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
@durin A couple of questions

1. I´m a little confused about which infantry weapon (impaler, plasma or neutron laser) is better, could you clarify? (I know that both or milita and military are using impalers, that are more effective than bolters , and the plasma is better than bolters but much more unstable, and the neutron laser is a version of the lasrifle slower but just a little less effective than plasma, but I don´t see a clear jerarchy)

2. Which proportion of defence monitors per ADC Parnell advices?

3. With the Jotun armor as a bargain chip, could we convience Garp to send Ogryn colonist to Avernus?

4. The Plasma Foil integrated on the power armor maintains his independence (lightsaber) or is completely attached (Protoss wristblade)?

5. Have we found only military (weapons, ships and vehicles) STCs in the Datacores, or also civilian STCs or another type of information (spacecharts, ship´s log, wildlife investigation, maps of the ancient Avernus settlements...)?
1. Impaler is the cheapest and worse, then Neutron is the next cheapest and longest ranged while plasma is the most expensive and powerful
2. Between 5 and 10
3. Probably not
4. completely attached
6. There have been a few civilian pieces of information but not many
 
Is the next update going to be 'meet and greet' someone?

I'd really like to have a chat with Olaf and Freyr about having going on a tour of duty on the planet and with the fleet once she's done with her education track.
 
plasma tabletop stats
Plasma Pistol, Plasma Gun,Plasma Cannon,Plasma Destroyer as 40k but remove overheat
Heavy Plasma Cannon, 4 inch blast2 plasma cannons
Plasma Flamer, S-7 AP-2 Flamer
Heavy Plasma Flamer, S-7 AP-2 Flamer, uses half again as large template
Plasma Foil- S-5 AP-2 Weapon
Heavy Plasma Foil- S-12 AP-2 Weapon
Plasma Missile (missile launcher munition) -S-5 Ap-4 blast
Plasma Shell S-9 AP-2 Large Blast


Grav-Destroyer- R-36 Heavy-3 Blast Grav Weapon or R-36 Heavy-9 Grav Weapon
Grav-Hammer-
S: x2+2 AP:2 Concusive weapon, unwieldy that can instead be S:-2 AP: 6 Blast with the blast placed anywhere that is touching the weilder
Heavy Grav-Hammer- S: D AP:1 Concusive weaponthat can instead be S:-6 AP: 4 Large Blast with the blast placed anywhere that is touching the weilder
Heavy Multi-Melta- Range 36 melta

Neutron Laspistol- R-18 S-6 AP-3 Pistol
Neutron Lasgun- R-36 S-6 AP-3 Rapid Fire
Neutron Lasrifle- R-45 S-6 AP-3 Salvo 2/3
Neutron Repeater- R-54 S-8 AP-3 Salvo 3/5
Neutron Cannon- R-72 S-11 AP-2 Heavy 1
Heavy Neutron Repeater- R-60 S-8 AP-3 Salvo 4/7
Heavy Neutron Cannon- R-80 S-12 AP-1 Heavy 1

Light Power Knife-AP:4 Melee Weapon
Accelerator Battle Cannon- R: 108 Battle Cannon
Heavy Accelerator Battle Cannon- +50% range Baneblade Cannon
 
Those stats are awesome.

Now, onto a thought I had earlier today. @durin - Considering we now have designs for Advanced Power Armor for Jotun (which are bigger than Space Marines) and we have the designs for Astartes Power Armor would it be all that difficult to design Advanced Power Armor that could be used by Space Marines, including hooking up their Black Carapace?
 
Those stats are awesome.

Now, onto a thought I had earlier today. @durin - Considering we now have designs for Advanced Power Armor for Jotun (which are bigger than Space Marines) and we have the designs for Astartes Power Armor would it be all that difficult to design Advanced Power Armor that could be used by Space Marines, including hooking up their Black Carapace?
it would not be easy bt would be possible
 
"Northern Sentinel" Titan-Killer
"Northern Sentinel" Titan-Killer

A heavily-armed and highly mobile walker with an appearance vaguely reminiscent of an up-scaled Sentinel combined with a Vendetta, the Northern Sentinel is a low-profile walking cannon made for operating in wolf packs to ambush larger prey. Though designed primarily to hunt Titans, the Northern Sentinel also performs admirably against living, armoured juggernauts such as large-scale Tyranid forms or Avernite wildlife. The Northern Sentinel's armaments can deliver devastating attacks to such armoured opponents, but to avoid taking damage itself, the pilot must rely on the speed and mobility of the Northern Sentinel to escape enemy fire. To this end, the machine's ability to run, leap, crouch down low, and pop up to fire goes a long way. Jet thrusters in the back of the lower legs, and a trio of jets in the back of the main body, enable the pilot to make jet-assisted leaps that would seem otherwise impossible for a machine this size. A dozen strategically placed stabilizing thrusters in the undercarriage of the main body, and elsewhere, help provide balance. Running and leaping, and bobbing and weaving makes the Northern Sentinel Titan-Killer a truly difficult target to hit.

