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
[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 x5
[X][MAJOR] Train stats Learning x2
[X][MINOR] SL Celestine Salnus (education/stat)
[X][MINOR] SL Meera Yerala (Medicine) x2
[X][MINOR] SL Percy Clements (electronics)
[X][MINOR] Samantha ???: 4 of 10. (Psyker: Willpower tutor)
[X][MINOR] George Yorev (Psyker: Manipualtion tutor): 3 of 10.
[X][MINOR] Emily Watts (Psyker: Esoteric tutor): 2 of 10.
[X][MINOR] Train electronics: wiring x4
[X][MINOR] Train medicine: narcotics x3
[X][MINOR] Train medicine: surgery x3
[X][MINOR] Train electronics: programming x4
[X][INTEGRATION] Improve Bastion government/policies/administration system x2
[X][INTEGRATION] Revamp all public organizations. Such as Healthcare, social welfare, education, public projects.
[X][INTEGRATION] Standardize important facets of Bastion life. Be it laws or infrastructure.
[X][INTEGRATION] Create/improve agencies to take over some of your work load in supervising/administrating/controlling the Bastion, be sure to make a agency to handle ork spore removal
[X][INTEGRATION] Apply anti chaos runes and other suitable runes to other planets of the Bastion x2
[X][SURVEY] Survey nearby systems x2
[X] Invention list 50
(triple the specs whenever applicable)
-[X] Continue Human wraithbone
-[X] Improve navigator gear
-[X] Improve plasma weapons
-[X] Improve lasers
-[X] Continue Juvenats
-[X] Continue improve gellar fields
-[X] Continue power armor
-[X] Continue Soul Stones/Spirit Stones x7
-[X] Shipyard improvements x4
-[X] continue Ship designs
-[X] Continue Simple Combat Simulators.
-[X] Improve computers x2
-[X] continue medigel
-[X] Continue rune development
-[X] Continue Rune of Self
-[X] Improve reactors x3
-[X] improve crude teleporter
-[X] Personal Primarch Psyker Amp (for both power and control, include eldar) x4
-[X] Making a Primarch quality Lab/workshop. x4
-[X] Design the concept Crystal of {Anti-fungal} and {Cleaning} x3
-[X] Design the outfits, armor and guns, and cleaning tools of the B.C.A. x2


Suit designed with entering areas with hazards everywhere in mind. With hours worth of oxygen in tanks on the back.


Weapon tool of choice for the B.C.A. a mop enchanted and engraved with runes and concepts of {purity} and {Cleansing}. The fact that it has a very damaging effect on "impure" beings has nothing to do with it being a favorite.


Another favorite tool of the B.C.A. enchanted with {Solid}/{Impervious} and {return} runes and concepts to make it a solid piece of equipment that can propel it head through the toughest of challenges.


Dubbed the RAD gun. This gun was designed to fire a deadly blast of radiation with a very short half life to make sure it harmlessly decays within minutes after safely exterminating whatever bacteria, fungus, virus, or xeno its pointed at.


The anti fire grenade that releases a mixture of retardant material. It's what it says on the tin. Perfect for suffocating the most stubborn of fires and xenos.


The cleansers a sub branch of the B.C.A. When a mop just won't cut it. They send in these guys. People in Power armor wielding hyper pressured containers of different custom Cleaners for any situation. Those Cleaning liquids being anything from Bleach, all the way to fire. All gear reinforced with runes and crystals. Perfect for crushing the nastiest of Xenos.. I mean messes.


The Cleaner loader: a utility loader that allows a cleaner to easily and safely lift heavy objects.

Demolition mech for all your destructive needs. A fan favorite of the B.C.A.


This antigravity vehicule is the champion vehicule of the Cleaners. Able to house all the vehicules and personnel a situation would ever need.
-[X] Redesign hive cities with more space efficiency, power saving, and general appeal with the goal of making them more self sufficient. x3
-[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] Overhaul all infrastructure with replicators in mind with special focus on forge and Hive worlds to eliminate pollution by conserving all matter to be reused as mass for the replicators.
-[X] Develop infrastructure with the idea of providing easy, efficient transfer of mass for Replicators acoss your buildings, cities, and worlds.
-[X] Develop infrastructure with redundancies in mind. Such as using passive power generation to power buildings when electrical grids get taken down.
This plan only uses up half of our Major Action slots, and doesn't involve finishing projects we started last turn.
 
oh yeah do we still have increase to our stats from crystals? if so what should we increase?

