Flagship Name

  • Spirit of Fire

    Votes: 21 47.7%
  • Vigilance

    Votes: 23 52.3%

  • Total voters
    44
  • Poll closed .
I'm pretty confident this is just bad luck for us.
If you rolled for both sides one after the other, its just bad luck for us. There were high numbers and low numbers, we just so happened to get the low numbers, it sucks, but it happens with any random number generator.
 
Personally, I find it easier to digest if the screw-up is by our own poor planning than just machinations of luck/fate.
 
I'm real tired of this cultist stuff, none of the other Primarchs have to deal with this shit and because of it we never get to do anything new or interesting, its just the same problem over and over again that never goes away for more than a single turn and while that may be the case in universe as a game It has become so tedious that I honestly just want to extermanatus our home world and every other world we come across so we don't have to continually deal with it. Especially because for a "Primarch" who is suppose to specialize in this stuff we fuckin suck at it, I mean we suck bad enough that a regular 40k inquisitor could probably do a much better job at it than us. I mean I think we are genuinely the worst Primarch in every category skill wise.
 
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I mean, it was our poor planning. Well, the guy in charge's poor planning. That's... basically what the rolls represent. Or at least, how they've been represented so far in the quest.

The thing is our Legion lack the experience to operate separately from us. It would be one thing for us to send them to a less threatening planet, but with the lack of experience (and lack of bonuses), this is the cause of poor preparations. Honestly, we could've tackled one less planet so we can build this up step by step.
 
Rolz Commands and Limitations
welp, learned somethings about rollz:
(1): /nick NAME to name yourself as well as give your self a password (info given on the right side of the page) using
(2): /nick NAME PASSWORD
this password allows you to ensure for that room that someone with your name is indeed you. (I gave myself the name Dragon352) YOU CAN'T RECOVER PASSWORDS
(3): the dice count limit is 10,000. the dice-face count is limited to 32 bits I believe ....so there are effectively no limits as you can go into the...well, much larger then any quest I have ever heard of as 32 bits allows for about 4 billion.
(4): negative numbers are properly allowed.
(5): keep in mind that you can't apply a flat buff/debuff to individual dice but rather have to multiply it out by the number to get the effect of it. so you can do something like:
/# 3d5: for 3 5-sided dice.
/# 3d5+1 does not apply 1 to each, it applys it to the end result so # 3d5+1*3 is what you want.
(note that you need /# before these commands
In other words, rollz allows basic calculator functions.

(6): alternatively you can put the command in brackets like [d20 THIS IS GENERIC DICE_ROLL DESCRIPTION] for similar effect.
 
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The thing is our Legion lack the experience to operate separately from us. It would be one thing for us to send them to a less threatening planet, but with the lack of experience (and lack of bonuses), this is the cause of poor preparations. Honestly, we could've tackled one less planet so we can build this up step by step.

I will say that Oriacarius is going to get a fair few bonuses from this. Haven't quite decide on what yet. Alright, I'm going to log off for now so I can do some homework and work on the update. I'll update in about 12 hours.
 
The thing is our Legion lack the experience to operate separately from us. It would be one thing for us to send them to a less threatening planet, but with the lack of experience (and lack of bonuses), this is the cause of poor preparations. Honestly, we could've tackled one less planet so we can build this up step by step.
It wouldn't have really mattered. We rolled poorly. If we had those poor rolls, even with the Primarch there, we'd still have lost a large number of our troops. Possibly more with more of them to lose.
 
Meal with the Sigllite and Meeting the Salamander
AN: Well this update got away from me. Definitely going to split the decision next time.

[X] Plan Enjou T5 V2
-[X] Gellar Field Basic Design – Basic
-[X] Malcador
-[X] Vulkan
-[X] Upgrade Planetary Infrastructure
-[X] Create Basic Rune – Master- detection: write-in below
-[X] Valhalla IV – The Primarch's homeworld is in the middle of another war with the cultists. This time, the Lost Ones have orchestrated a coup which was held off by the Valhallan military. The cultists are currently cordoned into the underhives and the Alpha Legion has multiple operations primed and is just waiting to begin. (5000 brothers should be enough)
-[X] Senas – A Dark Age station is present, but it is located in between two large stars and is not easy to reach. Additionally, Dark Eldar have been sighted in the area, and there is the possibility that they will try taking the station, but this is unconfirmed. (60,000 brothers and the first captain)
-[X] Peregrine II – A large hive world with heavy gravity, the Thousand Sons mentioned that something was off about this world, and their feelings have only heightened. They request an investigation into the world to be done as soon as possible. The handful of Thousand Sons that have skills in divination have indicated that something catastrophic is about to occur. (60,000, brothers and ourselves)
-[X] Request Magnus' Assistance
--[X] With Britannia V
-[X] Take care of it with Alpharius' help

During the course of the trip to Peregrine, Kesar spent his time engrossed in his first rune. The Rune of Warning was a simple device that would heat up in the presence of warp corruption. It was supposed to take years, but it took scarcely a month for Kesar. In fact, he managed to deploy it within his Legion and as such, they became much better at detecting warp entities. This would likely prove very useful in the coming months.

