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

Investigate the Sea?

  • Yes

    Votes: 592 80.4%
  • No

    Votes: 144 19.6%

  • Total voters
    736
Had an idea for a technology concept, either remaining somewhere in Avernus (deep underwater? Built by the Old Ones?) or utilized during the Dark Age of Humanity in order to better coordinate their Psykers. Lord knows if it's even feasible, but it could be interesting!
Dark Age (at least Embers) didn't really do psykers.

If they were to pop up it would have probably been towards the end of the Iron War, and we know Avernus was trashed early on to prevent them making things like this.

On the other hand turning this into a prototype enhanced variant of the Light Second communicators is an idea, but other wise it seems like an old one thing.
 
Dark Age (at least Embers) didn't really do psykers.

If they were to pop up it would have probably been towards the end of the Iron War, and we know Avernus was trashed early on to prevent them making things like this.

On the other hand turning this into a prototype enhanced variant of the Light Second communicators is an idea, but other wise it seems like an old one thing.

I think Old One tech is probably more likely. The Cadian Pylons I made mention of were developed by the Necrons to stabilize the immaterium and protect against warp incursions. So the Old Ones having developed something similar but different makes sense to me.
 
Gravimetric Shielding t-45
Ok here are some ideas about possible research that I would like for us to find in the ruins.

Gravimetric Shielding t-45

These prototype shielding can only be put on a heavey cruiser and above. It takes up a lot of space and power. Hard to operate and needs a Magos to install it. But for all the problems involve it is the best shielding we know of. Using large gravity generators it cause barriers of gravity shielding to cause kinetic rounds to avoid the ship. Kinetic rounds that do hit suffer from lost of velocity against these ship. Energy weapons suffer from the the shot area being double in size. So a lance hitting have there area of effect is doubled causeing the weapons to have less penetrating power.

XT - 23

Large unwielding weapon that seem to be based off Hrud Fussils. It seems to be melta weapon that fires through the warp. Able to bypass any armor or shielding it strikes directly at the target. It suffers from a slow fire rate and requires main ten ever after every battle.
 
@Alex pears Getting extra half a foot from just "eating well" sounds pretty dumb IMO, while Imperium may not be advanced as Trust they still were way more advanced than moder Earth, they sure as fuck undedstood importance of nutrition, especially when it comes to something as important as Astartes creation. And having tall population on avarage won't make marines significantly taller since marines select the physically best candidates anyway.
 
Last edited:
@Alex pears Getting extra half a foot from just "eating well" sounds pretty dumb IMO, while Imperium may not be advanced as Trust they still were way more advanced than moder Earth, they sure as fuck undedstood importance of nutrition, especially when it comes to something as important as Astartes creation. And having tall population on avarage won't make marines significantly taller since marines select the physically best candidates anyway.
Actually, that depends.
A lot of STC's are built to reference variants of the main tech it is a blueprint of, maybe some of our food STC's reference implant feed-stock variants? With specialized variations for differing types of implants designed to grow as a person grows.
I'm not actually sure what they feed the Marines for their implants to take in or what exact form they give it to them in, but extra growth could plausibly be caused by the gene seed implants getting more access to resources, or ridiculous natural height, or gene seed mutation.

But on the other hand maybe it's a little early for this kind of height? I seem to remember marines only reach full physical growth after a couple centuries so he'd have had to have been one of the earliest recruits.


In other unrelated thought, I think the Epsilon Penguins might actually be way better trading partners than the Sirens, they are more numerous, possibly more powerful on average, and most importantly they need something we can supply.
After all, they are being hunted by the blank bears, I think we might be the only group on planet that can actually send soldiers to guard them that won't be instantly disabled by being near a blank, can survive the weather, and are equipped with non-psykic weapons that can take down a bear the size of a battle-tank.

Edit: Whoa, trippy unrelated thought, there is significant chance that the warp storms and loss of the Astronomicon will trap at least some marines on worlds unable to maintain an impressive technological base, assuming they maintain a high recruitment rate there are places in the post-Imperium where seeing a marine fighting in heavy Carapace would be more common than seeing them fighting in power armor.
They would be better known for physical strength and durability than the absurd integration with power armor the Black Carapace allows them.
 
Last edited:
@Alex pears Getting extra half a foot from just "eating well" sounds pretty dumb IMO, while Imperium may not be advanced as Trust they still were way more advanced than moder Earth, they sure as fuck undedstood importance of nutrition, especially when it comes to something as important as Astartes creation. And having tall population on avarage won't make marines significantly taller since marines select the physically best candidates anyway.
They didn't just select for the best candidates in the Imperium they selected for genetic compatibility
Not just eating well, eating advanced hyper DAoT STC foods :p.

More seriously a good chunk of that period of their existence consists of training and eating this stuff all other foods being fed intravenously (no I do not know why) so my rather ill brain wondered what would happen if the amount of protein in the food increased.

My logic basically followed this.

We have good enough medical and food STCs that upping the amount of ceramics and metals laced into the food they eat for the Ossmodula to incorporate into the bone structure should be do able.

