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

Investigate the Sea?

  • Yes

    Votes: 592 80.3%
  • No

    Votes: 145 19.7%

  • Total voters
    737
One thing I'm worried about is how this dude will see a Trust victory. I imagine part of why he's annoyed with Avernus/ites is because of the extreme shit we've been pushing (both in response to this specific threat and in general) to better prepare us for stuff like this. I can easily see him dismissing the necessity of the more extreme measures even if they did have a large positive impact due to thinking we were never facing existential danger.

I mean, I imagine he will listen to the military experts he trusts, so his view shouldn't be too badly distorted there, but the fact that even now he doesn't really get the severity seems to indicate that there are still issues.
 
His first BIO did describe him as someone whose economic policies were in a word, bad, and created alot of frustration amongst many Vanir when the economy tanked and crashed. The fact that debt and the apparent blessings of allowing Aliens to exist, Spygate shenanigans from Avernus, and massive of Olaf to properly use his influence to put his Son in law straight caused people to question his legitimacy.
Well they described that his economics were bad, but that he remained extremely popular despite that.

It's also credit to him that he lasted over 100 years (previous govs only lasted 10 on Average though that can be attributed to the changing times not wanting more change) despite all that and is still extremely popular and leading the opposition.

It's economy has also not tanked they were in crisis for metal, but so was everyone.

Also I don't get the last one on massive of Olaf? I think you missed a word or two, but him "putting us in our place" was a big political victory for him.

As for the Quartok thing... yeah we fucked up, no two ways about it, though I do still get irritated at the Vanir at the xenophobia.

It's not like any of them have ever seen one.

that's pretty valuable, game theory is less likely to produce bad outcomes if both parties are aware the other is reasonable and willing to bend. I just hope the thread votes to bend when it's reasonable to do so.
Unlike Bertil we don't see this as a zero sum game and we've got a reputation for making better compromises than most people, so we'll see.

Bertil's an economist and the bank thing is in the air, if he can propose a good solution that lets the Vanir keep power without screwing over everyone else than sure go for it.

Victory's curse is that it breeds complacency. Much like the Imperium back in it's golden years, we have yet to face a foe that truly tests us, but make no mistake, we will. In this galaxy? Such a confrontation is all but inevitable.
It's not just complacency Bertil simply isn't a military leader.

Olaf wasn't a great one either, but he was an admiral and did see combat.

Bertil on the other hand hasn't, and doesn't seem interested in the fact that this has happened at least once before.

Not give the Navy the resources it needs?What the hell do you call that gigantic shipyard that is producong a legenday dreadnougt?

Moreover, you all forget that all Vanir are drawn to martial glory just like its cousins in Midgard and Asgard. Its just that they prefer to have said glory in large navam combat rather than Titans or Land based fighting.

Bertil does bot strike me as narrowminded or petty either. He knows that survival means contributing to the Trust.
There's a difference between expanding the navy and making sure it has the budget and marines it needs.

Due to no fault of his own I wouldn't be surprised if the Vanir's military isn't in as good a shape as it needs to be as he's got weaker martial than Olaf did administration and the stats of the leaders reflect heavily on the world.

And before you say "well he can just have the military people do it for him" that's like saying Olaf could have just had the economics people do that for him and save him the issues which he probably did. He is the commander he makes the decisions and he is not a good commander.

Saying "Generals should run planets because there's only war" is nonsense. It makes as much sense as "Generals should run manufactorums because there's only war". The ideal situation here is not for Bertil to be replaced by a general, but to have maximise Vanaheim's productivity, funnel that production into the military, and listen to the general on military matters.
There's a difference between expanding the navy and making sure it has the budget and marines it needs.

Due to no fault of his own I wouldn't be surprised if the Vanir's military isn't in as good a shape as it needs to be as he's got weaker martial than Olaf did administration and the stats of the leaders reflect heavily on the world.

And before you say "well he can just have the military people do it for him" that's like saying Olaf could have just had the economics people do that for him and save him the issues which he probably did. He is the commander he makes the decisions and he is not a good commander. It's most likely a result of game mechanics, but what can you do.

One thing I'm worried about is how this dude will see a Trust victory. I imagine part of why he's annoyed with Avernus/ites is because of the extreme shit we've been pushing (both in response to this specific threat and in general) to better prepare us for stuff like this. I can easily see him dismissing the necessity of the more extreme measures even if they did have a large positive impact due to thinking we were never facing existential danger.

