-[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
"Ma'am, we've arrived at the Therog system." An Ensign reported. Technically, you were just past the system's Kuiper belt, but you were effectively in the system now. While the sensors couldn't directly perceive objects in the real world while in the Warp, they could tell where their gravity wells were just fine, even these minuscule ones. With your direction, it was possible to drop into regular space right at the edge of where the star's gravity well began to noticeably affect the curvature of space-time. Based on your divination, you'd have about three months after reaching Therog to position your forces and set up static defenses such as orbital weapons platforms, mines, etc.
Of course, you didn't have much in the way of orbital platforms or mines onboard your ships, so you'd have to use the in-system resources to construct some with your Mining Ships. Though you'd be able to grab the biggest chunks and make some mines of your own.
Resource Roll: 57+10(FBTW)+20(Level Perks)=87. Good result.
Luckily, there was a large, rich asteroid field between Therog and the system's first gas giant, Therog II. Therog III was the final planet in the system, and had a single rocky moon with a ring of asteroid debris around it, which should help.
Now the question was, how should you deploy your forces? With 4 Dreadnoughts, 55 Cruisers, and 150 Escorts, having everything over a single planet might be a bit crowded. Obviously, most of your forces should be concentrated around Therog, but should you put the large majority around Therog with a token force to harry the Orks on their approach, or a large force to set up a first line of defense?
Available Fleet: 4 Dreadnoughts, 55 Cruisers, and 150 Escorts, 20 Mining/Repair Ships.
[ ] 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.
-[ ] Write-in Exact Composition.
[ ] Two Lines. While Orks have numbers, keeping fighting over Therog to a minimum is imperative if you wish to avoid an Ork infestation. Limits detachment to 50% of total fleet. Fleet will work to do as much damage to Orks as possible, even at cost to themselves.
-[ ] Write-in Exact Composition.
With that decided, you needed to decide what to do about the static defenses. What to make, and where to put them. (Can Choose both types at both planets, but effectiveness at singular locations will be limited if more than one type of defense is constructed at both planets)
[ ] 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.
-[ ] At Therog. Put most or all of the mines in Therog's orbit.
-[ ] At Therog II. Put them around Therog II.
-[ ] Split. Split them between the two worlds.
[ ] Orbital Platforms. While they're easier to detect and shoot down, they're able to direct their attacks to specific targets.
-[ ] At Therog. Put most or all of the platforms around Therog.
-[ ] At Therog II. Put most or all of the platforms around Therog II.
-[ ] Split. Split them between the two worlds.
AN: Therog II was chosen because Therog III is going to be about as far from Therog as it gets around the time of the Ork attack. You've got until 10 to vote.