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
Good thing we are in a good postition to change the Mechanicum to the better and work with people like Koriel Zeth and Land. Well with Koriel Zeth after we get her to be more cautious and not do things like use one thousand telepaths to syphon power from the Astronomican, in order to supercharge a technopath.
That sounds utterly idiotic.

@Void Stalker If you feel like doing some math, your invention tracker is obsolete now due to the perks. Would be very useful for making tech plans for next turn.
 
That sounds utterly idiotic.

@Void Stalker If you feel like doing some math, your invention tracker is obsolete now due to the perks. Would be very useful for making tech plans for next turn.
For the invention tracker it is tracking what we have done not what we can do, for one thing you can take a look at how much of a jump a single turn made. I do have to update the bonus sheet though with the new perks we picked
 
For the invention tracker it is tracking what we have done not what we can do, for one thing you can take a look at how much of a jump a single turn made. I do have to update the bonus sheet though with the new perks we picked
I meant the Points Per Action column. It is very useful to me and other planners for deciding how many actions are needed to reach the next tier.
 
That sounds utterly idiotic.
That it does. That's what you get when someone doesn't believe in machine spirits, daemons or other supernatural things and add some hubris.
It did result in her laboratory being flooded in psionic energy. Luckily someone managed to hit the emergency shutdown before anything was too badly damaged. The residue of that energy also helped somewhat against Kelbor-Hals scrap code attack, that he launched not much later.
 
Ok improving education, I once heard that the regular Tao citizen knows more than the regular Techpriest.

That makes me think that one of the main tools of the Imperium is absolute devotion produced by ignorance.

This would make sence especially on the Hiveworlds, from which most of the soldiers of the Imperium come from.

Thanks to this, I think that we will need to accomplish 2 objectives on our goal to upliftomg humanity.

One would be adding to the education system classes about the dangers of the warp and the nature of the ruinous powers, especially how this affects chaos cultists and psykers, and how these being aren't actually gods but manifestations of emotions that use the idea of divinity to control beings into doing as they want to feed themselves.

This will, obviously need a deep understanding of the warp and the ruinous powers, which we can both explore on our own and get thanks to our Eldar allies.

The objetive of these would be to eliminate, or on its defect, reduce the fear of the unknown and help our soldiers to refuse the will of the Chaos Gods by making it clear that they aren't God's giving blessings, but beings incapable of doing anything besides feeding themselves interested on getting puppets to do their work.


The second would be access.

Live in a Hiveworld is, well, shit.

It is not like they can just stop being a layered city and expand, as hive cities sometimes cover the entire world.

The best possibilities that I can think of are to improve organization and space consumption.

Keep in mind that I don't know if Hiveworlds already do this things:

Communal buildings: wouldn't it be easier if everybody lived on the individual blocks of the same building, and if this living sectors were separated from the pollution of the fabrics?

Basically this, put things on different blocks, or even just organize the layers, and then improve public transport on an organized way.

Second would be pollution.

As I understand it, Hiveworlds are already specialized on resicling things, but pollution is a constant.

We could either make machines that are more efficient, sinze it seems that Hiveworlds don't have them unless there is a resource valuable enough to justify doing so, or we could improve anti-grav tech to the point in which we can construct platforms where industries can release pollution outside of the planet's atmosphere.

Basically, organize them, because if their most valuable resource is unlimited ignorant and fanatical meatshilds then something is wrong.
 
Ok, even as a fan of the Tau I'm pretty sure the average Tau citizen or gue'vesa doesn't know more than techpriests. The Mechanicus is a genuinely intelligent bunch of people, whose superstitions actually make sense up to a point when you consider that machine spirits actually exist in this universe. 40k Engineers may up the superstition and down the ability compare to their 30k (and DAoT) counterparts, but we're still talking about pretty impressive levels of technology.
 
Ok improving education, I once heard that the regular Tao citizen knows more than the regular Techpriest.
Not so. Human tech is vastly better. They just understand theirs more and arent crippled by religion.
Also, the average techpriest is more of an engineer/priest then a scientist.

One would be adding to the education system classes about the dangers of the warp and the nature of the ruinous powers, especially how this affects chaos cultists and psykers, and how these being aren't actually gods but manifestations of emotions that use the idea of divinity to control beings into doing as they want to feed themselves.
Memetic hazards. Merely knowing about the existance of chaos is dangerous.
Its less about them being gods and more about what they can offer.
Do you really want it to be known that humans souls end in hell and eaten unless they have a (rare) Spirit Stone at the time of their death?

The objetive of these would be to eliminate, or on its defect, reduce the fear of the unknown and help our soldiers to refuse the will of the Chaos Gods by making it clear that they aren't God's giving blessings, but beings incapable of doing anything besides feeding themselves interested on getting puppets to do their work.
They are quite capable of giving "blessings".
Not that anyone sane would take them.
 
We could either make machines that are more efficient, sinze it seems that Hiveworlds don't have them unless there is a resource valuable enough to justify doing so, or we could improve anti-grav tech to the point in which we can construct platforms where industries can release pollution outside of the planet's atmosphere.

As I understood it, our fusion generators and nano-replicators solve the pollution problem quite easily. No byproducts need be produced at that level of production. Hives just need a thorough rebuilding project to get back to something approaching a better lifestyle for its citizens, which is a distribution of resources issue.
 
Ok, even as a fan of the Tau I'm pretty sure the average Tau citizen or gue'vesa doesn't know more than techpriests. The Mechanicus is a genuinely intelligent bunch of people, whose superstitions actually make sense up to a point when you consider that machine spirits actually exist in this universe. 40k Engineers may up the superstition and down the ability compare to their 30k (and DAoT) counterparts, but we're still talking about pretty impressive levels of technology.

