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
A Massacre
[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] 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] 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.

Seeing as you plan to uplift Therog to the same average technology level as the rest of the worlds in your domain after this, you decide to keep your forces concentrated for the major fleet engagement. While this increases the risk of Ork spores contaminating the planet, with modern technology, it shouldn't be too much of a problem. Of course, that doesn't mean your forces will engage them in a straight-up brawl. That's what Orks excel at.

No, your plan is to have your Escorts and Cruisers skirmish with them, avoiding a protracted battle in favor of hit-and-run attacks. About long enough for a single bombing run, before they retreat towards Therog. You'll keep the Dreadnoughts back, partially because their sheer mass makes them slower, and partially to give the Orks a simple goal: Reach 'Da big honkin' ships da humies have around da planet!' so they don't get fed up and leave the system in search of a real fight. You don't consider it likely, but you'd rather not have to hunt them down.

First, however, you have your miners start extracting resources from the asteroid belts, around the gas giant's moon as you approach Therog, and then from the asteroid belt as you wait there for the Orks to arrive. The mines, which you modify to have magnets so they don't require actual contact with their targets since you'll be cleaning them up afterward, and orbital platforms, which are outfitted with a full complement of missiles and laser batteries. With 20 Mining Ships on the job, along with your personal intervention, a grand total of 21600 light orbital platforms are constructed, with 216000 mines providing light coverage for the planet itself. (Gained +216 to fleet rolls around Therog, and +21 to interception of transports, due to light coverage of planet)

Ork Waagh Roll: 69+10(FBTW)+20(Level Perks)=99. Near-crit. All space-capable Orks within sector drawn in. AN: This is rare roll where a crit doesn't explode if you get one. This was for how many nearby Orks came for the Waagh. You aren't well-known on the galactic level, so not many were going to come on a galactic scale. This is also a roll where a higher result isn't necessarily good.

The Ork fleet appears on the edge of the system, and you can't help but note that the fleet was larger than you expected. This could be very troublesome.

Ork Fleet Composition: 6 Space Hulks, including Command ship: Fleet Krumpa'. 150 Roks. 50 Cruisers. 250 Escorts.

Considering the number of Space Hulks and Roks, you suspect they've been hanging out around asteroid belts, or they've been gathering a large number of recruits from worlds across the sector, possibly both. This was probably every space-capable Ork in the sector. On the bright side, you should be able to get some more Dreadnought hulls if you don't completely slag the Space Hulks. You had your fleet's Cruisers and Escorts ready to hit them when they emerged. Thanks to your ability to teleport, you were able to personally command the battle.

Combined Check: Psyker: Manipulation+Sorcery: 225+Combat: Ranged: 70+ Education: General+Advanced: 240+ 5860(Psyker bonuses)+ 17495(Combat bonuses)+ 2085(Education bonuses)= 25975. 5000 Required to influence battle. Passed. 10000 Required to influence battle somewhat. Passed. 15000 Required to influence battle significantly. Passed. 20000 Required to influence battle more. Passed. 25000 Required to influence battle greatly. Passed.

1420/6200 to Level 53.

Bastion Fleet Roll: 38+100(Total Surprise)+242(Fleet bonuses)+100(Leadership: Primarch)+100(Psyker powers)-50(No Dreadnoughts, halved by Skirmishing.)=530

Vs.

Ork Fleet Roll: 50+25(Warboss)+50(Skill)+50(Waagh)+50(Sheer Numbers)=225.

Greater Success! Casualties halved for Orks by skirmishing. Casualties quartered for allied forces. Ork casualties multiplied by 8 by 300+ in your favor. Reverse for allied forces.

Allied Casualties: 0 Dreadnoughts, 1 Cruiser, 2 Escorts. 4 Dreadnoughts, 54 Cruisers, 146 Escorts remaining.

Ork Casualties: 2 Space Hulks, 50 Roks, 30 Cruisers, 100 Escorts. 4 Space Hulks, 100 Roks, 20 Cruisers, 150 Escorts remaining.

It goes very, very well. The Orks losing a dozen ships for each one you lose. You personally teleported aboard 2 of the Space Hulks and killed their leaders. By which you mean you blew up the bridge. Even the jury-rigged systems the Orks use can't compensate for no one to give any orders, or anyone whose authority all the Orks recognize. Before they could possibly continue the battle, they have to figure out who's in charge, during which time you disable their engines and major weapons. Taking out the heads of each of the Hulks (and the relevant emplacements) was the work of 10 minutes for each Hulk. The remaining 5 minutes was mostly spent thinning the massive numbers of Roks and Escorts, to prevent being swarmed under later. (AN: When your Combat Score is over 10000, most enemies give you little trouble.)

After you retreat, you send a message to the Orks. "What's the matter? I thought Orks were supposed to be tough!" While Orks loved a good fight, goading them on never hurt. You wouldn't want the Warboss to actually come up with a plan more complex than 'Smash 'em!' and do something tricky. While you acknowledge that Orks can be smarter than they are usually thought of, most people haven't really internalized it. They tend to assume every Ork is going to be an idiot, which makes tricks from them much more likely to cause severe damage.

Sure enough, the Orks head straight for your ships.

Bastion Fleet Roll: 86+242(Fleet bonuses)+100(Leadership: Primarch)+100(Psyker powers)-50(No Dreadnoughts, halved by Skirmishing.)= 478.

Vs.

Ork Fleet Roll: 99+25(Warboss)+50(Skill)+50(Waagh)+25(Superior Numbers)=249.

Large Success! Casualties halved for Orks by skirmishing. Casualties quartered for allied forces. Ork casualties multiplied by 4 by 200+ in your favor. Reverse for allied forces.

Allied Casualties: 0 Dreadnoughts, 2 Cruiser, 4 Escorts. 4 Dreadnoughts, 52 Cruisers, 142 Escorts remaining.

Ork Casualties: 1 Space Hulks, 25 Roks, 15 Cruisers, 50 Escorts. 3 Space Hulks, 75 Roks, 5 Cruisers, 100 Escorts remaining.

