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
Google only gives me one result for this. Neat.

Ecclesiarchical Imperialism, the defunct architectural design standard of the Imperium of Mankind, rarely employed on Avernus save in ceremonial districts and the Gubernatorial Palace due to design and maintenance costs.
@Addio, the 40k wiki says that this style is called "Imperial Gothic", and it predates the Ecclesiarchy.

University style, the modified architectural standard employed by cities under the authority of the Psykana, famed for its counterintuitive layout of thoroughfares, extraneous passageways, "niches," sanctioned Runic defacement, and heavy integration of lead shielding.
Our Duat psyker city is a pyramid if that matters.

Orbital style, the modified architectural standard employed by orbital and system assets in Avernus, noted for its permanent structures and extravagantly decorated exteriors.
@Addio, wouldn't the orbitals be done in the style of Imperial Gothic/Ecclesiarchical Imperialism since void construction efforts would've come first from traditionalist Vanaheimers and continued upon the lack of any survival pressures plus an objective of pan-Trust conformity and continuation of extant and effective naval construction traditions?

I'd like to point out, using the Psychic Cannon on the ground would likly need an ordnatus. so we may as well do the one that gives us a super weapon now first.
Durin said that putting Nova Cannons in our static defence system is doable and so the same is likely doable with Psychic Cannons. I don't see why a groundside psychic cannon would have to be mobile.
 
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@Addio, wouldn't the orbitals be done in the style of Imperial Gothic/Ecclesiarchical Imperialism since void construction efforts would've come first from traditionalist Vanaheimers and continued upon the lack of any survival pressures plus an objective of pan-Trust conformity and continuation of extant and effective naval construction traditions?
Pretty sure the only time Vanaheimers worked extensively on our stuff was when we hired them in the aftermath of Garkill 1. If anything it should have admech elements as the foreground since they were the ones who built pretty much all of our pre collapse orbital infrastructure and most of it afterwards.

And isn't this for the decoration? It should be pretty eay for us to make things visually distinct while retaining full functionality.
 
[X] Plan Enchlorgleard T133

Since I forgot to vote before and frankly, this is just crazy enough to work. With the TF sent away and putting out fires for the Eldar it should make things easier for the other powers as well. There isn't much else we can do for the other powers to help until the next conclave and the major things for that is to get the freqs and production fundamentals. The only other thing we can do for the Eldar is sound out and prepare a new contract for an increase to the number and types of troops we send to help them fight. Right now my plan is for 16,000,000 men in Power Armour divisions from all the core worlds that have them and then the rest Helltroopers, 1,500,000 Helguard, 900 Astartes nearly a full Chapter, and 1,440 Knights for a total credit gain of 700.
 
[X] Plan Enchlorgleard T133

Since I forgot to vote before and frankly, this is just crazy enough to work. With the TF sent away and putting out fires for the Eldar it should make things easier for the other powers as well. There isn't much else we can do for the other powers to help until the next conclave and the major things for that is to get the freqs and production fundamentals. The only other thing we can do for the Eldar is sound out and prepare a new contract for an increase to the number and types of troops we send to help them fight. Right now my plan is for 16,000,000 men in Power Armour divisions from all the core worlds that have them and then the rest Helltroopers, 1,500,000 Helguard, 900 Astartes nearly a full Chapter, and 1,440 Knights for a total credit gain of 700.
Do you have any idea what we'd buy with all that credit? It costs 200 for a multi-polity meeting, or 100 for a meeting with just 1. Who are we intending to meet/what are we intending to do with those credits? Or is it just to help the Eldar out?
 
Do you have any idea what we'd buy with all that credit? It costs 200 for a multi-polity meeting, or 100 for a meeting with just 1. Who are we intending to meet/what are we intending to do with those credits? Or is it just to help the Eldar out?
I'd imagine there's a point where it translates to a full favour, or we can spend it on things smaller than a favour, to do things like try and contact interesting group etc.

But, main reason probably is help out Eldar.
 
Just saw the crazy ass plan. I love seeing shit like this, it's very D&D like due to crazy player shenanigans. Also, I now imagine Abaddon doing a "Dude, where's my battlefleet?" moment.
 
Do you have any idea what we'd buy with all that credit? It costs 200 for a multi-polity meeting, or 100 for a meeting with just 1. Who are we intending to meet/what are we intending to do with those credits? Or is it just to help the Eldar out?

