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

Investigate the Sea?

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    Votes: 593 80.4%
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    738
Here's some Midgard pattern vehicles. I the idea I had for them was to create some export designs, with some provisions for higher tech designs for Midgard's own use. The prevailing tactic/doctrinal thought of the Helheim variants (what Midgard actually uses) is that if you kill the enemy before they can shoot back, the mid to long term costs will be dramatically reduced via needing to buy less replacement hulls.

Post Imperium Midgard Pattern
While the Avernus patterns of the standard Imperial vehicles are significantly superior to other patterns of the Old Imperium, the majority of them also require a much higher technical base to support. While this is no trouble in the Nine Worlds proper, it is a substantial problem for developing colonies and the lesser Petty Imperiums of the surrounding Valinor sector. Do address this issue, a less sophisticated pattern was developed, christened the Midgard pattern. Midgard's own education and technical woes make this pattern quite attractive to them, with the most powerful Helheim variants reserved for their use. The Midgard pattern consists of the overwhelming majority of the Trust's military exports, only rivaled by downgraded variants of the Soldier Destroyer and Warrior Cruiser.

Midgard pattern Leman Russ Tank
One of the export patterns of vehicles that the Imperial Trust has developed, the Midgard variation of the classic Leman Russ is considered to be a more conventional version of the Avernus pattern, with a more classical configuration and equipment set. The armor is composed of a marginally less effective yet cheaper alternative, and the crew compartment laid out in a much more traditional manner. The retained weight savings and engine alterations enable it to retain the enhanced rear armor, and it remains substantially faster. The most visible alteration in the widening of the turret, which now houses a less compact autoloader and the majority of the tank's shells. While this does make it more vulnerable to suffering disabling turret damage, the compartmentalization employed ensures that is it usually repairable at a field depot.

The biggest limitation is the small selection of available sponson mounts. Due to the relatively small size of the assemblies, they are limited to Advanced Multi Lasers, Heavy Impalers or Heavy Flamers. This problem is usually considered to be more nominal than significant, as the horizontal fire arcs have been improved to nearly 150 degrees, providing much improved anti-infantry defense. They retain the electronic control of the Avernus pattern, with the Comms officer usually controlling the alternate mount in combat. Additionally, the slimmer profile of the sponsons enables easier transportation, with the vehicle now being small enough to be carried double file in vast majority of standard Imperium vehicle dropships.

Midgard Leman Russ
Known Patterns: I-II
Crew: Commander, Gunner, Driver, Comms/Sensors, Sponson Operator.
Powerplant: Tranth V12 Multi-Fuel
Weight: 55 tons
Length: 6.8m
Width: 4.3m
Height: 4m 3.4m hull
Ground Clearance: .5m
Max Speed -Road: 40 kph
Max Speed -Off Road: 24 kph
Main Armament: Battle Cannon (Gunner or Commander operated)
Main Ammunition: 40 rounds
Traverse: 360
Elevation: -15 to 30
Secondary Armament: Adv Multi-laser or Lascannon (Driver operated)
Secondary Ammunition: 1200 rounds
Armor
Superstructure: 160mm
Hull: 140mm
Gun Mantlet: 90mm
Turret: 170mm

Demolisher
The Demolisher variant of the Midgard pattern Leman Russ has seen relatively little change. The somewhat more stable turret reduces the problems that are generated from the recoil of the main cannon, providing a less disruptive firing pattern for the hull and sponson mounted weapons.
Weight: 57 tons
Main Armament: Demolisher Cannon Gunner or Commander operated
Main Ammunition: 25 rounds

Vanquisher
The Vanquisher is the least common of the Midgard variants. Only available in numbers to trusted allies, it sees the most use in the regiments of Danaan as a company support vehicle. Midgard itself uses the Leman Russ Helheim.
Weight: 58 tons
Main Armament: Royal Vanquisher Gunner or Commander operated
Main Ammunition: 35 rounds