Ork Morale Roll: 58+50(A Great Fight)-70(Casualties)-16(Intimidation)=22. Barely Avoids Mass Desertion.

At this rate, you might not have needed to worry. While the lack of the surprise advantage drastically reduces the kill ratio, you're still losing ships very slowly compared to the Orks. The Cruisers have been all but wiped out, and most of the other types are at half their previous number or fewer. While you only predict 2 more such rounds of combat before they reach Therog, you suspect less than a third of their original force will make it there, at which point your weapons platforms and the support of your Dreadnoughts should let you make quick work of them. You've actually had to deal with some deserting Ork ships, which you resolved by killing them first. Nothing like fleeing being certain death to motivate someone to fight.

Bastion Fleet Roll: 83+242(Fleet bonuses)+100(Leadership: Primarch)+100(Psyker powers)-50(No Dreadnoughts, halved by Skirmishing.)= 475.

Vs.

Ork Fleet Roll: 31+25(Warboss)+50(Skill)+50(Waagh)=156.

Greater Success! Casualties halved for Orks by skirmishing. Casualties quartered for allied forces. Ork casualties multiplied by 8 by 300+ in your favor. Reverse for allied forces.

Allied Casualties: 0 Dreadnoughts, 1 Cruiser, 2 Escorts. 4 Dreadnoughts, 51 Cruisers, 140 Escorts remaining.

Ork Casualties: 2 Space Hulks, 50 Roks, 5 Cruisers, 100 Escorts. 1 Space Hulk, 25 Roks, 0 Cruisers, 0 Escorts remaining.

Ork Morale Roll: 81+50(A Great Fight)-90(Casualties)-16(Intimidation)=25. Barely Avoids Mass Desertion.

Uh, well, it seemed like you really, really didn't need to worry. Fleet Krumpa' was the only Space Hulk left, with some kind of teleportation-jamming field preventing you from simply teleporting onboard being the main reason why, and the Roks were barely hanging on. The Cruisers and Escorts were all too badly damaged to keep fighting, or outright ripped apart in a few cases. You hadn't expected them to be so fragile. Maybe your ridiculous stroke of luck in finding the Coalition had thrown off your predictive powers?

Bastion Fleet Roll: 67+242(Fleet bonuses)+100(Leadership: Primarch)+100(Psyker powers)-50(No Dreadnoughts, halved by Skirmishing.)+50(Superior Numbers)= 509.

Vs.

Ork Fleet Roll: 75+25(Warboss)+50(Skill)+50(Waagh)=200.

Greater Success! Casualties halved for Orks by skirmishing. Casualties quartered for allied forces. Ork casualties multiplied by 8 by 300+ in your favor. Reverse for allied forces.

Allied Casualties: 0 Dreadnoughts, 1 Cruiser, 2 Escorts. 4 Dreadnoughts, 51 Cruisers, 140 Escorts remaining.

Ork Casualties: 1 Space Hulks, 25 Roks, 0 Cruisers, 0 Escorts. 0 Ships remaining.

Orks wiped out!

With numerical superiority and quality on your side, your forces annihilated the remaining Ork forces. You focus on destroying Fleet Krumpa's Force Shields, allowing you to disable the ship's engines and main weapons from the outside, before turning your attention to the lesser ships. With all of the Orkish ships disable or destroyed, you mull over whether or not to simply destroy Fleet Krumpa' from the outside, or board it yourself, slaughter the Ork Warboss and other major leaders, and then lead your forces to take out the rest of the Orks.

[ ] Enter Ship. While you'd be at some minor risk, you doubt this Warboss was strong enough to really give you much trouble when you had your new suit of armor. Bonus Loot Roll if successful. Full Dreadnought Hull from intact Hulk if successful.

[ ] Slag It. Eh, it's probably not worth the risk. Really, what could there be on that Hulk? Partial Dreadnought Hulk.

You believe you can take care of the Roks yourself once this is finished, while the other ships board the Cruisers and Escorts and start clearing them out. While they would likely cease functioning properly as soon as the Orks were gone, like most of their technology, you should be able to get quite a few ships out of them, which you could use to establish a garrison here and fulfill your promise to the Eldar, so that was the main decision remaining before you moved on to uplifting Therog and replacing the natives.

AN: Either I need to redo the combat system, or those extra ships saved you a lot of losses among your ships. I had this whole extra segment planned, but it was completely unnecessary. I think 6 PM should be plenty of time.
 
Therog Battle End
[X] Enter Ship. While you'd be at some minor risk, you doubt this Warboss was strong enough to really give you much trouble when you had your new suit of armor. Bonus Loot Roll if successful. Full Dreadnought Hull from intact Hulk if successful.

Giving orders for the other ships to commence boarding operations on the non-Space Hulks, though a few ships were to stand guard and make sure they didn't manage to get their engines working somehow, you teleported aboard the Space Hulk. If all went well here, you'd repeat the process on the other Hulks.

Power Check: 5 Checks Passed.

Control Check: 3 Checks Passed.

Learning Check: 3 Checks Passed. -450 to Check difficulty.

Psyker: Esoteric Check+Navigator: 215+5860=6075. 4550 to bypass jamming. Passed.

1540/6200 to Level 53.

With the Ork Force Fields down, and their interference, you were able to force your way past the jamming effect of whatever machine the Orks were using. You could tell it wasn't a Warphead, so that left some kind of custom machine. You presume that's what that explosion around the middle of the Hulk was following your arrival.

Ork Warboss Roll: 46+10(FBTW)+20(Level Perks)-50(Large Waagh)=26. Powerful Warboss. +10000 to Check difficulty for Warboss. AN: This roll was for how strong the Warboss was. The large number of recent additions caused something of a growth spurt both physically and intellectually, that's what the Waagh bonus is.

Combat Check: 2 Checks Passed. -225 to Check difficulty.

Combined Check: Combat: Melee+Ranged: 270+Psyker: Manipulation+ Sorcery: +225+ 35210(Combat bonuses X 2)+ 5860(Psyker bonuses)=41070. 2275 to reach Warboss. Passed. 4775 to defeat honor guard. Passed. 19775 to defeat Warboss.

