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

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
How is that a luxury? If you have so many men and ships that you can throw them into the grinder without worrying about running out of either, isn't that a good thing?
Because we do get to care about it.

The Imperium was more of the throw men at it no matter the cost.

We can actually settle down and think, what keeps the most people alive, cause we've got better options.
 
They almost certainly have a bigger economy to bear the load though. They not only recovered their navy to the previous size but also expanded it in the time since then.
So kinda like we did.

In any case they sorta do. They have the larger production facilities, but their ship yards can only be operated through massive trade deals (and I think some Trust subsidies for expansions to their yards) for metal, in fact out of the Trust I'd say Vanaheim is the least self sufficient. Its why they wanted a resource colony.
 
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That von Strab... Seriously, why in the 9 Hells of Baator did Yarrick NOT execute him!?
 
@Durin, the 40k RPGs have examples of archeotech. Should I post them in the thread as archeotech suggestions, should I not, or have you already looked at them for archeotech ideas?
 
@Durin, the 40k RPGs have examples of archeotech. Should I post them in the thread as archeotech suggestions, should I not, or have you already looked at them for archeotech ideas?
Rises from the depths.

He may already know a lot of them, mostly because I already dumped a lot of them on him scattered throughout the thread and PM'd to him.

If there's any new in the second edition though.

As an example
@random_npc.

More stuff

1.
An example of lost miniaturised repulsor technology,
a KineticGrenade releases a rapidly-expanding sphere of kinetic
energy. Anyone caught within the blast takes 1D10 Impact
Damage and must pass a Challenging (+0) Strength or
Agility Test. On a failed Test, the blast throws the target
to the ground and renders him Prone. This grenade may be
thrown, or fired from a grenade launcher.

2.
Protobolter's, but we could find something useful
The precursor to bolt gun technology, the rocketfire launches
large-bore rocket-propelled shells which ignite in the barrel,
moving slowly at first then gaining velocity quickly as the
shell's solid fuel burns. The shell spins as it travels thanks
to small, angled exhaust vents, providing some measure of
accuracy.

3. Sonic weapons... do we have sonic weapons @durin

4.
These unremarkable-looking weapons consist of a simple
hollow barrel with a rectangular stock, revealing no sign of
their true age or origin. They are assumed to be of human
origin, if only because the weapon conforms to standard
human physiology. Also known as Dustmaker or Heat Death,
these weapons are known for the horrific effects they cause.
When used, each emits a slight humming sound, belying the
impossible effect it is having on its target. Victims struck by
the invisible beams find their metabolisms shutting down
as chemical reactions fail or flow too quickly, causing organ
shutdown and higher cerebral functions to collapse. Complex
molecules such as plastics or fabrics begin to deteriorate, and
the entire target deforms as the component substances of
flesh, bone, and metals become a horrific, melded mass. While
the weapon seems to require no actual ammunition, perhaps
drawing on the raw spatial tension between the Materium
and the Immaterium to fuel its baleful energies, it does require
time between uses to properly recharge.

5.
Worn as an oversized glove (and often used in pairs), this weapon
is covered with rows of discharge tubes across the back of the
hand. Each tube can fire a solid metal bolt, pre-loaded before
combat, to be used as the wearer closes with his enemy. Once
in melee, the gauntlet's heavy armour plating can be used as a
weapon in its own right. This weapon may be used in melee as a
one-handed melee weapon

6.
Unlike most other solid projectile weapons, this archeotech
device fires thin needles of liquefied metal. It can operate with
almost any raw material; the user simply feeds metallic chunks
or pellets into a large hopper at the rear of the gun, and its
internal batteries melt them into an ammunition reservoir.
When discharged, the weapon accelerates a thin beam along
the barrel, firing short lances of super-hot, super-sharp metal
in bursts of 4-6 spines.

