An Extra Primarch

Should the Quest switch to a Narrative Base?

  • Yes, it will streamline things.

    Votes: 345 40.5%
  • No, I prefer the current system.

    Votes: 127 14.9%
  • Yes, but not until the Crusade begins/Prologue ends.

    Votes: 379 44.5%

  • Total voters
    851
I wouldn't be adverse to several actions, like 5+, being devoted to the Study of Wraithbone.
Won't be able to make a plan, heading to work in ... 10 mins.
 
I think we can generally agree that stacked multi-slot options is more efficient than dozens and dozens of different Invention actions with only one slot?
 
SL Eldar Advisor, twice if we can.

Definitely think we should take it twice if we can since that means we can get access to the rest of the first advanced perks for psyker. Also want us to take at least the education SL to unlock the advanced perks for those to look at.

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?)

Life extensions definitely seem like something we should take with at least one action. With all our bonuses I think even one action would improve human lifespans by a few decades at least.
 
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We could also make stuff for the Eldar. Improve on Psyker training gear or chaos protection, which would help us as well.

Unfortunately, no time to make a plan.
 
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?

A super-battleship may be 2-5 times larger than an average one, I think. We don't want to go around in a Ramilies-class Starfort.

EDIT : 40k Ship Sizes :
https://i.warosu.org/data/tg/img/0373/79/1421310642710.jpg

2nd EDIT : You know, some of these battleships do look to be around the size of a Starfort. We may as well build an enormous flagship - just to show the Emperor whose got the bigger one. Maybe wait until we have all craft skills at 200? I'm looking at you, Electronics.
 
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Definitely think we should take it twice if we can since that means we can get access to the rest of the first advanced perks for psyker. Also want us to take at least the education SL to unlock the advanced perks for those to look at.



Life extensions definitely seem like something we should take with at least one action. With all our bonuses I think even one action would improve human lifespans by a few decades at least.
how about Navigator genome project? also can we weaponize crystals for combat purposes?
 
Okay, this is going to be a stupid question.

SL actions are minor actions right?

With that presumption

[] Plan Barebones (not actually ready yet, please don't vote)
-[] 14 Major actions
-[] 5x 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. 10 systems available for diplomacy. Reward: Depends on Checks passed.
-[] Deploy. While You haven't gotten the entire sub-sector united under one banner, you think you stand a good chance against the current fleet with your current number of ships. Deploying them to Therog will allow you to lay a trap for the Ork fleet. Of course, you'll take some losses, but that's inevitable. Reward: Battle Interlude. Chance of Success: ??? If taken, must choose whether or not to go personally. Not mutually exclusive with Evacuation.
-[ ] Investigate Pod. As you have reached a high level of education, you think having a look at the pod you came to Thernus in might be beneficial. Of course, you have no idea if it will tell you anything of your origins, but it's worth a try. Reward: Depends on Checks passed and roll. Chance of Success: ???. Time: 1 Year.
-[ ] Begin Setting Up Framework. As you expand The Bastion, it will grow more and more difficult to govern it with a small group. However, simply letting the government grow to fill the gaps is less than optimal. As such, you will work to build a set of standardized organizations to keep things in order. Chance of Success: 100% (After bonuses). Reward: Fewer long-term problems. Time: 1 Year.
-[ ] 3x 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. 25 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.
-[ ] x3 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. If you do an action for better ships/shipyards, I'll consider it to have happened before any instances of this action taken.


-[] 16 Minor actions
-[] 2x SL Eldar Advisor
-[] 2x SL Celestine Salnus
-[] 4x Diplomacy stat training
-[] 4x Control stat training (don't use crystals)
-[] 4x Martial stat training

-[] 50 Invention actions
-[] 10x Create personal wargear
-[] 6x Create Psy wargear for Serras using Wraithbone [Look through Eldar armoury or archives for inspiration]
-[] 8x Continue to improve runic script to allow for combinations of runes.
-[] 10x Continue to invent and improve crystal types that embody certain concepts, such as Wisdom, Time, Concealment, Self and Purity. Dedicate two actions to each concept.
-[] 4x Continue reactor refinement research.
-[] 2x Medigel research, healing paste or compound that can help close wounds, stabilise injuries used in field medicine to deal with sudden trauma.
-[] 2x Research into life extension technology.
-[] 2x Continue research into improved Gellar field technology.

^46 used so far.


Right, that's the absolute barebones of what I have in mind right now. Feel free to take this and add more to do it, or to throw suggestions/demands for changes for me to edit it.
 
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Do we have any medic related troops or field equipments? that should reduce our casualty by a lot. Though if we aren't fighting the Ork yet then it might be better to wait for our medic skills to be higher.
 
A super-battleship may be 2-5 times larger than an average one, I think. We don't want to go around in a Ramilies-class Starfort.

EDIT : 40k Ship Sizes :
https://i.warosu.org/data/tg/img/0373/79/1421310642710.jpg

First of all, how big ARE our ships ATM? I'd assume our exposure to the admech forgeworlds we have would mean we have proper 30K Imperium scale (EG chaos marines vesseels in battlefleet gothic, which ironically do bear a vague resemblance to stars... Imagine if the very structure of our ships were anti-chaos!), but in any case it's quite possible that Thernus didn't have mainstream contact with the technophiles until we diplomanced them.

Personally, I would favor putting the orks down immediately, or at the very least attempting to diminish them with with minimal casualties to our side. If need be, we can always psychic punch their starships or something. Perhaps lure them towards the sun and solar flare them? Nice crispy ork ships...