The main research that Kesar conducted was trying to decipher Gellar Fields. These devices were essentially relics of the Dark Age based on their complexity. In fact, the device seemed to operate on similar principles to runes, but it seemed to use pure technology. Kesar did not quite understand how the device had not been corrupted based on the sheer amounts of warp energy the Gellar Fields held at bay, but there was clearly some mechanism. So far, Kesar had managed to determine how Gellar Field Generators effectively held off the warp. It seems they operated using gravity, one of the few forces that effect both the materium and immaterium. The field seems to create a strange gravitational well around the ship that prevents daemons from approaching. This field can flicker which allows daemons to cross, and inside gravity wells, the gravity alteration results in a catastrophic reaction that tears the ship apart. Of course, Kesar still needed to find how the device resisted corruption, but that was for another research.

*Rune of Warning Complete*
*Rune of Warning Implemented Among Legion +5 to detection of warp entities*
*Gellar Field Basic Design Complete, Gellar Field Fundamentals – Advanced Unlocked*

Before leaving Tera, Kesar decided to visit the Sigillite. Malcador was responsible for the informant networks in his domain, so Kesar was curious as to how the cultists were missed. When Kesar arrived, Malcador was setting the table for a meal. "I'm surprised Lord Sigillite, I did not think you would be interested in such a meal."

"Yes, well it's a pastime of mine." The Sigillite motioned for a server to bring some beverages as Kesar sat down. "So, Kesar, I assume this is about your homeworld?"

"Yes, Lord Sigillite. I do not mean to be brusque, but how was this missed?"

"It's complicated. The short story is my agents grew complacent. They believed that the Witch Hunters on your planet were enough to deal with the problem. I have disciplined them, but for what it's worth, I apologize." Malcador's voice was surprisingly apologetic. Kesar would admit that to him the Sigillite seemed to be an uncaring individual when it came to the Primarchs, but perhaps he was simply subdued.

"Now Malcador don't go all weepy." At this new voice, Kesar nearly jumped out of his seat, but couldn't keep the surprise off his face. Meanwhile, the Sigillite just sighed.

"Alpharius, must you always do this?" Malcador had the face and voice of a man who was talking to an unruly child, but Alpharius just smirked as he came back with the drinks.

"Alpharius," Kesar began, "I am surprised to see you here." Alpharius placed the glasses and poured the wine from the bottle and took a seat.

"I will admit that your brother has been very helpful if only he wasn't so …" with that the Sigillite trailed off with a look of exasperation on his face, but Kesar could just make out the hints of a sincere smile.

"He is insufferable, he was in my bathroom last time we met." At this, Alpharius' smirk was wiped off his face as the Sigillite's exasperated face was replaced by a look of amusement.

"You never fail to disappoint," the Sigillite trailed off at this before continuing, "Now Kesar, I assume you want to develop your Legion some more?"

"Now look Malcador, Kesar's statement was completely out of context … "

"So, you were in your brother's bathroom." With this, Alpharius just sighed and sat back down. Kesar meanwhile just looked at the two bickering before deciding not to comment.

"Of course, Lord Sigillite. I will admit that the informant networks have proven to be extremely useful. I am hoping to extend this relationship."

"Well, there are a few options." Surprisingly it was Alpharius that spoke during this process, "the simplest is to simply streamline the creation of the networks. With the lessons the Sigillite's agents have learned, it should be possible to create the networks without impacting your compliance rate. Secondly, I could try to have a group of spies attached to your diplomats. It might speed up compliance, but it will be a minor change on the order of about 5%."

"You lack imagine Alpharius, or perhaps you simply love being obtuse." Malcador took over the conversation at this point, "other options are the assassins we discussed last time. I would like somewhere to place washouts from the Departamento Assassinorum." At Kesar's look of annoyance, Malcador held up his hand as he continued, "the washouts are still extremely competent. Only the best are allowed to attempt entrance. They will still be useful to you. Another idea is rather simple and involves loaning some of your sons to help with my operations. Lastly, I have been looking into the idea of counter-snipers, and I would like to conduct a test run. I could have some of my agents create a counter-sniper team for you to make it harder for sniper support to harm you."