At the same time I believe I read somewhere that the Biscopea can communicate with the Ossmodula or at least know to what level to do it's job (as a malfunctioning one could just get the marine to grow without stopping to the point that gigantism becomes an issue)

The increased ceramics and metals=stronger bones from the Ossmodula=letting the Biscopea being able to put on more muscle and increase height safely, with the additional protein letting the marines put on that extra muscle and height easier or at least faster.

What I'm trying to get at here is that it's not that they didn't understand nutrition in the Imperium, we just have the tech to take advantage of the Marines biology to a greater extent then they did.

On the aspirant point, they didn't select for height in most worlds, as most marines recruited from places where being tall was ironically kinda rare (Deathworlds*, feral worlds and the bottom of hives)

It varied from chapter to chapter, but physical abilities were usually selected for after killer instincts and genetic compatibility because physical abilities can be beaten into them after the fact.

*One thing I will never get is why on no chapter ever got a contract with the administratum to recruit from Catachan. Just work out a special arrangement so that the marines can recruit, but the planet doesn't get exempted from tithes like normal marine recruitment worlds.
 
Mobile Assault Pods
Mobile Assault Pods
A pattern that seems to be a predecessor to the infamous Dreadclaw used by the Traitor Legions, these Pods have many major advantages over the current stock used by both the normal humans of the Imperial Trust and the Drop Pods currently in use by the Varangian Guard.

Greater armour for one, superior manuverability another, but the greatest of them is that the Assault pods are capable of taking off and flying rather than being static once deployed. This allows the users to easily relocate and reuse them, turning them from just drop pods, to miniature assault boats.

Currently this model is under quarantine as it is unknown whether these pods suffer from the same chaos induced flaw that caused the Dreadclaws to fall to Chaos, though it is hoped Saint Lin will be able to prove their innocence as they are potentially a very valuable asset.

M.U.L.E (Mobile, Utility, Luna, Excavator)
The MULE seems to have been an automated replacement for mining the metal moon, after the Men of Iron rebelled.

Simply programme the MULEs requires onsite supervision by a Tech Priest data smith to ensure it does not do anything foolish, as well as suffering from a limited battery life which limits how long it can be active before it needs to recharge.

In exchange, it is relatively cheap and can mine double the amount of metal a normal human can in the same amount of active time and do so without worrying about things like the void of space.

It is recommended that a large number of MULEs be deployed on mining worlds like Jotunheim and Avernus to increase the metal production there significantly.

More ideas @Durin
 
Cost: 3,400,000,000 Thrones, 740,000,000 Material, 17,000,000 Promethium, 64,000,000 Advanced Material.
Upkeep per year: 180,000,000 Thrones, 40,000,000 Material, 7,100,000 Promethium, 1,100,000 Advanced Material.
Reward: Triple the size of your PDF by recruiting 11,837 PDF Infantry Regiments, 6,987 PDF Light Infantry Regiments, 6,634 PDF Mechanised Infantry Regiments, 7,504 PDF Heavy Infantry Regiments, 7,202 PDF Armour Regiments, 7,312 PDF Rough Rider Regiments, 1,369 PDF Siege Infantry Brigades, 1,400 PDF Transport Regiments.


Expand Helltroopers- Another proposal by General Richards is to greatly expand the size of your Helltroopers, forming them into a full size army. This is time consuming and expansive but the sheer combat power that it will provide makes it more then worthwhile. General Richards advises beginning this project as soon as possible.

Time: 16 years

Cost: 6,000,000,000 Thrones, 560,000,000 Material, 21,000,000 Promethium, 130,000,000 Advanced Material, 97,000 Exotic Material .
Upkeep per year: 420,000,000 Thrones, 40,000,000 Material, 7,000,000 Promethium, 4,800,000 Advanced Material, 1,400 Exotic Materal.
Reward: Triple the size of your Helltroopers by recruiting 1,841 Helltrooper Power Infantry Regiments, 750 Helltrooper Scout Infantry Regiments, 760 Helltrooper Power Mechanised Infantry Regiments, 318 Helltrooper Armour Regiments, 298 Helltrooper Fast Armour Regiments, 740 Helltrooper Jetbike Regiments, 599 Helltrooper Power Drop Infantry Regiments, 198 Helltrooper Power Siege Infantry Brigades, 410 Helltrooper Hellhound Regiments, 410 Helltrooper Bane Wolf Regiments, 410 Helltrooper Anti-Air Regiments, 1,700 Helltrooper Artillery Regiments, 205 Helltrooper Sentinel/Goliath Regiments, 850 Helltrooper Power Combat Engineer Regiments, 85 Helltrooper Phase-Tank Regiments.


Expand Helguard- The third expansion proposal that General Richards has put forth will greatly expand the size of your Helguard. This will give you an entire corps of soldiers able to utterly annihilate all but the strongest foes, and entire divisions of heavy armour. On the downside it will take a long time to gather and train this number of Helguard, and it will be very expensive for to maintain. General Richards considers this to be the lowest priority of the military expansions due to cost.

