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
That presumes that we can do a better job than anyone they have.
With the 2 currently winning perks, we'll have an effective rank of 50 in every Tactics skill, and what looks like a +50 to every roll of troops under our command from the Martial 25 perk like ilbgar said.

I'm pretty confident we're all ready one of the best, if not the best, commanders in the city.
 
50 is conventional mastery of a Skill. 100 is worthy of the character being named by itself in many cases. 150 is the realm of Hero Units and Astartes. 200 is the realm of gods, the Emperor, and the Primarchs.
 
50 is conventional mastery of a Skill. 100 is worthy of the character being named by itself in many cases. 150 is the realm of Hero Units and Astartes. 200 is the realm of gods, the Emperor, and the Primarchs.
So we should be aiming for 200 in our specialization them? I'm assuming you mean in the primarch's area of expertise

Can you give an example of someone with a 200 in a skill? like Vulcan having 200 in a single forging skill? or does he have an all-200 in forging?
 
Vote Tally : An Extra Primarch | Page 28 | Sufficient Velocity [Posts: 686-714]
##### NetTally 1.9.7

[X] Save the Capital!
-[X] Education: General 80: Scholar
-[X] Psyker: Manipulation: 40 Perk Fleshcrafter
No. of Votes: 9

[X] Education: Esoteric: 60 Perk. Patterns In The Soul. You will have to investigate further, but you believe you may have discovered something to do with why some people are psykers and some are not. +20 to PsykerChecks. Additional +10 to Esoteric Checks.
[X] Psyker: Manipulation: 40 Perk Fleshcrafter
No. of Votes: 2

[X] Education: General: 80 Perk. Scholar.
[X] Psyker: Esoteric: 20 Perk. Diviner.
No. of Votes: 1

[X]Education: General: 100 Perk. Expert
[X]Education: Esoteric: 80 Perk. Found The Pattern
No. of Votes: 1

Total No. of Voters: 13

The winner's quite clear.
 
Inserted tally
Adhoc vote count started by ilbgar123 on Sep 17, 2017 at 5:01 PM, finished with 49 posts and 13 votes.

  • [X] Save the Capital!
    [X] Save the Capital!
    -[X] Education: General 80: Scholar
    -[X] Psyker: Manipulation: 40 Perk Fleshcrafter
    [X] Education: Esoteric: 60 Perk. Patterns In The Soul. You will have to investigate further, but you believe you may have discovered something to do with why some people are psykers and some are not. +20 to PsykerChecks. Additional +10 to Esoteric Checks.
    [X] Psyker: Manipulation: 40 Perk Fleshcrafter
    [X] Education: General: 80 Perk. Scholar.
    [X] Psyker: Esoteric: 20 Perk. Diviner.
    [X]Education: General: 100 Perk. Expert
    [X]Education: Esoteric: 80 Perk. Found The Pattern
 
Ork Raid Part 1
Education: General: 80 Perk. Scholar. You have an extensive knowledge base on every subject, allowing you to make connections even other scientists usually miss. +25 bonus to Tactics and Speech from outside knowledge.

Psyker: Manipulation: 40 Perk Fleshcrafter. You have immense power over flesh, allowing your flesh and that of your allies to go far beyond it's limits, and causing the flesh of your enemies to rebel against them. +10 to Combat, Tactics, and Medicine Checks. Malus of the same to enemy Checks in the same.

You are interrupted in your studies by the sound of gunfire. That's almost never good. You rush out of your study, which your parents had provided for you when they decided to spend your first few years here teaching you. You grab a nearby soldier and ask him what's going on.

It seems that the Orks weren't being properly cleared out of the deepest layers of the sewers beneath the major cities. They've been working on tunnels between the regions, allowing them to move to the biggest fights relatively quickly. This has resulted in Orks swarming into the tunnels beneath the capitol and then out of the sewers.

Meanwhile, a rather large horde is approaching from the east, led by an Ork rivaling you in size. As you tower more than half a meter over the next tallest person in the room, this is impressive. Especially since feral Orks like those found on your homeworld tend not to get much bigger than a normal human. They just have tougher bones and hide, which is what makes them so hard to permanently kill.

Considering the recent fight between two tribes of Orks, it's likely that this Warboss is the victor of said fight. The Warboss that has apparently emerged is smart enough to co-ordinate a pincer strike, which is a bad sign, but is probably not smart enough to plan things a decade in advance, so he's probably just using tunnels that were already being dug out. The PDF soldiers defending the capitol would ordinarily make short work of the Orks invading via the sewers by turning their entry points into killzones of overlapping fire, but they can't draw too much manpower away from the walls, or else they risk the main body of the Orks breaking in and wreaking havoc.

Similarly, they can't simply leave the choke-points alone, or they'll swiftly stop being choke-points as the Orks start to overwhelm the few citizens who can actually put up a fight with the military elsewhere. The commanders are overwhelmed by the dual draws on their manpower.

What should you do?

[ ] Draw The Warboss In. A Waagh this small, with a Warboss this early on, will crumble nigh-instantly if the Warboss is killed. While you are no expert in CQC, between your powers and enhanced physique, child or no, you stand a good chance of defeating him. In addition, the Waagh will quickly crumble if the Warboss doesn't accept your challenge, as a Warboss this new will be considered a weakling if he backs down here. However, there is a risk that, even if you win, you'll be too badly wounded to prevent the other Orks from trying to kill you. In addition, the Orks will lose cohesion with the Warboss dead, but that will only weaken them so much. Orks don't tend to have much cohesion in the first place at this level, and they might decide to press the assault anyway.

[ ] Take Command. While you aren't exactly well-studied at commanding troops, you are talented at it, and you are probably better than anyone who isn't General Richards, who is currently on the other side of the planet, mopping up a different tribe of Orks (you're pretty sure that's just bad luck) and won't get here in time to influence the battle very much. Of course, you're still a child, but between your father's tutelage and your talents, you think you can convince/browbeat them into giving you command. It's not a quick and easy fix, and a significant number of soldiers are probably going to die, but you'll do your best to lessen that.
 
[X] Take Command.

If we can take out the Orks attacking from the sewers quickly, the military can focus on the force led by the Warboss.
 
[X] Take Command. While you aren't exactly well-studied at commanding troops, you are talented at it, and you are probably better than anyone who isn't General Richards, who is currently on the other side of the planet, mopping up a different tribe of Orks (you're pretty sure that's just bad luck) and won't get here in time to influence the battle very much. Of course, you're still a child, but between your father's tutelage and your talents, you think you can convince/browbeat them into giving you command. It's not a quick and easy fix, and a significant number of soldiers are probably going to die, but you'll do your best to lessen that.

we have some tactics.
 
[X] Take Command

Drawing the Warboss in doesn't solve the problem in itself. It's the capstone of an overall successful campaign, not a hail mary.

Martial is our strongest field, and with the new Perks, we have some hilariously high modifiers to throw on forces we're leading (At least by single planet standards). Let's leverage this.
 
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