Combat and Control still get it. Remember that you get a Free boost to one of those per year, and can use the crystals to autopass another three.

Edit: Hm, thinking of it, Serras would probably use them to pass any failed rolls for those two Stats.
 
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Ok then.

[] Tech Subplan Enerael V4.0 (triple the specs whenever applicable):
-[] 2x Crystal/Rune of Learning and its applications. Or work on whatever concepts are needed to make it, if there are any (there shouldnt be.).
-[] 4x Time dilation chamber/suit/artefact/psyker technique (likely utilizing our Time Crystals/Runes) whichever is the most effective/viable to help us get more things done.
-[] 2x Improve Computers (software and security)
-[] 2x Improve Gellar Fields by combining them with our Crystals.
-[] 2x Forge Ships. Massive reactors and replicator bays, meant to resupply our voidships and armies and aid in the technological uplift of planets.
-[] 2x Orbital Elevator. Cable made of segements capped by adamantium locks and antigrav generators, an orbital station, and construction/maintnance vehicles. It should be possible to exchange a segment by anchoring the two cable ends to a powerful antigrav vehicles temporarily. Due to its segmented nature, should be shippable to other worlds. Make sure that the segments can be disconnected with a signal and that they will automaticly use their antigrav to guide/soften their landing. Put many redundancies on that.
-[] 2x Better shipyards.
-[] 2x Improve Mining Ships. Also make sure that they can work with the Forge ships easily.
-[] 2x 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?
-[] 2x Improve Replicators. (We have improved our reactors immensely. Lets work on the other part of our industry.)
-[] 2x Adamantium Mass production. This is a must for countless reasons. Combine with the above action maybe?
-[] 2x Long Range Teleportation. We can now combine enough runes to do this.
-[] 4x Control Stat Booster Crystals. We need all of these that we can get and more besides.
-[] 2x Improve Voidships. Whichever way we think the most viable/effective.
-[] 3x Improve Soulstones. Making them viable for all Eldar would be BIG. Like, stupidly big. Now reaching for Human ones also.
-[] 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.
-[] 2x Finish up the first tier of Orichalcix. And learn to fail, there will be plenty more of that to come.
-[] Willpower Gauges. Next tier is close and Beta psykers are OP.
-[] Antigravity. We are far better at it now.
-[] Minor Works: Practical
-[] 3x Work on combining the Self rune with another.
-[] 2x Improve Education.
-[] 2x Improve Psyker Education.
-[] 2x Build ourselves a Lab and/or Tools to aid in our Inventing.

50 actions.

If you want, make variants.

Edit: Changed some action to Education and Lab.