Time: 23 years

Cost: 2,900,000,000 Thrones, 330,000,000 Material, 12,000,000 Promethium, 66,000,000 Advanced Material, 1,300,000 Exotic Material .
Upkeep per year: 390,000,000 Thrones, 46,000,000 Material, 4,200,000 Promethium, 4,600,000 Advanced Material, 45,000 Exotic Material.
Reward: Triple the size of your Helguard by recruiting 122 Helguard Power Infantry Regiments, 81 Helguard Mechanised Power Infantry Regiments, 60 Helguard Power Drop Infantry Regiments, 74 Helguard Scout Infantry Regiments, 25 Helguard Fast Armour Regiments, 47 Helguard Armour Regiments, 74 Helguard Jetbike Regiments, 400 Helguard Vanquisher Regiments, 400 Helguard Deathstrike Batteries, 3 Helguard Life-Eater Deathstrike Batteries, 75 Helguard Phase-Tiger Rider Companies, 40 Helguard Skimmer Regiments, 20 Helguard Land Raider Power Infantry Regiments, 80 Macharius Heavy Armour Regiments, 4 Macharius Vanquisher Heavy Armour Regiments, 200 Macharius Mega-Vanquisher Heavy Armour Regiments, 15 Magni Transporter Companies,15 Northern Sentinel Maniples.

Just some quick things I'm noticing with the Expand options. For one we have no PDF Artillery Regiments only Helltrooper which I would like to change at a later date to expand our artillery park. We use artillery extensively both offensively and defensively and while our city do boast quite the stationary gunnery emplacements being able to bring more to a fight or counter attack like on the Ork Rok's post Garkill 3 would help tremendously. No specialized units outside the basic infantry types and some armor and transports but they are our lowest troop grade and make up the bulk of our basic forces so no worry's on that.

The Helltroopers are more diverse but hold most of our specialized unit types. Big thing that stands out is that that is a lot of Hellhound and Bane Wolf Regiments. Like 3 to 2 ratio of flame thrower/Chem weapon armored fighting vehicles to regular and light armored fast tanks. I get that back near the start of the quest we made some Hellhound and Bane Wolf Regiments so our troop would some in support but as we've grown the number of these fairly limited use types are getting a bit out of hand. Now if we combined them and Devil Dog melta AFV's and/or some other close clearing units like Vindicator's into Urban/Close Combat Armor Regiments then I could see a use for such numbers rather than the few dozen we first made as a situational tactical unit to hold city breach's/anti bunkers and clear overgrowth areas.

Last is the Helguard. Like what I'm seeing but a few things seem odd. For one that's some number of Leman Russ Vanquisher Regiments compared to the other Armor units. Is it suppose to be that way or are our Helguard moving from regular tanks to Vanquishers and have all the Vanquishers? Second the Macharius Vanquisher Heavy Armour Regiments. It's looking like the Macharius Heavy Armour Regiments are our mass produced cheap Heavy Armour while the Macharius Mega-Vanquisher Heavy Armour Regiments are our main anti-Gargant platforms backing up the Fellsword /Baneblades. So what are we doing with the regular Macharius Vanquishers? As I recall we only made the one unit before we found the Mega-Vanquisher STC then switch to that. I'm half starting to wonder if we should sell off the Macharius Vanquishers, Baneblades, and a few other units now that we have Fellswords and other advanced war machines. I'm sure either another world would love to have some heavy armor or the Trust Guard wouldn't mind getting them on permanent detachment for the front lines. If nothing else a Trust approve sell to the Blood Dragons would make them happy if we could get something out of it.
 
Last edited:
For one that's some number of Leman Russ Vanquisher Regiments compared to the other Armor units. Is it suppose to be that way or are our Helguard moving from regular tanks to Vanquishers and have all the Vanquishers?
Wouldn't surprise me, our Vanquishers can switch between Vanquisher and normal cannon mode.
 
Famous members of the Varangian Guard's First Company
You are those that carry the mantle, of Space Marine
-Chapter Master Julius speaking to the first one hundred after they'd passed the final trial

In many ways, the Trust is the Forge of Heroes and few are better at forging them then the Varangian Guard, who can turn a boy who would have grown into an incredible human and turn them into something more.

However, that does not mean that there are not those that arise even above their peers for one reason or another. This list does not include the legendary fifteen or their surviving students, they have cemented their legends already as the brightest first born of the new Chapter.

Saar Haderson-Champion of the First Company-The rebirth of Old-The Umie's Big Boss
"Who brought the Jotun here?"
-A bemused Lupus Chiron (Master of the Scouts), to an exasperated Caecelius Lucius (Master of Ceremonies and assistant Master of Scouts*) at the first proving.

