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

Investigate the Sea?

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Why was there no effort for more forge worlds or favtory worlds? I feel the Imperium could have done bettdr but chose not to.

Os this GW or am misunderstanding the span of the Imperium?
Anyways, it's probably a combination of the fact that founding a Forge World is a big undertaking (takes centuries, if not longer, to build them up to the level of larger Forge Worlds), the Imperium's government frequently holds the idiot ball, and GW just not having the right sense of scale. That said, a single established Forge World can supply several Sectors with the things it makes, so you don't necessarily need one in every sector or anything.
That, and there's a strong political factor against the Mechanicus becoming over-mighty. Ever since the Horus Heresy the Imperium is neurotic about keeping the balance of power between each and every branch of government, doubly so between Adeptus Terra and Adeptus Mechanicus. So if the Mechanicus starts building Forgeworlds everywhere they'll receive a harsh backlash from all the other factions for upsetting the balance.

EDIT: Callidus'd
 
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I'd always chalked most of the Imperium's poor decision making to internal strife. A new forge world would men the local admech gets a lot stronger and more able to throw their weight around, so they only get build when the admech calls in a lot of favors or one is desperately needed.
 
What about Factory worlds? How much stuff can they make in terms of Volkite weoponry? Can't you have like 1 per world and have them churn out gear for everybody?

Or wait for said gear to be made before bringing up a levy?
 
What about Factory worlds? How much stuff can they make in terms of Volkite weoponry? Can't you have like 1 per world and have them churn out gear for everybody?

Or wait for said gear to be made before bringing up a levy?
Volkite weapons are considered sacred high-tech by the Mechanicus and are thus limited to the most prestigious Forgeworlds only.
 
Forge Worlds are also very slow and expensive to set up. In The Greater Good, Amberly notes that Mechanicus surveyors had already identified five worlds that could prove suitable replacements for Fecundia, and begun work on two of them (the others were either held by the Tau, swarming with Orks, or in the path of Hive Fleet Krakken), though neither was expected to reach full production until M43. This is despite Fecundia only being settled in M35, indicating that in addition to hostile action, the Imperium is likely losing Forges to resource depletion, and a significant expansion of the number of Forge Worlds just isn't possible.
 
Forge Worlds are also very slow and expensive to set up. In The Greater Good, Amberly notes that Mechanicus surveyors had already identified five worlds that could prove suitable replacements for Fecundia, and begun work on two of them (the others were either held by the Tau, swarming with Orks, or in the path of Hive Fleet Krakken), though neither was expected to reach full production until M43. This is despite Fecundia only being settled in M35, indicating that in addition to hostile action, the Imperium is likely losing Forges to resource depletion, and a significant expansion of the number of Forge Worlds just isn't possible.

Forgeworlds usually have a network of mining worlds, agriworlds and knight worlds (who are often producers of food or raw resources) spanning whole sectors feeding their industry and population. I don't think resource depletion is usually a problem, there are always more systems in a sector that can be mined out. Forgeworlds are rarely self-sufficient. Raw resources go in, industrial products go out.
 
Even we don't have the Vulkite weapons. They are one of the few imperial techs worth going out of our way for.

I'm not so sure about that. Looking at Volkite weapons they seem to fall between bolters and neutron lasers. So it would be a fairly narrow niche available for them in our forces. Looking at them it also looks like at the riffle scale impalers do better, but lose out to the heavy weapon versions. So we would get only limited use out of them since we already have such a wide variety of high end heavy weapons.
 
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Forgeworlds usually have a network of mining worlds, agriworlds and knight worlds (who are often producers of food or raw resources) spanning whole sectors feeding their industry and population. I don't think resource depletion is usually a problem, there are always more systems in a sector that can be mined out. Forgeworlds are rarely self-sufficient. Raw resources go in, industrial products go out.
While no doubt there are such arrangements, especially with the older and more prestigious Forge Worlds, the fact remains that the Mechanicus was already in the process of establishing replacements for Fecundia after a mere six thousand years, and started long before the world was threatened by Hive Fleet Krakken. In addition, shipping in resources from other systems via the Warp is likely far more expensive and inefficient than mining them in the same system.
I'm not so sure about that. Looking at Volkite weapons they seem to fall between bolters and neutron lasers. So it would be a fairly narrow niche available for them in our forces. That's assuming they outperform impaler riffles which can reliable pierce most suites of power armor.
On the tabletop, Volkites are S:5 AP:5, compared to the S: AP:5 of the bolter. They also have somewhat shorter range. On the other hand, the Deflagrate ability means that any unsaved wound causes a second automatic hit with the same profile (minus deflagrate - wounds will not indefinitely chain). While somewhat lacking compared to the Impaler or Neutron laser weapons when facing heavily armored foes, they should prove even more effective against anything wearing flak-armor equivalent or worse, such as the average Guardsman, Ork Boy, or Tyranid 'gaunt. Compared to bolters, Volkites are generally considered superior assault weapons, especially against massed infantry or light vehicles.
 
I'm not so sure about that. Looking at Volkite weapons they seem to fall between bolters and neutron lasers. So it would be a fairly narrow niche available for them in our forces. Looking at them it also looks like at the riffle scale impalers do better, but lose out to the heavy weapon versions. So we would get only limited use out of them since we already have such a wide variety of high end heavy weapons.
I can't speak table top, buuut, Volkites are actually really good against large numbers of fleashy enemies, hell they're pretty much taylor made for anti nid duties as they disintergrate the bio material.
 