I mean, I imagine he will listen to the military experts he trusts, so his view shouldn't be too badly distorted there, but the fact that even now he doesn't really get the severity seems to indicate that there are still issues.
It's even more depressing where unlike a mjaority of the galaxy we have records this happened before.

We know of the Waaargh of the Beast and how that devastated the Imperium though I do get his confidence, we'd probably be the same if we didn't have meta knowledge.

Sigh. Depressing thing is that despite how valuable they are Vanahiem is probably the best target to deal with a Waaargh as it has the best ship defences which will be crucial for dealing with the Hulks.
 
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Char and Korhal
Char: (fondly nicknamed Muspelhiem's little brother) and Korhal The Ork Ball.

"Hell exists my friends, and it lives on Avernus far away from here. This here could at best be called hell's waiting room."
-Governor Warfield to aid Duplan Cerian.

Located within Sub-Sector Ghenna Char is a molten magma world that is in many ways similar to Muspelhiem, between its temperature, it's astoundingly mineral rich nature and how dangerous it can be on a good day.

Interestingly Char was not originally intended as the colonisation world, as it's environment makes any colonisation effort extremely difficult and expensive compared to a more terrestrial world. The original target was the planet of Korhal the main ork world of the system, that was taken after hard fighting by the Trust. However, it was swiftly discovered that the planet in question had been badly damaged by the Orks, who had extracted a large proportion of its metal reserves and badly harmed the atmosphere of the planet in their internal strife. While a colony has been set up on Korhal, the amount of metal that needed to be shipped projected to be shipped there was declared non-viable before the Orks arrived and thus the decision was made to use Char as a mining world to support the colony without excessive shipments.

Char moves on an oval orbit of its sun, meaning that it's temperature, while always boiling, is constantly shifting. During the planets "winter," when it is furthest away from the sun, the molten rivers and oceans that were its mineral deposits cool down to the point that harvesting them is incredibly easy, with the resulting solids being more like taffy.

During the "Summer" months however a majority of the temporarily solid land mass will melt once more making harvesting the minerals equally easy, as the expertise of the Tech Priests, the dedication of the Midgardian immigrants and the expertise of the Muspelhiem immigrants has led to the creation of several "gate filters." These heat shielded gates channel vast amounts of molten rock filtering out the useful metals and materials, and leaving behind the useless slag. Of course, these gates require skilful and constant maintenance which is why it is good that several Muspal have migrated to the planet.

The population of Char is 98% Midgardian, with only a tiny fraction being from other worlds the largest two demographics being Muspelhiemers and to the surprise of some Aflehiemers. The Muspelhiem delegation is obvious as Char is a very similar prospect to their home, a fiery, molten, mineral rich death ball. It is also lucky that many of these immigrants are former Fire Giants who were part of the division lead by General Warfield for many years. After being allowed to retire they opted to follow their general to this new world and have made it their business to instruct the Midgardians on how to properly interact with magma even as several hundred suits of Fire Giant armour are manufactured on Muspelhiem for the colonies usage until they can begin independent production.

The Alfar contingent on the other hand arrived due to a rare clerical error in the Trust's systems*, when a Blood Dragon cargo ship containing a shipment of colonists for Ryn's World accidentally ended up on Char convinced that this was the right stop. Determined to remain here and not slow down colonisation efforts elsewhere the colonists adapted and the Alfar quickly proved their worth. They had been intended to act as farmers on Ryn's world and had been sent with many cultivars of important plants and expertise. Now they bent that expertise to establishing highly productive hydroponics bays producing a variety of food and now an impressive amount of promethium from Avernite Beer Grass.

Despite or maybe because of the planet's nature the ork population is rather small as the original population resided primarily in massive ship yards and other orbital structures above the planet where they extracted the bounty of the world to build new ships. With their destruction by the Trust the ork population comes from those that live on the surface, however these orks are some of the more technically minded of their species. Lacking constant safe ground the orks have constructed several crude floating metal shanties that they are in a constant battle to build up before they either melt or sink into the sea below. To do this they will either attempt to raid Trust metal shipments, or assimilate and process the molten glory of the world themselves. They are also possessed of many powerful flying and skimming vehicles so as not to submerge themselves in magma.