Uh, I am sure I heard that on one of those videos about 40 facts.

Probably Tao propaganda then.
 
Do you really want it to be known that humans souls end in hell and eaten unless they have a (rare) Spirit Stone at the time of their death?

I already said that more study would be needed, I suppose that spirit stones would be standard by then... Though now that I think of it that only helps psykers...

Well, I know that making a Heaven on the warp will make the Chaos gods to come at us at full force, but if enough people think of an afterlife then that place is made real on the warp, right?

Thus, what if instead of making out own Heaven we make use of the combined believe to create a protected one?

Though we would probably need a ridiculous amount of influence and power, supposing that such creating can ever be made or be safe from Chaos.

Though again, the Webway is a thing, so...

They are quite capable of giving "blessings".

I am not against that notion, it is only that said blessings are given with the intention of manipulating the blessed one, working more like strings.

Not that anyone sane would take them.

I am quite sure I already empathized on that.
 
That is true, but not what you have written in that post, so I noted it.

:wtf:

The objetive of these would be to eliminate, or on its defect, reduce the fear of the unknown and help our soldiers to refuse the will of the Chaos Gods by making it clear that they aren't God's giving blessings, but beings incapable of doing anything besides feeding themselves interested on getting puppets to do their work.

I am not against that notion, it is only that said blessings are given with the intention of manipulating the blessed one, working more like strings.


'interested on getting puppets to do their work' = 'said blessings are given with the intention of manipulating the blessed one, working more like strings.'
 
I have been looking at the plans made and agree with them mostly but I feel that we are not giving communication the importance it deserves.

Right now we have 20+ planets, orbital infrastructure and whatever many ships (traders, warships, miners etc) and we don't have a Bastion wide FTL communication infrastructure set up... I would think that having it would massively speed up integration and it was one of the bottlenecks in 40k as in the average person probably never had access to it.
 
I have been looking at the plans made and agree with them mostly but I feel that we not giving communication the importance it deserves.

Right now we have 20+ planets, orbital infrastructure and whatever many ships (traders, warships, miners etc) and we don't have a Bastion wide FTL communication infrastructure set up... I would think that having it would massively speed up integration and it was one of the bottlenecks in 40k as in the average person probably never had access to it.

We do have an FTL comms system but it's still in its infancy.

Second-tier Navigation and Communication Runes. +10 to Warp Disaster Rolls. Barring Warp Storms or Daemonic interference, will not lose communications with forces in the same system.

We need to upgrade this to tier 4 or 5 sooner rather than later.
 
'interested on getting puppets to do their work' = 'said blessings are given with the intention of manipulating the blessed one, working more like strings.'
And Sainthood in the 40k isnt?
My point was that the "blessings" are more curses then rewards for services rendered. If that was not so, many people would still make that trade, even knowing about Chaos.
Put in other words, isnt employment becoming somebodies puppet for a reward?

I have been looking at the plans made and agree with them mostly but I feel that we not giving communication the importance it deserves.
We need to upgrade this to tier 4 or 5 sooner rather than later.
Mostly agreed, but we are still small and Serras can take care of the critical stuff herself. I think that
-[] Last year we were very close to the next tier of the runes we were working on. Finish that up and then work on the Communication rune.
aside, it can wait a turn still.
Too much to do to fit it in now.
 
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...ok, that makes some sense.
Still, there is obviously SOMETHING around possesing/eating psykers. Why was she given access to those telepaths without a briefing?
She very high up in the Mechanicum on Mars. She rules over the whole of Arsia Mons, which got turned into a volcano during the DAoT. So she has a mostly energy independent Forge with a good output. How she got them isn't explained, but she some how thousands of psykers. Just that she got them from the Black Ships bringing them to Sol.
 
She very high up in the Mechanicum on Mars. She rules over the whole of Arsia Mons, which got turned into a volcano during the DAoT. So she has a mostly energy independent Forge with a good output. How she got them isn't explained, but she some how thousands of psykers. Just that she got them from the Black Ships bringing them to Sol.
One would think that a person like that would know not rto mess so much with something that she doesnt understand...
We need scientists.
 
To all those who are advocating for making a human heaven , to forever protect humanity from predations of chaos and every other long time projects, I just have a few words to say;
I dont know a lot of W40K lore but what I know is that there is a very experienced and powerful guy who has already thought about these things and is planning to research and complete these projects. You guys might recognise him:- He is very tall , very muscled, absolutely covered in gold and bling, has or will have a massive ass palace and is so powerful a psyker that he puts the strongest of Eldar farseers to shame. Nothing impressive, but still noticeable.
Only reason he couldnt properly focus on these things is because there are and will be a million things dragging his attention here and there including a pesky , minor rebellion called Horus Heresy.
Why dont we leave these things to that very average guy and do the other projects that will help him in his ambitions and reduce the load on him?
Let us do the unimpressive projects like infrastructure development , education development, instituting proper systems to root out cults and rogue psykers , mundane weapons development for our soldiers, ship weapon development, removing corruption and pollution from the hives , advancing science and recording all our scientific knowledge that is literally unknown to humans in many sectors, reducing the religious dogma in the Mechanicus and the millions of minor projects that will not earn us fame and glory and will definitely not help humanity.
 
Ok, that is a very good point. We should definitely leave any plans like that until after we consult them with Him at least.
And I am not just saying this to free up the dozens to hundreds of actions they would take.
Really.

P.S. That wasnt sarcasm btw, for others like me who often cant tell :).
 
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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.
 
[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.

That was anticlimactic. Barring something like a dozen 1s in a row, the warboss shouldn't be much either.
 
[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.
 
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