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
So the spores aren't really important.

Setting up formal divination choirs of psykers is a must, then spending an action to try and find where our brothers might be is also a must.

@ilbgar123

I presume we could spend a major action to revamp our psyker education system and increase its effectiveness or would this be better done via invention actions?
 
No, permanently. The PDF clears them out, while the Cleaners work to remove the spores.
Isnt burning orc stuff SoP? We gave our PDF plasma flamethrowers even.
I would understand a dedicated organization for clearing the planet of orcs permanently, but that is a bad idea, due to the (likely enormous) cost and small benefits. Our PDF is more than capable of keeping the orcs down with their equipment and get valuable training from it too.
And if we want the ability to clear planets without doing it ourselves, inventing something for it would be wastly more efficient that hiring lots of guys to burn everything that an orc might have touched for a couple decades.
 
So the spores aren't really important.

Setting up formal divination choirs of psykers is a must, then spending an action to try and find where our brothers might be is also a must.

@ilbgar123

I presume we could spend a major action to revamp our psyker education system and increase its effectiveness or would this be better done via invention actions?

Well, technically, that revamp would be a Psyker: Esoteric+Education: Esoteric+ Innovation: Necessity, so it would count under Invention action.
 
Hmmmm I would like to see an omake POV from one of the navy guys on our fleet as little Prim fucke the orcs raw with teleport raiding.

Maybe anothet convert to the church of the Daughter of The Bastion?????
 
So when do we use the Murphy perks again because I didn't see it against the orks at any time?

I think it's supposed to be in army to army combat planetside, doesn't look it will effect space combat due to distances involved, i'd have thought it would help in the boarding action but that seemed pretty perfunctory.
 
Improving education is an invention action? Time rewrite my plan yet again I quess...
Which reminds me.
@ilbgar123 how did that vote about toolbots turn out anyway? There were like 4 votes or something I think and you never closed it.
I hope that single actions won, because if not I am gonna have to ask you which actions are major and which are not.
And rework my plan yet again.
 
Improving education is an invention action? Time rewrite my plan yet again I quess...
Which reminds me.
@ilbgar123 how did that vote about toolbots turn out anyway? There were like 4 votes or something I think and you never closed it.
I hope that single actions won, because if not I am gonna have to ask you which actions are major and which are not.
And rework my plan yet again.

Doubled actions won. If it's bigger than your average house, or some major part of the city's infrastructure, like building materials or the sewer system, it's a Major Work. Things like cars, tanks, etc. are just Works. Guns, body armor, etc. are Minor Works.
 
Inserted tally
Adhoc vote count started by ilbgar123 on Oct 25, 2017 at 10:21 AM, finished with 108 posts and 17 votes.
 
Turn 13 Options.
AN: Seeing as there hasn't been a while lot of voting, I'm gonna call it now.

[X] 15 Dreadnought Hulls.

[X] 25 Cruiser Hulls.

[X] 50 Escort Hulls.

As you have the hulls towed to their respective shipyards, you're almost tempted to thank the Orks. This would make expansion much, much, easier. You could actually put a significant chunk of your Escort-class ships on exploration duty while you waited for your holdings to catch up with your territory. Meanwhile, 1 of your Dreadnoughts, 5 Cruisers, and 30 Escorts were moved into Quenya's area, to guard it from attack. More would arrive once the current batch was done.

Gained 500 Escort-class Ships.

Turn 13 Options.

You have 14 Major Actions available.​

[ ] Ship Building. Even with the Waagh destroyed and your recent influx of resources, you could always use more ships. Of course, you have an entire rogue planet to rip material out of, though there's a limit to how much material is there, there's enough for a huge fleet. Chance of Success: 100%. This action may be taken up to 115 times. Will build one Battleship, or 5 Cruisers almost fully, or 10 Escorts fully. The former takes 2 years to complete after the action is taken. Currently 6/115 have been used. One will be taken for free due to Mining Ships. All Dreadnought berths currently full. Cruiser berths currently full. Escort berths empty, but can be constructed by you wholesale. Due to allied berths, 7 sets of berths are now available for each category.

[ ] 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. 20 systems available for diplomacy. Reward: Depends on Checks passed.

[ ] 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. 50 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.

[ ] 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 unless building Small Shipyard for Escorts. If you do an action for better ships/shipyards, I'll consider it to have happened before any instances of this action taken.

