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
[ ] Plan Prep For Onslaught

Major Actions (14 + 1[skill all 100] + 3[eduAdv all 50] = x18)
[ ] [Major Action] Cleansing Thernus of Orks (x1)
[ ] [Major Action] Looking for space hulks (x3)
[ ] [Major Action] Stellar Bellows (x4)
[ ] [Major Action] [SL] Magnus the Red (x2)
[ ] [Major Action] [SL] Celestine Salnus (x1)
[ ] [Major Action] Webway Patrol. (x7)
(+18 actions) +10

Minor Actions (21 + 10[skill all 100] + 3[eduAdv all 50] = x34)
[ ] [Minor Action] [SL] Roger Cazanus (x1)
[ ] [Minor Action] [SL] Isker Vagahen (x1)
[ ] [Minor Action] [SL] Captain Matt (x1)
[ ] [Minor Action] [SL] Meera Yerala (x2)
[ ] [Minor Action] [Train Skills] Combat: Ranged (x2)
[ ] [Minor Action] [Train Skills] Combat: Stealth (x3)
[ ] [Minor Action] [Train Skills] Evasion: Lying (x2)
[ ] [Minor Action] [Train Skills] Evasion: Dodging (x2)
[ ] [Minor Action] [Train Skills] Evasion: Trickery (x2)
[ ] [Minor Action] [Train Skills] Perception: Objects (x4)
[ ] [Minor Action] [Train Skills] Electronics: Security (x3)
[ ] [Minor Action] [Train Skills] Electronics: Wiring (x2)
[ ] [Minor Action] [Train Skills] Electronics: Programming (x3)
[ ] [Minor Action] [Train Skills] Explosives: General (x2)
[ ] [Minor Action] [Train Skills] Explosives: Extravagant (x2)
[ ] [Minor Action] [Train Skills] Explosives: Preparation (x2)
(+34 actions)

Free Booster Action
[ ] [Crystal] Free Booster on Control

Integration Actions (20[govDep] + 20[policy] = x40)
[ ] [Integration] Sound Policies (x10)
[ ] [Integration] Improve Inter-species relations. (x10)
[ ] [Integration] Diplomacy (x20)

Survey Actions (10[govDep] + 10[policy] + 10[ship surplus] = x30)
[ ] [Survey] Survey local Sector from the Edge of Bastion space outward, searching for friendly polities and hostile threats. (x22)
[ ] [Survey] Survey interior Bastion space for potential archeotech dig sites. (x8)

Invention Actions (x50)
[ ] [Invention] Improve Rune of Self (x12)
[ ] [Invention] Better Personal Workshop (x26)
[ ] [Invention] Improve Crystal Tiers/Runic Language 1 (x1)
- [ ] [Advance] Communication (for expansion)
- [ ] [Advance] Navigation (for expansion)
- [ ] [Advance] Organization (for expansion)
- [ ] [Advance] Order (Balance out Purity)
- [ ] [Advance] Balance (for better talisman stability)
[ ] [Invention] Improve ship scale weapons
[ ] [Invention] Study ork biology (X2)
[ ] [Invention] Improve ship design
[ ] [Invention] Defense Platforms (x2)
[ ] [Invention] Psychic Robot Improvement (x3)
[ ] [Invention] Soulstone Improvement (X2)

Basically Tri2's plan, but with more invention actions dedicated to improving our naval tech as well as a bit of Psy-Robot improvement, including upgrading the soulstones. Reason being that psy-robots can more easily take advantage of our teleport tech to headcap ork leaders. For normal forces it'd be a suicide mission, for them though if they get destroyed so long as the soulstone survives we can pop it into another chassis. As such developing them is fairly high priority.
 
I have no idea how the rune of self check bonus works to be honest.

The workshop calc:

Combined Score Check: Invention: Extravagance+Luxury: 210+ Forging: Gear: 200+ Education: General+Advanced: 390+ 13075(Invention bonuses)+ 5745(Forging bonuses)+ 8375(Education bonuses)+3500(Eldar SL)=31495

500000-18020= 481,980

481,980/31495 = 15.3

This assumes that the +1000 workshop can't be applied to itself. If it can then I believe it's 14.8 actions.