1590/6200 to Level 53.

The Ork Boyz proved little trouble, as you simply crafted adamantium throwing knives for each, and launched them telekinetically with enough force to pierce their skulls. You were saving the Wraithbone knives for the Warboss and his retinue. You slaughtered your way to the bridge without much trouble. Being able to make adamantium knives on a whim will let you do that. While you could make Wraithbone knives, the process was enough slower as to be an unacceptable delay when you were avoiding major displays of psychic power to avoid causing major damage to the ship. Well, other than the cleansing flame you were using to make sure the spores didn't stick around, but that wasn't causing much damage compared to what you could be doing.

The Ork Nobs, while more skilled individually, barely slowed you down. You killed half of them with the exact same tactics you'd been using on their lesser comrades in the first ten seconds. Following this, the survivors fired everything they had at you, destroying three walls before expending themselves, which, while an impressive amount of firepower from less than a dozen individuals, did absolutely nothing to keep you from teleporting behind them and shanking three of the survivors before they realized you weren't dead.

The remaining Nobs abandoned ranged fighting to try their luck with melee. Of course, you were vastly their superior, and one their number lost his head to a knife in the face. To be fair, he'd tried to block it with his 'choppa' but the steel simply wasn't strong enough to provide much impediment to the blade when it had that kind of momentum behind it. The other three attempted to sword-duel you, but your blades cut through theirs with little trouble, usually taking an arm or head with it. As such, the remaining conflict took all of 30 seconds.

The door to the bridge lay just beyond, and as you stepped through, you were subjected to a blistering hail of fire, which a barrier of psychic energy blocked without any trouble. "Youz the one who been killin' me Boyz ain't ya?" The Kaptain asked, seeming only somewhat disgruntled by your lack of harm. His pronunciation was terrible, but you could understand him just fine. He had what looked like a machine-gun bolter. While normally such a weapon would jam frequently, Orks didn't usually have such problems, which made it perfect for one large enough to actually use it without getting knocked back by the recoil. This one was 8 feet tall, a bit taller than you, so being able to use the weapon made some sense, but he was holding it in one hand while he gripped a choppa as long as the average human and nearly half a meter wide in the other. That made no sense at all.

"Yes." You say, tossing three of your Wraithbone knives at him while crafting and launching three adamantium knives. To your surprise, he successfully manages to deflect them all with his gunfire, except the one he caught with his teeth, which, now that you look, have a distinct metal sheen, similar to the one his sword has, which is very familiar.

Intrigue Check: 3 Checks Passed. -250 to Check difficulty.

Perception Check: Objects: 70+ 2220(Perception bonuses)= 2290. 750 to identify sword. Passed. 2250 to identify teeth. Passed.

1640/6200 to Level 53.

Adamantium-lined teeth? Didn't Orks go through teeth almost as fast as bullets? The sword he probably just scrounged up from somewhere, but how did he get his teeth to stay that way? Did he just scrounge up some more adamantium whenever one fell out and get the new one lined like the others? Or had they just stopped falling out because he didn't want them too or something equally moronic?

"Well old Metalbitah's gonna be a harda' fighter than me Boyz were!" he said as he pulled the knife out of his mouth, before sending it straight at your face. That was apparently his name, you noted idly as you caught the thrown knife.

He charges you with surprising speed, but you block and parry his sword, while using your powers to wrench the gun out of his hand at an opportune moment. For some reason, you were having trouble directly influencing his weapons or body. Regular rank-and-file Orks were harder to influence than humans, but not beyond you in any way. You could barely affect this guy's weapons, let alone him. Of course, without his gun, he immediately switched entirely to his sword, which made influencing it much more difficult.

You suspected he was a latent. Latents didn't consciously exhibit their powers, but they had them. It could be a sixth sense for danger or ways to solve problems, flashes of insight that could easily be mistaken for 'normal' genius, having a 'green thumb' or some extra force behind their blows, or even something as minor as sparking a fire while out camping and getting frustrated with the regular flint and tinder. A lot of them would never notice they were psykers unless directly told they were, as they tended to be extremely minor. This guy was at least equivalent to a Delta, however. The thing was, all of his power was focused into enhancing his combat ability, and blocking psykers from messing with him or his equipment. Perfect for an Ork. Still...

Metalbitah gave a squawk of surprise and slightly of pain as his wrists broke from the force behind your blow. While you didn't quite have tactile telekinesis down, you could do a pretty good job of faking it, and his resistance didn't apply to your sword. Unable to guard properly against your blow, you took his head with almost no struggle. Seeing as you'd wiped out the vast majority of the Orks, including all the major threats, aboard this Space Hulk, you gave the fleet permission to board, while you went to the others to repeat the process. As you'd yet to get more than a scratch, you expected no major problems.

Boarding Roll: 75+ 102(Boarding bonus/2 from insufficient training)+1045(PDF bonuses)+250(Well-equipped Champions)= 1472.

Vs.

Ork Counter-Boarding: 68+ 100(Very Experienced)+50(Skill)+100(Huge Numbers)+50(Cornered Animals)+100(Waagh)= 468.

Yes.

As you were expecting, the Orks were being systematically killed. For all that they were being slaughtered en masse, the Orks refused to retreat, likely because they had nowhere to retreat to. The fact that this was probably the best fight any of them had ever seen likely contributed. Meanwhile, you slaughtered the Orks on the Space Hulks, none of which managed to put up anywhere near the fight that Metalbitah did, so you had little trouble.

Escapee Roll: 21+10(FBTW)+20(Level Perks)+50(All Ships Disabled)-50(Powerful Waagh Field)=51.

A couple of the Escorts managed to get their engines back online and enter the Warp, but you seriously doubted they'd survive the jump this deep in the system's gravity well. Other than that, the remaining Orks were killed off with little fanfare.

+2500 Exp for breaking large Waagh. 4140/6200 to Level 53.

Loot Roll: 6+10(FBTW)+20(Level Perks)=36. Minor STC(low-end).