One of the first 100 Saar is not an Avernite, but rather a Joutunheimer, albeit one raised by Avernite Teachers. The first thing that everyone notes about Saar, due to no fault of their own, is his height. Many stands in awe of the Astartes, for even in the Trust where the average height is over six foot and the other Guard Members average eight and a half feet before their armour. It is estimated Saar would have been of height with them had he grown to his full human height. As it stands he was selected for enhancement and towers at an incredible nine and a half feet before he wears his custom-made Assault Armour which adds onto his height leaving him at some intimidating ten and a half feet tall a height that many have stated matches more with the Primarch's of old then a Space Marine (Albeit one of the shorter ones)

With his height comes immense strength even by the standards of Astartes, but Saar's greatest strength has forever been in his mind, weaving layers upon layers of deceptions luring his foes into a false sense of security before he strikes, bringing to bare his life's experience of fighting foes shorter than he is, but also with dealing with larger foes due to his child hood experience play-wrestling Jotun. He has also been noted for his indomitable will power and ability to see through illusions due to an embarrassing experience during his squad's first forays onto Avernus.**

Almost amusingly Saar's height was almost accidentally responsible for the Guard adopting a similar champion system to Avernus as his immense height means that orks will always target him first. This has led to him having a long-standing animosity with the orkish species, in excess of most loyal humans and having a kill count of Warbosses that is incredibly long for such a "young" astartes.

In combat, Saar utilises a relic Gravity Hammer named Mjolnir, crafted to the highest levels by the artisans of Svartalfheim and so heavy that any other marine would strain to lift it, never mind utilise it in combat where it's massive size would be awkward even forgetting the weight. However, in the hands of Saar it moves as light as a sledgehammer and releases impacts with such power that foes several feet away have been concussed by its fury. A very impressive occasion was when Saar managed to destroy a small Gargant by striking the weak point on the side of the Gargant with Mjolnir.

While Saar is skilled he is still young and inexperienced, with Chaplin Horatius still being able to put him down with some ease during their duels. Even more important is that despite having a tactical mind Saar is not a very good leader of large scale groups, in fact his ability at interacting with people outside of a close circle of friends are rather poor at best.

Despite this his skills have marked him as a rising star within the Chapter and great things are hoped off him, assuming he lives a few more centuries.

Alexandros Koine-Captain of the First Company, The Fearless Tactician-The Unflappable
"Your forces have been cut off, your Champion is busy getting beat to death by a Warboss two feet taller than himself and a second sub boss is trying to shove a Power Klaw into your gullet, which will be represented by me using my sword to try and cut your head off. Your move."
-Excerpt from training session between Alexandros and Chapter Master Julius.

Selected almost immediately by his teachers, and peers, as the prime candidate for captaincy due to his natural talent for tactics, leadership and completely cool head under pressure these skills were put to the test during his training by an incredibly malleable training schedule, demanding teachers with "interesting" teaching methods and incredibly dangerous training grounds. Despite this Alexandros proved himself time and time again commanding his century through thick and thin innovating tactics on the fly while calmly avoiding as much fighting as possible himself.

An Avernite by birth Alexandros exhibits few traits of his home world, being gregarious instead of odd, though his combat skills are as strong as is expected. However, his place lies with coordinating his forces, not only his own, but also those of his allies. He has become an exemplar for showing the benefits of Astartes working with the support of human allies rather than coming and going without telling the human commanding officers. Combined with his natural talent for command this has let him achieve victory in harsh conditions in record time while sacrificing the minimum number of lives.

In combat, he utilises a relic Plasma Foil that has become known as the Torch due to its incredible brightness.

Herod Halkvar- Chaplain of the First Company, the Honour Barer, The Green Beast.
"I have a dream, and it is not going to come to me by sitting on my ass and wishing upon a star. I need to make that dream."
Herod Halkvar to Master of Sanctity Horatius

A minor cousin of King Halkvar, Herod was the only aspirant found worthy on Alfheim in the first one hundred and even now their numbers are fairly low compared to all other worlds save Niflheim. Even despite his skills he was found to be truly average compared to his peers in the first century, not as strong or as smart as Saar, not tactically minded like Alexandros or impossibly stealthy like Odinsor.

However, there was one area in which he towered above all. His will. A thing of adamantium and angel steel Herod pushed himself above and beyond any of his peers, putting his all into every moment and facet of his existence to the point that even his astartes constitution could not keep up. Training for weeks upon end in the harshest of simulations is not something even astartes can do casually after all. However, his training payed off and he was selected by Master of Sanctity Horatius as his student before all others.

In the training of the Chaplin Herod found that his true talent lay in his voice, his ability to inspire, to comfort and to bring joy. His feverish attitude to training lead to a joke that he was attempting to shoulder the responsibilities of a hundred Alfar aspirants, a joke that he responded too by increasing his training even more.

In the modern-day Herod is the only member of the first company that can challenge Saar to a duel and expect to have a chance of victory not due to innate skill, but hard work, diligence and never knowing when to quit.

In battle Herod dons, elite power armour painted a dark green so dark it is almost black instead of the traditional matte black of the Chaplain and in combat wields a relic Crozarius Arcanum and a power shield.

Harta Lee- First Librarian of the First Company-the Void Walker-Phase Fist-Meanderer
"GET OUT."
-The usual response of most after Lee has teleported or phased through their wall.

Harta Lee was initially a Gamma level child living at the Unseen University of Avernus. Pure of Soul he was expected to do well in his trials and become a talented Primaris with a talent for Daemonology. Fate however had other plans as he and ten others were selected to become Astartes.

The process enhanced his powers from a mid-level Gamma level to a low-level beta and his instinctive understanding of Daemonlogy quickly lead to him being noted as exceptional by his teacher Chief Librarian Figulus.