7. Xeno tech this one
Named for the Rogue Trader who first encountered one of their
derelict, drifting vessels, the Argonite home world has never been
discovered. Their monochromatic ship interiors suggest visual
abilities incomparable with humans, and these drab grey rods
are thought to be a communication device, emitting a variety
of pure tones when gripped in certain ways. Magi-Xenologis
discovered that when greater forces are properly applied, the
rods can emit a tightly focused sonic beam of destructive power.
Whistlers normally feature a handgrip created to standardise a
user's grip to fit desired pressure patterns on the rod, making
firing much easier for novices.

8.
This ancient killing device usually takes the form of a metal
circlet roughly the width of a human forearm and the
thickness of a palm, surrounded by sharpened metal teeth.
It is human in origin, but as most versions predate much of
the Imperium's recorded history, owning one is a sign of
considerable wealth.
It is heavy but when activated, micro-gravlifts negate
most of the weight so that it can be hurled, utilising a
central grip for a spinning throw with great range. The
rotating action signals the internal motor to roar into life and
fire the chained teeth into rapid rotation, tearing apart flesh
and bone on contact in a spray of blood and viscera. Such is
the brutality of the weapon, that it is one of the few human
weapons that Orks will claim after defeating human forces.

9.
The simplicity and elegance of this archeotech weapon has lead
more than one Imperial researcher to suggest it may have origins
amongst a xenos species of the Koronus Expanse. Each of the
discovered weapons seems to be a seamless silvery disc no more
than 30 centimetres across, roughly five centimetres in thickness
but tapering to whisper thin edges. Each also feels lighter than
it should, given the metallic nature. Most users wear a thick pair
of plas or chain gloves to throw the device, as its edges are razor
sharp and do not seem to dull under use. Once it is in flight, the
device reacts to the airborne spin and activates a power field
surrounding the entire disc. The power field allows it to slice
through almost any material, and skilled practitioners delight in
using it to decapitate their foes. The field only lasts for several
seconds, allowing it to be recovered after it is thrown.

10.
Found mostly in the ruins of
several ancient dead worlds
surrounding the Cauldron, the
so-called Inertial Hammers have very
long haft, nearly shoulder high (leaving some
to believe the xenos race that created them
were taller than normal humans). The head is
a dead black colour, flaring into a huge flat
striking surface at one end. The other end is
surrounded by what are thought to be power
cables and the esoteric engines that drive
the device. When swung, the head seems to
gather inertial energy exponentially, so the
weapon seems lighter and swings more easily
the further it moves. On impact the inertia is
transformed into kinetic energy, allowing it to
strike in a single arc with enough concussive
force to rupture a tank hull.

11.
These puissant archeotech weapons are
thought to date back to the Dark Ages of
Technology. However, thus far they have
only been discovered on a long-lost citycache
hidden amongst the ruins of the warworld
of Zayth. The Disciples of Thule seized the majority
of the weapons, though a few have found their hands into
other members of the Machine Cult in the Koronus Expanse.
Glowing with circuit-runes, the ancient tech-relic mounts a
suitably large hammer head covered with nano-sized warp
portals which burst open on contact. The impact of the portals
creates intense, localised warp disruptions, causing microexplosions
which devastate the enemy. Like many human
designs, its visage is intended to intimidate and cower all who
would stand before the righteous might of the Imperium and
the Machine God.

12.
Resembling a strange kind of ornamentation, archeotech
mirror shields consist of a large reflective surface surrounded
by elaborate wiring and tech-glyphs. They are normally
worn on the forearm, and when struck by energy weapons
can absorb and redirect the force, reflecting it back onto the
attacker. A Mirror Shield's Protection Rating only applies to
the Arm and Body. However, when it successfully blocks a
ranged attack dealing Energy damage, the wearer may spend
his Reaction to make a Challenging (+0) Agility Test. On
a success, the wearer reflects the shot back at a target of his
choice within the range of the weapon. The target takes the
hit, suffering all effects.