Gained Low-Quality Air Purifier STC. +10% to air quality/morale on Hive Worlds. While it seems like a fairly primitive version compared to the water counterpart you found among the other Space Hulks, it still does the job better than it's counterparts among the Hive Worlds, which tend to be pretty poor when they're there.

Loot Roll: 42+10(FTBW)+20(Level Perks)=72. Minor STC(high-end).

Gained High Quality Water Purifier STC. +50% to water quality/morale on Hive Worlds. While much better than the air purifier, you suspect it's still not as good as it could be. Still, it should prove very helpful in improving their quality of life.

The Forgeworlds and tech-priests are going to be very happy at the recovery of ancient technology, and you suspected the Hive Worlds wouldn't be displeased either. While you were here, and waiting for the Mining Ships and crew to patch up the ships that recieved damage, you visit the planet, to start building a city with modern technology to start off the uplifitng of the natives of Therog.

Administration Check: 2 Checks Passed.

Power Check: 5 Checks Passed.

Control Check: 3 Checks Passed.

Learning Check: 3 Checks Passed. -500 to Check difficulty.

Combined Check: Forging: Gear: 200+ Education: General+Advanced: 240+ Psyker: Manipulation+Sorcery: 225+ 4120(Forging bonuses)+ 2085(Education bonuses) +5860(Psyker bonuses)=12730 X 2 because of repairs= 25460. 4500 for functional Town. Passed. 7000 for functional Minor City. Passed. 9500 for Major City as capitol. Passed. 14500 for multiple Major Cities. Passed. 19500 for multiple Major and Minor Cities. Passed. 24500 for Capitol City. Passed. AN: Minor City is what a modern city is defined as. Major City is a metropolis, and the capitol is a megalopolis.

4330/6200 for Level 53.

While there are less than 100 million people who inhabit Therog, the cities you build are just barely able to hold them all, though they barely don't even occupy a region, let alone a continent. They'll have to build new structures in a hurry, and they'll have to build new settlements in a hurry, while you'll have to bring teachers over to teach them properly. While you'll be able to convey the basics when you get to them, they need dedicated teachers.

Once you return to Thernus (and after celebrating your victory over the Orks in a huge celebration not entirely at your behest) you transfer the native population of Therog back home. While there is some grumbling here and there about you changing their entire way of life, most of them are grateful for the better defenses, and some teachers are found amongst your worlds who can teach them to the incredibly high standard (compared to before) they now require for their lives. Some workers are transferred over temporarily while they learn, but that's strictly short-term.

Low population Civilized World added to The Bastion. 25 worlds total.

AN: Not totally happy with the ending, but I should put out the next Turn options tomorrow. Speaking of which, could someone trawl through the thread and compile all the actions I said you could do? It'll be faster in the long run.

Edit: Forgot about this.

While you gained 6 Space Hulk which you can convert into 3 Dreadnought hulls with a fair amount of ease, the carcasses of the 150 Roks are a bit more iffy. You could combine a large number of them for a Dreadnought, or a much smaller number for Cruisers or Escorts. The Cruisers and Escorts are similarly in bad shape, and with Orkish standards, would likely need total remodeling to be space-worthy for humans. Luckily you are a stupendously powerful psyker.

You have 1500 Resource points to allocate.

[ ] Dreadnought Hull X ? 50 Points per Dreadnought Hull.

[ ] Cruiser Hull X ? 10 Points per Cruiser Hull.

[ ] 5 points per Escort. Thanks to recent increases to Psyker, Forging, and Electronics Skill totals, these may be built wholesale.

AN: This vote ends at noon tomorrow. The 1500 is separate from the 3 Dreadnought Hulls, which you get regardless.
 
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Turn 13 Options.
AN: Seeing as there hasn't been a while lot of voting, I'm gonna call it now.

[X] 15 Dreadnought Hulls.

[X] 25 Cruiser Hulls.

[X] 50 Escort Hulls.

As you have the hulls towed to their respective shipyards, you're almost tempted to thank the Orks. This would make expansion much, much, easier. You could actually put a significant chunk of your Escort-class ships on exploration duty while you waited for your holdings to catch up with your territory. Meanwhile, 1 of your Dreadnoughts, 5 Cruisers, and 30 Escorts were moved into Quenya's area, to guard it from attack. More would arrive once the current batch was done.

Gained 500 Escort-class Ships.

Turn 13 Options.

You have 14 Major Actions available.​

[ ] Ship Building. Even with the Waagh destroyed and your recent influx of resources, you could always use more ships. Of course, you have an entire rogue planet to rip material out of, though there's a limit to how much material is there, there's enough for a huge fleet. Chance of Success: 100%. This action may be taken up to 115 times. Will build one Battleship, or 5 Cruisers almost fully, or 10 Escorts fully. The former takes 2 years to complete after the action is taken. Currently 6/115 have been used. One will be taken for free due to Mining Ships. All Dreadnought berths currently full. Cruiser berths currently full. Escort berths empty, but can be constructed by you wholesale. Due to allied berths, 7 sets of berths are now available for each category.

[ ] Diplomacy. While you've added a number of new systems to The Bastion, there are still a number of polities within the sector that you can reach out to. While you have less information about them than those within your sub-sector, you were going to have to take that plunge some time. 20 systems available for diplomacy. Reward: Depends on Checks passed.

[ ] Survey. As the nearby Warp has been forcibly calmed by you, a number of systems have been made available. As there were a number of systems which had either remained free of human touch for some reason, or had simply not been explored, you have quite a few options. 50 systems available for survey. 60% chance of discovering something interesting. (Base 10+20 from Warp Lighthouse+ 20 from Level Perks+ 10 from FBTW). Reward: Varies between colony sites, asteroid belts for mining, xenos or human polities, etc.

[ ] Build Shipyards. It occurs to you that the number of berths around the planets in your polity are the major bottleneck on ship production when you can do the hard work of extracting the metal and making the hull. While Escort-class berths for each planet should be doable, the Cruiser and larger shipyards should be reserved for planets such as Thernus, Pyris, and Aris, as they're the ones with the expertise to actually build larger ships. Not to mention the Forge-Worlds might take offence to Ored, for example, having more/better shipyards than them. Chance of Success: 100%. Reward: Additional berths. Limit of 15 total per system. Time: 1 Year. AN: Will count against your Ship-Building total unless building Small Shipyard for Escorts. If you do an action for better ships/shipyards, I'll consider it to have happened before any instances of this action taken.

