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
They don't need to cooperate, they just need to have the same bright idea at the same time and manage to avoid stepping on each others toes.
Which would be rather hard if they are after the same expeditionary fleet and, in my opinion, not enough if they are after the colonies.
Necrons with inertialless drives (who are still nowhere near as fast),
I am pretty sure they are still of comparable speed with Warp FTL, they are just not as fast as the Webway.
 
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Which would be rather hard if they are after the same expeditionary fleet and, in my opinion, not enough if they are after the colonies.
What do you think they need to do in the colonies, that would be enough to justify the effort?
Because if two large chaos fleets appear over two different colonies and begin stealing all the technology we will have a hard time responding in time before at least one of them leaves with samples.
 
What do you think they need to do in the colonies, that would be enough to justify the effort?
Because if two large chaos fleets appear over two different colonies and begin stealing all the technology we will have a hard time responding in time before at least one of them leaves with samples.
Because they are not going to just appear over different colonies, they are going to be seen by Ridcully and, since those guys lack Turoq's tracking system, we would be able to concentrate our own forces to meet them.
 
Because they are not going to just appear over different colonies, they are going to be seen by Ridcully and, since those guys lack Turoq's tracking system, we would be able to concentrate our own forces to meet them.
And once they come out of the warp unless we're right on top of them, they then go back into the warp and jump to a different planet where they have days or maybe even weeks to raid and plunder before we catch up.
 
@Durin, I found something that should be well within Ryza's ballpark to produce a human equivalent of.
Sun Shark
A Sun Shark bomber is a Tau aircraft designed to provide atmospheric air support to ground-based Fire Caste forces. Each Sun Shark incorporates a Pulse Bomb Generator that takes up much of its dorsal fuselage. This advanced microfactory generates, and holds stable, a shimmering orb of lethal energy. At the press of a button, this plasma bomb can be fired at the ground to detonate amidst the foe with enormous force, leaving little but drifting ash and a glowing crater to show where the enemy once stood. Exceptionally efficient, each Pulse Bomb Generator can continue to manufacture fresh ordnance for its craft almost indefinitely without the need for rearming.
 
And once they come out of the warp unless we're right on top of them, they then go back into the warp and jump to a different planet where they have days or maybe even weeks to raid and plunder before we catch up.
Good point, actually, I didn't consider that, but that's where lack of Turoq and his "can see through all the traps" trait helps us again - we can simply lie in a ambush nearby, and warp in only when Chaos fleet is deep in the gravity well. Or have enough ground forces on the planet to stall their attack until the fleet arrives.
 
Good point, actually, I didn't consider that, but that's where lack of Turoq and his "can see through all the traps" trait helps us again - we can simply lie in a ambush nearby, and warp in only when Chaos fleet is deep in the gravity well. Or have enough ground forces on the planet to stall their attack until the fleet arrives.
Ain't where the problem it's father of demons comes in.

Dunno if enough sorcerers could pull something similar, but theoretically they could grab enough to work something similar and making things like ambushes impossible.
 
Good point, actually, I didn't consider that, but that's where lack of Turoq and his "can see through all the traps" trait helps us again - we can simply lie in a ambush nearby, and warp in only when Chaos fleet is deep in the gravity well. Or have enough ground forces on the planet to stall their attack until the fleet arrives.
Just because they don't have Turoq doesn't mean that they can't roll up a character with enough martial to see that coming.
If they're deep into the gravity well then they can just keep running in the opposite direction that we warped in, I don't know how our non-warp speeds compare but they might have enough of a headstart to escape anyway.
 
Playing With New toys 2
Playing With New toys 2


Well met, my queen. Our overtures to the quartok have been most fruitful; they have agreed to provide expertise with the new technology. While they have only had it for a short amount of time, they have still been able to do a fair amount of cataloging and identification of issues to focus on. I believe we will be able to greatly accelerate early implementation with their notes alone. What's more, Aryz has informed me he would be amenable to exchange industrial assistance for a supply of potions. As is proper I will leave such decision in your hands. I have identified a number of designs that fit our present needs and can be rolled out relatively quickly once production facilities are online. I apologize for the somewhat slapdash nature of this report. As you can imagine, things have been rather hectic of late.

Markerlights and seeker missiles.

This is likely going to be the cornerstone of our doctrine. The markerlight is a type of beam that instead of doing damage either makes it easier for other weapons to strike a target or calls down a seeker missile. The system is simple enough that I believe thralls should be able to benefit from it. What's more, I believe our specialist thralls should be able to operate them, enabling us to easily deploy them en masse. Seeker missiles are potent long-range missiles that are remarkably cheap, however, they need markerlights to strike true. I believe we should be able to mount them easily on warbeasts, or even create a cart for thralls to push. We should be able to easily deploy them in large numbers.