[ ] Investigate Glands/Organs. With more in-depth knowledge of your various glands and organs not found in humans, you'd like to work on making versions which can be implanted in people. While they're unlikely to work as well without your incredibly advanced physiology and what you suspect is subconscious biomancy, they should be able to get something out of it. Medicine Surgery and Narcotics Combined with Education: General. Reward: Various bonuses, from PDF to background project rolls.

[ ] Investigate Cogitator. While the Cogitator looks like a normal computer, nothing from your pod was normal, so you doubted this would be either. Electronics: Wiring, Forging: Gear, Education: General. Reward: Cogitator design.

[ ] Investigate Psychic Battery. The message from your father involved a projected psychic barrier, via use of a battery of psychic energy. Seeing as a working model of such was currently being researched, slowly, you ought to work on fixing the problem. Psyker: Manipulation, Forging: Gear, Education: Esoteric. Reward: Psychic Batteries.

[ ] Setting Up Psychic Choirs. You've seen people pair up with people they trust to draw more energy from the Warp without being overwhelmed, but the Eldar have something better. A group of psykers linked together. Before the Fall, it was used when they wanted to influence entire solar systems, a group of lesser psykers supporting one of their strongest so they wouldn't get themselves killed with the energies involved. Now they do it to draw any significant amount of Warp energy in a timely fashion. They shouldn't have any trouble teaching it to human psykers. Chance of Success: 60%(90 after Perks). Reward: +100 to allied psyker Checks when in choir. Bonuses to some actions.

[ ] Looking For Your Brothers. As your father suggested, you should work to find your brothers. While they don't seem to be the beacons in the Warp you are, you believe you could find them if you really tried. Of course, having some backup would be helpful. Chance of Success: 5%(35 after bonuses, 55 after +20 from liujuin). Reward: Contact with fellow Primarchs.

[ ] Looking For Space Hulks. During the recent battle with the Orks, 6 Space Hulks were brought to bear. While only 1 was the full size of a Dreadnought, it really brought home how much of a problem they could be to polities less well-equipped to deal with them than yours. Seeing as they often bore Orks or lost xenos, and sometimes pieces of ancient technology, attempting to find and clear them out would behoove you. Partially to help avoid Ork 'colonization' and partially because they might have useful things onboard. The problem was that space was big. Like, really, enormously, stupidly big. There was no guarantee you'd find one. Chance of Success: 10%(60 after Perks/Warp Lighthouse). Reward: Exp, Loot Roll, Resource Points. Upon crits, gain second roll, and so on.

[ ] Cleansing Thernus of Orks. You could cleanse Thernus of Orks entirely if you wished, though they aren't really a major threat at this point. They serve more as live-fire exercises than anything else right now. Psyker: Manipulation, Education: General, Medicine: Narcotics. Reward: Orks removed from Thernus. Can do something similar for every world with Orks once they're beaten down to steam-power or lower.

You have 21 Minor Actions available.

7 Free Integration actions.

2 Free Survey actions. (+25 from excess of Escorts for this Turn).

You have 50 Free Invention Actions available.
AN: Well, isn't that a lot of ships. This vote closes at 8.​
 
Last edited:
[ ] Cleansing Thernus of Orks. You could cleanse Thernus of Orks entirely if you wished, though they aren't really a major threat at this point. They serve more as live-fire exercises than anything else right now. Psyker: Manipulation, Education: General, Medicine: Narcotics. Reward: Orks removed from Thernus. Can do something similar for every world with Orks once they're beaten down to steam-power or lower.
Hmm, I don't think we want to keep them around as live fire exercises, because that means if civilization fails for any reason we'd now have an ork world armed with high tech looted from us.
 
If we ever got a straight answer about what exactly we can do with 'Integration' actions I missed it. Can anyone enlighten me?
 
someone please whip out the minor action plan everyone agreed upon i guess for those all bonuses .

We should spend like 2-3 actions on looking for brothers / hulks .

Shipyard expansion makes sense and ofcouse expansion and please lets not forget the survey action , on a good roll u get free human worlds to integrate and on great rolls u might find something ridonkolous or find another enemy to fight before they snowball i guess and we do have +25 to that action guys so lets make some use of it.