[ ] Investigate Glands/Organs. With more in-depth knowledge of your various glands and organs not found in humans, you'd like to work on making versions which can be implanted in people. While they're unlikely to work as well without your incredibly advanced physiology and what you suspect is subconscious biomancy, they should be able to get something out of it. Medicine Surgery and Narcotics Combined with Education: General. Reward: Various bonuses, from PDF to background project rolls.

[ ] Investigate Cogitator. While the Cogitator looks like a normal computer, nothing from your pod was normal, so you doubted this would be either. Electronics: Wiring, Forging: Gear, Education: General. Reward: Cogitator design.

[ ] Investigate Psychic Battery. The message from your father involved a projected psychic barrier, via use of a battery of psychic energy. Seeing as a working model of such was currently being researched, slowly, you ought to work on fixing the problem. Psyker: Manipulation, Forging: Gear, Education: Esoteric. Reward: Psychic Batteries.

[ ] Setting Up Psychic Choirs. You've seen people pair up with people they trust to draw more energy from the Warp without being overwhelmed, but the Eldar have something better. A group of psykers linked together. Before the Fall, it was used when they wanted to influence entire solar systems, a group of lesser psykers supporting one of their strongest so they wouldn't get themselves killed with the energies involved. Now they do it to draw any significant amount of Warp energy in a timely fashion. They shouldn't have any trouble teaching it to human psykers. Chance of Success: 60%(90 after Perks). Reward: +100 to allied psyker Checks when in choir. Bonuses to some actions.

[ ] Looking For Your Brothers. As your father suggested, you should work to find your brothers. While they don't seem to be the beacons in the Warp you are, you believe you could find them if you really tried. Of course, having some backup would be helpful. Chance of Success: 5%(35 after bonuses, 55 after +20 from liujuin). Reward: Contact with fellow Primarchs.

[ ] Looking For Space Hulks. During the recent battle with the Orks, 6 Space Hulks were brought to bear. While only 1 was the full size of a Dreadnought, it really brought home how much of a problem they could be to polities less well-equipped to deal with them than yours. Seeing as they often bore Orks or lost xenos, and sometimes pieces of ancient technology, attempting to find and clear them out would behoove you. Partially to help avoid Ork 'colonization' and partially because they might have useful things onboard. The problem was that space was big. Like, really, enormously, stupidly big. There was no guarantee you'd find one. Chance of Success: 10%(60 after Perks/Warp Lighthouse). Reward: Exp, Loot Roll, Resource Points. Upon crits, gain second roll, and so on.

[ ] Cleansing Thernus of Orks. You could cleanse Thernus of Orks entirely if you wished, though they aren't really a major threat at this point. They serve more as live-fire exercises than anything else right now. Psyker: Manipulation, Education: General, Medicine: Narcotics. Reward: Orks removed from Thernus. Can do something similar for every world with Orks once they're beaten down to steam-power or lower.

You have 21 Minor Actions available.

7 Free Integration actions.

2 Free Survey actions. (+25 from excess of Escorts for this Turn).

You have 50 Free Invention Actions available.
AN: Well, isn't that a lot of ships. This vote closes at 8.​
 
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Soul Surgery (Canon)(+10 to roll of your choice)
Psyker Discipline: Soul Healing/Surgery

Thanks to the development of runecraft, crystallized concepts, and other exotic knowledge, many advances have been made in the knowledge of the warp and psyker abilities. While the vast majority of these advances have come about quickly thanks to the efforts of Serras Salnus, there are a great deal of talented and skilled individuals within the Bastion who are using her successes to springboard their own theories.

A prime example is the development of Soul Healing/Surgery.

While still a newly crafted discipline at this time it none the less is described to have massive amounts of potential.

Invented by a Gamma level Biomancer, formerly a lower level Delta, who was seeking a means to heal a close friend but even his own great powers could not do anything. For you see his friend of inflicted with severe mutation due to the actions of a cult in his youth and only survived to this day due to hiding out in the Underhives among other outcasts, cults, criminals, and those shunned by things outside of their control. While runes and crystals could provide great protection against the effects of Chaos they could do nothing when a soul is already changed by it unless willing to risk burning large parts of it away.

Determined to save him and possibly many like him the Biomancer, with the cautious support of the other psykers and Witch hunters, sought to do the unthinkable.

Surgery on the very soul itself.

This procedure can currently only be done in specialized areas prepared beforehand. A location must be chosen, placed within a pentagram, various runes/crystals placed within, and done in support with various other psykers for the best results.

Once this is done it is a matter of safely exposing the soul of the individual into the Materium within this safe space and carefully expunging the parts of it that have been altered by chaotic energizes. Special tools utilizing the rune/crystal of purity are most effective in this case in surgically removing the parts of the soul that have been tainted without damaging the pure human parts of it. Once all the pieces of chaos taint have been removed the soul is returned to the body and patience place in a medical coma. Then the patient is placed in another room, sealed via runes/crystals once more along with normal security, and has their soul encouraged to regrow the removed segments through various other runes/crystals.

From there it is a long but hopeful road to recovery as chaotic influence no longer plagues the mind, serious mutation can be removed safely, and even minor ones slowly fix themselves. So far the patient will still bare scars from physical surgeries and minor mutations for the rest of their lives, but the Witch Hunters deem them clean and no threat to others.

This could simply be the first step though. Perhaps in the future the surgery process becomes more refined not needed strict rules to pull off safely, maybe treatment could extend to those that have suffered more of chaos taint, mayhaps even the ills of the mind can be healed through this process alongside physical means.

Some of the more radical ideas are removing warp horrors from those they have possessed, removing the grip chaos has on cultists, altering the way madmen think to make them productive members of society, and similar ideas the Witch Hunters and senior psykers are quick to put stoppers on. Any further research on this newly created discipline would have to be heavily monitored if only to control the overly ambitious from making rash decisions.