I'd like to note that Durin has seemed perfectly willing to rebalance weapons to make sure that things make at least some sense narratively. Having Volkite weapons being replaced by Bolters mostly because they couldn't make Volkites fast enough and Bolters were super easy to make does NOT suggest that the Volkite weapons should be similar in stats to the Bolters.
 
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I'd like to note that Durin has seemed perfectly willing to rebalance weapons to make sure that things make at least some sense narratively. Having Volkite weapons being replaced by Bolters mostly because they couldn't make Volkites fast enough and Bolters were super easy to make does NOT suggest that the Volkite weapons should be similar in stats to the Bolters.

Well especially since lore on them has them as being able to melt through anything as literally the stereotypical martian raygun. Also Baneblade Volkites of choom "that guy and everything between me and that guy are now ash in the wind."
 
I don't know the fluff that well, but all of the crunch points at them being a bit better than bolters against hard targets, but fantastic against hordes. So durn would probably make them (by our standards) poor against armored targets but amazing against soft targets.
 
Question: What do we use against horde/swarm like enemies? Deathstrike missles are one thing but machinegun wise what do we use?
 
It wouldnt be a massive upgrade apparently and will cost an arm and a leg probably (that was one of the main reasons it was kinda discontinued during the great crusade + were abit fiddly and expensive and required lots of maintenance aswell). We honestly have better stuff to upgrade our weapons with if we wanna upgrade that part of our forces.

So yeah a real random tanget going on here about volkite weapons. But the point being that there might be interesting stc out there especially if they are freindly worlds that might actually help is a good point and lets not forget that.

And thanks to whoever answered the troop question i had in my last post , know abit more than before altough i did find avernus ship numbers myself before i saw the post.

A important question i guess to @Durin and others

1) what is the midgard population so that we have rough estimate how much colonizing they can support and how fast ?
 
1) what is the midgard population so that we have rough estimate how much colonizing they can support and how fast ?
This is in the Imperial Trust Systems Index.
Midgard
Hive World
Founding Member of the Imperial Trust with High Council Seat
Population: 172 Billion
Technology Level: 18
Governor: Governor General Aelfric
View of Avernus: 12/10
And that's with population control measures in place. Midgard can support all colonization projects by itself, provided we give them ships.
 
Question: What do we use against horde/swarm like enemies? Deathstrike missles are one thing but machinegun wise what do we use?

Heavy impalers and other such rapid-firing impaler weapons, neutron repeaters, missile launchers with blast ammo, plasma flamers and plasma cannons. We might also still have some normal flamers in service, not sure though. But these sorts of heavy weapons aren't really our primary hordebreakers anyways.

That honour goes to the Royal Basilisk and the rest of our potent artillery corps.

I mean, we ain't Space Marines. We don't need to personally break the enemy in close quarters infantry combat when we have an entire combined arms warmachine.

Edit: Did we ever get an upgrade for mortars? Do we even use mortars?
 
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It wouldnt be a massive upgrade apparently and will cost an arm and a leg probably (that was one of the main reasons it was kinda discontinued during the great crusade + were abit fiddly and expensive and required lots of maintenance aswell). We honestly have better stuff to upgrade our weapons with if we wanna upgrade that part of our forces.
Sorry to bring it back to the tangent, but the reason it was too expensive was because even back then they simply didn't have our production STCs.

We probably could deploy as a support weapon fairly easily.

1) what is the midgard population so that we have rough estimate how much colonizing they can support and how fast ?
Plenty, they are a hive world with a population of over 150 billion people, they've got the numbers.

Edit: Did we ever get an upgrade for mortars? Do we even use mortars?
If we do, which I'm going to assume for now assuming Grenade Launchers didn't replace them entirely, then they were included in the generic wargear upgrade in the datacore.

We might also still have some normal flamers in service, not sure though
We actually haven't deployed plasma flamers yet and even if we had they'd be Helguard only as they'll roast anyone not using shock trooper Armour.

We do use normal flamers, an upgraded version that is better having double the range of other patterns ect.
 
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Actually, odd thought, did we ever do anything like go "Here, we've got all these exotic blueprints for shit, but it's not worth deploying on an army scale. Hey, Space Marines, want shiny bits?"

I'm not sure if we did.

It'd be good to give them even better shiny bitz, though.
 
Actually, odd thought, did we ever do anything like go "Here, we've got all these exotic blueprints for shit, but it's not worth deploying on an army scale. Hey, Space Marines, want shiny bits?"

I'm not sure if we did.

It'd be good to give them even better shiny bitz, though.
they have access to all the tech that you do
 
@Durin
1. How involved are the Guard in the running of Byzantium? Are they setting things up for members to be administrators eventually or are they going for a more laisse faire attitude?
 
Yes, but do they have the industry to produce it?

Still, I suppose we did send them a great big care package, probably a bunch of guns in there.

And it's not like they're a huge formation that takes a noticeable amount of upkeep.
I see no reason why they would not be able to create the industry to do so, especially with the admech being much more willing to build large forges.

They may not be getting to the level of Forge Cathedrals for a while, but they can do it.
 
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