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] 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.

The whole point is to prevent the Orks from making landfall at Therog. Which means putting all of our static defenses around Therog maximizes their effectiveness as a defense against anything that tries to slip past us.

Also, the Orks' target is Therog. Not Therog II or III. And an asteroid belt is utterly massive. Putting our static defenses anywhere other than Therog (or very close to it) makes no sense, since they would either be spread so thinly as to be totally ineffective, or they'd have a very high chance of just being bypassed altogether.

@ilbgar123 : The whole "Two Lines" strategy doesn't really make any sense. You never divide your fleet like that if you don't have to. In space, bigger guns and missiles have more range, so smaller ships have to come within effective range of bigger ships long before they can even try to harass their enemies. Concentration of force is especially important in naval warfare, for many reasons. If anything, the choice should be whether or not to intercept the enemy fleet far away from Therog or to wait for them at Therog. With the former, it would mean engaging the enemy without the benefit of our static defenses, meaning that we'd take more losses in exchange for thinning out the enemy fleet before they reach Therog. That said, since our ships should definitely be much faster than the vast majority of the Orks' ships (since we have ridiculous amounts of power generation, and much better engineering to boot, and more of our ships' durability comes from their void shields [which are much, much lighter than armor, and thus allows a ship to be more agile], while Orks get all of their ships' durability from armor). Since our shields recharge (while their armor doesn't), our fleet is well suited for skirmishing and kiting the enemy until they reach our static defenses, whereupon our fleet stands its ground and fight decisively. Additionally, mines don't really make any sense in space. Simply put, space is WAY too big for static mines to make sense, and since there's no medium to carry the force of the explosion, explosives have reduced effective range in space. It makes far more sense to simply put those resources and production into more orbital platforms or missile batteries instead (missile batteries are, in fact, the most likely analog to mines. They're "cold" until called upon to launch their missiles at targets within range, and thus difficult to detect, whereas orbital platforms are much larger, actively generate power to power shields and weapons, as well as sensors).

Yeah, I'm not a naval strategist, so, I'm okay with this.
 
Well, Roboute is going to have 400 worlds under his command, so you aren't going to be the be-all-end-all Primarch.
I didnt mean achievement wise, I meant in the means of skill and ability.

because I remember you saying that only the emperor was our equal in willpower, and that was a few levels back, and we have a lot of skills past that level at this point.
 
I didnt mean achievement wise, I meant in the means of skill and ability.

because I remember you saying that only the emperor was our equal in willpower, and that was a few levels back, and we have a lot of skills past that level at this point.

I'm not sure where I said that, but that's in terms of Skill points, and he's at 200 for the Spirit skill, with all the relevant Perks. One of his Perks for being him also provides a bonus to Willpower Checks.
 
[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] 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] 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
 
We need to invent a more efficient rapid space artillery method for Serrras to combine with her precog. imagine drowning a tyranid fleet just entering tyran in a year's worth of artillery shells a thousand years in advance.
 

I'm pretty sure that's not gonna count in the tally. Gonna have to remove that 1 of its gonna count.

Edit: huh...it did count. Guess it's different at SV
Adhoc vote count started by Noname1 on Oct 23, 2017 at 8:44 PM, finished with 78 posts and 24 votes.

  • -[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] 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] 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] 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] 4 Dreadnoughts, 45 Cruisers, and 120 Escorts to the main defense​
    -[X] 10 Cruisers and 30 Escorts to the harassment lines​
    -[X] Split. Split them between the two worlds.
    -[X] At Therog II. Put them around Therog II.​
    -[X] At Therog. Put most or all of the platforms around Therog.
    [X] Orbital Platforms. While they're easier todetect and shoot down, they're able to direct their attacks to specific targets.
    -[X] Split. Split them between the two worlds.
    [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] 4 Dreadnoughts, 45 Cruisers, and 120 Escorts to the main defense
    -[X] 10 Cruisers and 30 Escorts to the harassment lines
    -[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: 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: 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: 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] 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] 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] Bank 10 perks

Adhoc vote count started by Noname1 on Oct 23, 2017 at 8:45 PM, finished with 78 posts and 24 votes.