Thralls

With a bit of tinkering, we will be able to produce cheap but durable armor plates for our thralls, that will be both cheaper and far more effective than our present armoring schemes. Reworking the helmets needed for the markerlight system is a bit tricker, but should be fairly simple. In terms of armament, I'm looking at 3 guns - pulse blasters, pulse carbines and pulse rifles. Blasters are very short ranged but pack a punch. Carbines are a bit shorter range than our standard rifle, and pulse rifles have a much longer range but a lower rate of fire than the other two. Given the lackluster marksmanship of thralls, I suggest mostly using the first two types, unless markerlights prove to be even more effective than I expect them to be.

Notables

For our warborn, we can create significantly more effective armor. We've been playing around with what would work best, but we're likely looking at a massive increase in protection. For armament, I am happy to say the radiation issue of the ion rifle is a non-issue. Between a thin layer of shielding and the right potions, we can use them at full power without much risk. We are also considering the rail rifle. It's a bit more expensive but a bit better against heavily armored targets. That said, the ion rifle is meant more as a sniper weapon than an assault rifle, so long term we are going to want to build a custom-designed weapon for our warborn. For out other notables, we're simply repurposing the standard fire warrior kit, thickened ceramic armor and a pulse rifle for everyone.


Battlesuits and vehicles.

Ironically our hiveborn and drones are likely to see the greatest boon for now, for a very simple reason - they are about the same size as the tau. With a bit of tinkering, we can adjust the tau vehicles and battle suits for use by our kind. The Tau battle suits have a fairly heavy focus on aerial mobility that makes them ill-suited for tunnel combat;, long term we're going to need to alter the designs to suit our needs.

So far we've found a few designs that should work well in tunnel fighting as is. The Hazard Battlesuit is designed for close quarters so it should do well, though it will likely need more training than typical. We are eyeing the R'varna Battlesuit for our first mainline heavy suit. It's more expensive than the other two options, but it seems the best suited to tunnel fighting, having focused more on firepower and durability than agility. We've taken a look at the kind of energy discharge turning the reactor up to max can expose the pilot to, and it's nothing a master potion won't let them shrug off. These tau must be incredibly durable.

In terms of tanks and APCs, it's somewhat lacking. Most of the designs are meant for open combat, so won't be much good except for surface fighting or use in the largest caverns. As such they are not recommended for immediate deployment, with one exception. The Devilfish APC is much faster than our present option of quick mobility away from our rail lines, so may be worth an early rollout simply for the greater strategic speed.

Super-heavies

At last, we have an option for non-organic super heavy units! They are, however, far too expensive to build and maintain with our present level of industry. It is thus with great sorrow I advise that you not implement the Stormsurge or Supremacy Armour until we have fully finished up tooling our industrial capacity. However, much like the quartok have pulled apart crisis suits to armor their troops, we can pull apart the Supremacy Suit to arm and armor our Titants. We can use the existing bio-mounts with only slight modifications. Aside form the massive increase in armor, we have a number of options for devastating firepower. Having looked through our options, I recommend starting with the Pulse Ordnance Multi-Driver and the heavy rail cannon.

Air force

We have lots of designs for flyers, including some impressively big ones. Shockingly, none of them are any good in tunnel fighting, thus I recommend moving them towards the back of the list. However, I feel the need to point out that long term, this will vastly increase our reach. I think these mantas might be durable enough to safely traverse the world's skies. The possibilities here are honestly rather breathtaking, but it will be a long time before we can afford to send off caravans of Mantas to trade with other continents.

Mecha thralls

Cheap floating disks with various systems on them. A bit smarter than a thrall, but not nearly as easy to control. Most of what they can do we have thralls for, so I'm not sure if most of them are worth using for us. That said, shield drones seem immensely useful so I do recommend rolling them out relatively quickly.

Fortifications

Aside from the standard better guns and armor to slather our hardpoints with, there are a few specific devices that I think will be of significant use. First is the various forms of automated gun turrets they employ, possessing far greater accuracy than both our prior automation and thrall manned weapons. Second is the Tidewall Rampart. It is, in essence, a light bunker capable of movement. The system is modular, and can easily be adjusted to fit any tunnel length. It is in effect, a lesser wall that can fire while falling back, and then advance when the danger has passed. This could be used to easily create zones of lesser safety, quickly cutting off choke points or pushing our borders down tunnels that cannot be held long term for whatever reason.

Going forward.

This is of course only scratching the surface of the possibilities, the lowest of the low hanging fruit. Once we have fully mastered this new technology we can begin altering it to suit our needs. Long term we may want to look into creating custom battle suits for our warborn and princesses, as well as fully adopting the technology to tunnel fighting. In the very long term, we may wish to look into incorporating foci and other such items into the technology, to further enhance the power or our best and brightest.


