Adhoc vote count started by thefoolswriter on Aug 4, 2021 at 12:46 PM, finished with 48 posts and 6 votes.

  • [X] Personal Attention
    [X] Plan Find Our Ships
    -[X] Contacting the Fleet 2
    -[X] Mordant Drop Pods
    -[X] Thunderchild
    -[X] The Jungle
    -[X] The Moons
    -[X] Investigate
    [X] plan Fort up and contact
    [X] Fortify
    [X] Contacting the Fleet 2 we really need to know what the situation the fleet is in
    [X] Thunderchild we need to start the salvage somwerelets start with the guys who make things
    [X] The Jungle
    [X] pyramid
    [X] Exploring/ helping
    [X]Plan: Getting our act together
    -[X] Integration
    -[X] Mordant Drop Pods
    -[X] Thunderchild
    -[X] The Jungle
    -[X] The Moons
    -[X] Investigate
    [x]Plan: Shining Guns, Shifting Sands.
    [x] Integration
    [x] Artillery
    [x] The Desert.
 
Failing to make a Space Marine using the RPG system
Might explain the RPG system more at the end but for now will just get on with it.

To begin, Chapters only take the best aspirants. As such I'm going to give the aspirant 35 in all categories apart from fellowship because why would it make them better at talking?

Now we're going for an average SM not the best, so I'll pick a career, there are various choices, but we need something that represents a person with decades of experience and skill.

These might be Giant Slayer, Targeteer or Warrior Priest for the various abilities. I'm lazy so I'll just average the bonues together.

Now those aren't bad, the result is as strong as an ogre, but I'm not sure they work well enough, so lets look to vampires. I'll use the Blood Dragon stats and also get the Grail Knight Career stats, both as examples of enhanced individuals. Looking at other entries like the one for Champions of Chaos also gives high bonuses, but similar to the Grail Knight as they're another enhanced individual.

I'm not sure those variables work great though, so lets go back to the mortal stats and just add stuff there. I'm going to use talents here to simulate geneseed.

Keen Senses, Ambidextrous, Coolheaded, Fearless, Fleet-footed, Hardy, Marksman, Menacing, Natural Weapons, Night Vision, Resistance to Chaos/Magic/Poison/Disease, Sixth Sense, Stout-Hearted, Strike Mighty Blow, Strike to Injure/Stun, Strong-Minded, Sturdy, Very Resilient/Strong, Warrior Born.

And Mutations, Agile, Leathery Skin, Resilient, Spit Acid, Strong, Weapon Master.

Having done those, the averages for a mortal with skills +various mutations aren't that far away from the averages of Grail Knight and Blood Dragon, so once again I'll average them.

Now one problem here is that the WFB RPG isn't designed for high power stuff like this. It's stuff like 'three bandits attack your boat and you fight them with an oar', not 'you punch a hole in the side of the dragon'. Perhaps, looking back on this exercise it was a rather futile one as you'd also have to calculate the effects of power armour and so on, but anyway, I though it was moderately amusing.


WSBSSTAgIntWPFelWA
Base
35​
35​
35​
35​
35​
35​
35​
30​
12​
1​
Giant Slayer
25​
15​
15​
10​
20​
6​
1​
Targeteer
40​
10​
10​
25​
10​
20​
15​
4​
1​
Warrior Priest
20​
15​
10​
10​
15​
15​
25​
15​
5​
1​
Grail Knight
40​
30​
30​
25​
10​
25​
25​
8​
2​
Blood Dragon
70​
40​
60​
60​
60​
40​
70​
40​
26​
3​
Space Marine (GK)
75​
35​
65​
65​
60​
45​
60​
55​
20​
3​
Space Marine (Vampire)
70​
40​
60​
60​
60​
40​
70​
40​
26​
3​
Skills aves
23​
28​
12​
12​
17​
13​
22​
15​
5​
1​
Enhanced aves
73​
38​
63​
63​
60​
43​
65​
48​
23​
3​
Mortal Skills
58​
63​
47​
47​
52​
48​
57​
45​
17​
2​
Enhanced aves
73​
38​
63​
63​
60​
43​
65​
48​
23​
3​
Mortal Skills
58​
63​
47​
47​
52​
48​
57​
45​
17​
2​
Mutations and Talents
15​
5​
15​
25​
10​
5​
1​
Mortal+
73​
68​
62​
72​
62​
48​
62​
45​
18​
2​
Enhanced aves
72.5​
37.5​
62.5​
62.5​
60​
42.5​
65​
47.5​
23​
3​
Full average
73​
53​
62​
67​
61​
45​
63​
46​
21​
3​
 
I also need a citation on Grimgor being merely a nob.