13.
Unlike most force fields which absorb and defect attacks,
archeotech displacer field devices work by moving the wearer
out of harm's way. The wearer can activate the field manually,
but the device also somehow detects incoming attacks and
automatically activates a miniature warp-jump engine. This
flicks the wearer out of the Materium to avoid the attack,
restoring him to the Materium some distance away an instant
later. These devices are considered hallowed artefacts by the
Calixian Machine Cult, and few are known. Almost all of those
are enshrined in forge world temples to the Omnissiah's glory.
If the field blocks an attack, roll for a random direction, then
then roll 2d10 for the number of metres travelled—the wearer
will always emerge on solid footing and in a suitable empty space.
If all three dice come up with the same number (e.g. three sevens),
then the user does not re-emerge for 1d5 Rounds and gains 1
Corruption point from exposure to strange energies. If the wearer
was Surprised, he must forfeit his next Turn due to the shock.

14.
Reportedly created by the mysterious Jokaero, although
other reports claim they are relics of human technology from
the Dark Age, these tiny devices resemble a button or small
broach. When activated by a coded series of touches, a button
shield generates a silent, invisible field of roughly one square
metre projecting outward half a metre. The field is strong,
on the scale of a power field, but can only last a few minutes
before the charge dissipates; once used it requires several hours
to recharge itself. These are worn singly on the chest, but for
the few individuals with access to several button shields, they
can be worn in a pattern to protect more of the body. The
more daring wear them as rings, so as to provide the
most dramatic usage to unsuspecting foes.

15.
Many still refuse to believe these featureless flat planks exist.
Power Boards are very much real, most older than many a
starship but still gleaming and unmarked. Each allows the
user to glide through the air, using anti-grav engines of
unknown design. Internal power cells recharge slowly after
use, but each charge can last hours depending on the speed
and distance desired. Users operate a board with their own
body orientation, and most affix footholds to prevent falls.
Most users also decorate their boards with bold and colourful
patterns and sayings, the better to advertise their reckless
nature, as riding a board well is truly the mark of a skilful
individual. A Power Board grants the user the Flyer (15) Trait,
but any user must have the Pilot (Personal) Skill to use one.

16.
These small, rare quartz-like crystals emit a soft purple glow
when psychic energy is being used nearby, with the intensity
varying depending on the degree of power released. They are
found mostly on barren worlds devoid of life, an unquietly
common phenomenon in the Expanse. Psycrystals perform
best when used by non-psykers, paradoxically enough, giving
off false indications or even causing mental distress when
held by those who can channel the warp. Each crystal glows
if psychic powers are being used by an individual within
a short distance, usually five metres, or are targeting an
individual within the same radius.

17.
ARCHEOTECH BLURSHIELD
Rather than actually providing physical protection, a
blurshield creates a fuzzy blur around the wearer so that it
is not clear exactly where the target is. While useful against
most ranged weapons and even melee attacks, it offers little
help against flame or blast weapons that rely more on the area
of effect than precision targeting. Blurshields impose a -20
penalty on all Ballistic Skill Tests made to attack the wearer

18.
These tiny, winged mechanical birds were originally thought
of as simple baubles, remnants of one of the many extinct
civilisations that dot the Unbeholden Reaches, their soothing
warbles fit for shipboard amusement in many a Rogue Trader's
quarters to help pass the long days of travel. It was Captain
Reddertun Kavile who first reported their greater worth, when
his began to shriek loudly shortly before his Gellar Field
suffered a severe fluctuation. Kavile made the connection, and
after some very risky testing established that they could indeed
sense intrusions of the warp. Now the birds can be found
more often on bridges than in cabins, their uncanny and as-yet
unexplained ability to preternaturally detect an approaching
Gellar Field failure a prized part of any vessel. If the ship suffers
a Gellar Field failure or fluctuation, this item will provide a
warning 1d10 Rounds beforehand. They will also warn the
bearer if they are within 10 metres of a daemon

