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
about the terraforming stuff, two words:

Genesis Device.

Essentially an Exterminatus-grade weapon that has the side effect of producing a habitable world complete with human-livable biosphere in its wake.

Get rid of your enemy and make a new place to live all in one go! :lol
 
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@durin Can we have an Annihilation reactor?

Not to get us an alternate form of travel, but simply as a really powerful reactor, cause the DAoT had those too.

Also I just remembered what I was forgetting, Knowledge implantation chairs they must have them right?
 
@durin Can we have an Annihilation reactor?

Not to get us an alternate form of travel, but simply as a really powerful reactor, cause the DAoT had those too.

Also I just remembered what I was forgetting, Knowledge implantation chairs they must have them right?
that is a possibility
yes, you will find several new skills sets that can be taught in Knowledge implantation chairs
 
More cargo ships would be nice.
Forge-ship plans would be nice as well.
Also, wet-navy needs some love.
 
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@durin more idea's

  1. Exo suit: strength increase mass producible, civilian use, can be converted for military use
  2. Shippy stuff from here... and the grenades Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1254
  3. Improved lux nets
  4. Improved cloud mining facilities
  5. Warp antenna: In the Darkage of technology many navigators were much less adept at finding their way through the warp. To assist in this
    technique, massive force staves were added to the exterior of some vessels.
  6. Warp Sextant: This massive submersion tank enhances a Navigator's ability to safely sense the ebb and flow of the warp outside of the
    vessel. A broad spectrum of sensors measures the intensities and currents in the warp outside of the starship. This information is then relayed safely to the Navigator so that it can be more easily analysed and addressed. The Sextant's array of cogitators further aids the Navigator in identifying known routes and calculating their current stability
  7. Whitch Auger: An accessory Component to the vessel's augur array, the Witch Augur grants the vessel the capacity to sense objects in
    the warp nearby. Though its range is limited, the device can offer an enormous strategic advantage.
  8. Recovery Chamber: These foul smelling and slime-filled Components must be transferred intact from the hulks on which they are found.
    They are typically found on several different designs of Dark Age derelicts, which have been spotted in the Expanse, the Calixis Sector, and, it is rumoured, in far-off locales as well. Little is understood of their technology, beyond the necessary connections for power and ventilation. Any Inquisitorial vessel would be greatly interested in studying these chambers. For reasons that remain unclear, Recovery Chambers are apparently capable of healing virtually any known sapient life forms from virtually any injury. The injured person is
    simply deposited into one of the many ooze-filled openings within the Component. Then, the opening seals over, and the healing process begins.
  9. Occlusive vault: Used by certain Cold Traders to secretly transport small quantities of material, occlusive vaults are created from
    advanced and arcane technology and are extraordinarily rare. Normally taking the form of a large heavily-armoured chest, an occlusive vault conceals its true contents behind sophisticated holo-blinds and force barriers, projecting the appearance of false contents, controlled by a micro-cogitator. While not entirely flawless, the false imagery projected by an occlusive vault is good enough to deter most searches. Any character searching for items concealed within an occlusive vault suffers a –40 penalty on the Search Test. Best Craftsmanship versions impose a –50 penalty, while Poor Craftsmanship versions only impose a –30 penalty.
  10. Uberatas device: Few of the discoveries that Keefe made during his years on Everharvest can compare with the "Ubertas" device. An extraordinarily complicated machine approximately the size of a planetary shuttle, this unwieldy contraption is capable of causing
    any plant life within a focused area to grow at an extraordinary rate, up to many hundred of times faster than standard growth.
    Unfortunately, merely fi xing the device nearly exhausted his resources, and Keefe never discovered a way to replicate its techno-arcane miracles. After his death, the device was declared a sacred relic by the Adeptus Mechanicus. However, when they arrived on Everharvest to claim the device, it had vanished into a deadly jungle of its own creation. Though the acolytes of the Machine God made numerous attempts to reclaim the device, all of the Explorators sent to retrieve it perished in the attempt. Its a ship component.
  11. Kinetic grenades: An example of lost miniaturised repulsor technology, a Kinetic Grenade releases a rapidly-expanding sphere of kinetic energy.
  12. Assault Gauntlets: Worn as an oversized glove (and often used in pairs), this weapon is covered with rows of discharge tubes across the back of the hand. Each tube can fire a solid metal bolt, pre-loaded before combat, to be used as the wearer closes with his enemy. Once in melee, the gauntlet's heavy armour plating can be used as a weapon in its own right.
  13. Entropic accelerator: These unremarkable-looking weapons consist of a simple hollow barrel with a rectangular stock, revealing no sign of