However may be in time Serras Salnus will look upon this subject and once more revolutionize known psyker knowledge with this new discipline to places none of us could imagine.

Only time will tell.
 
Julior Stillman entry #1 (Canon)(+10 to roll of your choice)


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Article:
9 987 345.M30

It's been a rough couple of months in the training vaults; I'm not sure if I should even be typing this, but it's an outlet and Samantha has told me that an outlet for your emotions is healthy for the mind, body and soul. Especially the soul. Right now any outlet would do. Three cycles ago I was pulled out of the office where I was then working by the witch hunters, as my colleagues looked on with varying levels of shock or disinterest; except for Gryshan, whose smug, weasely face looked all too pleased. How, how had he known? I'd been so careful. I'd known since I was a child that something was different about me; if I concentrated and squinted a certain way flashes of colour would jump out from people around me. It took a while to realise those colours I was seeing showed me how people felt, you'd expect that red would be for anger or passion right? Wrong, for me anger shows up as a sort of dull brown. When I tried to explain what I was seeing to my parents they shrugged it off as attention seeking behaviour, to their credit they tried to make up for what they felt was a personal failing and did spend more time with me. Luckily, I was clever enough to shut up about it instead of carrying on. That was how I knew when the hunters came for me, they were projecting an aura of barely restrained violence that I could feel deep in my bones long before I caught sight of them. I knew better than to run, I knew they would kill if they felt they had to; and still, all the while all I could think about was how could they have found out about me?

I was taken to a secret facility that I've since learned is lined with some kind of classified psy nullifying material, the void crafts in high orbit use it in their engines as some sort of igniter in conjunction with a device to project their gellar fields. It's not enough to stop a true Psion from using their powers but it was certainly enough to knock my ability dead at the time; I'd never felt quite so helpless before; without my ability to read people everyone was an enigma. I'd long since grown overly reliant on using my power to discern how people felt and what they might do, and not knowing on some instinctual level how every one around me would behave made every glance and look from the people around me sinister in a way I struggle to describe even now. A man by the name of Raylor introduced himself to me and ran me through several invasive tests including a deep telepathic scan, he explained my situation, that I was to be isolated and trained to the best of their abilities, that my old life as a negotiations consultant was over so long as I failed to demonstrate the ability to stop unconsciously projecting my power. I could only feel two things at the time, one was a great anger over my life being being so thoroughly derailed; all my plans being tossed so casually aside, and an intense desire to find out how that smug bastard Gryshan had known.

The first weeks of my training stand out to me even now as truly bizarre, as different methods of trying to evoke my power were taught to me, methods of meditation to center the mind, or to draw out particular emotions. It all seemed... so ad-hoc, as if every Psion had to have their own personal way of grasping hold of their power with only a little common frame of reference for what might work. I was told that a Psion's ability to use the energy of the immaterium usually manifested across a few broad categories, from the telekinetic to the telepathic within which my own power fit. It wasn't until much later that I learned I was considered to have almost too weak a connection to the immaterium to act as a psion. A blessing and a curse all in one. With intense effort over months of practice I managed to develop my ability, briefly connecting my own mind to the man that was training me, but the process exhausted me and left me feeling tired through out every fibre of my being, It was in that state of almost total exhaustion that I first felt a cool running trickle of something soothing my mind, slowly rejuvenating my being, another week passed before I could consciously attempt to draw on that trickle or do the opposite and actively oppose the inflow of that soothing energy from the immaterium. That was when everything began to change.
Source: Personal journal entry, Julior Stillman


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Translator Shenanigans (Non-canon)(Translators=/Psytech) (+10 to roll of your choice)
All this talk on how OP star trek replicators are, yet I'm hearing nothing on the universal translator. So allow me to present:

A silly Omake: ST tech is op plz nerf
---

In the not too distant future, one giant of a woman can be seen twiddling around with arcane gadgets and doodads, inside a spacious room filled with mountains of other gadgets and doodads. A literal storm of debris floated around her, forming into various tools, creating components of unfathomable purpose, and disassembling back into dust as their purpose was complete.

The entrance to her room opened, and the storm of debris parted away, revealing a figure calmly approaching with a plate filled with delicious baked goods.

"Serri~ I baked some cookies! Wanna come eat it with us? We got peanut butter and chocolate chip~" Serras looked to the doorway, where her siblings were hiding behind the doorframe; they are holding tiny plates of cookies firmly in their tiny hands, staring at the symphony of motion with wide eyes. Cuuuuuuuute

"Okay mom! Gimme a sec-"

Her distraction proved her downfall, a microscopic imperfection formed in the crystalline lattice of her work in the moments of inattention. This small imperfection upset the precarious balance the state of the gadget was in, allowing arcane energy to surge onto a single point.

In that moment, the symphony surrounding the two froze, and in that timeless moment, everything seemed to be in a standstill. Her moment of realization turned into a frantic attempting at stopping the discharge, as the symphony doubled, tripled in pace. But it was for naught, as the device let out a single scream!

A-A-CCChhooooooooooo-

Okay, it was more of a sneeze. But a glut of magic smoke streamed out from her work, and thus coating her entire outfit in pixie dust. Thankfully, a wall of gadgets protected her mother and her delicious sweets from the wrath of angry pixies. Slowly letting the wall dissipate back to their original positions, she turned to her mother.

"I think I'm taking that break now."
---

After hanging out with her family, and having her face sufficiently stuffed with cookies, Serras arrived back in her lab, floating in the comforts of an anti-gravity field.

Maybe I should work on something else, she thought to herself. With a flicker of thought, a list of projects appeared on her right. Perhaps I could improve something old?

Browsing through the list, she settled her eyes on the 'Universal' translator. Compared to Runes and Replicators, it is one of the least amazing item received from the disastrous contact with extra-dimensional monsters. Yet, despite being the least amazing item from that encounter, it has already proven itself in countless first contact situations with xeno polities.

On a whim, she decided to test just how universal said translator was.

She proceeded to scan in all examples of her runes into the device, allowing it to train on the limited vocabulary in her Rune library.