Edit2: Changed my vote to:
[X]Plan Enerael
[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 x5
-[X] Use boost and crystals
[X][MAJOR] Train stats Learning x4
[X][MINOR] SL- Celestine Salnus
[X][MINOR] 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] Train Combat Stealth x1 -need this to hit Combat-100
[X][MINOR] Learn to cook (Vacation!)
[X][INTEGRATION] 5x Diplomacy.
[X][INTEGRATION] Try to make improvements wherever you can whenever you can x2
-[X] 2x Crystal/Rune of Learning and its applications. Or work on whatever concepts are needed to make it, if there are any (there shouldnt be.).
-[X] 4x Time dilation chamber/suit/artefact/psyker technique (likely utilizing our Time Crystals/Runes) whichever is the most effective/viable to help us get more things done.
-[X] 2x Improve Computers (software and security)
-[X] 2x Improve Gellar Fields by combining them with our Crystals.
-[X] 2x Forge Ships. Massive reactors and replicator bays, meant to resupply our voidships and armies and aid in the technological uplift of planets.
-[X] 2x Orbital Elevator. Cable made of segements capped by adamantium locks and antigrav generators, an orbital station, and construction/maintnance vehicles. It should be possible to exchange a segment by anchoring the two cable ends to a powerful antigrav vehicles temporarily. Due to its segmented nature, should be shippable to other worlds. Make sure that the segments can be disconnected with a signal and that they will automaticly use their antigrav to guide/soften their landing. Put many redundancies on that.
-[X] 2x Better shipyards.
-[X] 2x Improve Mining Ships. Also make sure that they can work with the Forge ships easily.
-[X] 2x 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?
-[X] 2x Improve Replicators. (We have improved our reactors immensely. Lets work on the other part of our industry.)
-[X] 2x Adamantium Mass production. This is a must for countless reasons. Combine with the above action maybe?
-[X] 2x Long Range Teleportation. We can now combine enough runes to do this.
-[X] 4x Control Stat Booster Crystals. We need all of these that we can get and more besides.
-[X] 2x Improve Voidships. Whichever way we think the most viable/effective.
-[X] 3x Improve Soulstones. Making them viable for all Eldar would be BIG. Like, stupidly big. Now reaching for Human ones also.
-[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] 2x Finish up the first tier of Orichalcix. And learn to fail, there will be plenty more of that to come.
-[X] Willpower Gauges. Next tier is close and Beta psykers are OP.
-[X] Antigravity. We are far better at it now.
-[X] Minor Works: Practical
-[X] 3x Work on combining the Self rune with another.
-[X] 2x Improve Education.
-[X] 2x Improve Psyker Education.
-[X] 2x Build ourselves a Lab and/or Tools to aid in our Inventing.
 
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oh yeah do we still have increase to our stats from crystals? if so what should we increase?
I think we still do but remember only up to 4 slots and I would suggest control to get it up to 50 and unlock that trait so we can actually control our super psychic might.

Alternatively combat is our lowest stat at 25 so raising that is good also an option though I don't think its the best investment since so far we have far outstripped anything we face in combat so currently don't need it.

So I would propose using the crystals to raise control and possibly shifting some role onto Admin or Learning.

Also:
[X] Plan Stats and Skills for Success
 
Besides warp storms were the reasons why their warp travel ability was smashed.

Badass as all hell, but "safe and reliable?" Not even remotely. You can end up weeks or months into the future when you come out of a warp jump, or even end up in the past. Meanwhile, Alcubierre drives make a useful backup (I'm not thinking we can replace 40K warp drives with alcubierre drives... not without at least exotic+ grade skills and a lot of turns invested in invention) but they're useful on a civilian local scale and in combat. It's like a micro-warp jump without the warp. We can jump from the edge of a system into boarding range in a matter of seconds, or keep those pesky dakkabarges at arm's length so the ork buggers can't ram us into debris like they love to do.
Suffice to say, there are tactical applications too.

Besides warp storms were the reasons why their warp travel ability was smashed.

So? warp storms will destroy all sorts of FTL as they are in realspace to.

There are a few examples of shipes timetraveling this does not make it common.
 
For the record really think psychic batteries are an absolute must in any plan considering that it would solve our only potential weakness.
 
ok edited my plan in response to this, but i think some of the stuff is not valid? mind double checking my plan and giving me some feedback?
I can do that, I guess.
-[X] Personal Primarch Psyker Amp (for both power and control, include eldar) x4
This feels like it falls under improving our Wargear, but our Wargear will need 8 actions to rank up, not 4.
-[X] Shipyard improvements x4
I'm relatively sure this isn't an existing project. Not that that's necessarily a bad thing, but I'd prefer to hit all the existing projects first.
[X][MAJOR] Train stats Control x5
[X][MAJOR] Train stats Learning x2
[...]
[X][MINOR] Train electronics: wiring x4
[X][MINOR] Train medicine: narcotics x3
[X][MINOR] Train medicine: surgery x3
[X][MINOR] Train electronics: programming x4
This feels wrong to me. We have plenty of stuff to spend Major Actions on this turn, we don't need to include Stat Training in that list. Increasing stats should be a minor action this go around, if we do it at all.

As for training those skills... None of the skills you listed are Tagged! You're already training them with the SL's of this turn anyway, and it's not like they're at a critical low levels. We hit at least 50 in each of them already so abject stupidity is already avoided.

