what you think of these ideas?

Questions:

1: Ask Ridcully if it's worth establishing a small branch of the Unseen University on some of the other worlds in the Imperial Trust (such as Midgard or Vanaheim)?

2: Ask Britton if we are at a point where founding addition Forge Cities is possible? Or expanding one to a Hive City size? If we are, what are his thoughts on founding Forge cities in other systems of the Imperial Trust (Midgard, Vanaheim, Asgard, Alfheim)?

3: Ask Saren if there is any Biologus knowledge or process that would be useful to Alfheim in diversifying their economy?

New Military Actions:

1: (Expected) Option to send senior officers to the joint Military Academy

2: (Expected) Airforce Training

3: Expedition to root out the Orks from The Bayou. And a decision to either try and reclaim the Bayou, or to raze the city to prevent tech looting by Orks.

4: Applications of New Technology (probably broken into several options): Jetbikes, Land Raider, Land Speeder, Stealth Assault Shuttle, Haywire Weapons, Stable Plasma Weapons, Plasma Flamer, Plasma Foil, Neutron Laser, Grav Weaponry?, Conversion Beamers?, Spider Mines.

New Void Actions:

1: (Expected) Towing Options (Command Battleships, and other hulks that have been searched)

2: (Expected) Exploration Options

3: (Expected) Combine 4 small shipyards into 1 Large Shipyard.

4: Applications of New Technology? (probably broken into several options): New Naval/Fighter Bomber type. Upgrading Defense Stations. Upgrading ships.

5: Training Action? (Now that we have evaluated the Navy?)

6: Reorganize Chain of Command? (Now that we have evaluated the Navy, have Admiral Parnell establish subordinates?)

New Administorum Actions:

1: Option to upgrade certain Major Cites to Hive level? (Helm's Deep, Casarrondo, Arbor, Doriath, Okefenokee, Nurn, Babylon)

2: Option to re-found destroyed cities (Blacktyde, Bonud, Bayou)

3: (Expected) Next Stage in Administration reforms

4: Improved Inter-System Commerce (dedicate Merchantmen to providing shipping for private businesses) Cost: Lock up # Merchantmen, Benefits: More Throne Income

5: Add Psyker Quarters to Hives/Major Cites. (Alternative to founding new Psyker cities, may require a year of oversight by the Telepathica?)

6: Build minor city on Het (Avernus V), for Promethium Mining.

7: Expand any remaining minor cities into major cities.

New Arbites Actions:

This is the one I think we really need to brainstorm a lot on. Arbites has become a combination of Cult Control, Psyker Control, local police, Border Security, and Spy Networks. Any ideas would be welcome.

1: Review Current Procedures to prevent the escape of Avernite Wildlife (particularly Blink Spiders). Identify Places to make improvements or increase redundancy.

2: (After Sound Out) Improve quarantine procedures for Avernite Ships in other systems.

3: (After Sound Out) Avernite Infiltration and Destruction of criminal under world

4: Psych-Ops? (Haven't had any specific idea yet, but might fall in the same bandwidth).

5: Assassination Squad type training? (Like for the military, putting together elite troops for the purpose of targeting enemy commanders, like the Dark Eldar did to us.)

New Ministorum Actions:

1: Establishing a higher level of seminary for oratory and theological studies?

2: Establishing an Order designed to constantly review rituals and ceremonies, reworking them to make them more resistant to the Abomination (and other Chaotic powers). Establish ways to purify items, locations, and people tainted by Chaos?

3: Organize celebration of the anniversary of: (The founding of the Imperial Trust, the Death of the Emperor, other Holy Days). Basically establishing new holy days more fitting with the revealed truth.

4: Construction of libraries and repositories of the knowledge and restored truths (try to make them harder to be forgotten again).

5: Construction of Monuments to important Historical Events.

6: Construction of Museums?

Can anyone think of something else?

New Mechanicus Actions:

1: Construction action for Building/Expanding Forge Cities?

2: Biologis action to help Alfheim?

3: Biologis action to determine impact of exporting an Avernite lifeform off planet?

New Telepathica Actions:

1: (Expected) Trolls Kinetic Energy attack

New Personal Actions:

1: Preparations for Syr's Grand Tour?

2: Get to know prominent ship captains in Navy chain of command?

--------------------------------------------------------------------------------------------
Anyone else have ideas to propose?
Questions
1. He tells you that it is
2. You are not yet at that point
3. Not that he has not already given them
 
2. You are not yet at that point

I imagine it's still a matter of us needing more new tech-priests. I wonder if we could get that going faster if the AdMech could recruit from Avernus's schools, which would have the side benefit of adding more people who have been trained in critical thinking due to our recent educational reforms.
 
Out of boredom, I'm going to come up with an Impaler Shotgun. Just so that we can have one less powder gun on the books.

The idea is that some Ad Mech addepts were playing around of Impaler Pistol and Carbine parts, and decided to make a really oversized pistol. Why they chose to do so involved booze. When they eventually woke up, they had a Carbine sized weapon with a massive barrel that flung bunches of shattered rounds all over the place. Several years worth of actual effort later, it sort of resembled something that would interest the establishment.

Mechanically, the round fired are rather shit in terms of quality, and come apart when propelled by the oversized coils of the gun. This reduces the armor penetration enough that it can just barely go though Flack Armor, but enhances the physical trauma substantially. The range is severely reduced however. The bore is wide enough to employ a variety of improvised projectiles, but don't count of any special performance until the gun becomes more refined. Said improved version would be able to employ the various specialist shells that Arbites have access too.
 
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