Due to the inhospitable conditions of the planet, there is only one extremely well shielded hive city, which in keeping with its Muspelhiem general governor is supremely well defended, utilising the resources of the world to fortify, but also making cleaver usage of the environment to benefit the defence. Featuring disproportionately heavy defences the Dauntless Plateau as it has become known is set above the majority of the lava ocean and is carefully regulated to make sure that it does not collapse (it does not melt thanks to a unique and fascinating geological quirk) under the weight of the city it supports.

Below that is a massive trench with several large gates, intended to be filled with lava when it is most tactically convenient. With their only being a single area beyond the fire trap where a force of significant force can land, which has been trapped and has significant fire power from the city directed at it all times. This is effective as in the Summer there are no other places to land and in the winter, anyone that attempts to land on the "solidified" rock will soon find themselves sinking into the incredibly hot taffy like substance and burned alive.

The city is also capable of letting the Helheim pattern exploration platforms which have been reconfigured for mining and defence dock with it, increasing the strength of its defences even more.

The Colony on Korhal is also growing at a rapid pace (although not as fast as Char), but it's lack of many available resources has instead lead to the colonists taking advantage of the one true abundance on the world. Orks. Korhal was and to an extent still is an ancient ork world, infested with spores for millennia and even now it produces a higher proportion of ork spores than any other Trust colonies. It is thus being used as a training ground in anti ork tactics for the Trust militaries, with its people rapidly becoming experts in anti ork warfare.

This entire affair is being run by one Horace Warfield an incredibly old and veteran member of the Muspelhiem Fire Giants, being around 500 years old, making him one of the oldest human members of the Trust. Experienced, dedicated and respected he served as the right hand for Champion Surt's predecessor and Champion Surt himself for many years, defending Muspelhiem from all threats. However, age eventually caught up with him and it was only the discovery of the Super Juvnat from Avernus that restored him to health.

One of the first Governor's selected by the Imperial Trust to tame Char he accepted and brings several centuries of military experience and skill the challenge the benefits of age shining through in his deft administration, diplomatic skill and defensive mastery.

*Trust bureaucrats insist that the fault lay with the Blood Dragon Captain who misread their request and claim that "We have the paper work to prove it."

@Durin
I think I managed to add the modifications now?
 
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@Durin, I have an idea and it could be something we could invent, not just find in the form of an STC: the Mega Luxcaster. You know how orbital fire isn't accurate enough to be of any tactical aid whatsoever? The Mega Luxcaster makes that problem irrelevant. Its purpose isn't to burn and destroy, but simply to provide a large amount of illumination on a battlefield. In effect, this will turn night battles into day battles. It uses very simple technology and doesn't take up much space at all, so it's cheap to make and can be retrofitted onto any of our ships easily and without affecting their performance.
 
Char: (fondly nicknamed Muspelhiem's little brother) and Korhal The Ork Ball.

"Hell exists my friends, and it lives on Avernus far away from here. This here could at best be called hell's waiting room."
-Governor Warfield to aid Duplan Cerian.

Located within Sub-Sector Cobalt Char is a molten magma world that is in many ways similar to Muspelhiem, between its temperature, it's astoundingly mineral rich nature and how dangerous it can be on a good day.

Interestingly Char was not originally intended as the colonisation world, as it's environment makes any colonisation effort extremely difficult and expensive compared to a more terrestrial world. The original target was the planet of Korhal the main ork world of the system, that was taken after hard fighting by the Trust. However, it was swiftly discovered that the planet in question had been badly damaged by the Orks, who had extracted a large proportion of its metal reserves and badly harmed the atmosphere of the planet in their internal strife. While a colony has been set up on Korhal, the amount of metal that needed to be shipped projected to be shipped there was declared non-viable before the Orks arrived and thus the decision was made to use Char as a mining world to support the colony without excessive shipments.

Char moves on an oval orbit of its sun, meaning that it's temperature, while always boiling, is constantly shifting. During the planets "winter," when it is furthest away from the sun, the molten rivers and oceans that were its mineral deposits cool down to the point that harvesting them is incredibly easy, with the resulting solids being more like taffy.

During the "Summer" months however a majority of the temporarily solid land mass will melt once more making harvesting the minerals equally easy, as the expertise of the Tech Priests, the dedication of the Midgardian immigrants and the expertise of the Muspelhiem immigrants has led to the creation of several "gate filters." These heat shielded gates channel vast amounts of molten rock filtering out the useful metals and materials, and leaving behind the useless slag. Of course, these gates require skilful and constant maintenance which is why it is good that several Muspal have migrated to the planet.