The more efficient plan would be to spend any skill training actions on Tagged skills, so that they can more quickly reach the 200 level and the Tag can be transferred. Remember that Omnicompetence (200 in all basic skills) is one of our goals.

[X][MINOR] SL Celestine Salnus (education/stat)
[X][MINOR] SL Meera Yerala (Medicine) x2
[X][MINOR] SL Percy Clements (electronics)
[X][MINOR] Samantha ???: 4 of 10. (Psyker: Willpower tutor)
[X][MINOR] George Yorev (Psyker: Manipualtion tutor): 3 of 10.
[X][MINOR] Emily Watts (Psyker: Esoteric tutor): 2 of 10.
This is a good enough spread of SLs.
You're addressing the in-character need to connect with mother, and you're advancing our Psyker based relationships. My only nitpick would be that we're missing our Eldar SL, but that isn't the most critical thing I suppose.

-[X] Overhaul all infrastructure with replicators in mind with special focus on forge and Hive worlds to eliminate pollution by conserving all matter to be reused as mass for the replicators.
-[X] Develop infrastructure with the idea of providing easy, efficient transfer of mass for Replicators acoss your buildings, cities, and worlds.
-[X] Develop infrastructure with redundancies in mind. Such as using passive power generation to power buildings when electrical grids get taken down.
These seem like they would be folded into the 'Minor Works' sections, especially since you explicitly use the word 'infrastructure'. We currently have those Minor Works maxed out I believe. *checks* actually, no. Invention: Practical is the only one not yet maxed out.

Anyway, to be sure you target the appropriate Minor Work, I'd recommend that you target it by name directly.
 
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If Beast Arise is canon,Attack moon that have wormhole to bring fleet should be possible.


Also if we count warhammer fantasy,some kind of warp gate should be possible too.
 
I can do that, I guess.

This feels like it falls under improving our Wargear, but our Wargear will need 8 actions to rank up, not 4.

I'm relatively sure this isn't an existing project. Not that that's necessarily a bad thing, but I'd prefer to hit all the existing projects first.

This feels wrong to me. We have plenty of stuff to spend Major Actions on this turn, we don't need to include Stat Training in that list. Increasing stats should be a minor action this go around, if we do it at all.

As for training those skills... None of the skills you listed are Tagged! You're already training them with the SL's of this turn anyway, and it's not like they're at a critical low levels. We hit at least 50 in each of them already so abject stupidity is already avoided.

The more efficient plan would be to spend any skill training actions on Tagged skills, so that they can more quickly reach the 200 level and the Tag can be transferred. Remember that Omnicompetence (200 in all basic skills) is one of our goals.

These seem like they would be folded into the 'Minor Works' sections, especially since you explicitly use the word 'infrastructure'. We currently have those Minor Works maxed out I believe. *checks* actually, no. Invention: Practical is the only one not yet maxed out.

Anyway, to be sure you target the appropriate Minor Work, I'd recommend that you target it by name directly.
hmmm, wanted to target our electronics and medical skill this turn because of the major works we wanted to do and i did not want to dump actions into a single SL as that would be a bit overbearing for the person i think. but alright will switch out the skills for the tagged skills. as for the minor works i am a bit confused by what you mean, i think i am forgetting something about how the invention system works.

lastly about the wargear part, this is a pure psy amp as i don't remember our armor allowing for psyker boost to power and control? I could be wrong in my memory. am willing to switch our improve shipyards if something really important comes up that needs those extra actions i guess.

edit: guess i could divert training actions to perception environment and object to better help search for our brothers I guess
 
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[X] Plan Stats and Skills for Success

Eather this is going to go really well, or we will die very fast. By the way @tri2 can we use an action for cooking, the only reason I ask that is because it may help Serras relax. That an will help out with family dinners and maybe SL's.
 
For those who want Star Trek style FTL drives, we have other examples from fiction that could be used.

Eve Online style Warp drives, Mass Effect drives where we use dark energy(?) to reduce mass, etc.

Subspace does exist in 40k. The Beast used it.
 
For those who want Star Trek style FTL drives, we have other examples from fiction that could be used.