Most notably is his instinctive mastery of the phase and blink powers, effortlessly combining the two together in ways that make him nearly untouchable to most foes.

While they cannot touch him, he however can touch them, having perfected a style of swordsmanship that allows him to cut phase his Force Plasma Foil into existence within vital organs of his foes. Thanks, his power he can remain in his ethereal form for a very long time.

While he is very normal (by psyker standards) his main quirk manifests itself as an absent-minded wanderlust, which sees him taking long enthusiastic walks throughout Constantinople without paying any mind to the walls he walks through along the way.

*The Guard was and still is short of veteran members to train the aspirants, so many marines who would usually be doing other things had to play duel rolls
**Saar and his century started the Ork Creativity killing contest during the Third Waargh Garkill ending with a tie between Saar's dropping a mountain on a hoard and the release of a Mountain Dragon upon the Orkish lines.

Not feeling good, might add more when I'm feeling better.

@Durin
pretty good Omake only problem I have is heights, your Marines are no bigger then a normal Marine in 40k, with is mostly 7.5 feel but goes as low as 7 or as high as eight, an one a dozen generations exception may reach 8.5, but no taller
if you change that it will b made canon
 
pretty good Omake only problem I have is heights, your Marines are no bigger then a normal Marine in 40k, with is mostly 7.5 feel but goes as low as 7 or as high as eight, an one a dozen generations exception may reach 8.5, but no taller
if you change that it will b made canon
My understanding though looking around was that the stated height of marines was originally 7, but it had slowly been upped to an eight average by Black Library writers to the point that the rest of Geedubs just eventually started going along with it.

Still I can change that, just shrink things by a foot?

Also @Durin
They didn't just select for the best candidates in the Imperium they selected for genetic compatibility
Not just eating well, eating advanced hyper DAoT STC foods :p.

More seriously a good chunk of that period of their existence consists of training and eating this stuff all other foods being fed intravenously (no I do not know why) so my rather ill brain wondered what would happen if the amount of protein in the food increased.

My logic basically followed this.

We have good enough medical and food STCs that upping the amount of ceramics and metals laced into the food they eat for the Ossmodula to incorporate into the bone structure should be do able.

At the same time I believe I read somewhere that the Biscopea can communicate with the Ossmodula or at least know to what level to do it's job (as a malfunctioning one could just get the marine to grow without stopping to the point that gigantism becomes an issue)

The increased ceramics and metals=stronger bones from the Ossmodula=letting the Biscopea being able to put on more muscle and increase height safely, with the additional protein letting the marines put on that extra muscle and height easier or at least faster.

What I'm trying to get at here is that it's not that they didn't understand nutrition in the Imperium, we just have the tech to take advantage of the Marines biology to a greater extent then they did.

On the aspirant point, they didn't select for height in most worlds, as most marines recruited from places where being tall was ironically kinda rare (Deathworlds*, feral worlds and the bottom of hives)

It varied from chapter to chapter, but physical abilities were usually selected for after killer instincts and genetic compatibility because physical abilities can be beaten into them after the fact.

*One thing I will never get is why on no chapter ever got a contract with the administratum to recruit from Catachan. Just work out a special arrangement so that the marines can recruit, but the planet doesn't get exempted from tithes like normal marine recruitment worlds.
Any comment on this cause I came to this conclusion because this

*The high food that is usually fed to initiates that is intended to be incredibly high in protein and filled with metals to strengthen their bones and increase their muscle mass has been improved thanks to Dark Age food STCs and the Nogs. The improvements not only increase the amount of other vital substances as well as protein, but also allows for larger amounts of stronger metals to be placed within the food. This is one of the reasons the Guard are noticeably stronger and larger than the recorded Imperial average.
Was canon.

And I think you forgot to thread mark this in the non canon archeo tech section
Grav Implosion weapons

The Helhiem ancients were masterful in their use of Grav Technology, miniaturising Grav weapons to the point that they can be used as grenade weaponry and taking the concepts in two different directions. Currently called Grav Implosion weapons have found in sizes ranging from grenades to nova shells, but with only a handful of extremely large gun mounts seemingly intended for knights and other walkers likely due to their complexity. Incredibly intricate and expensive, the power of these weapons is undeniable. The reason for the name "implosion" is that upon activation they create a short lived black hole which draws in and obliterates all within a large area due to the intense attractive force as well as vanishing the resulting matter when the weapon ceases function. As deadly, if not more so, than Vortex Grenades as well as less likely to cause a demonic incursion the Implosion weapons are not recommended for mass production, partially because they are too expensive, but also because of the risk these weapons would pose to most allies.

Grav Sheer Weapons

Seemingly prototype weapon systems based upon the Grav Weapons of the Well of Urd. Instead of applying gravetic force spread out over a large area like the grav weapons recovered from the Datacore, instead the gravetic forces are concentrated into a very small area which are capable of cutting and punching through most conventional materials even denting Angel Steel through prolonged use. Even Plasma weapons are not as powerful as Gravity Sheer weapons, although they are far too expensive for deployment outside of single elite squads or elite astartes.

