It was good until you got to the bit about their technology. Xeno races with technology equal to the Imperium were very rare, the only known ones being the tau. They were noted to be incredible in that area and was the only reason why they could be considered a "major" faction in 40k. One of the "rules" when making a new faction is that you don't take away the specialness of another faction. The tau are very special to have gotten as technologically advanced as they are, and that's what sets them apart. Writing in "oh and these guys I made are better than them" is...I wouldn't say Sueish exactly, but if you have to justify it then that's a sign that you're getting too close to that line.
Giving a xeno empire technology that's better than the Imperium is something you should avoid. The Imperium was so advanced that they barely understood their own technology. The tau were noted to be freaks for matching it, even with technology to reverse-engineer from. Simply getting Imperium-level technology is a major thing that requires building the xenos around, but making them superior to the Imperium arguably enters into Sue territory. You can't have them be that advanced without affecting the galaxy in some major way.
Fair enough. You make a convincing argument based around canon fluff.I did not get that impression, and i read a lot of 40k background fluff.
Species with more advanced technology than the Imperium are not exactly unheard of. If you play a lot of Rogue Trader, you notice that there are tons of xeno artifacts that easily surpass standard Imperial Technology, giving you an incentive to bend the rules and risk conflict with the Inquisition to get that sweet, sweet extra performance.
The Yu'Vath, the Demiurg, the Hruth, arguably the Stryxis, the Slaught and the Khrave are all Xenos that match and surpass human tech. And a third of those species come from a single sector, the Kalixis expanse, so how many must there be out there?
Honorary mention goes to the Saruthi, who are able to build goddamn warp gates, though i don't know anything about their general tech level and they probably cheat by using Chaos.
And during the Great Crusade there were even more species around that could rival or surpass Imperial technology. Its just that the Imperium killed most of them.
So my Impression of 40k is not that the Imperium has the best technology period. They are definitely in a high tier, but what makes humanity superior is its wide spread population, massive resource base and a talent and inclination for violence. And the first two they gathered in the Dark Age of Technology, when their tech really was one of the top five in the history of the galaxy. The Imperium has probably exterminated hundreds of minor Xeno species that surpassed their technology base over the millenia, and i see the Tau as just another one.
Granted, their fast and dynamic advancement is freakish, but in terms of tech level they haven't gotten anywhere special yet.
That was an arm of an ancient titan that they found on the city.I'm thinking giant lasers, like anti-orbital lasers, but pointed at the ground and near-air.
Like, um, that giant laser gun the Imperium faction used in WH40k Dawn of War Dark Crusade in their fortress level. But, you know, omni-directional.
Which also has a demon of Nurgle living in it.That was an arm of an ancient titan that they found on the city.
I am well aware that "Promethium" is a catchall, and that some measure of fuel condensation is possible. That said, barring some miracle method of fuel condensation, which we would know if we had, to get any sort of endurance with a monumental flamer, it would need to draw from a truly monumental reservoir of promethium, and there are serious design difficulties in designing something mobile that draws from a monumental promethium reservoir.@Skewfiend, promethium is the catch-all term used by the Imperium to mean "combustible material". Coal and even some times of ice count as promethium. It's entirely possible with their technology for the Mechanicus to create a concentrated kind of fuel that significantly lowers the required amount of space required to store the necessary amount of fuel, converting it to a more useful one in the same moment it's used as fuel for the mega flamers.
I do not disagree it would probably be within our capabilities to make something that successfully did that job, but I absolutely disagree that we could pull it off in a way that would make it worthwhile.The concept of mega-engineering is one the Mechanicus is familiar with. No, more than that, it's something that even something as technologically low as the Administratum is familiar with, hence why the constructing of hives is an Adeptus Administratum action instead of an Adeptus Mechanicus action. Engineering constraints don't exist.
Honestly why bother when we could make a super sized Rammilies.If you wanted to make a satellite-defence in that vein, a detachment of floating fortresses might work better.