But back onto the topic at hand: shilling for my plan.
Are you tired of being left wondering where all our missing ships went? Want to avoid a sudden orbital bombardment commencing on behalf of the Dark Gods? Want to check and see if civil wars have started on kilometer long vessels over oxygen shortages? Then vote for Plan Find Our Ships!

Ever play the game Lost Patrol, where you control a squad of Scouts in a xenos-filled jungle they were unfamiliar with? Do you recall how the majority of the time, each and every Scout fucking dies? Help them avoid such a grisly fate by looking for them! Or at least recover some geneseed, if it turns out that poison darts that can kill daemons also kills Scouts, or if a Saurus warrior can step to someone not wearing blessed power armor. Vote for Find our Ships to get the little rascals.

Ever wondered how people build up a rapport with the zany cyborgs of the Adeptus Mechanicus? It's by doing them favors, of course! And there are few favors bigger than helping stabilize a void ship whose guts are slowly spilling out. Help the Thunderchild. Help the Ad Mech. And, in the long term, help ourselves.

Back to Scouts. There are two ways to find them. March forth in full armor and great force, ending up fighting lots of things and drawing in Scouts through the noise: or sending in organized Scouts who didn't have to deal with getting jumped as they left their pods to make a nice, quiet search in a grid pattern. Much subtler, and also gives us a bit of intelligence on what the jungle is like beyond the fact that it contains some medium sized lizards.

Do you just hate when the moon kills 10,000 of your serfs? I do. Let's learn more about it so we can hate it more effectively, as Space Marines should. Otherwise it's going to suck when mutants attack on a greenlit night and the non-Astartes defenders must risk mutation.

Don't you hate it when complete and utter bullshit makes your fleet crash into some weird planet filled with xenos and mutation moons? I do. Let's find out what could possibly have compelled our Navigators to take us here. Otherwise we'll have no idea what struck against us, and no defense when it strikes again.

Vote Find our Ships today!
 
But back onto the topic at hand: shilling for my plan.
Most amusing, and an excellent example of engagement so good job with that. Inclined to close the voting there unless anyone wanted to bring up a counterpoint.
I also need a citation on Grimgor being merely a nob.
Tbf he's not a very good commander or strategist, Gorfag Rotgut is better, and actual leadership is certainly one of the more significant requirements for being a warboss.
 
Honestly though, we are very OP. Our aircraft should be faster than anything the old world has to offer, have greater range and greater firepower. Probably tougher as well given that imperial aircraft are often as well armored as their tanks.

Even Stubbers, some of the most primitive weapons in our arsenal are leagues beyond most if not all infantry scale weapons on this planet.

I mean just consider what a modern army would do to a renaissance one. Sure there are differences. Engines of the gods. Helblaster volley guns and Helstorm artillery come to my mind as well as Luminarchs of Hysh. But our Earthshakers should have much greater range. Our heavy Stubbers alone can fire rounds of the same power as the Empire's Volley guns except many per second and for much longer.

Sure there might be heroes on Mallus but what's Kroq-gar going to do about that autocannon firing at him from a kilometer away.

The second biggest problem we have are that our armies require logistical support in great quantities. We need supply trains to deliver munitions and equipment to our mortal armies. Manufacturing facilities and so on. Sure our Astartes are going to smash most opposition but they can't be everywhere at once. or at least not yet.

On the by, vampires being equal to Astartes doesn't make much sense to me. Maybe they're as strong as Astartes which I find a bit strange simply due to size and muscle differences. Them being just as fast if not even more agile makes sense though. But the main reason I think they're not equal is equipment differences. Astartes armor is made of some seriously advanced materials. I imagine it would be Gromril equivalent if not better simply due to advanced materials science. Their bolters could probably one hit KO a vampire on a direct hit given how a bolt explodes after penetration.
Assuming the blighters are too agile there are airburst rounds which are used by Astartes against lightly armored enemies. I assume even fine plate would probably count as light armor given how effective modern firearms are against recreations using superior steel than would have actually been available.

The horde factions. The Orks and Skaven might be an issue but artillery and fusion bombs are remarkably good at removing large swathes of enemies. Something like a Casaba Howitzer firing fusion (Plasma) bombs would make numbers almost meaningless.

The biggest issue might be the fact that we don't just want to subjugate and destroy everything and everyone (for the most part). People, I presume want an actual story, Not just a Mallus Pancake.

Moral conflict, reading about the confusion of the Astartes who are presented with situation that turns their world view on its head and interactions with natives are more what I personally am here for.
 