    their true age or origin. They are assumed to be of human origin, if only because the weapon conforms to standard human physiology. Also known as Dustmaker or Heat Death, these weapons are known for the horrific effects they cause. When used, each emits a slight humming sound, belying the impossible effect it is having on its target. Victims struck by the invisible beams find their metabolisms shutting down
    as chemical reactions fail or flow too quickly, causing organ shutdown and higher cerebral functions to collapse. Complex molecules such as plastics or fabrics begin to deteriorate, and the entire target deforms as the component substances of flesh, bone, and metals become a horrific, melded mass. While the weapon seems to require no actual ammunition, perhaps drawing on the raw spatial tension between the Materium and the Immaterium to fuel its baleful energies, it does require time between uses to properly recharge.
  14. Lightning cannon: These weapons are believed to be of ancient human design, discovered in the deep data vaults of the Lathe Forge worlds
    in the Calixis Sector. Though not as powerful as many other devices, they are suitably impressive, especially to native populaces or xenos barbarians. Made of ceramics and glass, when triggered a micro-beam of ionizing energies is focusedon the target to create a large electrostatic charge differential between the target and the gun's spiked barrel tip. The longer the trigger is held , the larger the charge created. When the trigger is released, a powerful bolt of lightning leaps from the gun to the target, accompanied by a huge thunderclap.
  15. Crimson Crown: This ancient killing device usually takes the form of a metal circlet roughly the width of a human forearm and the thickness of a palm, surrounded by sharpened metal teeth. It is human in origin, but as most versions predate much of the Imperium's recorded history, owning one is a sign of considerable wealth. It is heavy but when activated, micro-gravlifts negate most of the weight so that it can be hurled, utilising acentral grip for a spinning throw with great range. The rotating action signals the internal motor to roar into life and
    fire the chained teeth into rapid rotation, tearing apart flesh and bone on contact in a spray of blood and viscera. Such is the brutality of the weapon, that it is one of the few human weapons that Orks will claim after defeating human forces.
  16. Macro Hammer: These puissant archeotech weapons are thought to date back to the Dark Ages of Technology. However, thus far they have
    only been discovered on a long-lost citycache hidden amongst the ruins of the warworld of Zayth. The Disciples of Thule seized the majority
    of the weapons, though a few have found their hands into other members of the Machine Cult in the Koronus Expanse. Glowing with circuit-runes, the ancient tech-relic mounts a suitably large hammer head covered with nano-sized warp portals which burst open on contact. The impact of the portals creates intense, localised warp disruptions, causing microexplosions which devastate the enemy. Like many human
    designs, its visage is intended to intimidate and cower all who would stand before the righteous might of the Imperium and the Machine God. Cause Helhime studied the warp
  17. Mirror Shield: Resembling a strange kind of ornamentation, archeotech mirror shields consist of a large reflective surface surrounded
    by elaborate wiring and tech-glyphs. They are normally worn on the forearm, and when struck by energy weapons can absorb and redirect the force, reflecting it back onto the attacker. A Mirror Shield's Protection Rating only applies to the Arm and Body. However, when it successfully blocks a ranged attack dealing Energy damage, the wearer may spend his Reaction to reflect the beam upon the enemy. On
    a success, the wearer reflects the shot back at a target of his choice within the range of the weapon. The target takes the hit, suffering all effects
  18. Dis placer field: Unlike most force fields which absorb and defect attacks, archeotech displacer field devices work by moving the wearer out of harm's way. The wearer can activate the field manually, but the device also somehow detects incoming attacks and automatically activates a miniature warp-jump engine. This flicks the wearer out of the Materium to avoid the attack, restoring him to the Materium some distance away an instant later.
  19. Blood lock bolt: the famed bloodlock bolt, a special chest combining stasis technology with sophisticated auspex medicae sensors. Once
    the chest is secured, the combination lock is set by dripping the user's blood into the lock portal which sequences not only the exact blood makeup and gene-patterns, but also any other chemicals in the blood such as alcohol levels, drug types, and the like. By carefully dosing himself with an exact set of liquids and chemicals, the user essentially sets the exact combination to open the chest back up—for it will take not only his exact blood but also the exact combination of drugs and consumables as well. The stasis field, set within the chest, ensures that until the lock is properly opened the contents remain safe—if the lock is simply blown apart, the field collapses and destroys the contents.
  20. Power board: Many still refuse to believe these featureless flat planks exist. Power Boards are very much real, most older than many a
    starship but still gleaming and unmarked. Each allows the user to glide through the air, using anti-grav engines of unknown design. Internal power cells recharge slowly after use, but each charge can last hours depending on the speed and distance desired. Users operate a board with their own body orientation, and most affix footholds to prevent falls. Most users also decorate their boards with bold and colourful
    patterns and sayings, the better to advertise their reckless nature, as riding a board well is truly the mark of a skilful individual.
AND DONE.
 