As long as the plan has ship upgrades and admantium manufacturing widescale hopefully then ill be fine with that invention plan. There was like 2 or 3 extra levels of upgrades for general shipbuilding available id like to get them asap.

Engines , rail/macro cannons are things to upgrade for ships. Or inventing a carrier and the accompaning fighter/bombers ?

forgeships seem like a good idea and maybe inventing civilian ships in a action or two with the accompanied shipyard?
 
I was hoping we could spend a large proportion of our Invention actions progressing existing projects rather than starting new ones. Does anyone have a list of projects-in-progress?
 
So, crack Orichalcx for sure, and we probably want to push our core stats a bit.

Beyond that? Mostly out of the scope of stuff I pay attention to. Maybe some actions working on a psychic training curriculum update, and maybe an action taking those two STC fragments we've gotten, our Replicator technology, and seeing if we can blendo them into a comprehensive purification/recycling system?

I mean, holy hell, Hives generate a fuckton of waste product. If we can just reprocess that into actually useful stuff, we can not only correct the ecological damage inherent with arcology design, but we'd moderately improve productivity too.
 
yeah and that thingie that lets us detect people who can turned into betas wich we found,lets go further and maybe a major action to set the stuff up better for them .
 
[X] Plan Stats and Skills for Success
[X][MAJOR] Investigate Glands/Organs.
[X][MAJOR] Investigate Cogitator.
[X][MAJOR] Investigate Psychic Battery.
[X][MAJOR] Setting Up Psychic Choirs.
[X][MAJOR] Looking For Your Brothers.
[X][MAJOR] Train stats Control x4
-[X] Use boost and crystals
[X][MAJOR] Train stats Learning x2
[X][MAJOR] SL- Celestine Salnus
[X][MAJOR] SL- General Richards x2
[X][MINOR] SL- Roger Cazanus x3
[X][MINOR] SL- Isker Vagahen x3
[X][MINOR] SL- Meera Yerala x3
[X][MINOR] SL-Percy Clements x3
[X][MINOR] SL- Captain Matt x4
[X][MINOR] SL- Samantha ???: 4 of 10.
[X][MINOR] SL- George Yorev
[X][MINOR] SL- Emily Watts
[X][MINOR] Train Combat Stealth x1 -need this to hit Combat-100
[X][MINOR] Learn to cook (Vacation!)
[X][INTEGRATION] Improve Bastion government/policies/administration system x2
[X][INTEGRATION] Diplomacy x3
[X][INTEGRATION] Try to make improvements wherever you can whenever you can x2
[X][SURVEY] Survey nearby systems x2
[X] Invention list 50
(triple the specs whenever applicable)
-[X] Continue Human wraithbone
-[X] Improve navigator gear x2
-[X] Improve plasma weapons
-[X] Improve lasers
-[X] Continue Juvenats
-[X] Improve Gellar Fields by combining them with our Crystals. x2
-[X] Continue power armor
-[X] Continue Soul Stones/Spirit Stones x3
-[X] Shipyard improvements x2
-[X] continue Ship designs
-[X] Continue Simple Combat Simulators. x2
-[X] continue medigel
-[X] Continue rune development x2
-[X] Improve reactors
-[X] Improve Replicators. x2
-[X] Adamantium Mass production. This is a must for countless reasons. Combine with the above action maybe? x2
-[X] improve crude teleporter x2
-[X] Making a Primarch quality Lab/workshop and/or Tools to aid in our Inventing.
-[X] Anti-corruption measures for our machines/electronics. We know that warp horrors can corrupt machines, and we hope to make heavy use of automation/drones/networking in the future. Make sure that doing so would not be inviting a disaster. Maybe Purity Rune shaped circuits? x2
-[X] Willpower Gauges.
-[X] Antigravity.
-[X] 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.
-[X] Minor Works: Practical
-[X] Work on combining the Self rune with another. x3
-[X] Improve Education. x2
-[X] Improve Psyker Education. x2
-[X] Psyker Training Tools
-[X] Improve Mining Ships. Also make sure that they can work with the Forge ships easily. x2
-[X] Forge Ships. Massive reactors and replicator bays, meant to resupply our voidships and armies and aid in the technological uplift of planets. x2
-[X] Improve computer programming x2
-[X] Long Range Teleportation. We can now combine enough runes to do this. x2
 
Last edited:
Back
Top