I can't see us actually evacuating the feral world in time, We don't have enough ships or space for that many people, and the logistics of feeding them when they can't even contribute to more advanced societies like Thernus without training period makes them a draw on resources.

Regarding invention actions... I want to see a LOT of stuff pumped into mythrite/crystalbone (Hey, it's made of concepts, why not call the basic stuff mythrite because it's literally crystalized ideas! If we want to call any variants of it other stuff, we can~) since we can use whatever we learn from the conflict with the orks to mend any deficiencies in our own rolls via invention next turn.

The idea of a starfort+ scale mobile shipyard/SW world eater that just goes around nomming planets and spitting out ships is a glorious idea, especially because if everything goes to hell, tzeentch pirates our dice, and the orks take thernus... we'll have a base from which to gain revenge. It will also allow us to pump our fleet if that's lacking following the ork altercation.

Lastly, I still want to find a way to make psykers safe for combat in a way that draws minimally on the warp. Considering we're essentially using psyker alchemy to make Mythrite/Crystalbone, we should combine it with basic physics and science to make FMA Alchemy, and teach that to our combat psykers. We WILL need this. Hell, the instant we make a footprint big enough for Tzeentch to take notice, we're BONED if we can't minimize, stabilize, and shield psyker abilities. We may be immune to daemons, but if tzeentch throws a horde of them into the warp in our area and they get even a hint of an opening, they could cause any amount of chaos, even if it is temporary.
Frankly, I'm stunned that Kairos Fateweaver hasn't spilled the beans and brought all of Chaos down on our heads already, and just think of the positives!

Ramparts thrown up in an instant.
Environmental control.
On-contact molecular disassembly of organic and inorganic targets (eat your heart out power fists!) hell, you could turn orks into LIVING BOMBS. I can't help but drool at the thought of an entire ork formation exploding in a chain reaction.

Sure, it's not warpstorms... but there's a subtle elegance to merely shortcutting the existing rules of reality, rather than outright giving them the middle finger.
Hell, it even builds on the existing ritual/runic system we have! What ARE we waiting for?
 
Okay, this is going to be a stupid question.

SL actions are minor actions right?

With that presumption

[] Plan Barebones (not actually ready yet, please don't vote)
-[] 14 Major actions
-[] 5x 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. 10 systems available for diplomacy. Reward: Depends on Checks passed.
-[] Deploy. While You haven't gotten the entire sub-sector united under one banner, you think you stand a good chance against the current fleet with your current number of ships. Deploying them to Therog will allow you to lay a trap for the Ork fleet. Of course, you'll take some losses, but that's inevitable. Reward: Battle Interlude. Chance of Success: ??? If taken, must choose whether or not to go personally. Not mutually exclusive with Evacuation.
-[ ] Investigate Pod. As you have reached a high level of education, you think having a look at the pod you came to Thernus in might be beneficial. Of course, you have no idea if it will tell you anything of your origins, but it's worth a try. Reward: Depends on Checks passed and roll. Chance of Success: ???. Time: 1 Year.
-[ ] Begin Setting Up Framework. As you expand The Bastion, it will grow more and more difficult to govern it with a small group. However, simply letting the government grow to fill the gaps is less than optimal. As such, you will work to build a set of standardized organizations to keep things in order. Chance of Success: 100% (After bonuses). Reward: Fewer long-term problems. Time: 1 Year.
-[ ] 3x 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. 25 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.
-[ ] x3 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. If you do an action for better ships/shipyards, I'll consider it to have happened before any instances of this action taken.


-[] 16 Minor actions
-[] 2x SL Eldar Advisor
-[] 2x SL Celestine Salnus
-[] 4x Diplomacy stat training
-[] 4x Control stat training (don't use crystals)
-[] 4x Martial stat training

-[] 50 Invention actions
-[] 10x Create personal wargear
-[] 6x Create Psy wargear for Serras using Wraithbone [Look through Eldar armoury or archives for inspiration]
-[] 4x Continue to improve runic script to allow for combinations of runes.
-[] 6x Continue to invent more crystal types that embody certain concepts, such as Wisdom, Time and Concealment.
-[] 4x Continue reactor research.


Right, that's the absolute barebones of what I have in mind right now. Feel free to take this and add more to do it, or to throw suggestions/demands for changes for me to edit it.
maybe you can add life extension(for long-term use) and medigel(for first aid in battle)? also can you add humanity concept crystal?
 
@ilbgar123

Is the 10 systems available for diplomacy listed in the option correct, as in we learned of five new human polities due to calming the warp?

maybe you can add life extension(for long-term use) and medigel(for first aid in battle)? also can you add humanity concept crystal?

Medigel and life extension is something I'm willing to throw a double action at each sure.
 
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@ilbgar123

Is the 10 systems available for diplomacy listed in the option correct, as in we learned of five new human polities due to calming the warp?



Medigel and life extension is something I'm willing to throw a double action at each sure.

It's more that 10's about your current limit for systems you can absorb without risk of overextending yourself. You technically have 20 available, discounting any discovered through surveys, but any more than 10 is likely to cause 'cracks' that will let bad things slip through.
 
@SuperSonicSound
Nothing I disagree with. I'd up the slots on crystal and runic stuff, add some towards making a Wraithbone equivalent for humanity, and continue on making improved Gellar Fields. We got close to a genuine breakthrough in the latter last turn.

Beyond that, something specifically meant to reduce the Waaagh field perhaps.
 
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