"I'll think about it." Kesar didn't want to commit immediately as there was much to think about. Meanwhile, he began to eat with the Sigillite and when he looked over to where Alpharius was, his brother was gone. With that Malcador just sighed and told him to not comment. Before Kesar left, he decided to implement

[] Streamlining the Informant Networks
[] Spy Attaches to Diplomats
[] Assassins
[] Loan 10,000 Astartes
[] Counter-sniper Teams

Following the meeting, Kesar decided to visit another one of his brothers. The Primarch Vulkan was on a planet on the way to Peregrine II, so it would be polite to stop by.
As he was leaving, Kesar never noticed someone watching him.
When he arrived, Vulkan was finishing up a battle where he had fought a human world that would not join the Imperium. After a quick battle with few civilian casualties, the world was brought into compliance. When Vulkan saw Kesar, he warmly smiled before embracing him, "Brother, you should have told me you were visiting. If you had I would have made something for you."

"I apologize Brother, but it was a spur of the moment decision. I have business for the Crusade and you were nearby."

"So, I'm just an afterthought." As Kesar hastily moved to clarify, Vulkan laughed before continuing, "I apologize, I am glad that you came. Come, I have some time we should get to know each other."

With that, Vulkan took Kesar on a visit to the planet that was just pacified and showed him some of the sights. The planet of Arlagio IV was a beautiful place, with many areas of the planet remaining untouched by the current inhabitants. Beautiful waterfalls, gorgeous cliffsides, magnificent valleys, and more landscapes littered the planet. Kesar and Vulkan were both awed by the sights as they traveled from location to location over the course of a week. "I must admit Brother, this has been quite relaxing."

"Please, you are my Brother, call me Vulkan. I am glad to share this with you. Most of our brothers do not take the time to witness the glory of humanity."

"While these sights are beautiful, I do not see how these are human creations. They seem to be a part of the planet's landscapes."

"They are, and that is the glorious part. You see, my Legion has found signs proclaiming these areas to be something called National Parks. Entry is restricted in order to preserve these sights. In fact, if you look at how humanity settled this planet, they were careful to ensure these locations were untouched." Vulkan looked awed at this and was almost giddy at the thought of human creations. Kesar could tell that his brother loved what humans created and would do anything to preserve human life.

"We are the same Brother Vulkan." Vulkan looked confused at this before motioning for Kesar to go on. "Humans are wonderful, our sons and we fight to preserve them. You have your methods, and I have mine. But in the end, we both will preserve human life."

Vulkan looked pleased with this before smiling, "That we do brother, that we do."

With that, Kesar left his brother, but not before receiving a message from Vulkan asking to meet again when Kesar had finished his task on Peregrine.

After the visit, Kesar began to look into how to improve the planets he had brought into his domain. He had a few categories he could upgrade planets with. The first was in regard to the healthcare infrastructure. Most of the worlds had major issues to take care of, so hospitals and nursing were largely ignored in favor of impending crises. As such, there were a lot of things to take care of. Nursing clinics, hospital complexes, educational facilities, first aid training, gene monitoring, etc. So much work and potential existed. Right now, Kesar had ideas for these buildings, but it would take a long time to implement them

The next category was mass transit. Planets were large and intraplanetary travel was complex. As such, there were definitely areas to improve. Dedicated atmospheric transports would be useful, as would some form of large-scale cargo transport. Perhaps a vehicle on rails. Nevertheless, this gave him many ideas with which to improve the productivity of his worlds. Examples included atmospheric transport, railroads, dedicated wet navy transportation of goods, and so much more.

Thirdly was the production of spacecraft. This was a more difficult endeavor since void vessels were so complex. As such, there was some difficulty, but Kesar persisted. He had a few ideas on the idea of building the more delicate components on planets before shipping them to the dockyards in order to have parallel production occur. Another idea was shipyards in asteroid belts, although large scale movement of material would be necessary. Nevertheless, Kesar did get ideas written down.

Fourthly was weapons production. It was growing more difficult to supply the Legion with Volkites due to the increased logistic. Kesar knew that this logistic system would need improvement. Some things he could do were have some of the more technological worlds create production centers for parts of Volkites and using those as replacement parts. In fact, he could create factories dedicated to one component of the weapon and then ship those to a manufacturing complex where it was assembled. Nevertheless, this would be complicated.