Thinking back on the microscopic imperfection that caused her last gadget to fail, a silly thought enter her mind. With a few taps on the inputs, she entered the word Forge. A few moments later, a design appeared on the output of the translator. To her surprise, her feeling tells her yes, that is a Rune of Forging.

Wat.

Scrambling out of the anti-gravity field, she created the rune and activated it. As she stared at the psychic structure of the rune, she realized that yes, things created within this field will not have any imperfections, no matter how minor. The thing created will always be exactly as the creator intended.

This can't possibly be! The device can't possibly have enough information to work out the exact intention she had from that one single word! Yet, as she prodded away at the newly created Rune, there is only confirmation that it functions exactly as she expected it to.

She decided to test something more complicated. 'I want to see what a target is doing.' She inputted into the screen. 'Balance, Guidance, Detection, Divination, Illusion.' provided the translator.

Crafting resulting Rune and activating it, an illusory scenery appeared above the rune. Her mother is now reading lab reports while her siblings slept in the background. Her father is swamped under a sea of paperwork. General Richards is inspecting the latest cadre of officers.

Curiosity got the better of her, and she decided to take peek at what her creator is doing. With a flicker of thought, the scenery changed. A man in a lab-coat sat in a chair, inside what appears to be a laboratory of some kind, surrounded by unknown doodads. His eyebrows clenched in concentration as he stared at blueprints of muscly men. As if noticing the intrusion, his face tilted up for a moment, and the runes glowed gold. The illusion faded as the runes burnt itself away.

Serras struggled to pick up her jaws back from the floor.

What proceeded from there is a series of increasingly complicated tests, and the queued translation process for the entire Gothic Dictionary. As she read through the entire dictionary searching for inspiration, she noticed a button that became available. 'Pronounce' it says, over the entry for water.

With shaking fingers, she tapped the button. A smooth flowing sound came out of the translator, and suddenly, everything is wet.

Waaaaat.

And thus, in a single day, Serras Salnus revolutionized the entire budding field of Runecraft.
 
Playing God (Non-canon)(+10 to roll of your choice)
Not completely satisfied with this, but I'll never post it if I wait to perfect it.

Will probably revisit and improve this at some point.


Omake : The Birth of an Angel - Part 1

"What is this, Serras? I don't even recognize parts of this."

Serras smiles confidently at you, "This is my newest project...and don't worry, this isn't like the Orichalchix -- I know exactly how crystals and runes work, and the Warp is my strongest field of expertise. I'll admit that this is rather tremendous application, and certain aspects of it might be a bit strange, but it's nothing I can't handle."

You're far from comforted by her confidence. The vast collection of loosely arrayed runes, crystals, and talismans--including, to your great concern, a Spirit Crystal--is like nothing you've ever seen before. The runes are mostly familiar, if configured oddly, but some of the crystals used...

Your eye is drawn to one gleaming white crystal in particular...one that's almost painful to look at, your eyes attempting to slip by it, as if it...

You turn a scathing look upon Serras, "You mentioned this was somehow connected to the Space Hulk Incident. I take it that," you gesture and the strange crystal, "Is somehow related?"

She looks at it, smiling proudly, "Yes! This has been a huge breakthrough! It took me quite a lot of effort to fully understand it, but I'm confident it's right now. You see, I came to realize that the Heart crystals were complex enough to be reduced into simpler, component concepts...but I had to revert them into their abstract state, then grasp the form of the resulting concept in order to determine exactly what I was looking at. I haven't fully explored their depths, as of yet, but I did manage to reverse-engineer this."

She plucks the white crystal out, holding it out towards you, and you find yourself struggling not to backpedal--the strange thing unnerves you, and you're coming to understand why.

"You reverse-engineered and recreated a concept foreign to our reality. That's what you're telling me."

She nods, apparently oblivious to how horrifically this could go, "Exactly. This is a L̸͢͞͡i̴͜ǵ̴͜͟͞h̢̀ţ̷̨́ Crystal."

The word she speaks fills the room with a sudden presence, everything gaining a sudden intensity of color and contrast as every shadow in the room deepens to solid black.

I feel a strange, foreign warmth fill me...an understanding that everything was right for an instant, only to be replaced with a feeling of deep disquiet, as I looked upon the world as it should be with new eyes.

Serras smiles, "Beautiful, isn't it? It's the first piece."

I look across the array she has created, trying to divine the massive construction's purpose...and turn wide eyes upon her as I manage to roughly grasp it, "You're...you're trying to create something new. Someone new."

Serras pulls you into a hug, and you feel the fear within your heart warring with a strange new hope.

"She's going to be beautiful, Mehtrya. With this...with her, we can finally take the fight to them."
 
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Fusion Baseballl (Non-canon)(+10 to roll of your choice)
speaking of blowing things up, here's another omake, for Science!
---

Thernus Weapon Testing Facility.

It is the aftermath of the fight against warboss Metalbitah. Serras stared at the blade twirling between her fingers. The fact that her blades were caught by the warboss' teeth was freshly stuck in her mind. What could have been a quick decapitation strike instead turned to bouts of unnecessary melee. If she had only applied more force.

Dissatisfaction.

With a twist of her wrist, she launches the blade down the range. In quick successions, she molds three adamantium blades into being and launches them down the range as well. The blades sinks into the concrete blocks down the short range, becoming stuck in the process. Unsatisfied with the results, Serras created more blades and launched them with ever increasing force into the far range.

To every action there is always opposed an equal reaction. Whips becomes small booms, and small booms becomes loud booms. She eventually reached a point where the velocity of the throwing knives cause destructive booms around her. With each launch, water vapour is condensed into being, and the distorting airwaves send debris flying all around, obscuring her vision of the surrounding. The shock waves swept over her wraithbone armour like summer breeze, leaving nary a scratch. It'd take a lot more than mere explosive decompression to hurt her in this state.

As the blades are launched with increasing speeds, they become super-heated in the process, turning them into slag over long distances. The deformation in the shape of the blades cause wild changes in their trajectories.

Unacceptable.