The population of Char is 98% Midgardian, with only a tiny fraction being from other worlds the largest two demographics being Muspelhiemers and to the surprise of some Aflehiemers. The Muspelhiem delegation is obvious as Char is a very similar prospect to their home, a fiery, molten, mineral rich death ball. It is also lucky that many of these immigrants are former Fire Giants who were part of the division lead by General Warfield for many years. After being allowed to retire they opted to follow their general to this new world and have made it their business to instruct the Midgardians on how to properly interact with magma even as several hundred suits of Fire Giant armour are manufactured on Muspelhiem for the colonies usage until they can begin independent production.

The Alfar contingent on the other hand arrived due to a rare clerical error in the Trust's systems*, when a Blood Dragon cargo ship containing a shipment of colonists for Ryn's World accidentally ended up on Char convinced that this was the right stop. Determined to remain here and not slow down colonisation efforts elsewhere the colonists adapted and the Alfar quickly proved their worth. They had been intended to act as farmers on Ryn's world and had been sent with many cultivars of important plants and expertise. Now they bent that expertise to establishing highly productive hydroponics bays producing a variety of food and now an impressive amount of promethium from Avernite Beer Grass.

Despite or maybe because of the planet's nature the ork population is rather small as the original population resided primarily in massive ship yards and other orbital structures above the planet where they extracted the bounty of the world to build new ships. With their destruction by the Trust the ork population comes from those that live on the surface, however these orks are some of the more technically minded of their species. Lacking constant safe ground the orks have constructed several crude floating metal shanties that they are in a constant battle to build up before they either melt or sink into the sea below. To do this they will either attempt to raid Trust metal shipments, or assimilate and process the molten glory of the world themselves. They are also possessed of many powerful flying and skimming vehicles so as not to submerge themselves in magma.

Due to the inhospitable conditions of the planet, there is only one extremely well shielded hive city, which in keeping with its Muspelhiem general governor is supremely well defended, utilising the resources of the world to fortify, but also making cleaver usage of the environment to benefit the defence. Featuring disproportionately heavy defences the Dauntless Plateau as it has become known is set above the majority of the lava ocean and is carefully regulated to make sure that it does not collapse (it does not melt thanks to a unique and fascinating geological quirk) under the weight of the city it supports.

Below that is a massive trench with several large gates, intended to be filled with lava when it is most tactically convenient. With their only being a single area beyond the fire trap where a force of significant force can land, which has been trapped and has significant fire power from the city directed at it all times. This is effective as in the Summer there are no other places to land and in the winter, anyone that attempts to land on the "solidified" rock will soon find themselves sinking into the incredibly hot taffy like substance and burned alive.

The city is also capable of letting the Helheim pattern exploration platforms which have been reconfigured for mining and defence dock with it, increasing the strength of its defences even more.

The Colony on Korhal is also growing at a rapid pace (although not as fast as Char), but it's lack of many available resources has instead lead to the colonists taking advantage of the one true abundance on the world. Orks. Korhal was and to an extent still is an ancient ork world, infested with spores for millennia and even now it produces a higher proportion of ork spores than any other Trust colonies. It is thus being used as a training ground in anti ork tactics for the Trust militaries, with its people rapidly becoming experts in anti ork warfare.

This entire affair is being run by one Horace Warfield an incredibly old and veteran member of the Muspelhiem Fire Giants, being around 500 years old, making him one of the oldest human members of the Trust. Experienced, dedicated and respected he served as the right hand for Champion Surt's predecessor and Champion Surt himself for many years, defending Muspelhiem from all threats. However, age eventually caught up with him and it was only the discovery of the Super Juvnat from Avernus that restored him to health.

One of the first Governor's selected by the Imperial Trust to tame Char he accepted and brings several centuries of military experience and skill the challenge the benefits of age shining through in his deft administration, diplomatic skill and defensive mastery.

*Trust bureaucrats insist that the fault lay with the Blood Dragon Captain who misread their request and claim that "We have the paper work to prove it."

@Durin
I think I managed to add the modifications now?
If you want to make it an ancient Ork world move it to Sub sector Gehanna as it is the oldest of the three Ork domains having been controlled by the Orks since well before the fall of th Imperium
 
Hey guys what was our reasoning for not taking the Research: Immaterial Resonance option despite having had it for ages and it seemingly gating a whole bunch of other psychic research probably including runes, rituals and maybe psitech?
 