Eve Online style Warp drives, Mass Effect drives where we use dark energy(?) to reduce mass, etc.

Subspace does exist in 40k. The Beast used it.

He'll get enough power and runes and we could build a stargate network, that way we don't have to rely on the warp as much. That or create beacon worlds. Using this we may be able to create hyperdrive lains. In a straight line and may be a bit longer, but they are reliable.
 
Reposting this: Okay plans for the Minor actions for getting Skill All at rates of 1 each turn (first spoiler) and 4 turns (2nd spoiler)

Turn 13: (21 minor actions)
SL- Celestine Salnus (SL 7 of 10why spend time with Mom, and we have the Eldar SL to train education as well also gets us advanced education-all 50)
SL- General Richards x2 (SL 10 of 10why, this caps out tactics which are tagged and lets us move those to medicine)
SL- Roger Cazanus x3 (SL 9 of 10, Evasion skills to 105)
SL- Isker Vagahen x3 (SL 9 of 10, Explosives skills to 105)
SL- Meera Yerala x3 (SL 8 of 10, Medicine to 105, 110 after roll over from tactics)
SL-Percy Clements x3 (SL 10 of 10, Electronics to 105, Wiring at 120)
SL- Captain Matt x4 (SL 9 of 10, Combat Ranged 115, Combat Stealth 105 with 1 training action below, Perception Objects 120, Perception Environment 140)
(19 actions on SL)
Train Combat Stealth x1 -need this to hit Combat-100
Train Electronics Programming x1 (need to do this to get Skill All-150 on Turn 14) now at 120
(2 actions on skill training)

Get:
Advanced Education All-50
Combat All-100
Tactics All-200
Evasion All-100
Perception All-100
Medicine All-100
Electronics All-100
Explosives All-100
Skill All-100 (+1 major, +10 minor)
Free 3 tags-move 3 to medicine

Turn 14: (31 minor actions)
SL- Albert Salnus (SL 9 of 10 why get us in range of speech 200)
SL- Roger Cazanus x1 (SL 10 of 10 Evasion to 120)
SL- Isker Vagahen x1 (SL 10 of 10 Explosives to 120)
SL- Meera Yerala x2 (SL 10 of 10, Medicine to 155)
SL- Captain Matt x1 (SL 10 of 10-assuming perception Objects 145, Environment 165) (if this boosts combat then take 1 of the below combat training and train both perception with them)
(6 actions on SL)
Train Combat Ranged x2 (now 160)
Train Combat Stealth x3 (now 150)
Train Evasion 2 each (6 total) (Evasion now 150)
Train Perception: Objects (now 165)
Train Explosives 2 each (6 total) (Explosives now 150)
Train Electronics 2 each (6 total) (Electronics at 150 except Security at 135)
Train Electronic Security (in addition to 2 above) (now at 150)
(25 actions on training)

Get:
Combat All-150
Evasion All-150
Perception All-150
Medicine All-150
Electronics All-150
Explosives All-150
Skill All-150 (+1 major, +15 minor)

Turn 15: (31 minor actions)
Train Combat Ranged x2 (to 205, roll over of 5)
Train Combat Stealth x3 (to 195, use combat ranged roll over to hit 200)
Train Evasion x3 each (9 total) (Evasion 195, use roll over from Objects and Environment (15 out of 20 rollover used)
Train Perception Objects and Environment 2 each (4 total) (to 210, roll over of 20)
Train Medicine 2 each (6 total) (to 200)
Train Electronics Wiring and Programming x4 each (8 total) (to 200)
Train Electronics Security x3 (to 195, use last 5 rollover to hit 200)
Train Explosives x4 each (12 total) (to 200)
Speech hits 200 from level up during turn
(46 actions on training)

Get:
Combat All-200
Evasion All-200
Speech All-200
Perception All-200
Medicine All-200
Electronics All-200
Explosives All-200
Skill All-200 (+2 major, +20 minor)
9 Free Tags Move 3 to Adv Education, 3 to Adv Psyker and 3 to Adv Forging or Invention