Fifthly was interstellar trade. This was a very difficult endeavor due to the large distances and danger of the warp. As such, there was little to improve since the industry itself was minimal. Nevertheless, there were areas for improvement. Little things such as dedicated docking berths for rogue traders, ground to space transport, etc. Hopefully, these small improvements would add up as more of these were built.

Lastly was housing. Many of the Imperium's citizens had poor housing, the most problematic were hive worlds. While Kesar could improve these, the issue was that it would involve a massive investment of resources that he didn't think he would ever be able to afford. In fact, he believed that at the current production level, he could barely have 6 worlds have housing levels that were up to his standards. It would remain a problem for millennia sadly.

Here's a list of infrastructure actions that were unlocked note that some of these might be changed.
[] Nursing Clinics – -10 to plague rolls if installed on all planets (percentage based). Costs 10 PP per planet.
[] Hospital Complexes – -5 to plague rolls if installed on all planets (percentage based). Costs 20 PP per planet. Requires nursing clinics.
[] Doctor Training – -5 to plague rolls if installed on all planets (percentage based). Costs 20 PP per planet. Requires Hospital Complexes.
[] First Aid courses – Decreases civilian deaths during conflict by 20% for the planet. Costs 2 PP per planet.
[] Gene Monitoring – -90% to mutation rate if installed on all planets (percentage based). Costs 20 PP per planet. (Limited to -15% because requisite research not completed). Requires Nursing Clinics.
[] Dedicated Atmospheric Transport – +0.1% PP per installation. (Limited to +10%). Costs 50 PP per planet.
[] Railroads – +0.1% PP per installation. (Limited to +10%). Costs 50 PP per planet.
[] Wet navy dockyards – +0.1% PP per installation. (Limited to +10%). Costs 50 PP per planet.
[] Distributed Spacecraft Production – Mechanicus can build more complex ships. Costs 100 PP per planet. Only available for Tier 10 planets and above (8 currently).
[] Asteroid Belt Shipyards Design – allows asteroid belt shipyards
[] Distributed Weapons Production – Mechanicus can build more complex weapons. Costs 50 PP per planet. Only available for Mid-Imperial worlds and above (33 currently).
[] Spare Parts Manufacturing – Decreased logistic. Costs 10 PP per planet.
[] Weapons Depots – Emergency stockpiles of high-grade weapons. Removes poorly equipped malus for PDFs and militias. Costs 10 PP per world.
[] Interstellar Docking Ports – +0.01% PP per docking port. Costs 50 PP per world.
[] Ground to Space transportation – +0.01% PP per docking port. Costs 50 PP per world. Requires Interstellar Docking Ports
[] Improve Housing – Costs 100 PP per planet.
With this done, Kesar now devoted his attention to the upcoming planet. So far, he had sent 5000 of his sons to Valhalla and after a rocky start, they reported that the cultists were collapsing into anarchy. It seemed to be going well. Meanwhile, Magnus had indicated that Brittania V would be pacified shortly and thanked him for such a simple assignment. Last was the Senas system, where Kesar was concerned he had not received any updates on the situation. Hopefully, things hadn't gone poorly.
"FALL BACK! CONTAIN IT AT ALL COSTS! FOR THE PRIMARCH AND SOVEREIGN!"
When Kesar arrived at Peregrine, he was conflicted on the scouting report. On one hand, it was comprehensive, but it also painted a bleak picture. On the surface, Peregrine II was a normal world, but that hid an extremely dark underbelly. It seems that there was a Lord of Change conducting a covert ritual. While most rituals were large and took place over a short period of time, this ritual had been continuing for 999 years and was small. However, the number of sacrifices added up. It seems that every 9 days, 9 individuals were sacrificed at 9 locations. This had continued for 999 years and the ritual was about to reach its climax.

Kesar's scouting divisions had found the locations of the ritual which were in urban areas of the hives. While 1 of these locations could be bombed from orbit without issue, 6 of these sites would cause massive civilian casualties, and the remaining two would essentially require destroying two hives. The biggest danger the Wardens would face was the fact that this ritual was a slow trickle of power. Much of it was already finished, and while completing it would result in a powerful ritual, it would still be powerful even without that. As such, it would be preferable to ensure all 9 locations would be taken care of.

However, the Wardens had also located several large groups of cultists spread out across the planet in key locations. The issue this caused was it would involve large scale urban conflict, and if the ritual was stopped, these cultists could try something massively irritating to deal with. Moreover, the Wardens did find that this entire situation had arisen from a powerful diviner, who they were very careful to avoid. They do not know who this psyker is, but the cults seem to respect him a great deal.

