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
I wonder if we can't get Russ into using runes more often and teaching him enough psyker abilities to make them himself. After all, all the Primarchs are capable of being really powerful psykers but only Mangus ever got into it.

Fenris has their own runemasters and Russ should be totally cool using something something he can physically touch and make sense of.

Quite frankly would love to spread runes and crystals to all Primarchs that are willing to learn how to make them. I can see crafters like Ferrus and Vulkan making crazy cool stuff that incorporate runes/crystals into their works.

Most of the primarchs aren't ..... psykers...

Unless we make them one.. which we might be able to?
 
Most of the primarchs aren't ..... psykers...

Unless we make them one.. which we might be able to?
I know but they are all capable of it it's just most choose not to/didn't have the knowledge to learn how. Think I read that somewhere.

Even if I'm totally offbase with that you are right we could turn them into psykers if they wanted.
 
I know but they are all capable of it it's just most choose not to/didn't have the knowledge to learn how.
Some were active psykers and the rest were latent psykers. A primarch not being a latent psyker would be a severely crippled because I think that the Warp helps support their impossible ridiculous biology.
 
This is what I'm going with.
Which is exactly why I hope when we run into our brothers we can at least tell them how to make their own runes and crystals. Like said Russ should be all about runes considering his planet's culture, Horus would see the advantages of them, and crafters like Vulkan could make even more crazy stuff by incorporating their work with it.
 
I wonder if we can't get Russ into using runes more often and teaching him enough psyker abilities to make them himself. After all, all the Primarchs are capable of being really powerful psykers but only Mangus ever got into it.

Fenris has their own runemasters and Russ should be totally cool using something he can physically touch and make sense of.

Quite frankly would love to spread runes and crystals to all Primarchs that are willing to learn how to make them. I can see crafters like Ferrus and Vulkan making crazy cool stuff that incorporate runes/crystals into their works.
Idea! We must use our astropathic powers to send Russ on a Fenris vision quest! Vague visions telling him to return to his birthplace to discover his origins and destiny! That way he will seek out the shamans with their runes and wisdom of these events for an explanation as people in his cultural do. He gains an appreciation for them and the power of runes as we guide him to his pod and he learned of the emperor and starts using the info to uplift Fenris. We get slotted into the same place as the one sending him his vision quest and the imperium has more than one Primarch already trying to unite mankind.

Obviously depends on a number of things going right and us actually finding him of course.
 
We are questers everything depends on stuff going right then not and us making choices to try and save whatever we were doing
 