Huginn Stealth Renaissance Planes- The Huginn Stealth Renaissance plane is a small lightly armed plane with the best stealth and sensory equipment that Archmagos Explorator Tranth has ever seen. It is equipped with a single Neutron Cannon and a pair of missiles for defensive purposes but generally relies on going unnoticed in order to survive. The combination of its stealth and its sensors make the Huginn the best aerial renaissance plane in humanity's arsenal.

I'll be going over all this stuff later, but I believe your auto correct spelled "reconnaissance" as "renaissance" mistakenly.
 

Ah hah! So that's the creature in Aridia that we couldn't find despite rolling a success! A phase shark, eh?

by the way the next entries will be starship components while the final entry will be non combat STCs
I am accepting ideas for either, though I will mention that there will not be much civilian tech

Just in case you missed my post on this earlier:
Null-field projector

The Null Field Projector is a very short range weapon that projects a spherical field that temporarily negates the strong nuclear force. Matter caught within the field simply falls apart into the underlying quarks. Large gravitational fields prevent the application of the Null Field Projector. Therefor it cannot be used to bombard planetary bodies or even moons. Nor can it be used in battles while in orbit around such bodies. The energy requirements are such that it cannot be mounted on any ship smaller than a Battlecruiser.

The common tactic using the Null Field Projector is to target an essential portion of the enemy ship, such as the bridge or the engines, to cripple it for destruction later using more conventional weapons. Less common tactics involve using it to open large breeches in the enemy ship armor, and then using the required close range as an opportunity to initiate boarding actions.

I note that we do not have the plans for the MoI Grav ship, which actually makes sense.

Yup, I was sort of suspecting that which is why I don't have it on the first set of ships repaired by Vanaheim.

Some non-military technologies:

Nanite-based Medical Gel
Laser-based Energy Transfer System
Advanced Superconductor
Bionic Nanites (MELD) for flawless biomechanical integration
Tractor Beam
Cheap holographic display
Bowel Disruptor

Maybe not that last one...
 
Ah hah! So that's the creature in Aridia that we couldn't find despite rolling a success! A phase shark, eh?
Ha! I knew someone will make that mistake. "Phase" here refers to thermodynamic phase actually; It convert surrounding soil into pseudo-liquid (liquefaction) using mostly biologically generated energy field (which was copied), while swimming, navigating and breathing are strongly psychic in nature and are much harder to replicate.

In retrospect, I should have invented antlion-like creature instead. "Ant Smilodon"?
 
Ok! Reaction to all the cool stuff we just got.

Rhinos and Variants: This is a quite nice to have thing. Space Marine level transports and all that comes with it. I think the Helguard's mechanized infantry will love having these.

Land Speeders and Jetbikes: Not much to say on these, but I definitely like having them.

Goliath Combat Walker: "Goliath, online. Go ahead TACCOM." Another Starcraft vehicle brought over, but very nice to have. Them having an AA gun is definitely a boon. I look forward to the terror we will inflict upon our enemies with these.

Diamondback: Another Starcraft vehicle, and gives us a nice fast heavy weapon's platform. Likely intended as a tank hunter.

Beowulf: A new main battle tank, but at the Space Marine tech level. Very interesting. Likely not a replacement for the Leman Russ on the large scale, at least for a while, but should still be great for our elites.