I'm not thinking in terms of major gods such as the Chaos Gods or the Eldar gods, but minor gods akin to the ones from Warhammer. They'd be gods so they'd be powerful and useful to worship, but not so powerful as to have any real importance on the galactic stage. You'd need to come up with them yourself or enlist players to write omakes of them.

I have a question, @Durin. With the Emperor dead, the Abomination having no claim on the human race, and humanity's ability to create gods proven (<15k years vs 5k years for a fully psychic race), is it possible we might start seeing the birth of humanity's racial gods? (Examples of racial gods: Kaine and Isha for the Eldar, Gork and Mork for the Orks, Sigmar and Verena for humans.)
you might but not for the next 5k years, or more
possibly never as the Emperor is being reborn as humanities racial god
 
Especially if we do unlock psitech then we just got way more important since the Telepathica which we basically control now has it's own technology independent of the Mechanicus.
 
very interesting new world . Thats a nice way to make worlds guys who want to write omakes if they aint snowflake special i guess .
 
God's take a long time to form yo.

More seriously while creating a decent god in WHF doesn't take too many the scale of 40K probably necessitates that several billion people believe.

And that's even before you take into account the fact that until they get strong they're a tasty morsel to every random warp predator or chaos demon that's stronger than them.
 
anyone want to write up the Lower Council Representative agreement for the constitution
God damn it I mis remembered this.

I thought it was an invitation to write up a character for low council representative...

sigh... well I've done it now so I might as well stick it up.

Low Councillor Samuel Hill of Mar Sara, one of those projected to have the clout to be given high council seat as the Colonial representative.

Samuel Hill is of Midgardian origin and before retiring was somewhat of a low celebrity in the Trust's military.

First coming to prominence in the Chaos Invasion of Midgard Hill, son of a minor Midgardian noble house who joined the military to spite his parents, was commander of the Midgardian light infantry that supported the Avernite Strike Force that stopped the Ritual of Hive Grimsa and then was able to extract with 64 of his men surviving.

This incredible success story lead to him being head hunted by the Imperial Guard who requisitioned his services as a commander of light infantry strike teams, with him receiving postings on every world in the Trust, even surviving an infamous Avernite tour, and participating in almost every major war the Trust has been in, performing incredibly well in all of them and more importantly surviving despite the incredible odds stacked against him.

Some of the highlights of his career include shooting and killing a Kabalite leader that was taking it's time harassing his squad despite receiving a nick from its blade, ochestrating the ambushing and killing a large convoy of cultists during the Suppression campaign of Avernus, being participating in
Ultraviolet level clearance required: Planetary Governor recognised.
Accessing
where a decommissioned Imperial Dauntless Light Crusier containing several thousand cultists attempted to flee the Trust towards Valinor, but was intercepted and destroyed by the Inquisition before it could make it's escape.

By the end of the expansion wars however, he was starting to slow down having received several hundred wounds over the course of his career as a testament to his dedication, and the venomous effects of the Dark Eldar's poison had never returned the full functionality of his limbs.

He honourably discharged with full regalia, an impressive pension and enough medals to forge a power sabre. While he could have remained, and enjoyed his retirement at the Midgard officer's academy the call to the front came again from one of his old commanders Matthew Horner who wanted his expertise in the matters of diplomacy.

After moving too and staying a few years on Mar Sara he was selected by Horner as his candidate for the low council.

At 278 years old Samuel Hill has many skills that make him an excellent low councillor, having been taught the skills of an administrator by his family and having refined a diplomatic and oratorical ability as a soldier in addition to a keen understanding of military matters, with almost all the Trust having respect for his achievements in one way or another.

In person Inquisition interviewers can find few faults with him, his proven track record of loyalty to the Trust, familiarity with each Core World's customs make him an excellent option, with many councillors like Sigurd personally knowing him and all others by reputation.

The only true flaw in his personality is that he has a certain distain for those he terms "sleepers" which according to him means those not in the military and underestimate the ease of job the Guard performs thinking that they can "sleep safe in their fancy towers while good men and women die."

@Durin
Sorry mis read what you wanted, but I'd already done it by that point :(.
 
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Mechanicus Wishlist
Man, Freya would have eaten Bertil for breakfast.

Also, are we submitting archeotech? I missed the last one, so here's my submission.

~~~
Mechanicus Wishlist
~~~

Capitol Station, Helheim System, CE 22950
President Wilson chewed on his cigarette, the synthopium possibly the only thing standing between him and a stress-fueled berserk frenzy.