@Durin I did a thing. thanks to anders101 and DeusFerrae for helping beta this for me.
 
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Ain't where the problem it's father of demons comes in.

Dunno if enough sorcerers could pull something similar, but theoretically they could grab enough to work something similar and making things like ambushes impossible.
Perhaps they could do something, but Turoq with his sorcerer cadre needed two paragon traits and being actually wise to do so, so it's probably not easy at all. If Ridcully does find something like that, then everything changes, of course.
Just because they don't have Turoq doesn't mean that they can't roll up a character with enough martial to see that coming.
If they're deep into the gravity well then they can just keep running in the opposite direction that we warped in, I don't know how our non-warp speeds compare but they might have enough of a headstart to escape anyway.
See what, that it may be a trap? Well, they do need to commit to some planet, eventually, and thanks to the Ridcully traits and stealth in divination, that would be the planet where the trap is. Whether it's the fleet or armies of elite hidden there or something else. We could even evacuate all sensitive technology and higher-level tech-priests from a targeted world, so they would have hard time acquiring anything useful at all.

Well, we're faster in Materium, and if the fleet had warped behind them, it would be closer to the Chaos fleet than they are to the exit out of the well.
 
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Perhaps they could do something, but Turoq with his sorcerer cadre needed two paragon traits and being actually wise to do so, so it's probably not easy at all. If Ridcully does find something like that, then everything changes, of course
Eh? Father of demons wasn't a paragon. It was enabled by his ascension certainly.
 
Ah, was it? I remember wrong, then. The whole system was as effective as it was due to his insight, though.
Not really. Sure it could let him tell if we were doing fleet movements to misdirect him, or if there was something we were hiding in the ships, but fundamentally they told him these ships be going here theses ships are going here.

His insight enhanced this, but its effective and dangerous (especially for tzeenchians) regardless.
 
@Nurgle @Shard @Enjou
Just saying that your plans are so far back in the threat already that by the time I read them to now they must have been changed. From memory I only remember "small" differences.
Use the tally. If you click on a name it takes you to where that person voted and since the plan makers voted for their plans when they posted them they are there too.
 
Voting seems to be dying down and Enjou Plan has double the votes of shards.
Adhoc vote count started by Nurgle on Jan 27, 2019 at 11:03 AM, finished with 471 posts and 30 votes.
 
There are only 4 things in wich the two leading plans differ. Two of those I have no opinion on.
@Enjou
1. Why do you want to use a greater divination on Arhra? That is clearly a Eldar problem and we should not poke it. If the Eldar want our help in it they can choose so.
2. Why did you use a personal attention slot for "Getting to know you"? That can be done without using it.

As such:
[X] Plan Implement Technology Shard T123
 
Voting seems to be dying down and Enjou Plan has double the votes of shards.
To the surprise of no one.

So who do we think are going to do best out of the trade: The Quartok, the Nynye or (when we get round to them next turn) the Sirens?
The Quartok have the smallest jump but the biggest existing industry. The Siren will have much greater difficulty adapting the Tau tech for their aquatic environment but then are psyker so can cheat. Not sure about the Nynye.
 
@Portec the Eldar do not know what the ritual does it can be either good or bad. Also if it succeeds and Ridicully finds out we get a favor depending on roll. Since that is something they want to know but can not find out.

Edit Arhra is also a fallen Phoenix lord maybe. He join the dark Eldar because the craftworlds were not hard core enough for him and founded the incubi. Which are a combination commando/bdsm/mercenary/murders. Think of the most insane 40 k the Eldar did and they most likely had a hand in it. He has been collecting shards of Khaine which considering that Khaine is suppose to be his patron can be good or bad.
 
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@Enjou
1. Why do you want to use a greater divination on Arhra? That is clearly a Eldar problem and we should not poke it. If the Eldar want our help in it they can choose so.
2. Why did you use a personal attention slot for "Getting to know you"? That can be done without using it.

1. It was suggested by others, and nobody has really suggested anything that seems better, but I can switch it to Eldar Choice since I don't really care that much. People just should let me know if they prefer that.
2. I'm not using a personal attention slot. Those are both used to do tech implementation. If you're asking why I'm using the slot that can be used for our Vizier's construction, it's because I want the first Tarascon hive to finish so that the amount of time needed to build the hive isn't increased due to not having a completed city in the region yet, like the first one was.


To the surprise of no one.

So who do we think are going to do best out of the trade: The Quartok, the Nynye or (when we get round to them next turn) the Sirens?
The Quartok have the smallest jump but the biggest existing industry. The Siren will have much greater difficulty adapting the Tau tech for their aquatic environment but then are psyker so can cheat. Not sure about the Nynye.

Why are the Sirens being mentioned here? I don't recall us ever deciding to trade tech to them.
 
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