Echidna: A fast AA platform. Interesting. Should help a lot against enemies that have a lot of bombers.

Crab Assault Walker and heavier variants: A very interesting find. Working it into our military doctrine will probably take some work. That said, it's ability to traverse the deep sea give some interesting options on worlds with oceans.

Phase Tank: First off, it looks like Saren's missing animal in Aridia has been found, so now that he knows what to look for he should be able to find it. Second, this is going to allow us to perform some awesome ambushes.

Land Raider Proteus: It's good to have these. Our elites will be quite happy.

Land Raider Annihilator: Well, isn't this just a nice bundle of fuck you and die? I'm sure our enemies will hate it.

Testudo-class Guardian Tank: Well, this will reduce casualties greatly. By projecting a void shield our enemies won't be able to hurt what's behind it as easily, but at the same time we'll be able to shoot at them.

Harvester: Oh, this is going to be so good against both Orks and Tyranids. We must build them!

Spartan: The Spartan is basically a larger Land Raider, so it's very nice to have this. Transport capacity should be 25 Space Marines, so we might fit 30 or so regular humans in Power Armor into one of these.

Fellblade and variants: Quite a nice find. The Fellblade is based on the Baneblade design, so this will be our primary Super Heavy Tank going forward. I particularly like the Hellsword - defences will fall like they are nothing before the might of this tank.

Knight Forlorn: We've had a number of archeotech ones of these for a while. It's nice to finally have the design. We can just ship off the archeotech ones to Asgard now and save a lot of exotic material.

Adjudicator: Yeeeeesssss. I'm hoping that the Hyper Carrier has one of these on board in the vehicle bays we haven't inspected yet. We'll need to check.

Northern Sentinel Titan-Killer: Nice to have an anti-Titan weapon that will work well in rough terrain.

Hercules Dropship: Another Starcraft expy. Will be great to add to our flexibility for deploying stuff. Might also be good for when we're doing exploration.

Peregrine Fighter: A new air superiority fighter. Most excellent. Will likely become our new standard there.

Stormcrow Bomber: And a superior bomber as well. Very good. The fact that it can take more hits from AA is also extremely good, as it makes us able to use it against forces we can't use the Marauder against currently.

Firehawk Assault Fighter: And a new standard strike fighter as well. Looks like pretty much our entire standard arsenal of aircraft will be replaced.

Phoenix Gunship and Bomber: A superior Thunderhawk and bomber variant. Very nice to have even more Space Marine level stuff elevated to higher levels.

Nightingale Stealth Bomber: Nice, a stealth bomber. We're gonna have some fun with these, I think. Orks will especially fare poorly against them due to their shitty technology.

Shadowbat Stealth Assault Shuttle: This plus the Phase Tigers and/or Daemonologists in Recon Armor is going to allow us to cause a lot of pain to our enemies. Inserting them behind their lines to cause all sorts of havoc... it'll be delicious.

Huginn Stealth Reconnaissance Planes: And we now have a new recon aircraft. This is gonna replace all our current ones, and will make gathering data much easier.

Landing Pad: As others have said, it'll be raining tanks. Our enemies will not like these. At all.

High Quality Vehicles: Nice to have upgrades for pretty much everything else.

Now, onto the space stuff. In general I'll skip over a number of these, as we've had some information on almost all of them anyways.

Known Fighters and Bombers: Great to have the designs for all this stuff.

Aggressor Attack Boat: Very nice to have a superior craft for boarding enemy vessels.

Muninn Scout: A superior long range scout. Quite nice.

Escorts: All stuff we know about already, except the Descent Class. And isn't that one interesting? A space vessel actually designed for ground support. Very, very nice.

Light Cruisers: All know except for the Fog Class. I find it interesting we didn't find any wrecks for this in the ship graveyard. If I had to guess that's an indicator that it's not suited for use in slugfests and was kept in reserve outside of the main battle. I'd guess these were the primary scout vessels. There could actually be a few of these drifting in the empty space between worlds in our system.

Cruisers: No surprises here. But I'm seeing that some of the naming schemes I suggested are being used, which makes me happy.

Battlecruisers and Heavy Cruisers: The usual set of specialist types. Again, there's a stealth one too. We'll be setting up lots of ambushes.