Feel free to re-check the calc, I'm doing this on my phone.
 
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[ ] Plan Foundations for Maximum Research

Major Actions (14 + 1[skill all 100] + 3[eduAdv all 50] = x18)
[ ] [Major Action] Cleansing Thernus of Orks (x1)
[ ] [Major Action] Looking for space hulks (x3)
[ ] [Major Action] Stellar Bellows (x4)
[ ] [Major Action] [SL] Magnus the Red (x2)
[ ] [Major Action] [SL] Celestine Salnus (x1)
[ ] [Major Action] Webway Patrol. (x7)
(+18 actions) +10

Minor Actions (21 + 10[skill all 100] + 3[eduAdv all 50] = x34)
[ ] [Minor Action] [SL] Roger Cazanus (x1)
[ ] [Minor Action] [SL] Isker Vagahen (x1)
[ ] [Minor Action] [SL] Captain Matt (x1)
[ ] [Minor Action] [SL] Meera Yerala (x2)
[ ] [Minor Action] [Train Skills] Combat: Ranged (x2)
[ ] [Minor Action] [Train Skills] Combat: Stealth (x3)
[ ] [Minor Action] [Train Skills] Evasion: Lying (x2)
[ ] [Minor Action] [Train Skills] Evasion: Dodging (x2)
[ ] [Minor Action] [Train Skills] Evasion: Trickery (x2)
[ ] [Minor Action] [Train Skills] Perception: Objects (x4)
[ ] [Minor Action] [Train Skills] Electronics: Security (x3)
[ ] [Minor Action] [Train Skills] Electronics: Wiring (x2)
[ ] [Minor Action] [Train Skills] Electronics: Programming (x3)
[ ] [Minor Action] [Train Skills] Explosives: General (x2)
[ ] [Minor Action] [Train Skills] Explosives: Extravagant (x2)
[ ] [Minor Action] [Train Skills] Explosives: Preparation (x2)
(+34 actions)

Free Booster Action
[ ] [Crystal] Free Booster on Control

Integration Actions (20[govDep] + 20[policy] = x40)
[ ] [Integration] Sound Policies (x10)
[ ] [Integration] Improve Inter-species relations. (x10)
[ ] [Integration] Diplomacy (x20)

Survey Actions (10[govDep] + 10[policy] + 10[ship surplus] = x30)
[ ] [Survey] Survey local Sector from the Edge of Bastion space outward, searching for friendly polities and hostile threats. (x22)
[ ] [Survey] Survey interior Bastion space for potential archeotech dig sites. (x8)

Invention Actions (x50)
[ ] [Invention] Improve Rune of Self (x13)
[ ] [Invention] Better Personal Workshop (x21)
[ ] [Invention] Improve Crystal Tiers/Runic Language 1 (x1)
- [ ] [Advance] Communication (for expansion)
- [ ] [Advance] Navigation (for expansion)
- [ ] [Advance] Organization (for expansion)
- [ ] [Advance] Order (Balance out Purity)
- [ ] [Advance] Balance (for better talisman stability)
[ ] [Invention] Improve ship scale weapons (x8)
[ ] [Invention] Study ork biology (X5)
[ ] [Invention] Improve ship design (x3)
[ ] [Invention] Soulstone Improvement (X5)

[] Perk plan tri2: education
Perks (x12)
[] Education: Advanced: 60 Perk. Multi-Doctorate.
[] Education: Advanced: 80 Perk. Omni-Doctorate.
[] Education: Culture: 180 Perk. Cultural Assembly.
[] Education: Cultural Analysis: 40 Perk. Linking Up.
[] Education: Cultural Analysis: 60 Perk. Benevolent Absorber.
[] Education: Cultural Analysis: 80 Perk. Prepare To Be Uplifted!
[] Education: Seer: 60 Perk. Esoteric Techniques.
[] Education: Seer: 80 Perk. Esoteric Skillset.
[] Psyker: Sorcery: 40 Perk. Omni-Manipulation II.
[] Psyker: Sorcery: 60 Perk. Omni-Manipulation III.
[] Psyker: Sorcery: 80 Perk. Omni-Manipulation IV.
[] Level 50 Perk. Is That All? I've literally done that in my sleep.

anything I should change? or add? or remove?
ok updated plan reduced workshop actions from 26 to 16 with new bonus
 
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If we are going to build the Stellar Bellows should we grab Extravagance perks and go completley extravagent on them?