In the field, a common strategy was to have the Northern Sentinel Titan-Killer take a strategic position behind cover (trees, debris, etc.), or under camouflage netting, and lie in wait. When an armoured target appears, the Northern Sentinel makes the first attack from its concealed location, like a sniper, often unleashing rapid-fire from multiple weapon systems (i.e., anti-armour needle cannon, neutron laser and missile volley), before the target knows what hit it, or from where. A moment later, the Northern Sentinel abandons its "sniper" position and begins to move, leaping and running, bobbing and weaving behind other cover or new firing positions, or moving up, fast, on the enemy for the kill shot or additional attacks on other armoured units. In the alternative, the Northern Sentinel may choose to hit and run – fleeing the area entirely or leading the pursuing enemy into an ambush.

Enemy targets unfortunate enough to step into the Northern Sentinel's sights will come under fire from its main gun: a nose-mounted neutron laser and anti-armour needle cannon combi-weapon system. Missiles and an automatic grenade cannon complete the package, giving the Northern Sentinel a nice range of different weapons capable of taking out armoured opponents such as Titans, tanks, and monstrous Xenos as well as infantry troops.

Crew: Pilot, Main Gunner, Secondary Gunner
Powerplant: Type XX Miniature Plasma Reactor
Weight: 24 tons (27.2 with full ammunition load)
Length: 8.5m
Width: 6.4m (hips), 4.3m (turret)
Height: 11.3m
Max Speed: 148kph
Main Armament: Neutron laser Annihilator and anti-armour needle cannon combi-weapon
Main Ammunition: Effectively unlimited (neutron laser), 3,680 (needle cannon)
Main Traverse: Fixed (360 turret body)
Main Elevation: -45 to 45
Secondary Armament: Shoulder-mounted missile launchers (2), automatic grenade cannon
Secondary Ammunition: 24 (missile launchers), 120 (grenade cannon)
Secondary Traverse: 360 (missile launchers), 220 (grenade cannon)
Secondary Elevation: 0 to 45 (missile launchers), -90 to 90 (grenade cannon)
Armour: 90mm lightweight composite armour
Appearance:

How does this look?
 
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"Northern Sentinel" Titan-Killer

A heavily-armed and highly mobile walker with an appearance vaguely reminiscent of an up-scaled Sentinel combined with a Vendetta, the Northern Sentinel is a low-profile walking cannon made for operating in wolf packs to ambush larger prey. Though designed primarily to hunt Titans, the Northern Sentinel also performs admirably against living, armoured juggernauts such as large-scale Tyranid forms or Avernite wildlife. The Northern Sentinel's armaments can deliver devastating attacks to such armoured opponents, but to avoid taking damage itself, the pilot must rely on the speed and mobility of the Northern Sentinel to escape enemy fire. To this end, the machine's ability to run, leap, crouch down low, and pop up to fire goes a long way. Jet thrusters in the back of the lower legs, and a trio of jets in the back of the main body, enable the pilot to make jet-assisted leaps that would seem otherwise impossible for a machine this size. A dozen strategically placed stabilizing thrusters in the undercarriage of the main body, and elsewhere, help provide balance. Running and leaping, and bobbing and weaving makes the Northern Sentinel Titan-Killer a truly difficult target to hit.

In the field, a common strategy was to have the Northern Sentinel Titan-Killer take a strategic position behind cover (trees, debris, etc.), or under camouflage netting, and lie in wait. When an armoured target appears, the Northern Sentinel makes the first attack from its concealed location, like a sniper, often unleashing rapid-fire from multiple weapon systems (i.e., anti-armour needle cannon, turbo-laser and missile volley), before the target knows what hit it, or from where. A moment later, the Northern Sentinel abandons its "sniper" position and begins to move, leaping and running, bobbing and weaving behind other cover or new firing positions, or moving up, fast, on the enemy for the kill shot or additional attacks on other armoured units. In the alternative, the Northern Sentinel may choose to hit and run – fleeing the area entirely or leading the pursuing enemy into an ambush.

Enemy targets unfortunate enough to step into the Northern Sentinel's sights will come under fire from its main gun: a miniaturised turbo-laser destructor and anti-armour needle cannon combi-weapon system. Missiles and an automatic grenade cannon complete the package, giving the Northern Sentinel a nice range of different weapons capable of taking out armoured opponents such as Titans, tanks, and monstrous Xenos as well as infantry troops.