Helheim

The Helheim variant is the standard tank of the Midgard Armored Corps. Considering the sheer number of vehicles that it employs, no small degree of cost saving measures were required. The only significant difference between it and the standard export pattern is the main weapon, mounting a fearsome Accelerator Cannon. Capable of tremendous range and armor penetration, it retains the infantry support capability of it's predecessor. The enlarged turret is used to good effect, enabling use of a less sophisticated pattern of weapon, resulting in a noticeably decreased cost in Advanced Material. Midgard has made major changes in it's armor doctrine to make use of the Helheim's enhanced range and speed, also reflecting the increased individual value and expense of each vehicle.
Weight: 55 tons
Main Armament: Accelerator Cannon Gunner or Commander operated
Main Ammunition: 45 rounds


Midgard pattern Macharius
The Midgard pattern of the Macharius shares most features with the corresponding Leman Russ. While less technically sophisticated than the Avernus pattern II, it has substantial improvements over all of the Old Imperium patterns. Weight savings amount to a full 15 tons, with overall dimensions receiving considerable reduction. Road speed has been improved by 4 kilometers per hour, with off road speed seeing an even further improvement of 6 kilometers per hour. The Vanquisher variant is only sold to the closely aligned Fortress World of Danaan, with the superior Accelerator Cannon equipped Helheim being reserved for Midgard's own Forces

Midgard Macherius
Known Patterns: I-II
Crew: Commander, Gunner, Driver, Comms/Sensors, Sponson Technician
Powerplant: Tranth V18 P2 Multi-Fuel
Weight: 160 tons
Length: 10m
Width: 5.5m
Height: 4m
Ground Clearance: .5m
Max Speed -Road: 30 kph
Max Speed -Off Road: 24 kph
Main Armament: Dual Battle Cannons
Main Ammunition: 60 rounds
Traverse: 360
Elevation: -8 to 35
Secondary Armament: 3 Adv Multi-Lasers
Secondary Ammunition: 2000 rounds each
Armor
Superstructure: 170mm
Hull: 160mm
Gun Mantlet: 130mm
Turret: 180mm

Vanquisher

Main Armament: Dual Royal Vanquisher Cannons
Main Ammunition: 50 rounds

Helheim
Main Armament: Dual Accelerator Cannons
Main Ammunition: 80 rounds
 
as a note please include a bit more writing on new sounds outs in the future

Oh... sorry.

Which do you need more information on?


Naval Construction:

I think the questions we would ask are:

1: Are you interested in building system fleet? Now? Later?

2: If the answer is yes, what kind of fleet do you have in mind? What would you want the focus of your fleet to be? Are there any specific classes of ships that you would like to be a part of your fleet?

3: How would you fleet work in cooperation with the Imperial Trust Navy?

4: Are the complimentary plans among the different systems? Perhaps anyone planning on a joint fleet (or maybe two systems each focusing on certain roles that would then work well together).

5: What kind of schedule are we looking at? How do we arrange build times? Should some fleet plans receive priority?

6: How do they plan to maintain these fleets? Will they build a small shipyard to help maintain them? Other options? Do we need to negotiate fleet basing rights?

7: For those not building fleets, what are their thoughts and concerns?

8: For the Imperial Trust Navy, what are their plans for the Imperial Trust Fleet? Do they want specific classes of ships tithed? Should we set match rules, that suggest a system can build one class of cruiser for their fleet and tithe a different class to the Imperial Trust?
 
Oh... sorry.

Which do you need more information on?


Naval Construction:

I think the questions we would ask are:

1: Are you interested in building system fleet? Now? Later?

2: If the answer is yes, what kind of fleet do you have in mind? What would you want the focus of your fleet to be? Are there any specific classes of ships that you would like to be a part of your fleet?

3: How would you fleet work in cooperation with the Imperial Trust Navy?

4: Are the complimentary plans among the different systems? Perhaps anyone planning on a joint fleet (or maybe two systems each focusing on certain roles that would then work well together).