We can either bank the credits get favors or the more likely outcome there is new options available because it would be over a century since we made the last deal and new option would exist by this point especially since the relationship between the two powers have been improved massively.
 
@Durin

so when we gonna get the results of that seas vote or has it happened but you left it up?

Also can some one give me a link to the plan that you guys are talking about?
 
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Considering a minor favor translates into 2 extra battlefleets of Eldar helping us fight the tyranids, it seems reasonable to me that at some point enough of our military assistance adds up to a minor favor.

I'm unsure how many millions of elite power armored soldiers translate into a battlefleet though. Probably a lot.
 
Okay, so Operation Hecatoncheir is pretty goddamn hilarious, I must admit. However, what exactly are the odds of success? And if/when Vlad is in command, what's he going to do? Steer the fleet into a black hole or something?
 
Okay, so Operation Hecatoncheir is pretty goddamn hilarious, I must admit. However, what exactly are the odds of success? And if/when Vlad is in command, what's he going to do? Steer the fleet into a black hole or something?

As mentioned before, he is going to lead it on a veritable crusade against a metric ton of problem children the Eldar have identified in this part of the galaxy. And probably handle our Tyranid problem on the side.

Funny thing is that even with forged orders from Black Imperium High Command, Abbadon may still appreciate the work Vlad does because he will likely get as much or more done (that helps Abby) with this fleet as the original commanders with the original orders. It just happens to help us, the Eldar and the surviving Sane polities as well.

Cause seriously, the forces of Good and Sane in the galaxy are so minor right now, its not really hard to find mutually beneficial, evil targets to point this Battlefleet at.
 
Okay, so Operation Hecatoncheir is pretty goddamn hilarious, I must admit. However, what exactly are the odds of success? And if/when Vlad is in command, what's he going to do? Steer the fleet into a black hole or something?
The odds are good and like we have said a few times already we are going to use the fleet to deal with problems the Eldar want taken care of.
 
This plan is one of those things that I wish we could see the reactions of the people of canon 40k to it. Even better if this plan succeeds.
 
Harvester variants.
Harvester variants.

As the harvester is now being examed for use, another few variants have come to light that appears to meet the needs of the trust. While this not all of them, these are the ones earmarked as most likely to be immediately useful.


Base loadout: 18 AA mounted autocannons
Variance: Autocannons may be swapped out for AA mounted las cannons.

A dedicated AA platform. The sky reaper is intended to provide air cover to harvester formations detached from the main army. While the base pattern uses blisters of 3 autocannons, a variant does exist that switches over to using Las cannons in a similar mounter arrangement. While converting the tank from one pattern to the other is possible, it cannot mount a mix of the weapons. As the las cannon variant uses the space of the munitions bin for the additional generators for the las cannons. This is not considered an issue, as the tank would most likely be used in formations large enough to contain both variants in most proportions. While intended as an AA platform, it remains moderately effective against ground targets.

Compared to the more traditional hydra, a single sky reaper provides approximately 4.5 times the AA fire, while being far more mobile and durable. While the variant is intended to provide AA to mobile detached elements, there has been talk of creating dedicated AA batteries comprised of sky reapers. While less cost-effective, the resulting batteries would be both far more mobile and resistant to attrition. While such AA batteries would be far more mobile and durable AA, it is still debatable if they are worth the cost. Regardless of the viability of such things, the Skyreaper is an excellent platform for providing AA to harassment elements.

Base loadout: 6 Heavy Neutron cannons
Variance:1- 2 Heavy Neutron cannons can be replaced with Heavy Neutron Repeaters. Optional stealth system, optional engine enhancement.

A deviate of the existing Reaper pattern, the steel Reaper is a dedicated tank hunter. Analysis of recovered documentation indicates that it was intended to operate in mobile independent squadrons, it is a far more specialized design than most. The Neutron cannons use a unique gimbal mount to allow its neutron cannons an unusually high maxim traversal, allowing them to more effectively act in an AA role. While effective, it does limit the use of the mount point. The forward pair of weapon mounts can accept a traditional mounting, enabling the pattern to take 1 to 2 neutron repeaters to deal with infantry screens.