Definitley grabbing these, not sure about the Navigator ones though.



Definitely grabbing these.



Question, is there any point in grabbing Multi-Doctorate if we don't need it for Omni-Doctorate? Cause we need Pioneer for Omni which we already have, Omni is just Multi but better.



Definitley taking these.



Again, any point in taking Techniques when we don't need it for Skillset?

Well the reason we would get those perks is cause they stack together. so you wouldn't just get 1400 to the psyker check and then trade it in for 1600 psyker check. Instead both would get you a combined 3000 to all psyker checks.

So really we should go for all of them cause of the insane stacking for all skill checks.

once we get Advanced Melee we would probably be seeing the first perk be +1000 to all combat checks and so on and so forth.
We have close to 20k combat checks with our armor and Psyker power alone and though those 9 perks needed for advance combat makes me bleed something fierce I would not mind getting 30k in combat checks which i believe puts us in position to be the strongest primarch.

we know a phoenix lord has around 25-30k in combat checks and earlier on it was mentioned one of them pushed back an entire Hive fleet
single-handedly?(whether with that means his own force or solo it didn't say)

tldr: stacks on stacks on stacks
 
ok updated plan reduced workshop actions from 26 to 21 with new bonus, used the bonus value for the rune of self after subtracting the psyker bonus, comes out to 21

I'd strongly recomend shaving an action or two off of studying Ork Bio and using it to improve our psychic robots, for the reasons I mentioned above. We want to get them military grade and fast.
 
I'd strongly recomend shaving an action or two off of studying Ork Bio and using it to improve our psychic robots, for the reasons I mentioned above. We want to get them military grade and fast.
like so?
[ ] Plan Foundations for Maximum Research

Major Actions (14 + 1[skill all 100] + 3[eduAdv all 50] = x18)
[ ] [Major Action] Cleansing Thernus of Orks (x1)
[ ] [Major Action] Looking for space hulks (x3)
[ ] [Major Action] Stellar Bellows (x4)
[ ] [Major Action] [SL] Magnus the Red (x2)
[ ] [Major Action] [SL] Celestine Salnus (x1)
[ ] [Major Action] Webway Patrol. (x7)
(+18 actions) +10

Minor Actions (21 + 10[skill all 100] + 3[eduAdv all 50] = x34)
[ ] [Minor Action] [SL] Roger Cazanus (x1)
[ ] [Minor Action] [SL] Isker Vagahen (x1)
[ ] [Minor Action] [SL] Captain Matt (x1)
[ ] [Minor Action] [SL] Meera Yerala (x2)
[ ] [Minor Action] [Train Skills] Combat: Ranged (x2)
[ ] [Minor Action] [Train Skills] Combat: Stealth (x3)
[ ] [Minor Action] [Train Skills] Evasion: Lying (x2)
[ ] [Minor Action] [Train Skills] Evasion: Dodging (x2)
[ ] [Minor Action] [Train Skills] Evasion: Trickery (x2)
[ ] [Minor Action] [Train Skills] Perception: Objects (x4)
[ ] [Minor Action] [Train Skills] Electronics: Security (x3)
[ ] [Minor Action] [Train Skills] Electronics: Wiring (x2)
[ ] [Minor Action] [Train Skills] Electronics: Programming (x3)
[ ] [Minor Action] [Train Skills] Explosives: General (x2)
[ ] [Minor Action] [Train Skills] Explosives: Extravagant (x2)
[ ] [Minor Action] [Train Skills] Explosives: Preparation (x2)
(+34 actions)

