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
Maybe should do a few Invention Actions for 'Personal Wargear' though, we want something good now since we can go adventuring.
 
Here are some options.

[] Develop gear to help Psykers train and control their powers.

[] Develop psy-weaponry

[] Develop Warp communication technology based on your newly realized ability

[] Develop anti-Warp technology specifically focused on working against the Waaagh Field

[] Develop improved troop gear

[] Develop a good teleportation system/technology

[] Continue Conceptual Crystal research and development

[] Continue Runic Research

[] Continue Conceptual Crystal weapon research and development

[] Develop personal wargear

Invention actions are a really good idea because we can get XP from them.
 
As far as invention ideas... just spit balling here.

We have got warp stuff pretty down pat.

Keep developing Cyber warfare? Oh wait we can use psionics for that too... hm...

I dont think we have improved infantry armor or weaponry yet.
Not in a way that is cheaper and easier to mass produce than T-shirts and Flashlights.

We dont have any orbital defenses that I know of.

Have we upgraded agriculture?

Energy production?

Material production?

Edit: Im kind of waiting for a psychic phone call from the emperor. I dont know if we are in range however.

Also prank calls from the Chaos gods.
 
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As far as invention ideas... just spit balling here.

We have got warp stuff pretty down pat.

Keep developing Cyber warfare? Oh wait we can use psionics for that too... hm...

I dont think we have improved infantry armor or weaponry yet.
Not in a way that is cheaper and easier to mass produce than T-shirts and Flashlights.

We dont have any orbital defenses that I know of.

Have we upgraded agriculture?

Energy production?

Material production?

No orbital defenses that aren't spaceships. No agriculture upgrades beyond some better disease resistance, nor the other two.
 
I do need inventions, what do people consider most critical?

Here are some options.

[] Develop gear to help Psykers train and control their powers.

[] Develop psy-weaponry

[] Develop Warp communication technology based on your newly realized ability

[] Develop anti-Warp technology specifically focused on working against the Waaagh Field

[] Develop improved troop gear

[] Develop a good teleportation system/technology

[] Continue Conceptual Crystal research and development

[] Continue Runic Research

[] Continue Conceptual Crystal weapon research and development

[] Develop personal wargear

Invention actions are a really good idea because we can get XP from them.

Good ideas. I was thinking we could upgrade our manufacturing, it's already pretty good but any improvements would have critical implications across the board.
 
[X][Major] Ship Building.
[X][Major] Continue Runic Research
[X][Major] Continue Conceptual Crystal research and development
[X][Major] Develop Personal Wargear
[X][Major] Develop/enhance Planetary Transportation Infrastructure
[X][Major] Train: Learning
[X][Major] Train: Learning x2
[X][Major] Train: Intrigue
[X][Major] Train: Intrigue x2
[X][Major] Train: Intrigue x3
[X][Major] Continue Conceptual Crystal weapon research and development
[X][Minor] Invention, Works: New/upgraded Infantry Weapons/Gear; use extravagance at triple-specs.
[X][Minor] Train: Intrigue
[X][Minor] Train: Intrigue x2
[X][Minor] Train: Learning
[X][Minor] Train: Combat
[X][Minor] Train: Diplomacy
[X][Minor] Invention, Major Works: New class of craft; fighter using runes+crystals; use maximum extravagance.
[X][Minor] Social: Meera Yerala
[X][Minor] Social: Captain Matt
[X][Minor] Social: Emily Watts
[X][Minor] Social: George Yorev
[X][Minor] Social: Samantha
 
What about the Invention All 100 Perk?
Missed that since we just got it

maybe two power and two for control?

We want to use 5 crystals for power so we end the turn on power 51, that way we will hit power 56 from the free +1 power a turn until maturity. Next turn we are using the crystals to boost combat to 25 afterwards I figure back to control unless we want to boost combat to 30 first.
 
@Void Stalker we have one more major action than your plan suggests. One of the ship building actions is free.

Gonna think a little, but we definitely need to pick up those diplomacy perks next now that we have something to use them on.

Those should be a priority next turn. We only average ~600 for diplomacy checks, though we get some more reductions in difficulty through a bunch of stuff.

We may actually want to delay any diplomacy actions till next,turn. Why go for a defensive pact when we can head straight to alliance by waiting a year? We can stack up on those actions next turn.
 
For invention actions I have

1: Making an industrial replicator.
2: Making a way to study the warp
3: Making better power sources
4: Making A smaller gellar field that's reinforced with crystals.
5: Designing a factory taking advantage of replicators.
6: Making a anti Daemon network.
7: Giving people an easy way to detect Daemon effects.
8: Make warp drive smaller and more powerful.
 
[] Develop increased means of material production
[] Develop increased means of energy production
[] Develop increased means of agricultural production

MMMmmm

Im not sure how... for lack of a better work adaptive the WAAAGH!!! is. Do blanks even short out Ork tech? I mean they were built to fight the necrons...

Edit: cut out redundancy.
 
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We could also do minor invention actions. We can do bonuses to PDF rolls, overall industry, or morale. Major works seem to give better stuff overall, but I think we need to choose right. They also probably give less XP due to harder rolls.
 
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