Current ranged variations have included pistols, carbines, rifles, and sniper rifle variations.
Melee variations include swords, with cutting power in excess of Plasma foils and Hammers which release stored Grav Sheer that cause detonations more reminiscent of missile launchers. Power armour is recommended.

Grav Grenade

An experiment in miniaturisation the Grav Grenade is an area denial weapon similar to Plasma or Frag Grenades. A small device around the size of a palm. When thrown the device will send out a pulse of intense gravetic force of similar intensity to a grav cannon in a 360 degree radius around the device. In an enclosed area, these devices will crush many enemies to paste, and in an open area the pulse is still strong enough to disorient and injure many foes. The grenades have an additional property in that they are reusable, although rarely in the context of a battle. They function via an internal generator, which can be recharged if the grenade is recovered intact, a difficult proposition as the grenades can be rather fragile.

Trans Sonic Weaponry

Similar in practise to the Transonic blades used by Adeptus Mechanicus Skittari Sonic weapons would usually not be very useful against the metal enemies of the Men of Iron, but these weapons are the exception. Able to modulate and vibrate automatically with many materials the vibrations caused by these weapons cause the delicate internals of many machines to be damaged or come out of alignment. Against biological enemies the effect of these weapons is similar to Transonic blades, albeit from a distance, with prolonged exposure bursting internal organs and disorienting targets.*

*Archmagos Biologis Maximal has noted that these weapons bare similarities to the breath of the Forest Dragon indicating that these weapons are either based upon or at least inspired by study of these creatures.

Cryo Pause weapons.

A handful of these strange weapons have been recovered from the ruins. They seem to use some means to fire sub-zero beams of energy, encasing enemy targets in frost and ice. While these weapons have been recovered in sizes ranging from pistols to main tank guns, the exact mechanics behind how they function is unknown.

Even Archmagos Veneratus Tranth is stumped by how these weapons operate though their potential effectiveness is undeniable, able to freeze opponents to death, erect impromptu barricades and more. A request to the Muspal archives indicates that they retain scant information regarding these weapons, only that they used special component crystals from a world on the borders between Segmentum Solar and Obscurus known as Ulfr. These weapons were sent during the War of Iron to see if they could provide a weapon system against the Men of Iron, however Ulfr was lost during the war.

Korpr Next Generation Armour

A single damaged suit of this prototype armour has been located and according to scant recovered files it was intended to be the start of an even more advanced variation of Power Armour. Intended for anti-machine duties the Korpr incorporates several systems that Archmagos Veneratus has managed to positively identify as Haywire devices. If in action Archeotech generators would create an area of intensive Heywire fields in approximately a 30-metre radius that would shut down all technology in a certain radius save for the suit.

For this reason, according to Archamgos Tranth the suit is a master piece of design and astoundingly complicated, with him estimating it being 180% stronger than Imperial Power Armour and a reactor that can easily power the entire affair. However according to the Archmagos the suit is incomplete an early prototype rushed out to defend the city. He is confident that if we can reverse engineer the incredibly complicated base suit he might be able to complete the later the design. The powerful Heywire devices would also be useful on their own.

Power Armour Type III: Paratrooper.

The infamous Type III basic power armour the Adeptus Mechanicus of the Trust had long debated whether or not this suit of armour existed at all. Eventually all debates boiled down to the fact that there were PA types 2 and 4, so presumably the basic version of Advanced Raider armour must exist. At long last the schematics for this armour have been discovered. While it only has 60% of the toughness and strength enhancements of Imperial Power Armour, it has significantly more agility and lasts for 12 hours before recharge. It also comes equipped with a powerful Jetpack capable of giving a common soldier a degree of movement that is most impressive.

Heywire ammunition

A variant ammunition for the Super Exitus Rifle, these bullets include some of the most advanced Heywire technology that Archmagos Tranth has ever seen. Designed to destroy Men of Iron Command Nodes including the programmes within crippling entire Man of Iron armies.

Pulse Sublimation Weapons

Similar in function if not in form to the weapons of the Tau, these guns seem intended to act as support weapons rather than as dedicated infantry weapons these guns work by temporarily creating "cool" plasma and firing it at the enemy via electromagnetic fields. What scant records we have of Tau tech indicates that their Pulse weapons are designed very differently. These weapons are intended as saturation weapons, dissipating their plasma over as large a surface area as possible, presumably to infiltrate joints and other entrances into the inner workings of a machine bathing them in plasma fire. While not as effective against single targets these moderately expensive weapons would make excellent support weapons against many foes.

Volkite Weapons

An underground store house containing several hundred Volkite guns of varying sizes seemingly stored away due to not being effective in the current war. Volkite weapons are an ancient form of weapon created to be used against Orks. An extreme derivative of Melta weapons, these thermal rays are able to "deflagrate" organic matter causing explosive combustion or organic matter. A direct hit will often cause a target to explode harming their comrades. While incredibly effective against Orkoids and other hoards, these weapons are not designed to truly harm or damage metal, which according to the Muslpelhiem archives led to them being stored away for the duration of the war.
These weapons are fairly easy to produce, requiring Advanced Materials and Materials, but it is unlikely they can be distributed enemas to any group outside of Helguard and this is not recommended. Instead they would make for an excellent special weapon to be distributed to other squads when reverse engineered.