Turn 13: (21 minor actions)
SL- Celestine Salnus (SL 7 of 10why spend time with Mom, and we have the Eldar SL to train education as well also gets us advanced education-all 50)
SL- General Richards x2 (SL 10 of 10why, this caps out tactics which are tagged and lets us move those to medicine)
SL- Roger Cazanus x3 (SL 9 of 10, Evasion skills to 105)
SL- Isker Vagahen x3 (SL 9 of 10, Explosives skills to 105)
SL- Meera Yerala x3 (SL 8 of 10, Medicine to 105, 110 after roll over from tactics)
SL-Percy Clements x3 (SL 10 of 10, Electronics to 105, Wiring at 120)
SL- Captain Matt x4 (SL 9 of 10, Combat Ranged 115, Combat Stealth 105 with 1 training action below, Perception Objects 120, Perception Environment 140)
(19 actions on SL)
Train Combat Stealth x1 -need this to hit Combat-100
(1 actions on skill training)
1 Free Minor action- use it on family/friend time if that is an option

Get:
Advanced Education All-50
Combat All-100
Tactics All-200
Evasion All-100
Perception All-100
Medicine All-100
Electronics All-100
Explosives All-100
Skill All-100 (+1 major, +10 minor)
Free 3 tags-move 3 to medicine

Turn 14: (31 minor actions)
SL- Albert Salnus (SL 9 of 10 why get us in range of speech 200)
SL- Meera Yerala x2 (SL 10 of 10, Medicine to 155)
SL- Captain Matt x1 (SL 10 of 10-assuming perception Objects 145, Environment 165)- note if he boosts combat instead save him for next turn and increase training of each perception by 1
SL- George Yorev (SL 4/5 of 10, why psyker trainer we have not done for a while)
SL- Emily Watts (SL 3/4 of 10 why psyker trainer we have not done for a while)
SL- Samantha (SL 5/10 why original psyker trainer and it has been a while)
(7 actions on SL)
Train Diplomacy 1 each (3 total) (takes to 215, move tags and roll over to Evasion)
Train Electronic Security and Programing (takes to 120)
Train Perception: Environment x2 (takes to 205, move tag and roll over to Combat: Stealth)
Train Perception: Objects x1 (takes it to 165 unlocking perception all-150)
Train Medicine 3 each (9 total) (takes to 215 move tags and roll over to Explosives)
Train Electronics 1 each (3 total) (takes to 135)
(14 actions on training)
4 free

Get:
Speech All-200
Perception All-150
Medicine All-150
Medicine All-200
Skill All-150 (+1 major, +15 minor)
Free 7 tags- move 3 to Evasion, 3 to Explosives and 1 to Combat Stealth

Turn 15: (31 minor actions)
SL- Celestine Salnus x1 (takes to SL 8 of 10, staying in touch with our mom, Adv Edu to 70)
SL- Roger Cazanus x1 (SL 10 of 10, Evasion skills to 145)
SL- Isker Vagahen x1 (SL 10 of 10, Explosives skills to 145)
SL- anyone under 5 (1 or 2 of our psyker trainers)
(4/5 actions on SL)
Train Evasion three times each (9 total) (takes Evasion to 205 move tags and roll over to electronics)
Train Combat Ranged and Stealth twice each (4 total) (takes to 165 and 155)
Train Electronics once each (3 total) (takes to 150, 155 with rollover)
Train Explosives once each (3 total) (takes to 165)
Train Adv Psyker 3/4 total (combine with psyker SL to reach all-50)
(23/22 actions on training)
4 free

Get:
Combat All-150
Evasion All-150
Evasion All-200
Electronics All-150
Explosives All-150
Adv Psyker All-50
Skill All-150 (+1 major, +15 minor)
3 Free Tags Move 3 Electronics

Turn 16: (46 minor actions)
SL- Celestine Salnus x2 (SL 10 of 10, max out our Mom SL, sets us up for stat training) (Adv Education to 100, 110 if we move tags before SL)
SL- Albert Salnus x1 (SL 10 of 10 max out our Dad SL, sets us up for stat training) (Adv Speech to 10)
(2 actions on SL)
Train Combat Ranged x2 (to 210)
Train Combat Stealth x2 (to 200)
Train Perception Objects x2 (to 215)
Train Electronics x2 (6 total) (to 200)
Train Explosives x2 each (6 total) (to 210)
(18 actions on training)
26 free
Suggestions for free- SL the forging or invention trainer twice if tags get moved before SL, spend time with family and friends- no stat training as we are adding +7.5 to the stat rolls from the SL so we can start that again on Turn 17)
Also SL each of our Psyker trainers twice each and Eldar SL twice if tags get moved before SL
At this point the three psyker trainers, forging trainer, invention trainer and Eldar SL would be the only ones not maxed out.