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I really think folks are under selling how dangerous factions are here. Even the QM, mainly becaues the RPG does not have everything. Vampires could kill Astartes easily. There faster and can match then psychical thanks to there supernatural nature(And that is not getting to there magic, which many Astartes can't defends against. Becaues the winds act very differently then the Warp.). And that is a big problem, I think. A lot of things in Mallus are supernatural as all hell. Gods give out blessing like hot cakes. And Gromril? Its not a ordinarily metal or resources as well. Its supernatural as well. Almost everything on this planet is. And that should be showed. 40K has supernatural shit, but never this common. Hell every race on the pleant has been exposed to the winds of magic. That would effect them.
 
Diplomacy
[x] Integration
(even if we dont bring the Militarum, Ministorum, and Mechanicus completely udner our rule, we do need to emphasize to them the need for a unified front, and smooth chain of command and authority, to avoid troubles with dissension and secessionism)
Martial
[x] Acheron Crash Site
Stewardship
[x] Cut a Way
(only, instead of cutting through the ship, can we not excavate the ground outside and dig a ramp down to the cargo bay doors?)
Intrigue
[x] The Mountains
( There may be valuable ore to be extracted for the forges, and possible good locations for future fortifications.)
Learning
[x] Scrying
Personal
[x] Investigate
 

These are both very good commentaries. I'm certainly aware of the inherent difficulties of combining the settings, and of how you present quite polarising actors like space marines.

For the most part the space marines will indeed be able to wander about smashing things, but there are indeed various points around attrition, supernatural enemies like vampires and so on. Most vampires won't be that big of a deal, possibly astartes level physically, but lacking power armour, guns and so on. Comparably, a vampire lord who can also do magic would probably be able to kill astartes fairly easily because they could cast any number of spells, get the astartes bogged down in zombies or whatever and then strike.

I'd also note the agency of the other actors though. Yes an autocannon could probably kill Krokgar, but he's a veteran of thousands of years of combat. If he engages he's not going to do it openly when he knows he's at a disadvantage. What I assume would happen is a slann or skink would start casting to support, diversionary attacks would take place, as well as other things and suddenly you've got a squad of astartes in some sort of enchanted mist that makes their sensors not work, then suddenly there's a carnosaur and a saurus there who cuts though them easily with his two old one weapons.

After that there's also subterfuge to consider. Yes Thunderhawks are cool but oh dear an Eshin assassin has just blown up your hangar yes-yes.

Generally speaking, people aren't stupid. After a while the major powers of the world are going to have heard about Astartes, and have at least started thinking about countermeasures. They can also pull out the big guns as it were. For example, say you attack Nehekara, what happens when they activate the Necrosphinxes? What're you going to do against them? Also there's a dust storm everywhere which the priests have called up so you've got no recon.

Also vote closed.
Scheduled vote count started by FractiousDay on Aug 3, 2021 at 9:58 AM, finished with 48 posts and 7 votes.
  • 8

    [X] Plan Find Our Ships
    -[X] Contacting the Fleet 2
    -[X] Mordant Drop Pods
    -[X] Thunderchild
    -[X] The Jungle
    -[X] The Moons
    -[X] Investigate
    [X] Exploring/ helping
    [X]Plan: Getting our act together
    -[X] Integration
    -[X] Mordant Drop Pods
    -[X] Thunderchild
    -[X] The Jungle
    -[X] The Moons
    -[X] Investigate
    [x]Plan: Shining Guns, Shifting Sands.
    [x] Integration
    [x] Artillery
    [x] The Desert.
    [X] Personal Attention.
    [x] Integration (even if we dont bring the Militarum, Ministorum, and Mechanicus completely udner our rule, we do need to emphasize to them the need for a unified front, and smooth chain of command and authority, to avoid troubles with dissension and secessionism)
    [x] Acheron Crash Site
    [x] Cut a Way (only, instead of cutting through the ship, can we not excavate the ground outside and dig a ramp down to the cargo bay doors?)
    [x] The Mountains ( There may be valuable ore to be extracted for the forges, and possible good locations for future fortifications.)
    [x] Scrying
    [x] Investigate
 
Most vampires won't be that big of a deal, possibly astartes level physically, but lacking power armour, guns and so on. Comparably, a vampire lord who can also do magic would probably be able to kill astartes fairly easily because they could cast any number of spells, get the astartes bogged down in zombies or whatever and then strike.
Almost every Vampire can do magic. Hell even if they couldn't before, becoming one lets them. Blood Dragons and Vampire Knights are the ones who really don't. But almost every other vampire Clan does.
 
Almost every Vampire can do magic. Hell even if they couldn't before, becoming one lets them. Blood Dragons and Vampire Knights are the ones who really don't. But almost every other vampire Clan does.
i would put the Vampires on about as dangerous to a Space Marine as an Eldar in terms of speed and stength above base line humans. They are supernaturally tough as well. Not too much of a match for space marines, but they will be true terrors amongst the regular humans.