19.
Found on various worlds across the Imperium these stones were
at first thought to be useless then one day a
crewman used one to collect dripping bilge water from a leaky
ceiling pipe. To his dismay, what looked like waterproof stone
was actually very permeable, slopping bilge water all over the
floor. Strangely, though, that water looked crystal clear, while
that in the bowl was still foul and riddled with effluent. A
quick check showed the bowl had indeed filtered away all
contaminants, allowing only utterly pure water to pass. What
had been a worthless curio became a highly sought-after relic,
probably of deliberate xenos manufacture as more were found
in a variety of other shapes. The sieves can filter any liquid
from blood to promethium to amasec easily, inexpensively
and nearly flawlessly. Since their initial find, they have turned
up on a surprising number of worlds throughout the Heathen
Stars in a variety of forms, from huge urns that create potable
water supplies for hundreds of colonists to smaller barrels for
fuel refinements or liqueur distillations.

19.
It is uncertain if these incredibly rare devices are of ancient
human design or the work of the unclean xenos, but many
collectors of the rare and arcane spend many years in search
of one. Most take the form of small black tetrahedrons covered
with what could be unfathomable runes, circuitry designs of
dark green, or perhaps both. When the top is twisted, a temporal
warp develops around the device to envelop the user. The
surrounding world takes on an eldritch, emerald glow as outside
motion slows to a crawl. Those viewing the user perceive him
as a blurred image, barely discernible as his body vibrates out
of tune with the materium. As the top slowly moves back into
its starting position, the effect wears off and the user returns to
the passage of normal time. Dark stories abound of desperate
users who have stretched time too long and were never seen
again; possibly scattered into other dimensions, or trapped in
a terrible flux state, alive but unable to interact with the real
world.

20.
While the search for priceless archeotech is one of the most
profitable endeavours a Rogue Trader can undertake, there
are those who dedicate their lives to the suppression and
elimination of many wondrous items from the Dark Age of
Technology. One such item sought after by both camps is
the Void Abacus, most famously unearthed on the cursed
Munitorum planet of Soloman in the Markayn Marches but
also recovered in the bowels of many an ancient hive spire
or nameless space hulk. For these can do something very
valuable indeed—when integrated into a ship's auspex and
propulsion systems they can allow a ship to make accurate
void jumps four or five times longer than normal without
a Navigator's aid. This allows many more types of ships to
travel safely, something the Navigator's Guild cannot allow.
While the Guild cannot directly outlaw their use, they can
act to buy, destroy, or sabotage any and all they can find.
That they will arrange for the same fate to befall to any vessel
found using one is an open secret as well. Having an Abacus
networked into a ship's systems allows the crew to safely plot
warp jumps of up to 5-10 days in duration with an Ordinary
(+10) Navigation Test.

20.
Large and deadly chainblades, these two-handed swords are
wreathed with a flickering power field that significantly increases
their effectiveness. Favoured by the greatest clan warriors of the
city-engines of Zayth, these weapons are relics of a lost age, and
bear a resemblance to a number of advanced chainblades from
the very earliest days of the Imperium, fuelling theories amongst
Explorators of the 'synchronism of the holy mechanism' and
'convergent design'.

21.
A marvel of lost techno-rites, hydromotion boots use
dedicated cogitator units and low-energy gravity manipulation
technology to allow for safe travel over liquid surfaces. When
worn, each (rather oversized) pair automatically adjusts to
comfortably fit virtually any size foot, and can support up to
250kg over liquid surfaces.
However, such motion is still subject to the waves and currents
acting on the liquid, and walking over even a stilled surface can
be dangerous. While walking on a liquid, any Explorer wishing to
move faster than a Full-Move action must make a Challenging
(+0) Agility Test, or be forced to reduce the movement to a
Full-Move. Failing this Test by more than two Degrees causes the
Explorer to fall, likely requiring some rather desperate flailing to
get back upright, and failure by more than four Degrees causes
the wearer to lose his balance so badly that he may find himself
inverted, his entire body submerged, with the bottoms of his
boots the only things touching the surface of the liquid he was
just recently walking across. In addition, these boots are rather
large and heavy while not on a liquid, and impose a –10 penalty
to all Silent Move and Shadowing Tests while worn.
Heat-, cold-, and chemical-resistant variants exist, but have an
Availability of Very Rare. Such pairs should be able to withstand
even the most extreme environments, even if the
Explorer sporting them cannot.