Crew: Pilot, Main Gunner, Secondary Gunner
Powerplant: Type XX Miniature Plasma Reactor
Weight: 12 tons (15.2 with full ammunition load)
Length: 5.5m
Width: 3.6m (hips), 2.7m (turret)
Height: 5.8m
Max Speed: 168kph
Main Armament: Turbo-laser destructor and anti-armour needle cannon combi-weapon
Main Ammunition: Effectively unlimited (turbo-laser), 3,680 (needle cannon)
Main Traverse: Fixed (360 turret body)
Main Elevation: -45 to 45
Secondary Armament: Shoulder-mounted missile launchers (2), automatic grenade cannon
Secondary Ammunition: 24 (missile launchers), 120 (grenade cannon)
Secondary Traverse: 360 (missile launchers), 220 (grenade cannon)
Secondary Elevation: 0 to 45 (missile launchers), -90 to 90 (grenade cannon)
Armour: 70mm lightweight composite armour
Appearance:

How does this look?
first the dimensions of the vehicle in the datasheet is smaller the the dimension of the vehicle shown
second replace the turbo-laser with a Neutron weapon Heavy Cannon if the dimension in the datasheet are accurate Annihilator if the image is accurate
 
Made it larger to match the image, fitted the Neutron laser Annihilator, increased armour and tonnage, lowered speed. Will that do or do I need to tweak it some more?
 
With the sheer amounts of chaos shenanigans, and psykers born on our planet, we have a significant psyker population. @durin can we theoretically arrange for the founding of some sort of grey knights successor chapter?
 
Neutron Laspistol- R-18 S-6 AP-3 Pistol
Neutron Lasgun- R-36 S-6 AP-3 Rapid Fire
Neutron Lasrifle- R-45 S-6 AP-3 Salvo 2/3
Neutron Repeater- R-54 S-8 AP-3 Salvo 3/5
Neutron Cannon- R-72 S-11 AP-2 Heavy 1
Heavy Neutron Repeater- R-60 S-8 AP-3 Salvo 4/7
Heavy Neutron Cannon- R-80 S-12 AP-1 Heavy 1



AP3? hehehehHAHAHAHAHAH Screw you Space mareins our Laz weapons ignore your armor! It's Glorious!
 
Fair enough, but wouldn't it be simpler to do the standard space marine zygote duplication process with existing Grey Knight geneseed? I'm not saying that the training, blessing, etc. would be instant... but the 5 year turn, and 5 year progression it takes to host the progenoid gland via test slave, seems like a rather good match for a biologis project.
 
we Have Space marines ( or rather the Inquisition does) they come pre equipped with the necessary materials ( gene Seed) and knowledge. it's just a question of infrastructure and Will

The Grey Knights will require some research to see if we can clone their gene-seed as theirs is more complex than normal due to being made from the Emperor's DNA directly. The exact knowledge of how to clone their gene-seed isn't known to us since they were generally kept secret in the Imperium.
 
The Grey Knights will require some research to see if we can clone their gene-seed as theirs is more complex than normal due to being made from the Emperor's DNA directly. The exact knowledge of how to clone their gene-seed isn't known to us since they were generally kept secret in the Imperium.
Why would we need to clone Geneseed? Don't we already have 10 geneseeds all ready to be harvested? I thought our main hold up was knowing how to implant it correctly.
 
The Grey Knights will require some research to see if we can clone their gene-seed as theirs is more complex than normal due to being made from the Emperor's DNA directly. The exact knowledge of how to clone their gene-seed isn't known to us since they were generally kept secret in the Imperium.

Ummm Don't Space marines Naturally produce Gene seed? Maybe it's my spotty 40k Knowlege but IIRC they have 2 gene seed organs.

one they harvest every X amont of years

the other is offen harvested upon death to get the max Space Marineyness
 
(~20 gene seeds) + (extreme difficulty of the Space Marine creation process) + (bonus difficulty because Grey Knights) + (no knowledge about how to extract, preserve, and implant geneseeds in neophytes) = no more space marines very soon.
We need them cloned.
 
Why would we need to clone Geneseed? Don't we already have 10 geneseeds all ready to be harvested? I thought our main hold up was knowing how to implant it correctly.
Ummm Don't Space marines Naturally produce Gene seed? Maybe it's my spotty 40k Knowlege but IIRC they have 2 gene seed organs.

one they harvest every X amont of years

the other is offen harvested upon death to get the max Space Marineyness

Harvesting the Progenoid Glands for the gene-seed will pose no problem. That part is the same as ever. The problem is the process of using that gene-seed to clone/grow the organs for implantation into an initiate - that process is not automatic. Our Biologis should know how to do that for regular Space Marines, as it's something that would be common knowledge among Biologis so that the AdMech can assist with founding new Chapters when needed, but the Grey Knights' gene-seed is much more complex than usual according to durin because of its origins, and due to that it will require our Biologis to have to figure out how to get the organs to grow properly.


(~20 gene seeds) + (extreme difficulty of the Space Marine creation process) + (no knowledge about how to extract, preserve, and implant geneseeds in neophytes) = no more space marines very soon.
We need them cloned.

10. Not 20. The neck glands would have been removed a long time ago before they ever came here. We'll have ten attempts, and if we don't succeed then it's over.
 
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