  • [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] 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] 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] 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] 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] 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.

Adhoc vote count started by Noname1 on Oct 23, 2017 at 8:48 PM, finished with 78 posts and 24 votes.

  • -[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] 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] 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] 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] 4 Dreadnoughts, 45 Cruisers, and 120 Escorts to the main defense​
    -[X] 10 Cruisers and 30 Escorts to the harassment lines​
    -[X] Split. Split them between the two worlds.
    -[X] At Therog II. Put them around Therog II.​
    -[X] At Therog. Put most or all of the platforms around Therog.
    [X] Orbital Platforms. While they're easier todetect and shoot down, they're able to direct their attacks to specific targets.
    -[X] Split. Split them between the two worlds.
    [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] 4 Dreadnoughts, 45 Cruisers, and 120 Escorts to the main defense
    -[X] 10 Cruisers and 30 Escorts to the harassment lines
    -[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: 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: 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: 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] 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] 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] Bank 10 perks
 
Last edited:
@ilbgar123 uh..., just took a look at the character stats and I cant seem to find the super power armor we made,the one with wraithbone and stuff, shouldn't it be under wargear or is it in another section?
 
So, tally that is not lines.
Adhoc vote count started by liujuin on Oct 23, 2017 at 9:02 PM, finished with 79 posts and 25 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] 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.​
    -[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] 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.
 
Speaking of orks and cleaning after their messes... I wonder if it would be worthwhile to set up an organization whose only job is to clean up messes such as cleaning up after battles, chemical spills, cult activity, collecting samples for later study(be it human or xeno tech, or even just plain xeno remains), etc,,. Of course they would have to have the best tools for the job. It wouldn't do for them not have the tools to cleanse an area of ork spores, or chaos tags.

I'm thinking they would need a full custom gear.


Suit designed with entering areas with hazards everywhere in mind. With hours worth of oxygen in tanks on the back.


Weapon tool of choice for the B.C.A. a mop enchanted and engraved with runes and concepts of {purity} and {Cleansing}. The fact that it has a very damaging effect on "impure" beings has nothing to do with it being a favorite.


Another favorite tool of the B.C.A. enchanted with {Solid}/{Impervious} and {return} runes and concepts to make it a solid piece of equipment that can propel it head through the toughest of challenges.


Dubbed the RAD gun. This gun was designed to fire a deadly blast of radiation with a very short half life to make sure it harmlessly decays within minutes after safely exterminating whatever bacteria, fungus, virus, or xeno its pointed at.


The anti fire grenade that releases a mixture of retardant material. It's what it says on the tin. Perfect for suffocating the most stubborn of fires and xenos.


The cleansers a sub branch of the B.C.A. When a mop just won't cut it. They send in these guys. People in Power armor wielding hyper pressured containers of different custom Cleaners for any situation. Those Cleaning liquids being anything from Bleach, all the way to fire. All gear reinforced with runes and crystals. Perfect for crushing the nastiest of Xenos.. I mean messes.


The Cleaner loader: a utility loader that allows a cleaner to easily and safely lift heavy objects.

Demolition mech for all your destructive needs. A fan favorite of the B.C.A.


This antigravity vehicule is the champion vehicule of the Cleaners. Able to house all the vehicules and personnel a situation would ever need.
oops might of went a little overboard...
 
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We are already near peak reactors last I checked so guess we need to improve anti-grav tech which might lead to grav tech.

Welp, this is mostly invented out of nothing, but if I had to think of a way to improve reactors even more, I think I would choose something like 'Reactors blocks: improve the synergy between multiple reactors to obtain more energy in a more effective way that they would individually,' with things like patterns resembling runes or the addition of runes or crystal being optional, probably one of cynergy or harmony.

Edit: Fixed some concept errors.
 
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