Other things too like these
The Holo-Clone's origins are a lingering Lathes mystery. Long
ago, a work party of Lathesmasters discovered a cache of these
ancient devices deep within one of Lathe-Het's many subterranean
vaults. Word of the discovery spread quickly, and the entire cache
was sent to Forge Master Castellar as a gift. However, before
the venerable Magos could receive them, they were stolen and
whisked away from the planet, possibly an act of the radical
Disciples of Thule. Holo-Clones still show up from time to time,
and fetch a heavy price on the Calixian black market.

A Holo-Clone creates a duplicate image of the user, and is
used to fool attackers into thinking that the user is in two places
at once.

Each is small enough to be clipped on a belt, or worn about the neck.
 
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@Durin, I have a suggestion for a Biologis action and an accompanying Munitorum action. The suggestion is to make our own gland warriors.

Gland warriors would allow us to field troops that can benefit from combat drugs without suffering from the usual physical symptoms those drugs inflict when they wear off. Other benefits include immunity to most toxins, probably resistance to a bunch of other toxins, and the ability to fight in environments that other troops wouldn't be able to fight in as well. (Or at least not without a large logistics load due to the type, quality, and quantity of gear required.)

Gland warriors are noted to be easier to make than Astartes and Skitarii, so in terms of massed warfare it's economical. Most of the time sink involved in making gland warriors actually comes from the months needed to train to get used to using the new organs.

There are some problems we'd need to solve or adjust for in the creation of gland warriors.

The first problem with the creation of gland warriors is the psychological effects of becoming a gland warrior. Gland warriors are aggressive and eager for battle. This makes it easier to get them into battles and they'd benefit from higher morale, but it can also cause a bunch of problems, especially on Avernus where constant Warp exposure could send them to Khorne. There are many ways to counteract this.
The first is through technology. With our very advanced technology, we may be able to refine the process or include some kind of augmetic (biological or cybernetic) that counteracts, negates, or removes any psychological effects of the augmentation. Ideally they'd be indistinguishable from normal soldiers when they're not actively using their glands.
Another way is through training, doctrine, and medication. Just as we train people to mentally handle the rigours of war, we train gland warriors to mentally handle the increased aggression and battlelust their augmentation gives them. We then couple that with doctrine, laying out rules and guidelines on the use of their abilities to ensure they don't overdo it and go crazy. Finally, we provide them medication to deal with the biological impulses the augmentations result in, same as how we give depressed people anti-depression drugs and the like.
The final way I've thought of to reduce this is simply to screen potential gland warriors and pick only those who are naturally able to handle the psychological effects of the procedure.

The other major problem with gland warriors is that the process of creating them is risky. A soldier can die in the process of becoming a gland warrior and that's bad. There are two ways to solve this. First is to use our technology to make more easily implantable augments, refine the augmentation procedure, or both. Second is to screen potential gland warriors and pick only the ones guaranteed to survive the procedure. In Rogue Trader, having True Grit, Die Hard, and a Toughness of 40+ guarantees success. While the average Avernite's toughness isn't enough to have an effect, Avernite soldiers have very strong wills which would certainly help with finding enough potentials for mass augmentation.

In conclusion, I think that getting our own gland warriors is feasible, thanks to our technology, and would improve the effectiveness of at least part of our armed forces. There are challenges with come with making gland warriors but those challenges are surmountable.
 