Grand Cruisers: Usual variant mix. Nice to have.

Battleships: Less variants than usual, but we've got ones with standard speed, slow speed, and fast speed. The fact that we have a stealth one is also kind of hilarious - managing to hide that from sensors is likely no easy feat.

Command Battleships and Dreadnoughts: Five of the six we have wrecks for are here. None for the Grav-Array one, which indicates it may be a Men of Iron original design, which is extremely interesting - we definitely want to keep that one. Also, the Legend Class sounds like an absolute beast.

All in all... techgasm. And there's still more to come.
 
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Crab Assault Walker and heavier variants: A very interesting find. Working it into our military doctrine will probably take some work. That said, it's ability to traverse the deep sea give some interesting options on worlds with oceans.
This may also be a viable means of deploying to Avernite submarine environments. Either in the event that engaging Deep Ones does become necessary, or to hunt Kraken.
 
I don't know how complete those databases were, but I wouldn't mind finding a cultural and historical database desrcibing the history of humanities expansion or dark age culture, or the navies strategic playbook, or a map of all helheim settlements and research outposts, or galactic maps with their naval bases and colonies as of the dark age(even if most of them got wrecked or joined the imperium). I wouldn't mind finding research describing the warp in scientific terms, since we know that was something they studied.

Next up would be designs for shipyards or better exotic manufacturing. 52k ships, even though some of them are men of iron ships, the upkeep is enormous but their production was able to keep up. So, I'm sure they had some amazing techniques.

Implants, higher quality bionics and e-war suites. I'm sure that would have been helpful to naval officers to commune more closely with their ship for increased control and responsiveness and after the rebellion i'm sure they'd want to improve this to keep up with the iron men and protect their cogitators. I know the imperium and mechanicus had similar things and i'm sure the dark age did it better.

Shipboard teleporters. Forbidden technology, but it really fits with our strategies of relying of high quality soldiers...I wonder if the techniques for teleporting were discovered through the study of blink spiders.

Imroved gellar shields. Not sure if this helps with being shifted offcourse and arriving 100 years before you left...but it can't hurt.
 
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I wonder how the Trust is going to look to others once we've emerged out of the storm and have at the very least a good deal of our new tech up and running.

So much awesome.
 
I wonder how the Trust is going to look to others once we've emerged out of the storm and have at the very least a good deal of our new tech up and running.

So much awesome.

We probably have another hundred years before that happens.

Well. If they're anywhere, they're on Avernus.

We're also going to be building the Avernus Land Ships, so we'll probably find a way to take them down to the ocean floor too.
 
It'd take a special breed of suicidal maniacs to take those walkers into the ocean.
That is the understatement of the week, if not month.
Well. If they're anywhere, they're on Avernus.

Do you remeber how our Rough Riders charged against an horde of demons and literally cut their way through the whole horde?

Almost the whole Avernite population can be considered Certied Badasses basically because the rest don´t survive.

We ashould have added a clausule in the Colonization Agreements in which Avernus has a priority colonizing the Deathworlds that can be found...
 
Been lurking the quest for awhile (kudos to Durin) but I have to ask. Do we have any idea when the Warpstorm around the sector will collapse and bring us back into contact with those nearby petty Imperiums?
 
We ashould have added a clausule in the Colonization Agreements in which Avernus has a priority colonizing the Deathworlds that can be found...
Honestly thats a great idea. We should put together a proposal for it.

Been lurking the quest for awhile (kudos to Durin) but I have to ask. Do we have any idea when the Warpstorm around the sector will collapse and bring us back into contact with those nearby petty Imperiums?

When it first started there was talks of it lasting a 1000 years. Since then we've found out that time is running faster outside the storm then in it so who knows.
 
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Do you remeber how our Rough Riders charged against an horde of demons and literally cut their way through the whole horde?

Almost the whole Avernite population can be considered Certied Badasses basically because the rest don´t survive.

We ashould have added a clausule in the Colonization Agreements in which Avernus has a priority colonizing the Deathworlds that can be found...

I don't think that's really necessary. Of the worlds that have enough population to start colonizing, we're the only one crazy enough to send our people to a death world. And honestly, what are the chances we find another world as deadly as Avernus that has enough positives to it to be worth colonizing?
 
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