Free Booster Action
[ ] [Crystal] Free Booster on Control

Integration Actions (20[govDep] + 20[policy] = x40)
[ ] [Integration] Sound Policies (x10)
[ ] [Integration] Improve Inter-species relations. (x10)
[ ] [Integration] Diplomacy (x20)

Survey Actions (10[govDep] + 10[policy] + 10[ship surplus] = x30)
[ ] [Survey] Survey local Sector from the Edge of Bastion space outward, searching for friendly polities and hostile threats. (x22)
[ ] [Survey] Survey interior Bastion space for potential archeotech dig sites. (x8)

Invention Actions (x50)
[ ] [Invention] Improve Rune of Self (x13)
[ ] [Invention] Better Personal Workshop (x21)
[ ] [Invention] Improve Crystal Tiers/Runic Language 1 (x1)
- [ ] [Advance] Communication (for expansion)
- [ ] [Advance] Navigation (for expansion)
- [ ] [Advance] Organization (for expansion)
- [ ] [Advance] Order (Balance out Purity)
- [ ] [Advance] Balance (for better talisman stability)
[ ] [Invention] Improve ship scale weapons (x6)
[ ] [Invention] Study ork biology (X3)
[ ] [Invention] Improve ship design (x3)
[ ] [Invention] Soulstone Improvement (X5)
[ ] [Invention] Psychic Robot Improvement (x4)

[] Perk plan tri2: education
Perks (x12)
[] Education: Advanced: 60 Perk. Multi-Doctorate.
[] Education: Advanced: 80 Perk. Omni-Doctorate.
[] Education: Culture: 180 Perk. Cultural Assembly.
[] Education: Cultural Analysis: 40 Perk. Linking Up.
[] Education: Cultural Analysis: 60 Perk. Benevolent Absorber.
[] Education: Cultural Analysis: 80 Perk. Prepare To Be Uplifted!
[] Education: Seer: 60 Perk. Esoteric Techniques.
[] Education: Seer: 80 Perk. Esoteric Skillset.
[] Psyker: Sorcery: 40 Perk. Omni-Manipulation II.
[] Psyker: Sorcery: 60 Perk. Omni-Manipulation III.
[] Psyker: Sorcery: 80 Perk. Omni-Manipulation IV.
[] Level 50 Perk. Is That All? I've literally done that in my sleep.

anything I should change? or add? or remove?
 

Perfect, you've got my vote. Next turn we should work on improving our long range teleportation tech to take better advantage, but as is this should serve as a MASSIVE force multiplier.

(Though I would like at least one action spent on defense platforms, but eh, thats honestly just a matter of preference.)
 
You should take 5 off workshop to bring it to 16, and spread those actions over psyker choir and colony ships.

Psyker choir to contact our brothers and find space hulks. Colony ships because our growth is nearly exponential now, we'll need them now more than ever.

Also why don't we contact our brothers, they need to know about the waaghs, and the importance of empire building.
 
Kinda surprised that Daddy E is still stuck on Terra and the Thunder Warriors are still relevant.

I was under the impression that the Primarchs were made after he got in contact with AdMech and got stuff from them to set up his Super Secret Primarch Moon Lab.
 
@ilbgar123 I forgot but is improving these a research action or a minor/major action?
item/wargear said:
'Simple' Charms: The first series of Wargear ever created by the Primarch Serras Salnus, these sets were given out to every Head of State on her Homeworld of Thernus along with those close to her and feature:
An Anti-Warp Combat Knife: Keyed to the Bearer's very Soul, this enables them to deal out permanent damage to Warp Horrors. [+25 to rolls against Daemons]
An Amulet of Divination: Worn as a necklace or simply kept on the bearer's person, it provides a limited form of divinatory abilities and will warn it's owner of their imminent demise on it's own, though it lacks the power or independence to do so repeatedly. [+50 to survival rolls, +1 survival reroll per event/year, +10 to background project rolls]
Personalized set of PDF Body Armour: A modified form of the body armor worn by the PDF of Thernus. It's too bulky to be worn all the time, but if the owner is given enough warning to get it on, it will provide protection from anything short of a city-killer bomb, including more esoteric effects. [+25 to survival rolls for leaders, soul-cutting weapons are no longer certain death provided they get the armor on]
 
@tri2 , I'd reccomend changing the name of your perk plan.