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@Durin, I have a suggestion for a Biologis action and an accompanying Munitorum action. The suggestion is to make our own gland warriors.

Gland warriors would allow us to field troops that can benefit from combat drugs without suffering from the usual physical symptoms those drugs inflict when they wear off. Other benefits include immunity to most toxins, probably resistance to a bunch of other toxins, and the ability to fight in environments that other troops wouldn't be able to fight in as well. (Or at least not without a large logistics load due to the type, quality, and quantity of gear required.)

Gland warriors are noted to be easier to make than Astartes and Skitarii, so in terms of massed warfare it's economical. Most of the time sink involved in making gland warriors actually comes from the months needed to train to get used to using the new organs.

There are some problems we'd need to solve or adjust for in the creation of gland warriors.

The first problem with the creation of gland warriors is the psychological effects of becoming a gland warrior. Gland warriors are aggressive and eager for battle. This makes it easier to get them into battles and they'd benefit from higher morale, but it can also cause a bunch of problems, especially on Avernus where constant Warp exposure could send them to Khorne. There are many ways to counteract this.
The first is through technology. With our very advanced technology, we may be able to refine the process or include some kind of augmetic (biological or cybernetic) that counteracts, negates, or removes any psychological effects of the augmentation. Ideally they'd be indistinguishable from normal soldiers when they're not actively using their glands.
Another way is through training, doctrine, and medication. Just as we train people to mentally handle the rigours of war, we train gland warriors to mentally handle the increased aggression and battlelust their augmentation gives them. We then couple that with doctrine, laying out rules and guidelines on the use of their abilities to ensure they don't overdo it and go crazy. Finally, we provide them medication to deal with the biological impulses the augmentations result in, same as how we give depressed people anti-depression drugs and the like.
The final way I've thought of to reduce this is simply to screen potential gland warriors and pick only those who are naturally able to handle the psychological effects of the procedure.

The other major problem with gland warriors is that the process of creating them is risky. A soldier can die in the process of becoming a gland warrior and that's bad. There are two ways to solve this. First is to use our technology to make more easily implantable augments, refine the augmentation procedure, or both. Second is to screen potential gland warriors and pick only the ones guaranteed to survive the procedure. In Rogue Trader, having True Grit, Die Hard, and a Toughness of 40+ guarantees success. While the average Avernite's toughness isn't enough to have an effect, Avernite soldiers have very strong wills which would certainly help with finding enough potentials for mass augmentation.

In conclusion, I think that getting our own gland warriors is feasible, thanks to our technology, and would improve the effectiveness of at least part of our armed forces. There are challenges with come with making gland warriors but those challenges are surmountable.

If we are going to be doing that kind of thing seems like we should try to find a DAoT genetics package which we know OOC we can find in some ruins. Seeing as we have an unparraled diviner we might want to see if Ridcully can divine the ruins they could be at to see if Tranth would have a far easier time of finding them. At which point we can have our Biologis do research on said package which could improve all future related actions.
 
If we are going to be doing that kind of thing seems like we should try to find a DAoT genetics package which we know OOC we can find in some ruins. Seeing as we have an unparraled diviner we might want to see if Ridcully can divine the ruins they could be at to see if Tranth would have a far easier time of finding them. At which point we can have our Biologis do research on said package which could improve all future related actions.
No reason why we can't do it now and reap immediate effects instead of waiting however many decades first. It's not like we couldn't upgrade our program after getting more Dark Age shit.
 
No reason why we can't do it now and reap immediate effects instead of waiting however many decades first. It's not like we couldn't upgrade our program after getting more Dark Age shit.

while valid, I would point out that putting in resources now, and then updating after finding the DAoT tech will be much more expensive then just waiting.

maybe still worth it, dont know

I do think we need to look into exploring the ruins more..

...really think we might find something valuable...although I suspect it will be more likely that it will be something bad. so maybe we should have ridcully help out or something?
 
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