Storm Weapons

Seemingly intended to be enhanced versions of the Arc weapons so often fielded by the Skittari Storm Weapons are incredibly impractical weapons in many ways. Taking enormous amounts of power to fire and having considerable weight due to their internal reactors, these weapons are also prone to overheating if fired too often similar to Imperial plasma weapons as well as being rather delicate on top of taking rather significant amounts of advanced and exotic materials to produce, the only reason one could see to use them is that the power they display is phenomenal. The rifle version of the weapons fires an arcing beam of energy with such power that biological matter was ionised to nothing. Even more impressively the energy will seek out further targets if the enemies are clustered together. However against mechanical enemies the true power of these weapons is made know, each shot being enough to completely disable a Leman Russ battle tank and kill the crew inside. Versions of this weapon have been found from Pistol to long rifle, as well as a prototype hammer.

Combat Shield

Apparently a recent development by the Dark Age "Scientists" designed to increase the survivability of their soldiers in the face of the Men of Iron, this shield is incredibly designed, intended to be as flexible and to redirect as much force as possible reducing the damage to the wielder. Capable of being attached to Trooper Armour the metallic alloy that makes up the shield can resist direct fire from an Impaler for several seconds before being penetrated, enough time for the soldier to gun down a vulnerable opponent. This increase in survivability has led to Archmagos Tranth recommending that the shields be issued to all troops that would benefit from them.

Exo Lance

The single largest weapon system found so far, this weapon is an enlarged version of Super Lance weapon and is so large and power intensive that so far there is no ship large enough to use this weapon as well as being incredibly delicate because of the massive amounts of power needed to function and fire. However, Archmagos Veneratus Tranth estimates that this weapon would be the most powerful single target weapon in the Trust's fleet's arsenal designed to destroy battleships in a single hit from light seconds away with the only exception being a Nova Cannon firing Grav Implosion or Vortex Rounds.

In addition, a whole slew of prototype vehicles has been discovered. Apparently many of these, these were intended to reduce the strain on supplies that many DAoT cultures were experiencing during the great war by being simple to maintain, fairly cheap to build (for the Dark Age of Technology) as well as having several different roles through incredibly innovative and creative modular technology and are designed to support one another. Three vehicles from these designations were already approved for mass production, the Diamond Back, Goliath Walker and Northern Sentinel, and we have already received the designs.

Viking Air superiority fighter/Assault Walker

Designed as an both air superiority fighter armed with melta missiles, Gatling impalers and of course Haywire weapons the Viking forms the backbone of the transformative force. With a simple movement, the pilot of this craft can convert it from an air craft to a walker bringing its two Gatling impalers to bare upon the enemy before returning to aircraft form to protect and shadow its army defending it from enemy filers. An interesting and valuable design against many foes especially if deployed in large numbers.

Hellbat: Scout car/Assault Walker

A scout vehicle and "tactical assault walker" armed with a plasma flamer, when in scout mode the Hellbat is a light APC vehicle similar to the monitor scout car. When in APC mode it's plasma flamer can be fired at significant distance in a straight line, with the car having tremendous speed. In this form it is intended to harass enemy forces alongside the Diamondback, however, if forced into a corner or if in pitched battle it will shift to its upright walker state. In this form, it trades speed for armour, range for a wider cone of fire able to ward infantry from the other parts of this prototype army.

Siege Tank: Mobile Artillery/Main Battle Tank

A Leman Russ equivalent albeit one that is significantly more expensive due to several upgrades to the inherent design. Designed to serve as a main battle tank as well as mobile artillery. These weapons function in two modes first is the "tank" or "assault mode" in which the vehicle may be used in the familiar armored support role using relatively light weapons comparative to its size. The second is the more radical "siege mode" in which the vehicle becomes a static emplacement and is able to reconfigure its main gun into a significantly more powerful and longer ranged weapon. The Tank mode's armaments are twin 90mm accelerator cannons that are able to do major damage to most lightly armoured foes and eventually deal with foes with heavier armour especially with its surprisingly high rate of fire. The Siege mode's cannon is a single 180mm accelerator firing super-heated tungsten rounds, that can devastate a large area from a distance roughly half of what the royal of Basilisks can accomplish. While the ability to rapidly change roles is interesting and extremely valuable it is currently impractical to deploy in large numbers.

Thor demi knight

Currently considered Demi Knights (not true knights as they lack the Throne Mechanicum similar to their brother the Northern Sentinel) by the Mechanicus the Thor and Odin are classified as Heavy and Super Heavy assault walkers respectively and seem to have been intended to compliment the Northern Titan Killer. The Thor is the smallest of the three Demi Knights and seems to have been intended as the most mass producible. Featuring incredibly thick armour to protect the piolet, the Thor boasts a very impressive array of weaponry two 250mm accelerator strike cannons on each arm to attack ground targets, four 330mm cannons on the back to attack enemy fortifications and finally Leanar and Flack cannons mounted on the top to attack aircraft. Combined with its thick armour and a unique system called "resurrection" where the machine spirit is able to partial repair itself should the pilot of the Thor be alive, but the Thor itself damaged the Thor is an incredible weapon system with major flaws. The first is that it has too many weapons, unlike the Goliath, which can target targets on the ground and in the air at the same time, the Thor can only use one of its weapon systems at once. Second it is very immobile. In city fighting this weapon would be excellent, but outside of enclosed areas the Thor suffers as turning is hard for it, dodging is near impossible and keeping up with a large force is difficult. Third it lacks no true melee option, meaning most competent knights would be able to take it apart with ease. This combined with its large cost makes it a very potent, addition to the Trust's arsenal, but it is not a weapon to be used without support