5: What kind of schedule are we looking at? How do we arrange build times? Should some fleet plans receive priority?

6: How do they plan to maintain these fleets? Will they build a small shipyard to help maintain them? Other options? Do we need to negotiate fleet basing rights?

7: For those not building fleets, what are their thoughts and concerns?

8: For the Imperial Trust Navy, what are their plans for the Imperial Trust Fleet? Do they want specific classes of ships tithed? Should we set match rules, that suggest a system can build one class of cruiser for their fleet and tithe a different class to the Imperial Trust?
I'm sure its fine, no biggy :D
 
So, couple of things I've been wondering about.

What's the process gonna be like for setting up UU satellite campuses on other worlds? I mean, obviously they need a decent chunk of sanctionites for teaching, and they probably need a good leader from our psyker pool. Will they automatically have Ordo Psykana priests attached? And how long until we have the option to start one up, given that we got a very positive response in the sound-out?

When we come out of the warp storm, what should our general strategy be? Obviously a lot of it should be based on what our military/economy is like when that happens, as well as what specific threats/potential allies there are, but some of it is much more general. Should we try to spread the teachings of Saint Lin widely, knowing that it will attract a lot of attention? If not, should we put together information packets about things like what major rituals are tainted, more general causes of vulnerability to the abomination, and things like that? Should we start preparing for the end of the warp storm beyond building up the navy/army, such as by figuring out how we want to present ourselves to outside groups, looking into establishing the equivalent of picket forces to try and give ourselves more warning of fleet movements?
 
@durin, how would using the Siren runes be any different from what Rune Priests do?

Depends on what you mean.

Rune Priests in the AdMech just use runes as part of their standard ritual stuff for worshiping machines. Their runes aren't particularly magical. Their real use is that they are good at intuitive mechanics, speculation, improvisation, lateral thinking, and things like that.

Rune Priests of the Space Wolves are just Librarian equivalents who delude themselves into thinking they aren't actually psykers, and put Fenrisian runes on their stuff among other things. Their runes seem to have some powers, mainly in terms of warding against psychic attacks, but there are some other benefits. Rune Priests believe their powers come from the animistic spirits of Fenris, which may well be true given how the Warp works, so what they do might actually be a very primitive form of sorcery. (though they call it shamanism) However, given that the Siren runes were likely made by the Old Ones and have definitely been around much, much longer they would probably have a much greater weight in the Warp and so would be more powerful if that was the case.
 
I bet if we had decent knowledge of the Siren runes we'd be able to do some sweet technomancy-style work. Of course, admech would be super pissy about it, as it would probably be seen as defiling holy machines--especially bad because they'd be best used on masterwork gear.

At least we'd likely be able to give psyker-specific armor some modifications to improve control and the like. Plus, we might get mass-deployable wards out of it--maybe even enough to improve warp travel.
 
I bet if we had decent knowledge of the Siren runes we'd be able to do some sweet technomancy-style work. Of course, admech would be super pissy about it, as it would probably be seen as defiling holy machines--especially bad because they'd be best used on masterwork gear.

At least we'd likely be able to give psyker-specific armor some modifications to improve control and the like. Plus, we might get mass-deployable wards out of it--maybe even enough to improve warp travel.
I think it more likely at this stage that it would give us a non-chaos sorcery analogue, and ramp up the power of wards and rituals.

I see nothing to indicate any particular link with technology.
 
I think it more likely at this stage that it would give us a non-chaos sorcery analogue, and ramp up the power of wards and rituals.

I see nothing to indicate any particular link with technology.
This.

The runes may be the basis or a variant of Eldar runes and Eldar never really use runes on their tech, they may not need to, in anycase I am more interested in seeing whether we can apply the abilities of Avernite wild life to tanks and stuff, people have already suggested idea's for such, and the phase tank is a proof of concept if I ever saw it.
 
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