In addition, it is designed to enable the mounting of a basic stealth system, as well as a more expensive but effective, powerplant and drive system. While intended to be taken together, either option can be taken separately. The intended role of this pattern is to ambush and eliminate light to medium tank formations, as well as catch mechanized infantry in their transports*. A role the stealth system assist with, as it enables it to both avoid bombardment and more easily take its prey unaware. Similarly, the improved drive system is intended to assist in quickly breaking contact, as well as enable rapid repositioning. War savants believed the intended purpose is to use hit and fade tactics, creating an omnipresent threat to force the enemy to slow their armored advance.

On the modern battled, it is debatable if the extra expense is worthwhile, especially for an already expensive unit. While it would indeed be effective in such a role, the increased relative power of the harvester makes it more suited to use as a straight forward tank hunter. In such a context, it is as of yet unclear if it would be better employed as a dedicated regiment, or in support of other formations of harvesters.

*a DAoT manual refers to this as "de-mechanizing"

Base loadout: 4 Gatling impalers.
Variance: can replace 2 Gatling impalers with Heavy Multi Meltas, can replace 1-4 with Flamestorm cannons.

A command and control based variant. The planter is intended to act as CnC for a full formation of harvesters. While poorly armed, it carries potent auspexes, voxscasters, and an advanced command and control module. Its weapons are primarily defensive and intended to protect it while the commander coordinates the larger battle. While by default it mounts 4 Gatling impalers, it can swap those for potent short ranged weaponry intended to ward away attackers.

While the Planter only mounts 4 weapons, it has a number of advanced defensive systems. The base pattern includes both an ion shield and higher quality armor for increased durability. While not an effective combatant, it provides an effective and durable mobile command post. Making it far easier for a commander to coordinate a battle.

Base loadout: 6 Inferno canons
Variance: 1-6 Inferno canons can be swapped out for flamestorm cannons.

A straight forward variant, the Smoke sower is meant to bath an entire battlefield in flame. By default, it mounts long-ranged cannons meant to enable it to spread its burning payloads as far as possible. It can also be equipped with shorter ranged, but more potent flamestorm cannons. The Smoke sower is a weapon meant for extermination, for reducing entire settlements to ash and cinder. It is a task it excels at.

While immensely poorly suited for taking infrastructure intact, in this age such things are of only moderate detriment. Of more concern is its poor performance against sealed fortifications, such as hive walls. However, once a breach is made it is immensely effective at rapidly driving back enamy infantry, as well as being able to very quickly eliminate smaller orksih settlements. The smoke sower is equipped with a number of systems designed to enable it to fight effectively amidst a roaring inferno. Possessing an advanced cooling system, inbuilt air scrubbers and a number of specialized auspexes designed to function in the heart of a burning hive.

In open battle, it is an effective and terrifying weapon. Laying down a vast sea of flames in its wake. While short ranged, its speed and durability make it eminently well suited to closing with the enamy. In addition to attriting enamy forces, it can also shape the battlefield. Laying down swaths of burning promethium to close off avenues of advance or escape. When used in this role caution is advised, as fires can often grow beyond your intent if used carelessly.

Base loadout: 6 Volkite Colliders
Variance: TBD

An in-progress prototype. The Muspleheim pattern is intended to mount a bevy of the newly created Volkite colliders. While mounting such a weapon on a mobile platform is difficult, Thane Egon is confident that the issue is solvable. At present, the design is mostly complete. Adapting existing designs to mount the new weapon was a simple matter. Presently Egon is working to craft a machine spirit capable of maintaining a stable cross point while on the move.

While there is some debate over the theological justification for its creation, thane Egon has argued his case eloquently. Citing the wide area of existing patterns, as well as an explicit test bed design, he has argued that the intended purpose of the harvester was in fact as a general purpose platform to mount any weapon necessary. Further, his status as the creator of Volkite Collider technology gives him a degree of say in what is their proper use, something he has taken full advantage of.

Should the design be allowed, it would in effect double down on the base patterns role as a hunter of hordes. While it would be of little use against all but the lights of vehicles, it would be capable of truly astonishing performance against lightly armored infantry, far beyond anything in its weight class. While somewhat specialized and expensive, the elimination of chaff units is likely to remain a pressing need for the foreseeable future.

While variants are in the concept stage, in general, they tend towards defensive weapons. Armaments meant to fend off the expected counters. Trading sheer killing power for an ability to fend off counter strikes.

@Durin another batch of harvester variants, to celebrate that we're actually investigating them.
 
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