Arrival Over Therog
-[X] Education: General: 40 Perk. Intriguing... Your knowledge opens doors that might otherwise be closed. Provides a +10 bonus to Medicine, Forging, and Combat.
-[X] Education: General: 60 Perk. I Know Lots of Things! Your knowledge base allows you to make connections most people can't. Provides a +10 bonus to Perception, Electronics, Explosives, Psyker, and Invention Checks.
-[X] Education: General: 120 Perk. Genius. You are quite simply, the mental superior of most people. You can figure things out no one else would ever guess the solution for. +25 to Perception, Electronics, Explosives, Psyker, and Invention Checks. Must have 4 of preceding Perks.
-[X] Education: General: 140 Perk. Genius Among Geniuses. Even among other geniuses, you are a mental giant. Problems that would stump a genius for weeks, you can solve in minutes. +25 to all Skill Checks. Must have Genius.
-[X] Education: General: 160 Perk. Supergenius. Even among geniuses, you are a prodigy, a one in a billion intellect. Problems that have stumped scientists for years, you solve in a week. +50 to all Skill Checks. Must have GAG.
-[X] Education: General: 180 Perk. Mega-Genius. You are a one in ten billion intellect. You solve problems that have left scientists sobbing in despair in weeks. +100 to all Skill Checks. Must have Supergenius.
-[X] Education: General: 200 Perk. Ultra-Genius. ...You have this strange urge to chant for some reason. +150 to all Checks. Must have M-G.
-[X] Education: Advanced: 20 Perk. Pioneer. You've begun learning things no human in the sector knows. +500 to all Checks (applies per Skill involved). Must have U-G.
-[X] Education: Advanced: 40 Perk. Intellectual. You have the kind of intellect and knowledge that most people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +600 to all Checks. Must have Pioneer.
-[X] Education: Cultural Analysis: 20 Perk. Joiner. You can make people want to join your polity of their own accord. +1 Free Integration action. Requires Cultural Disassembly.
-[X] Education: Cultural Analysis: 40 Perk. Linking Up. You can absorb polities that aren't much larger than your own with ease. +2 Free Integration actions. Requires Joiner.
-[X] Education: Seer: 20 Perk. Esoteric Knack. Seeing as you doubt you'll make much progress in altering human souls any time soon, you've turned your attention towards other forms of molding. +1000 to Psyker Checks. Requires Bridge the Gap.
-[X] Education: Seer: 40 Perk. Esoteric Technique. Your knack is developing into a full-fledged technique for creating things from/using Warp energy, and discovering new ways to do so. +1200 to Psyker Checks. Requires Esoteric Knack.
-[X] Psyker: Sorcery: 20 Perk. Omni-Manipulation. While not enough to make you an Omnimancer by itself, full mastery of the first tier of psychic manipulation is an important step on that path. +1000 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Murphy's Biased Enforcer.
-[X] Speech: Diplomacy: 120 Perk. Mercy. While many would kill people who'd been trying to kill them, if they aren't unsavageably evil, then you believe you should at least attempt to show them mercy. After all, you're so much stronger than most people, so shouldn't you be responsible about it? Provides a bonus to Speech Checks 4 times Karma. Requires Second Chance.
-[X] Speech: Diplomacy: 140 Perk. Lenience. Provided they don't worship Chaos, they have a place in civilization. So, you'll be lenient towards conquests. Provides a reduction in discontent and insurrection among conquered worlds, and a more minor one in your polity. Requires Mercy.
-[X] Speech: Diplomacy: 160 Perk. Good Reputation. Your reputation makes people more willing to trust your word. Provides a bonus to Speech Checks 5 times Karma. Requires Lenience.
-[X] Bank 10 perks

"Ma'am, we've arrived at the Therog system." An Ensign reported. Technically, you were just past the system's Kuiper belt, but you were effectively in the system now. While the sensors couldn't directly perceive objects in the real world while in the Warp, they could tell where their gravity wells were just fine, even these minuscule ones. With your direction, it was possible to drop into regular space right at the edge of where the star's gravity well began to noticeably affect the curvature of space-time. Based on your divination, you'd have about three months after reaching Therog to position your forces and set up static defenses such as orbital weapons platforms, mines, etc.

Of course, you didn't have much in the way of orbital platforms or mines onboard your ships, so you'd have to use the in-system resources to construct some with your Mining Ships. Though you'd be able to grab the biggest chunks and make some mines of your own.

Resource Roll: 57+10(FBTW)+20(Level Perks)=87. Good result.

Luckily, there was a large, rich asteroid field between Therog and the system's first gas giant, Therog II. Therog III was the final planet in the system, and had a single rocky moon with a ring of asteroid debris around it, which should help.

Now the question was, how should you deploy your forces? With 4 Dreadnoughts, 55 Cruisers, and 150 Escorts, having everything over a single planet might be a bit crowded. Obviously, most of your forces should be concentrated around Therog, but should you put the large majority around Therog with a token force to harry the Orks on their approach, or a large force to set up a first line of defense?

Available Fleet: 4 Dreadnoughts, 55 Cruisers, and 150 Escorts, 20 Mining/Repair Ships.

[ ] Harry. While you have a large fleet, Orks are nothing if not numerous, which often extends to their ships. Send the detachment to harry them, but avoid getting caught up in a prolonged fight. Limits detachment to 25% of total fleet. Fleet will focus on causing casualties over slowing Orks.

-[ ] Write-in Exact Composition.

[ ] Two Lines. While Orks have numbers, keeping fighting over Therog to a minimum is imperative if you wish to avoid an Ork infestation. Limits detachment to 50% of total fleet. Fleet will work to do as much damage to Orks as possible, even at cost to themselves.

-[ ] Write-in Exact Composition.

With that decided, you needed to decide what to do about the static defenses. What to make, and where to put them. (Can Choose both types at both planets, but effectiveness at singular locations will be limited if more than one type of defense is constructed at both planets)

[ ] Mines. While they can't attack, they're a lot more numerous, and a lot harder to detect and destroy before they can do much damage.

