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
No not seeing a reason why we couldn't just put off the battle for a few more years since more time means that we can build up. Also suggesting boosting Psyker and/or other skill to advanced skills to hopefully convince people that the advanced perks are far more valuable than the basic perks and convince people to not spend our perks on more chain perks.
two words: Ork Momentum
 
.... we have 25 * 2 = 50 (!) Invention Actions.
Forging: Gear: 60 Perk. Toolbots. They're not very smart, but they let you get more done. Invention actions count double. That is, one Invention action can be used to double-up on a Major Work, or for two slots of a Work or Minor Work.
* 2
Forging: Gear: 160 Perk. Mechanic-Bots. They're definitely inferior to a human, but they can help out a lot better than the Toolbots. +4 Free Invention actions.
4
Forging: Gear: 200 Perk. Equipment Genius. You can create a gizmo for every occasion, even the incredibly improbable ones, while also doing so quickly. +5 Free Invention actions. +500 to Forging Checks.
9
Invention: Necessity: 120 Perk. Assistant VIs. You have check them over regularly, and you're not going to attempt anything more advanced until you can figure out the scrap-code problem, but you get more time out of the day with them, and you kind of need it. +2 Free Inventing actions.
11
Invention: Necessity: 160 Perk. Brainstorm. You can quickly come up with ideas for improvements that are at least somewhat feasible. +3 Free Invention actions. Requires 2 of preceding Perks.
14
Invention: Necessity: 200 Perk. Inspiration. You receive the flashes of genius that most people only obtain very rarely with startling regularity. +500 to Forging, Electronics, and Invention Checks. +4 Free Invention actions. Requires 4 of preceding Perks.
18
Invention: Practical: 200 Perk. Practical Inventing. You focus on what you can do with what you have to solve long-term problems, rather than what you absolutely need. +5 Free Invention actions. Requires 4 of preceding Perks.
23
Forging All 200. Forgemaster. You are the stuff of legends among smiths, rejecting what most would consider master works as junk by your standards. +200 to Forging Checks. +1 Free Invention Action.
24
Invention All 100 Perk. Inventor. You casually create new gadgets that improve society every month. +100 to Invention Checks. 1 Free Invention Action per turn.
25 * 2 = 50
 
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No not seeing a reason why we couldn't just put off the battle for a few more years since more time means that we can build up. Also suggesting boosting Psyker and/or other skill to advanced skills to hopefully convince people that the advanced perks are far more valuable than the basic perks and convince people to not spend our perks on more chain perks.

If you can fight and win against Orks, you always should, because they're an exponential expander.

They will always outpace you in expansion.
 
Anyway, some preliminary ideas for invention projects right here.

A) Get Serras some Wargear. We've got all manner of useful materials now, we just need to build it into a coherent whole. A good set of Power Armour and a good weapon--probably a spear or a staff that doubles as a Psi Focus given how heavily we've invested in Psychic Powers. We should probably invest three to four actions each to make sure we get something really solid out of it, given the complexity of the materials we have access to.

B) Finish up the projects we started last turn, which should give us superior strategic mobility.

C) Maybe see if we can do a big project to get a super battleship together? Normally this would be a bad idea, but we have the planetary core of the Rogue Planet that we can harvest for raw metals, and transcendent levels of might in technomancy and elementalism to dredge it up and forge it with. A Big Stick to throw down with a Space Hulk or anything else scary that the Orks might have and all. Probably need a good chunk of actions to make this though.
I would also like to spend an action or two to improve our battlefield medicine before the battle starts, maybe better battlefield first aid and maybe more mass producible cybernetics.
 
Roughly Mars-sized, but with a composition like Mercury. Big metal core, relatively thin crust.
huh, only 100 ships actions from that much materials present? thought it would be more.

edit: ah nvm, its +100 for 20 years so more like 2000, that makes much more sense to me
 
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.... we have 25 * 2 = 50 (!) Invention Actions.
* 2

4

9

11

14

18

23

24

25 * 2 = 50
I wonder when we'll run out of things to invent?

Lets invent a metallic 'M'-shaped head protector that attaches itself to Serras' forehead without any visible means of attachment whatsoever! :V

Also, could Serras invent some personal wargear via an invention action? Or would that be a big project?
 
Karma 1000 Perk. Karmic Retribution. A simple lesson will not always suffice... Adds Karma to Combat Checks.

So between that and karma 500 we get 1.5x our karma to combat
 
Hm... perhaps after the Orks are dealt with, Serras should take a vacation. She is accelerating rapidly to the point of leave other humans behind.
 
Okay, all of these Perks that give bonuses to combat is making me wonder just how bullshit the other Primarchs must be. If this is what we get and NOT going combat heavy, I wanna see what Stupid High number the Combat-inclined Primarchs get.
 
Would a big project involving dredging out a chunk of that core for building ships Rather Larger than Average be plausible?

I wonder when we'll run out of things to invent?

Lets invent a metallic 'M'-shaped head protector that attaches itself to Serras' forehead without any visible means of attachment whatsoever! :V

Also, could Serras invent some personal wargear via an invention action? Or would that be a big project?

Yes to both.
 
Nice.

So, big concentrations of high quality metal are rare and priceless things to get, let's make the hull of our own superbattleship and arm it to the gills. We need something to throw down with Space Hulks after all!
 
I forget is it possible to double up on SL actions? if so we probably do want to double SL the Eldar advisor.

Set of must haves for this turn.

Wargear
SL Eldar Advisor, twice if we can.
Go kick the orc wauuughs ass
Diplomance the rest of the local systems to inflate our forces. x5
Continue invention actions towards crystal concepts and the runic script.
Make some psyker wargear with wraith bone for Serras.

There's probably
 
Ok, maybe five actions on personal wargear, 10 on runic library, 10 on crystal stuff, three each on the unfinished Invention projects of last turn?
 
need to leave shortly, a few things to remember...

  • Metal alloy actions
  • Designing a titan (like the six legged one I mentioned.)
  • Life extension treatments
  • ...Light sabers?
  • Human Wraithbone (treat the crystals like crystals in normal metal alloy?)
 
So, we have something like... 50 Invention Actions?

How about we spend 20 dredging the planetary core and converting most of it into a super-Battleship, something like 6-8 for Serras making personal wargear, then we distribute the rest between finishing up our previous projects and starting on our research projects with psychic stuff and whatnot?
 
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