In order to deal with this situation, there were a few options. The first involved orbital bombardment, but this would kill millions if not billions. It would solve the problem, but at massive casualties to the planet, and it may thin the barriers of the warp.

Next involved infiltration and alpha striking these locations. So far, the Pathfinders believed they could take groups of up to 2.5 companies to 6 of the nine locations. For the other 3, they believe they could smuggle in just under a company to each. Hopefully, these would be enough to deal with the issue, but the psyker was still a possible threat. Additionally, if these strikes failed, it would be problematic since part of the ritual could still be salvaged by the cultists.

The third idea was to use the Thousand Sons. They were skilled psykers and it might be possible for them to disrupt the ritual. When asked, the Librarians said they could attempt it and could likely alter its intended purpose, but it was unpredictable at best. Additionally, they said that this large of a ritual would need some way to release the energy. There would be risks, but they could do it.

Kesar believe that these ideas could be combined and altered, but in the end, he decided to

[] Bomb from orbit
[] Conduct stealth strikes
[] Disrupt the ritual
[] Write-in

Time for Detection/Warning Rune: 1 year
Detection/Warning Rune: 96
Gellar Field Basic Design: 88
Malcador Disposition: 48 + 10 (???) + 10 (???) + 10 (???) = 78
Vulkan Disposition: 97 + 10 (Nice guy) = 107
Health: 85
Mass Transit: 40
Weapons Production: 70
Voidship Production: 32
Trading Ports: 25
Housing: 26
Scouting Peregrine II: 64 + 20 (Astartes) + 20 (Scouts) + 20 (Alpha Legion Trained) + 20 (Telepaths) + 5 (Thousand Sons) = 149
Peregrine Cultists: 11 + 40 (Hid for 999 years) + 40 (Lord of Change) = 91
Valhalla IV Witch Hunters: 13 + 20 (Experience) = 33
Alpha Legion: 97 + ??? = ???
Wardens: 5 + 20 (Astartes) + 2 (Banish Runes) + 20 (Primarch Homeworld) = 47
Valhallan Cultists: 37 + 20 (Astartes) - ??? (Alpha Legion) = - ???
 
[X] Assassins

[X] Bomb from orbit

Single planet isn't worth wasting lifes of our sons .
 
What is our current compliance rate? Like, it says 60 in the legion status, but the informant option decreases it to 50. So I'm not sure how that's working or what's going on there. Especially when mixed with our diplomacy compliance method, and the blitzkrieg style of combat.
 
What is our current compliance rate? Like, it says 60 in the legion status, but the informant option decreases it to 50. So I'm not sure how that's working or what's going on there. Especially when mixed with our diplomacy compliance method, and the blitzkrieg style of combat.

It's 60 now, you made a deal with the Mechanicus for them to take over the uplift penalty. I'll probably revamp that section when I get time.
 
It's 60 now, you made a deal with the Mechanicus for them to take over the uplift penalty. I'll probably revamp that section when I get time.
That wasn't the only penalty though? We also had the informant penalty? Unless the informant penalty also got removed by the mechanicus? And if so, why is fixing it an option here? What's the base value?
 
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That wasn't the only penalty though? We also had the informant penalty? Unless the informant penalty also got removed by the mechanicus? And if so, why is fixing it an option here? What's the base value?

Oh I see, I never added the informant penalty to the stats. That is a penalty of 20 world's per year. So removing that would bring it back up to 80 worlds.
 
[X] Streamlining the Informant Networks
[x] Disrupt the ritual

Think we need the Informant boost if we want to avoid being bogged down and revisiting taken worlds to keep them subdued. The best way to nail a cult is when they are still one guy with a van.
 
[X] Streamlining the Informant Networks

[X] Plan Not as Planned
-[X] Bomb from orbit the rituals able to be bombed safely
-[X] Use stealth strikes to take out the rest of the rituals
 
I would rather not disturb the ritual , we have 50% chance on making it worse .
 
[X] Streamlining the Informant Networks
[x] Disrupt the ritual

Ok if we streamlined the information networks that is 80 worlds a year which is a nice compliance rate. Bomb from orbit will allow us not to loose more legionaries. Also what is with all these chaos worlds. Seriously in the books it was rare to find any and ever year we have at least one.
 
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[X] Streamlining the Informant Networks
[X] Plan Not as Planned
-[X] Bomb from orbit the rituals able to be bombed safely
-[X] Use stealth strikes to take out the rest of the rituals
 
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