-[ ] At Therog. Put most or all of the mines in Therog's orbit.

-[ ] At Therog II. Put them around Therog II.

-[ ] Split. Split them between the two worlds.

[ ] Orbital Platforms. While they're easier to detect and shoot down, they're able to direct their attacks to specific targets.

-[ ] At Therog. Put most or all of the platforms around Therog.

-[ ] At Therog II. Put most or all of the platforms around Therog II.

-[ ] Split. Split them between the two worlds.

AN: Therog II was chosen because Therog III is going to be about as far from Therog as it gets around the time of the Ork attack. You've got until 10 to vote.
 
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I'm thinking two lines to keep an Ork infestation from happening and mines hidden in the asteroid belt around Therog 2.

Any comments? I'm not good at troop deployments.
 
I'm thinking two lines to keep an Ork infestation from happening and mines hidden in the asteroid belt around Therog 2.

Any comments? I'm not good at troop deployments.

The benefit to mines over orbitals would be if the Orks went with more ships instead of bigger. Since we don't know the Ork force composition it's hard to say which would be better right now. Other than that I like your proposal.
 
I'm thinking Mines at the first line of defense, Orbitals at the second.

Also, I want to do Two Lines, but we should probably Harry instead.

Two Lines is high-risk, high reward, but Harry keeps more of our ships intact for the final fight.
 
Now the question was, how should you deploy your forces? With 4 Dreadnoughts, 55 Cruisers, and 150 Escorts, having everything over a single planet might be a bit crowded. Obviously, most of your forces should be concentrated around Thernus, but should you put the large majority around Thernus with a token force to harry the Orks on their approach, or a large force to set up a first line of defense?
I think you mean Therog.

I'm thinking two lines to keep an Ork infestation from happening and mines hidden in the asteroid belt around Therog 2.

Any comments? I'm not good at troop deployments.
Was thinking the roughly the same. Not good when it comes to troop deployments either.
Have the platforms over Therog I?

@ilbgar123 Is there anything on Therog III? You mention that there is a moon there but nothing on whether or not it is inhabited.
 
Two Lines it is.
Looks something like this:

[ ] Two Lines. While Orks have numbers, keeping fighting over Therog to a minimum is imperative if you wish to avoid an Ork infestation. Limits detachment to 50% of total fleet. Fleet will work to do as much damage to Orks as possible, even at cost to themselves.
[ ] Mines. While they can't attack, they're a lot more numerous, and a lot harder to detect and destroy before they can do much damage.
-[ ] At Therog II. Put them around Therog II.
[ ] Orbital Platforms. While they're easier to detect and shoot down, they're able to direct their attacks to specific targets.
-[ ] At Therog. Put most or all of the platforms around Therog.

Do we have to Write-In the composition of ships, or is there a default?
 
We do not know enemy fleet composition. I'd send out scouts to harry the enemies and find out about their composition. Keep the bulk of our forces together in case we're outnumbered once we split, and focus on destroying the Waaagh instead of defending the feral world. Also, is there a possibility that the orks would skip Therog II and gun straight for Therog? If there is, we should keep defense and mines together as well.
 
Semi-static defenses are not good in deep/wide space.

You want to harry the forces on the approach and then have them slam into minefields in the orbitals of the planet. That weakens them on the approach and then we drop the hammer on them with our fleet with the orbital minefield being the anvil.
 
Semi-static defenses are not good in deep/wide space.

You want to harry the forces on the approach and then have them slam into minefields in the orbitals of the planet. That weakens them on the approach and then we drop the hammer on them with our fleet with the orbital minefield being the anvil.

The trouble is some Orks might make it down onto the planet and then they'll be a headache on that planet forever.
 
The trouble is some Orks might make it down onto the planet and then they'll be a headache on that planet forever.

*shrug* Orcs that are formed from spores are pests to any decently equipped force which any planet that becomes part of our polity would end up being. I don't think it's worth risking our ships to stop a spore infection, not when we could just uplift the locals and have their troops in power armour shooting orcs with bolters within a decade and any orks grown from the spores will be pretty weak unless they mass into a large group which should be more or less impossible.

Save the planet and the people whilst not getting our fleet wrecked or heavily damaged.
 
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