Add in their ability to add to their numbers via infection, Vampire would be like some sort of cross between Genestealers and Aeldar.
 
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Almost every Vampire can do magic. Hell even if they couldn't before, becoming one lets them. Blood Dragons and Vampire Knights are the ones who really don't. But almost every other vampire Clan does.
Yes, but that's doesn't mean they'd actually do it. Merely being capable of it doesn't means it's their go to tactic, and frankly, lots of them will be dead before they think of trying it. But yea, get your point.
 
Plan Find Our Ships
-[X] Contacting the Fleet 2
Now that we know the green moon can cause rampant mutation and corruption, figuring out where the rest of our void vessels is of paramount importance. The last thing we need are orbitals being taken over by mutants.

Are you tired of being left wondering where all our missing ships went? Want to avoid a sudden orbital bombardment commencing on behalf of the Dark Gods? Want to check and see if civil wars have started on kilometer long vessels over oxygen shortages?

-[X] Mordant Drop Pods
The Acheron held 100 Battle Brothers. It will hold. Isolated Scouts, on the other hand, can prove far more vulnerable, being less armored and - more importantly - less experienced. We will not abandon them.

Ever play the game Lost Patrol, where you control a squad of Scouts in a xenos-filled jungle they were unfamiliar with? Do you recall how the majority of the time, each and every Scout fucking dies? Help them avoid such a grisly fate by looking for them! Or at least recover some geneseed, if it turns out that poison darts that can kill daemons also kills Scouts, or if a Saurus warrior can step to someone not wearing blessed power armor. Vote for Find our Ships to get the little rascals.

Scouts surviving? 88
Any Serfs? 79
Lizardmen organisation, given they're already aware, 65

-[X] Thunderchild
The Mechanicus' expertise is unquestionable. But they are still mortal. Let us lend aid, for they surely could use it.

Ever wondered how people build up a rapport with the zany cyborgs of the Adeptus Mechanicus? It's by doing them favors, of course! And there are few favors bigger than helping stabilize a void ship whose guts are slowly spilling out. Help the Thunderchild. Help the Ad Mech. And, in the long term, help ourselves.

Admech recovery so far 4
Astartes diplo vs Admech reaction 100
Assistance 32
@rx915 look another crit!

-[X] The Jungle
The jungles contain hostile xenos and stranded Scouts. The most likely method to find the hiding places of any survivors is, well, sending more Scouts.

Back to Scouts. There are two ways to find them. March forth in full armor and great force, ending up fighting lots of things and drawing in Scouts through the noise: or sending in organized Scouts who didn't have to deal with getting jumped as they left their pods to make a nice, quiet search in a grid pattern. Much subtler, and also gives us a bit of intelligence on what the jungle is like beyond the fact that it contains some medium sized lizards.

Corpse location77
Lizardmen second roll 27
Tribespeople observation 26
Further scout locationing 76
Looking for the Hidden City 100
@rx915 and another! Ranald favours you!

-[X] The Moons
10,000 lives. 10,000 souls, from the serfs alone. This danger cannot be ignored, cannot be dismissed. Countermeasures beyond simply hiding away indoors must be devised, for surely this world harbors creatures with no fear of the emerald sphere's rays who attack under its mutating sheen.

Do you just hate when the moon kills 10,000 of your serfs? I do. Let's learn more about it so we can hate it more effectively, as Space Marines should. Otherwise it's going to suck when mutants attack on a greenlit night and the non-Astartes defenders must risk mutation.

Countermeasures 16
Psychic investigation 98

-[X] Investigate
We must know more of what sent us here, of what pulled us in. It clearly wasn't benign, and struggling against unknown foes is like casting a blade about blind; horribly inefficient and liable to leave yourself open.

Don't you hate it when complete and utter bullshit makes your fleet crash into some weird planet filled with xenos and mutation moons? I do. Let's find out what could possibly have compelled our Navigators to take us here. Otherwise we'll have no idea what struck against us, and no defense when it strikes again.

Navigators 52
Astropaths 74
Technical data 29
interviews 60
FractiousDay threw 3 100-faced dice. Reason: mordant Total: 232
88 88 79 79 65 65
FractiousDay threw 5 100-faced dice. Reason: jungle Total: 308
77 77 27 27 28 28 76 76 100 100
FractiousDay threw 2 100-faced dice. Reason: muuuun Total: 114
16 16 98 98
FractiousDay threw 4 100-faced dice. Reason: interview Total: 215
52 52 74 74 29 29 60 60
FractiousDay threw 3 100-faced dice. Reason: admech Total: 136
4 4 100 100 32 32
 
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If I have it right: we discovered the Hidden City, helped the Mechanicus in 1 opportune moment and we really learned of the moon.
 
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