Every day there was something new. Federation quotas were being raised. Production was slowing down, obstructed by constant repairs. Replacement personnel were coming in untrained and unbriefed, barely able to handle a linac without pissing their augmentations. Sol Interstellar had lost interest in the system after the Navigator strain, and was shifting supplies to the budding orbital infrastructure of Vanaheim, who had finally finished dragging their asses out of colonial terrascaping into space-faring civilization a full three centuries after Alfheim.

White-haired narcissistic cosplaying upstarts, the lot of them. You'd still be living on a ball of asphalt if it weren't for House Norn setting up shop in your beaches! Fucking Vanaheim!

And fucking Sol Interstellar! Who's the one designing your entire Marine arsenal, huh? Have some fucking gratitude, you spiced-up addicts! You want broadsides that shoot shells the size of Titan to make you feel big in your pants, you go to the Core and suck stubby dwarf cock. You want a weapon that fucking works? You come to me.

Oh, President Wilson, your prices are too high? We can't, in good conscience, expend such a large concentration of capital for untested designs? Guess who hasn't had a single fucking greenskin set foot six lightyears near his planet. Guess. And then guess why.

In space, no one heard you bitch out HQ.

The President sat back, loading up the latest sales package presentations circulated with the last courier dock. MIMIR had been mildly concerned about the latest defense evaluations planetside, which was as blatant a hint as the AI could get nowadays. Of course, pretty much every R&D catalogue this side of Earth was vastly inferior, too pricy, or clearly marketed to punk brats whose corp-baron daddies didn't love them, but sometimes their garbage ideas and execution fit only for the recycler inspired other, better ideas.

Sometimes. Rarely.

~~~

Strength.

Courage.

Power.

Luna Genetics proudly presents the latest in posthuman progress: VANGUARD. Fully synthesized in any Class Three gestation cube, the Vanguard is a top-of-the-line, military grade, and completely organic, artificial human.

Utilising the most sophisticated organic systems known to man, the Vanguard is impregnable. Its skin can withstand pressures of up to 25kPa with no adverse effects, and temperatures between twelve Kelvin and twelve hundred do nothing. With a reaction time of four microseconds and visual acuity capable of tracking a ballistic missile in orbit, there is nothing this unit will miss.

Pain? Injury? The Vanguard laughs. High-speed regenerative fibrosis allows the Vanguard to operate indefinitely with only a 10% loss in combat effectiveness in case of amputations.

Order a full cohort now, and Luna Genetics will outfit each unit with a FACTOTUM Operation Kit, manufactured in partnership with Gladiotorum Martis Ltd, and throw in ten complimentary orbital rifles.

Don't wait. The next step in human progress is just around the corner.


~~~

President Wilson trusted those moon-freaks as far as he could zero-g slamdunk their heads into the recycler. Any sensible human would have stopped once he'd genetically engineered his perfect waifu, but Lunatech had heard of restraint and giggled like a tentabot in a pleasure-cube.

But still. Niflheim could probably jack the Template with enough samples, and even tailor it for retrofitting. Wilson loved those little eskimo weirdoes with all the love in his black heart.

~~~

Are you tired of handling dangerous materials -- with your hands? Burned your synthskin one too many times on a spicy comet?

Well, no more! Morgan Anti-Gravitics has the perfect thing for you. Behold: the Portable Graviton Singularity Module! Known by the boys in blue as the Kinesis Module, this fourteen-centimetre attachment is compatible with any STC v340.9 and later power port, able to output impulse in excess of 5,000 newtons per second from an arbitrary floating reference point, with a full ten degrees of fine movement.

Hands? Hah! Who needs 'em?

~~~


Lousy goddamn Morganites. If Wilson had the data from four orbiting pulsars, he wouldn't be wasting his time with basic bitch wineglass holders.

But if Helheim had anything in abundance, it was hazardous materials.

~~~

YOOOOOOOO!

YOU WANT GUNS! WE GOT GUNS! YEAH!

WE GOT LASERS, WE GOT MASERS, WE GOT GASERS! WE GOT SLUGS, WE GOT SHELLS, WE GOT WARHEADS COMING OUT OF ORBIT!

GREENSKINS GOT YOU DOWN? BIG BOB'S GOT YOUR BACK! INERTIA SHELLS, GUARANTEED TO KEEP ON GOING NO MATTER HOW MUCH DAKKA IN YOUR WAY!

SOME NANOSWARM GETTING YOU DOWN? SAY NO MORE! SOLARBEAM WARSTATIONS, KEEPING YOUR SYSTEM SAFE!

IF YOU WANT BIG, GO TO BIG BOB'S!