Get:
Combat All-200
Perception All-200
Electronics All-200
Explosives All-200
Adv Education All-100
Skill All-200 (+2 major, +20 minor)
9 Free Tags Move 3 to Adv Education, 3 to Adv Psyker and 3 to Adv Forging or Invention

The second option has free actions each turn (I went ahead and used some of the free on turn 14 to SL our psyker trainers once each and on turn 15 have us SL the 1 or 2 psyker trainers that are less than SL 5). At that point we have 1 free action on turn 13, 4 free on turn 14, 4 free on turn 15 and 26 free on turn 16 (no stat training until the next turn as we max our parent's SL on turn 16). Turn 16 does not include a suggested 10 additional SL if the SL occur after the tag move (2 on each psyker trainer, 2 on the Eldar SL and 2 on forging or invention whichever we tag) which would leave 16 free minor actions.
 
@tri2
Okay plans for the Minor actions for getting Skill All at rates of 1 each turn (first spoiler) and 4 turns (2nd spoiler)

You do not have any diplomacy actions.
Your skills training and SLs are very baldy optimized, check above.

Apply anti chaos runes and other suitable runes to other planets of the Bastion.
This was one of the draws to joining us and is already done.

Improve Bastion government/policies/administration system
Create/improve agencies to take over some of your work load in supervising/administrating/controlling the Bastion, be sure to make a agency to handle ork spore removal.
This was the Framework action. Removing the spore is expensive and of little, perhaps even negative benefit.

Standardize important facets of Bastion life. Be it laws or infrastructure.
Our oldest member has joined join 3 (I think) years ago. This is far too soon to try to homogenize the Bastion, even if we could and wanted it.

Revamp all public organizations. Such as Healthcare, social welfare, education, public projects.
Too broad and education seems to be an invention action. (damn it, forgot about that. Another edit.)

Your tech plan is invalid due to the way that Toolbots function.
Continue Juvenats. We have a decade at elast to do this before it is needed.
Continue improve gellar fields. Combining Crystals with the Gellar field is a separate project it seems.
Continue power armor. No use for this. The Orcs are death and we will have a warning at least a turn before another battle.
Continue Soul Stones/Spirit Stones. No! Eldar are 1 action, Humans are 3.
Continue Simple Combat Simulators. Small bonuses.
Improve computers. We have been warned against improving hardware again so soon in that SL.
Continue rune development. How? Library? Number of runes we can combine? Might work though.
Rune of Self. Check my plan for how to do this.
Improve reactors. Why? one action is enough for another tier and we have many tiers of that already, work on replicators instead or something. Not efficient.
improve crude teleporter. Check my plan. Its been around for a while.
Personal Primarch Psyker Amp. That was part of the Wargear actions.
Making a Primarch quality Lab/workshop. We do not know if this is of any use. 4 actions are too many.
Design the concept Crystal of {Anti-fungal} and {Cleaning}- No! Danger! And of minimal use anyway.
Design the outfits, armor and guns, and cleaning tools of the B.C.A. Useless.
Redesign hive cities with more space efficiency, power saving, and general appeal with the goal of making them more self sufficient. Very long term action. Too much to do.
Overhaul all infrastructure with replicators in mind with special focus on forge and Hive worlds to eliminate pollution by conserving all matter to be reused as mass for the replicators. This does not need Primrch attention. We do not need to do everything.
Develop infrastructure with the idea of providing easy, efficient transfer of mass for Replicators acoss your buildings, cities, and worlds. Same.
Develop infrastructure with redundancies in mind. Such as using passive power generation to power buildings when electrical grids get taken down. We have miniature fusion reactors. Our Energy grid is heavily decentrilized, if it even still exists.
 
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