Serious suggestion. It seems more or less in line with such 40k ideas such as the Imperium's ship designs and Titans, and it's not like having something really big to shoot at the enemy is a bad thing.@Andres110 honest question, is this a serious suggestion, or are you taking the piss?
Everything in our territory is extremely heavily armoured and shielded. It would be the same for this idea.For your Train Flamers to not be a free fuel-air-explosive for the enemy, wherever the fuel is stored would have to be extremely heavily armoured and shielded, as would the Train Flamer itself.
Aha! A refinement of the idea! Instead of train tracks, just go with the idea (which has actually already been mentioned) to put them on turrets. They'll have close to the same range of fire but without being hamstrung if the tracks get damaged. Instead, the tracks can be underground and used to rotate them around if one or more gets damaged, allowing operational turrets to move to positions that need them most when the turrets in those positions are destroyed.Then there's the fact that above-ground train-tracks are ridiculously easy to disrupt, as the Midgard war taught us, so their mobility would be very easy to cripple. Hell, tracks around the city are likely to be badly damaged in any major assault on it even if the attackers don't deliberately target them. Take away their mobility, and the Train Flamers rapidly become less useful, and easier to destroy with relative impunity.
The floating fortresses float, though, so you can just have them on top of whatever ground defences we make.If you wanted to make a satellite-defence in that vein, a detachment of floating fortresses might work better.
Meh, it was a minor one and without some big sorcerers getting their way with it I don't think it could have done something.
It's chaos it always does something.Meh, it was a minor one and without some big sorcerers getting their way with it I don't think it could have done something.
In fact, this idea of an underground rotational track system would be useful even with conventional fortresses. Is the west side of the city under attack but the west fortress was destroyed? Just rotate the north/east/south fortress around so it's on the west and elevate it to the surface
1. yesI'm looking at the Battle Psyker Deployment, and questions for @Durin:
1) I assume that the location of our Heroic Primaris will be decided later?
2) Choir 'Power' - Is it linear, exponential or quadratic? Logarithmic?
3) What scale of activity is a
a) 10 Power Choir?
b) 19 Power Choir?
c) 26 Power Choir?
And, unrelatedly:
4) Is Ridcully able to see more than 5 Years in advance in the future? (All divinations so far seem limited to 5 yrs.)
... Because they operate in completely different theatres, and occupy completely different roles?Honestly why bother when we could make a super sized Rammilies.
No reason, it's just a Ramilies.... Because they operate in completely different theatres, and occupy completely different roles?
A ramilies is a large space station, with no ability to safely enter a gravity well, while flying fortresses are superheavy atmospheric craft.
We can already land instant fortress and we can drop flying fortresses.Well we could try to build huge drop ships that carry thousands of troops. They can act as an instant fortress.
Yep, it is sitting next to our shipyards were it will (hopefully) be safe.We.. do have a Ramilles Starfort in the Avernus system, right?
Anyway. We probably don't have to worry about any population issues for the next few turns, but I anticipate that Avernus could well support hundreds of billions of people, eventually, once we colonize all the continents.
We are not Vanaheim. Space habitats are their shtick.Start building more space habitats which are much less hostile than the planet.
An exponentially growing orbiting infrastructure will eventually give you space capability that could rival Mars.
Giant space stations are not expendable. Cities worth living in are not expendable. Space habitats would be worse than both.However compared to the price of the warships it is expendable.
We are talking 21st century level O'Neal cylinder colonies made of steel and dirt, vs 40th millinnium exotic bullshittium. They will be Impressively fuckhuge though.
I don't think you quite understand how big a shipyard really is. Towing our stuff to another planet in the same system took years and that was before we had the bigger ones.Anything really expensive, like a factory or Shipyard will have an engine or a Tug to move it somewhere safer.
Then why does the Phalanx exist?For instance: a Ramilles starfort already has the biggest guns and the best armour. A bigger fort cannot protect any more space. Multiple, mutually supporting Ramilles would be strictly better than the same mass of super-Ramilles.