~~~


Wilson scoffed. He found bigger bombshells in his latrine.

But the bulk order discount was… generous.

~~~

Many years later…

Terminator Strain Warrior
STC ID: "VANGUARD" Tactical Personnel Genome

Recovered from the data-ark of a derelict iron womb, preliminary simulations have returned promising results in all aspects. According to attached briefings, these Dark Age customized humans historically served as covert bodyguards, infiltrators into hostile polities, and strategic deterrents when outfitted with appropriate technologies.

Attached Templates include several compact personal cargo units, collapsible melee weapons designed with regard to the irreplicable material properties of Dark Age alloys, and the countervoid rifle.

~~~

Countervoid Rifle
STC ID: Medium Infantry Linear Accelerator Boost Attachment

An extended barrel armature, the countervoid rifle attaches to the muzzle of any human-portable Impaler model armament. Six metres at full extension, the acceleration coils suffice to convert any Impaler Pistol into a short-lived intercontinental autoweapon, with concomitant increases in recoil and energy consumption. Presumably for use by augmented troops or mechanical infantry, without stable anchoring a full-powered shot would render an unpowered marksman into a red-smeared crater.

A true example of genius in miniaturized macrocannon technology, the countervoid rifle alone is capable of firing unattached with only negligible velocity loss.

~~~

Hunter Rounds
STC ID: Linear Accelerator Targeting Assistance Attachment

Consisting of two components: a signal broadcast shell fitted to any Impaler magazine, and long-range micro-gravikinetic modulators. When onboard sensory units within a hunter round confirm impact, internal batteries and high-penetration vox resonators emit an IFF signal received by the modulator attachment. Subsequent rounds fired from the Impaler are then curved mid-flight to cluster the signal source according to pre-programmed models. Multiple Hunter modulators communicate to prevent in-flight collision, and can be slaved to a master signal frequency.

~~~

Plasma Hawkeye
STC ID: Plasma Emitter Targeting Assistance Attachment

The Plasma equivalent of the Hunter Round (and compatible with signaling from the same), this barrel attachment focuses the plasmatic bolus into a tighter emission profile. Not only does this increase the effective distance and thermal penetration of the projectile, but also renders it adjustable by six micro-lasers underslung. Controlled laser stimulation of the projectile's magnetic containment shell diverts the flight path of the plasma shot, allowing limited redirection within an arc of fire. Issues with cooling that arise from the attachment impeding ventilation are compensated by the use of cooler plasma, which achieves equivalent penetration and thermal shock to standard firing formulations, and preserves fuel for longer engagements.

~~~

Kinesis Module
STC ID: Hazardous Material Transport Module

A small forearm attachment to any powered frame, this module emits an anti-gravity suspension field that conforms to significant volumes of mass-energy, capable of lifting a crate, moving a vehicle, and launching a sharpened pylon, all from a distance of four feet away from the user. Projectiles interdicted by the unattached field lose all relative momentum.

~~~

Stasis Module
STC ID: Emergency Hazard Control Module

A small forearm attachment to any powered frame, this module launches a bolus of altered gravitons that entangles any significant volume of mass-energy within a field of reduced time.

~~~

Data-Sentinel
STC ID: Network Browser Security Program

A high-level offence cogitation routine, this program outstrips our current scrap-code cleansing rituals by an order of magnitude.

~~~

Power Spike
STC ID: Mining Pick Module

A bulky underarm attachment to powered exo-frames. Designed for piercing tenacious mineral deposits, this rod of adamantium is wired to a power-field for maximum fragmentation. With powerful inertia-dampers and burst-gravitic coils, the sharpened spike reaches speeds in excess of 400km/s.

~~~

Sunlance Voidfort
STC ID: Asteroid Refinery Laser

Placed into orbit, this colossal construction channels the power of the sun itself, focusing diffuse solar radiation into a searing beam that crosses the void, cutting through fleets and incinerating the debris of space. Is also capable of transmitting power to a receiving station.

~~~

Goliath Heavy Mass Cannon
STC ID: System Cargo Mass Driver

At 0.5km in length and with a bore of 75 metres, this installation is capable of accelerating a 40-kilotonne payload to relativistic speeds using high-volume gravitic impulse fields. Under full autoloading, a firing rate of 9 rounds per hour was often easily achieved.

