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
[X] 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.
-[X] 10 Cruisers and 30 Escorts to the harassment lines
-[X] 4 Dreadnoughts, 45 Cruisers, and 120 Escorts to the main defense

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

[X] Orbital Platforms. While they're easier to detect and shoot down, they're able to direct their attacks to specific targets.
-[X] At Therog. Put most or all of the platforms around Therog.
 
[X] 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.
-[X] 10 Cruisers and 30 Escorts to the harassment lines
-[X] 4 Dreadnoughts, 45 Cruisers, and 120 Escorts to the main defense

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

[X] Orbital Platforms. While they're easier to detect and shoot down, they're able to direct their attacks to specific targets.
-[X] At Therog. Put most or all of the platforms around Therog.


Mines are a surprise defense. Once they know they're there they won't be as effective. All in with the mines on that first surprise out at Therog II.
 
[X] 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.
-[X] 10 Cruisers and 30 Escorts to the harassment lines
-[X] 4 Dreadnoughts, 45 Cruisers, and 120 Escorts to the main defense

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

[X] Orbital Platforms. While they're easier todetect and shoot down, they're able to direct their attacks to specific targets.
-[X] At Therog. Put most or all of the platforms around Therog.
 
theoretically can't we super long range bombard their future location by using divination to see their projected flight path and calculating for kinetic weapon speed to intersect their physical location at that future point in time @ilbgar123 ?
 
[X] 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.
-[X] 10 Cruisers and 30 Escorts to the harassment lines
-[X] 4 Dreadnoughts, 45 Cruisers, and 120 Escorts to the main defense

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

[X] Orbital Platforms. While they're easier to detect and shoot down, they're able to direct their attacks to specific targets.
-[X] At Therog. Put most or all of the platforms around Therog.
Adhoc vote count started by ShadowNic94 on Oct 24, 2017 at 5:00 AM, finished with 107 posts and 26 votes.

  • [X] Send the whole fleet to intercept the Ork fleet well before it reaches Therog, and have them engage in a running skirmish battle with the enemy, trying to whittle them down over time while using superior agility to maintain the distance as you please. If your Dreadnoughts are too slow to pull this off, leave them around Therog.
    [X] 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.
    -[X] At Therog. Put them around Therog.
    [X] Orbital Platforms. While they're easier to detect and shoot down, they're able to direct their attacks to specific targets.
    -[X] At Therog. Put most or all of the platforms around Therog.
    [X] Orbital Platforms. While they're easier to detect and shoot down, they're able to direct their attacks to specific targets.
    -[X] At Therog. Put all of the platforms around Therog.
    [X] 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.
    -[X] 10 Cruisers and 30 Escorts to the harassment lines
    -[X] 4 Dreadnoughts, 45 Cruisers, and 120 Escorts to the main defense
    [X] 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.
    -[X] Split. Split them between the two worlds.
    -[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
    [X] 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.
    -[X] At Therog II. Put them around Therog II.
    [X] 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.
    -[X] 10 Cruisers and 30 Escorts to the harassment lines
    -[X] 4 Dreadnoughts, 45 Cruisers, and 120 Escorts to the main defense
    [X] 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.
    -[X] Split. Split them between the two worlds.
    [X] Orbital Platforms. While they're easier todetect and shoot down, they're able to direct their attacks to specific targets.
    -[X] At Therog. Put most or all of the platforms around Therog.
 
[X] 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.
-[X] 10 Cruisers and 30 Escorts to the harassment lines
-[X] 4 Dreadnoughts, 45 Cruisers, and 120 Escorts to the main defense

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

[X] Orbital Platforms. While they're easier todetect and shoot down, they're able to direct their attacks to specific targets.
-[X] At Therog. Put most or all of the platforms around Therog.
 
One thing this reinforces to me is how, despite how far we've come, how far we have left to go. Us, and our psykers and our Eldar allies.

A 40K Farseer would know how many orks there were, what their fleet composition was, what the character of the leadership was, as well as the probability distribution of their emergence points.

It's actually nice to see how much more potential Serras has.
 
[X] 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.
-[X] 10 Cruisers and 30 Escorts to the harassment lines
-[X] 4 Dreadnoughts, 45 Cruisers, and 120 Escorts to the main defense

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

[X] Orbital Platforms. While they're easier todetect and shoot down, they're able to direct their attacks to specific targets.
-[X] At Therog. Put most or all of the platforms around Therog.
 
It would kill all fungus in range. Something that would be annoying to fix but doable.
Cool, what about that affecting all biological substances other than orks.
better to kill all fungus than all biomass period, much easier to replace than damaged industry/units/planets, will make a good anti tyranid measure in the future when whole planet literally disintegrates dead biomass and preventing tyranid production and recycling.
 
I also want to prepare when the Tyranids attack us. I want those bastards eliminated, I do not want that super large organism that can swallow our entire galaxy to be a thing.
 
This is an idea I saw in a different Warhammer quest, where during one of the fleet battles they hid some of their torpedo/missile heavy ships (don't know classes that well) inside an asteroid field with minimal power (just life support). When the Orks got in range the PC had a psyker send the message to re-activate the ships and hit them from behind. This feasible?
 
This is an idea I saw in a different Warhammer quest, where during one of the fleet battles they hid some of their torpedo/missile heavy ships (don't know classes that well) inside an asteroid field with minimal power (just life support). When the Orks got in range the PC had a psyker send the message to re-activate the ships and hit them from behind. This feasible?

Yes.
 
Could we locate the fleets exit while they're still in the warp thanks to our eldar farseers
And if yes could possibly send mines at them while in the warp
If yes to both could the mines take out a gellar fields and possibly sic daemons on them
 
Could we locate the fleets exit while they're still in the warp thanks to our eldar farseers
And if yes could possibly send mines at them while in the warp
If yes to both could the mines take out a gellar fields and possibly sic daemons on them

Currently they're just seer since they don't have the Paths figured out, but yes. Mines are just explosives at present. Orks don't use Gellar fields.
 
Back
Top