Odin Demi Knight

Given its size the Odin is more analogous with a full-fledged knight, however as it lacks the Throne Mechanicum it cannot be designated as a knight. While initially appearing as little more than a blown up enhanced Thor, Archamgos Veneratus Tranth is certain that it is the Thor that is a scaled down version of the Odin. The Odin features incredibly thick and resilient armour with integrated ion shields, with neutron Las cannons needing deployment to pierce it. With two twin linked plasma cannons as it's main armaments, shoulder mounted missile pods and four back mounted Graviton Bombardment cannons the Odin was clearly intended to be a spear head to push through any resistance. However similar to its lesser cousin the Odin it suffers from a several fatal flaws. While the issue of only using one weapon system is not present as both its AA and Plasma guns can be used at the same time, it is still slow, immobile and lacking in a dedicated ranged option, clearly relying on the Northern Titan Killer to ensure that melee based super heavies do not close with it and end it quickly. This is on top of it's incredible price.

Banshee Stealth Harassment Fighter

While in recent years Archamgos Tranth has proposed concepts to use the stealth systems from the Advanced Recon armour in vehicles, it would seem that the Dark Age "scientists" had similar ideas and were about to bring the "Banshee" Harassment fighter into mass production when the Men of Iron attacked Helhiem. Based on a modified Peregrine fighter chassis the Banshee is a VTOL fighter with an impressively small internal generator, completely sealed from the outside world. Armed with Heywire weapons, a selection of missiles and Gatling impalers, the greatest strength of this craft comes in its tactical cloaking device derived from the Advanced Recon Armour Set, allowing it to hide itself and strike suddenly and without warning. Unfortunately, while the base craft is not particularly expensive the cloaking technology is, making it more viable for large scale deployment then say the Shadow Bat, but far from becoming common place.

Warhawk Heavy Aerial Combat ship

Seemingly an effort to create the most advanced in atmosphere ship possible, the Warhawk does not have traditional means of propulsion, instead flying via gravity manipulation devices usually found in vehicles like Land Speeders and Grav bikes, albeit significantly more advanced. This not only increases its operational time, aerodynamics and general manoeuvrability, but also, it's speed in atmosphere able to fly at top speed and fly circles around all but Eldar or Necron fighters. The fighter is also armed to the teeth with Heywire weapons, variable micro missiles and plasma guns. The main weapon however is an incredibly potent in atmosphere variant of the Well of Urd's Grav Guns that allows the Warhawk to obliterate enemy formations simply by flying over them. The main downsides to this incredible piece of engineering is it's incredible cost (the resources that go into building and maintaining a single Warhawk could probably produce a squadron of lesser fighters), the sheer skill required to pilot a ship this fast and agile and the operational time of the Warhawk is limited as the reactor burns through at an incredibly fast pace.

Right this is what I've got ATM lots of Starcraft Expy's (cause I've been playing lots of Starcraft ATM :D) but I have tried to give good reason for us finding them and hopefully will give @Durin some ideas.

I've also tried to put in stuff you've suggested while trying to balance it to Embers verse standards, but if you've got any suggestions comments or improvements PLEASE, give them too me.

The reason there are so many prototypes is well Helhiem was a research colony who's scientists presumably lived in these moons. We also know that they were an important research colony, they made the ****ing Navigators.
 
Last edited:
My understanding though looking around was that the stated height of marines was originally 7, but it had slowly been upped to an eight average by Black Library writers to the point that the rest of Geedubs just eventually started going along with it.

Still I can change that, just shrink things by a foot?

Also @Durin

Any comment on this cause I came to this conclusion because this


Was canon.

And I think you forgot to thread mark this in the non canon archeo tech section
my comment on the height differences is that I am using slightly older canon here and on you reasoning why they would be bigger it is really pushing things, if I wanted to I could use that as justification but see no real reason to suspend my disbelief on this
I can't see the Emperor, who deigned the Astartes not being able to properly feed them
 
I can't see the Emperor, who deigned the Astartes not being able to properly feed them
Fair enough.

Though my logic was less that he was unable to feed them, more that we could add more more sustain ably than was normal in the Imperium.

And done.

For now I've bumped down all the heights I listed by foot, so the average is now 7.5 Saar without armour is 8.5 and with he's 9.5
 
@Durin, I have a couple questions about what kind of sword Jackob would prefer:
1) Would he prefer a fire sword, a lightning sword or a vanilla power sword, or something else?
2) What about Fire or Banishment runes, or both?
3) What are preferred size and shape?
4) Does he have any other suggestions about the sword?
 
Back
Top