According to historical documents, each cannon was paired to a receiving station that utilized anti-momentum suspensor technology to catch and redirect incoming cargo. Multiple arrangements were coordinated automatically by ancient cogitators, transporting supplies across the Helheim system.

~~~

Dragonwrath Voidsilo
STC ID: Solar System Defence Station

A monstrous citadel hung in close orbit to the sun, the lost technologies that power this burning palace are a thing to behold. Harvesting solar energy, magnetic fields, and the stellar mass itself, the Dragonwrath Voidsilo stimulates a controlled solar flare, forming the resultant mass ejection into relativistic missiles of semi-stable plasma.

~~~

Torsion Warhead
STC ID: Helheim Area Denial Torpedo

A device of byzantine gravitic manipulation, upon detonation, the fabric of the Materium is contorted violently, disrupting light and matter across a vast expanse. Laser communications are sabotaged, and vessels passing through are subject to systematic internal malfunction.

~~~

AN: Ah, Dark Age humanity. You were not even in the vicinity of fucking around.
With all the Dead Space, I'm surprised you didn't include the Plasma Cutter. That thing would be pretty tops to have, considering how effective it is at shearing right through limbs.

Or, you know, the Line Gun. Or Contact Beam.
We already have the Plasma Cutter STC.
Plasma Cutter (increase by a quarter advanced material production)
On Finding: One nearly totally complete (97%) STC fragment of an improved plasma cutter
On Completion: After a hard year's research and experimentation Magos Explorator Tranth managed to complete the partial STC template of the improved Plasma Cutter. He informed you that the plasma technology used in this cutter is more advanced then the ordinary plasma used by the Imperium and that there is still more to be learned from this STC. The first complete cutter built following the new template is around 20% more effective then the plasma cutters that Magos Explorator Tranth is familiar with.
A Line Gun is pretty much a fatter Plasma Cutter. It uses the Tesla Core in DS3, so I guess it's some sort of collimated, high-energy plasma sheath. And the Contact Beam is probably somewhere in our big pile of resource STCs. I mean, I assume every Helheim STC was designed to also be dual-wielded against a horde of unending wildlife, it's not like that's a new thing.
 
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A bulky underarm attachment to powered exo-frames. Designed for piercing tenacious mineral deposits, this rod of adamantium is wired to a power-field for maximum fragmentation. With powerful inertia-dampers and burst-gravitic coils, the sharpened spike reaches speeds in excess of 400km/s.



With all the Dead Space, I'm surprised you didn't include the Plasma Cutter. That thing would be pretty tops to have, considering how effective it is at shearing right through limbs.

Or, you know, the Line Gun. Or Contact Beam.


Edit: Nevermind! Addio corrected me. See his above!

A Line Gun is pretty much a fatter Plasma Cutter. It uses the Tesla Core in DS3, so I guess it's some sort of collimated, high-energy plasma sheath. And the Contact Beam is probably somewhere in our big pile of resource STCs. I mean, I assume every Helheim STC was designed to also be dual-wielded against a horde of unending wildlife, it's not like that's a new thing.

Faaaaaair enough. It kind of says a lot that even our mining crewmen are all Isaac Clarkes by default. Helheim is just a horrible place to live over-all.

...I wonder how long 'till we get an STC for Doom's BFG or the Delta-12 Chaingun. I'd mention the Gauss Cannon, but we already have Impalers- though the Gauss might be an especially powerful model of Impaler or something.
 
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We need more non-shooty things - better servitors, reactors, engines, cogitators, detectors and so on.
Handled by miscellaneous STCs.

I mean if you can think of some major STCs though that'd be epic...

@Durin
1. Because I can't remember exactly what is your policy on nano tech? As I recall you don't want it too much.
2. Does the trust have any for it's manufacturing?
 
We need more non-shooty things - better servitors, reactors, engines, cogitators, detectors and so on.

We have reactors and engines, IIRC. We just haven't had the chance for Tranth to research through them. Once we get the cathedrals and power armor set up, we should be able to go through those.

We also have some super good cogitators and sensors, IIRC. Way better than imperial standard. What I'd be interested in is if we could get some advanced shielding systems similar to the ones used by the Immortals from Starcraft II, stealth modules and advanced manufacturing equipment to boost our AM and EM output.
 
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