Applying a cutting effect on the next knife, she tried to split open a vacuum of air in front of the blade. This somewhat helped in maintaining the trajectory of the blade, but the air splitting before the vacuum sheafed blade continues to create loud booms as they are launched through the air. This makes the technique unusable except in cases where subtlety can be thrown out the door. In those cases, the rise in the individual cost of creating each blade outweighs its increase in accuracy.

Perhaps she could apply a concealment effect on the blade? As quickly as she considered it, she dismissed it. Such an effect would be desirable, but with the vacuum effect already applied, it would be several orders of magnitude more wasteful than creating and launching a plain blade then teleporting away.

Wasteful.

Circling back to the drawing board, she considered her options. Perhaps, she could anchor the vacuum effect to herself? She created a tube of vacuum, and slowly extended it down the range. With a thought, a blade is created and launched through the tube. The blade flew through the tube silently without resistance, creating no friction with air, and impacted the far end of the range with an explosion, transferring all of its kinetic energy into the crater lined concrete blocks.

Unfortunately, modifying the path of the tube made it behave like the ends of a whip, snapping in the air as the tube rapidly changes positions. In addition, waiting for the tube to straighten require precious time that is wasteful during battle. The tube also visibly distort the air it passes through, easily signifying its presence, giving its user away.

Indiscreet.

Taking a break from senseless destruction, Serras pondered on how to improve this technique. Perhaps she could make the tube stiffer? No, the problem will still persist in extra long range. Some sort of concealment effect? Could work, but doesn't solve the other issues. Do some sort of space warping effect instead? Hrm...

With a twist psychic power, the tube in the air shrunk until it is thinner than a hair. Then the length inside the tube shrunk, until it is near point to point. Almost like her teleportation technique, she thought. With new inspiration in mind, she set out to improve the technique until she is satisfied.

Throwing one end of the tube out like she would teleporting an object, she took aim at a crater filled mountain in the distance. Then with as much force as she could muster, she launched a projectile through the tube. The mountain side burned with a bright flash, and a mushroom cloud slowly rise up into the sky.

Perfection.
---

:V
 
The Motive Force? (Canon)(+10 to roll of our choice)
first time writing an omake and i'm not to sure exactly when techsorsists became a thing (or for that matter if they are allowed to hold a high rank) however i wanted to write a part from the perspective of someone of the more progressive mechanicus factions and techsorsists seem to exemplify that as they are meant to be innovative and creative whereas most of the cult aren't. (and yes really that is his name in binary)

it was inspired by someones comment i read about how since they believe that the emperor is the Omnessiah or the machine god in human form, and the machine god has multiple aspects one of them being innovation, that Serras could be seen as a living aspect of their version of the holy trinity.



A Gearboy's hope,


Arch-Magos Designation: 01001000 01100101 01100001 01110100 01101000 01110111 01100001 01111001 00100000 01100001 01110010 01110100 01110101 01110010 01100001 01110011 00100000 01110000 01110010 01101001 01101101 01100001 01110010 01101001 01110011 00100000 01000100 01100101 01100011 01100001 01100100 01110101 01110011 known to those who don't speak binary as Heathway Arturas Primaris Decadus, was one of the youngest arch-magi in the history of his planet, though if he was honest that was more due to him being the most experienced magos still alive within his specialisation.

He had always been considered somewhat of an oddball (at least to his peers in the mechanicus cult) and unlike most of his fellow tech-priests he preferred to create and design new technology as well as study old pieces of forgotten tech and devise new applications. The cult doesn't tend to like people who stray from the path even if it barely changes what they believe and so he was slated on fast-track to become a explorator, as it would have kept this near-heretek out of sight and out of mind.

However, on his graduation excursion he came into contact with a daemon infested data-slate. Most would either become corrupted or simply destroy the data-slate, however Heathway battled the daemon and successfully exorcized it from the slate, which ended up containing the full plans for a mobile exploratory research station.

At his triumphant return he was taken into custody by the PDF and thoroughly checked for corruption by his peers. After having been declared corruption-free the archmagi and the fabricator-general of the world had to decide what to do with him. Ultimately, they decided to reward him rather than punish him for his non-standard responses (primarily due to the high value of the tech he recovered) and sent him off to be trained as a Techsorcist.

As it turned out, Heathway's unique outlook, innovative nature, creativity and out-of-the-box thinking turned out to be perfect for his new career in techsorsism and he took to the study with an unmatched discipline. Finishing his tertiary education in record time he returned to his community a newly-minted techsorsist where upon he was somewhat ostracised by his peers however he was kept due to how useful he proved to be in the following years quickly making magos and continuing on.

And when the planet's only other highly ranked techsorsist died in an unfortunate accident involving a daemon, a spoon and a mechadendrite, he was the only qualified person for the position and as such he was promoted to arch-magos.

As he personally always had preferred to take the followings of the cult in a more hypothetical way he soon found himself agreeing with and somewhat unsuccessfully leading the more progressive faction within the cult on his planet.


It was a nice day when he saw the diplomatic delegation that had been sent from Thernus a new rising power that had been on the lips (and speech emulators) of many for their many new advances in technology (barely any of which had made it to the planet) and he found himself awestruck.

Their ships were more efficient, their weapons more accurate and overall their technology was on a higher level. Whereas many of the techpriests didn't know what to think of these wonders of technology being created outside of the cult Heathway found his views vindicated

And when he saw the progenitor of the new technology, simply giving them access to the improved technology, his belief in the machine god was reaffirmed as he saw someone seemingly larger than life itself and though he may have never been an extremist in his belief,


He didn't just see Serras Selnas,

He saw Innovation given human form.
 
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Stay on Topic, Citizens
warning
yeah, divorce rates, abortion, several single mother (who don't need no man while wanting handouts from governments) and waiting till 40+ to have kids (and in turn severe problems for newborns) is truly our greatest triumphs -_-

care to tell the class if you are a feminist/leftist and globlest as well?

Stay on topic. This is an official staff warning, both for you, @Omegastar and anyone else involved. Drop this line of discussion about real life politics, and do not pursue it further in-thread.
 
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