An Extra Primarch

Should the Quest switch to a Narrative Base?

  • Yes, it will streamline things.

    Votes: 345 40.5%
  • No, I prefer the current system.

    Votes: 127 14.9%
  • Yes, but not until the Crusade begins/Prologue ends.

    Votes: 379 44.5%

  • Total voters
    851
Yeah, we're basically going to be one of the first handful picked up.

Anyway though, doesn't mean we can't kick as much arse as we can in the meantime.

Anyway, we need 2 more Power points, and then we can focus on pushing our last three below-25 stats up to 25.
 
I'd say that's pretty likely, yea.

I'd say one of the first three is most likely. Fenris is outside of Solar and Russ was number 2 found. We're closer to Earth than him.

Unless we are behind a warpstorm or the Imperiums expansion is focused on another direction first. With only Emps and Horus expansion speed must have been uneven in the beginning.
 
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I hope we can help Magnus remain loyal to the Emperor by helping him he's one of my favorite Primarch in 40k so hopefully we can save his legion before Big Bro Magnus makes a deal with Tzeentch to prolong the effects on his legion and hopefully help him to shield his mind from warp terrors.
 
I wonder is it possible to get our hands on murphy's law Peak?
If we push to getting the all stats 25 then yes it becomes a lot easier.

Yeah, we're basically going to be one of the first handful picked up.

Anyway though, doesn't mean we can't kick as much arse as we can in the meantime.

Anyway, we need 2 more Power points, and then we can focus on pushing our last three below-25 stats up to 25.

How many points are we guaranteed from aging? Also I would like to try and get control to 30 so we can pass control 30 checks since with a power of 50 being three checks back sounds like a bad idea, though I except the Will of XXXX series will help with that.
 
Turn 6 RER
[X] Psyker: Manipulation: 60 Perk. Fleshchanger. Your powers over flesh have grown to allow you to restore lost limbs or cause cancerous growths, and similarly boost or weaken the flesh itself. +25 to Combat, Tactics, and Medicine Checks. Malus of the same to enemy Checks in the same.

[X] Level 10 Perk: Experienced. While young, you have a surprisingly wide set of experiences to draw on. +25 to all Checks. +10 to all of your rolls.

Random Event Roll: 49+ 10(FBTW)+ 10(Experienced)= 69.

A minor improvement to the materials used in the PDF's body armor allows the material used in the armor to be of the slightly increased strength compared to the original, while being slightly cheaper. Interestingly, the material is slightly resistant to Warp energies, which should prove useful when dealing with Warp Horrors or rogue psykers. Needless to say, the factories are being slightly modified to accommodate the change, as an all-round more efficient use of resources.

Reward: Improved Body Armor: +5 to PDF rolls. Additional +5 when dealing with Daemons or psykers.

AN: Yeah, I forgot to put this on the end of Turn 6, and I didn't feel like making you guys go back and look for it. As for the material, it's basically a very low-level member of the Grey Knights' anti-Warp alloys. They wouldn't bother with it because their stuff isn't supposed to be mass-produced, and theirs is objectively better in every way besides cheapness, but it's really useful for PDF forces. It's basically a layer of paper against a Greater Daemon, but the PDF can actually take down fodder Daemons with some reliability with this stuff. They'll still die in droves, but they don't need overwhelming numerical superiority to kill Daemons.
 
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How many points are we guaranteed from aging? Also I would like to try and get control to 30 so we can pass control 30 checks since with a power of 50 being three checks back sounds like a bad idea, though I except the Will of XXXX series will help with that.
We get a point of Power every year until we're...15 I think.
 
We really should crank our Invention and Forging skills a bit more when we can though. The sooner we can make even basic Primarch grade gear for ourselves, the better.
 
is it not possible to make permanent changes using biomancy?

It's possible, just harder. She's more focused on temporary changes, partially because injecting people with Warp energy to permanently change them is asking for something bad to happen at some point (such as a Daemon taking advantage), and partially because it's not something just anyone can do. Science is a lot easier, as psykerness has little to do with intellect, so people can work on it when she's not around.
 
Turn 7 Options.
This last year, you managed to get everyone most important to the system some artifacts to help them stay alive, and even perform their duties a bit better. They were all very appreciative, and you'd like to work on making yourself some artifacts for yourself soon, but first, you'd like to get better at metalworking and inventing things.​

You have 6 Major Actions available.​

[ ] Combat Classes: For the Stealth Challenged. Seeing as your CQC has completely overwhelmed... literally everyone's ability to fight you directly, but you can't sneak up on someone in the middle of a firefight or shoot them back without missing 1 time in 10 (Great by most people's standards, terrible considering your physiology.) you think you should work on that. Luckily your aptitude for CQC should help somewhat. You've already honed your combat reflexes, you just need to apply it to fighting people without getting within 3 meters of them, or tipping off the opposing force that you killed their friends. Though on that last one, you blame the noise the guns make every time. Chance of Success: 100%. +30 to Combat: Ranged, and Combat: Stealth.

[ ] After declaring your ambitions to General Richards, he has agreed to teach you all he can. He believes in you, and you don't want to disappoint him. If you wish to unite humanity under one banner, commanding armies is one of many skills you must learn. Let's get started. Chance of Success: 100%. +15 to Tactics categories.

[ ] Forgemaster... Technically. Now that Master Herman has calmed down a bit, you were hoping to get more lessons from him. He's not over his wife's death, but he can do other things than focus on it, his work, or teaching. Hopefully you can help clear the air a bit now that there isn't a pressing project that makes it feel like you're just trying to fix a broken tool. Chance of Success: 100%. +15 to Forging categories.

[ ] Eureka! No, Wait A Minute. Newton wants to tutor you some more, and since you plan to be as much an inventor and a researcher as a military commander, you agree. You hope that soon you'll be able to make a major contribution to society as a whole through means other than sharing your genes and letting people pick them apart to make improvements to the regular humans. Chance of Success: 100%. +15 to all Invention categories.

You have 6 Minor Actions.​
 
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