IIRC, the vote tally software will recognize "Plan Perk tri2" as a seperate plan, but not "Perk plan tri2".
 
[X] Plan Foundations for Maximum Research

Anyways, my vote. So far this plan is pretty optimal for our purpose, what being 'develop our shit so that we can wreck the orks when they attack'. Next turn I'd advise developing space habitats, as well as actual defense platforms, for the sole purpose of turning our systems into absolute FORTRESSES.
 
alright I get it, lets just get this plan on the go now.

[X] Plan Foundations for Maximum Research

you guys are still amazing at this so far, hopefully this works out soon enough!

edit: just finished a couple of skirmish maps of BFG (battle fleet gothic), the biggest thing is we need to make sure our ships and platforms can handle the orc threat, also we need to warn whatever brother we can find and father about the orc threat, and its severity...as well as empire making as someone said up above, this could be when we get our divination choir as well as some physic mojo-bullshit up and running, allowing us to hopefully get the crusade up and running, as well as getting things moving along.

additionally I have a question, what about our lighthouses? can they be further upgraded to help out scout the orc threat? maybe as a early warning beacon across our worlds like a spider web?
 
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[ ] Plan Foundations for Maximum Research

Major Actions (14 + 1[skill all 100] + 3[eduAdv all 50] = x18)
[ ] [Major Action] Cleansing Thernus of Orks (x1)
[ ] [Major Action] Looking for space hulks (x2)
[ ] [Major Action] Stellar Bellows (x5)
[ ] [Major Action] [SL] Magnus the Red (x2)
[ ] [Major Action] [SL] Celestine Salnus (x1)
[ ] [Major Action] Webway Patrol. (x7)
(+18 actions) +10

Minor Actions (21 + 10[skill all 100] + 3[eduAdv all 50] = x34)
[ ] [Minor Action] [SL] Roger Cazanus (x1)
[ ] [Minor Action] [SL] Isker Vagahen (x1)
[ ] [Minor Action] [SL] Captain Matt (x1)
[ ] [Minor Action] [SL] Meera Yerala (x2)
[ ] [Minor Action] [Train Skills] Combat: Ranged (x2)
[ ] [Minor Action] [Train Skills] Combat: Stealth (x3)
[ ] [Minor Action] [Train Skills] Evasion: Lying (x2)
[ ] [Minor Action] [Train Skills] Evasion: Dodging (x2)
[ ] [Minor Action] [Train Skills] Evasion: Trickery (x2)
[ ] [Minor Action] [Train Skills] Perception: Objects (x4)
[ ] [Minor Action] [Train Skills] Electronics: Security (x3)
[ ] [Minor Action] [Train Skills] Electronics: Wiring (x2)
[ ] [Minor Action] [Train Skills] Electronics: Programming (x3)
[ ] [Minor Action] [Train Skills] Explosives: General (x2)
[ ] [Minor Action] [Train Skills] Explosives: Extravagant (x2)
[ ] [Minor Action] [Train Skills] Explosives: Preparation (x2)
(+34 actions)

Free Booster Action
[ ] [Crystal] Free Booster on Control

Integration Actions (20[govDep] + 20[policy] = x40)
[ ] [Integration] Sound Policies (x10)
[ ] [Integration] Improve Inter-species relations. (x10)
[ ] [Integration] Diplomacy (x20)

Survey Actions (10[govDep] + 10[policy] + 10[ship surplus] = x30)
[ ] [Survey] Survey local Sector from the Edge of Bastion space outward, searching for friendly polities and hostile threats. (x22)
[ ] [Survey] Survey interior Bastion space for potential archeotech dig sites. (x8)

Invention Actions (x50)
[ ] [Invention] Improve Rune of Self (x13)
[ ] [Invention] Better Personal Workshop (x16)
[ ] [Invention] Improve Crystal Tiers/Runic Language 1 (x3)
- [ ] [Advance] Communication (for expansion)
- [ ] [Advance] Navigation (for expansion)
- [ ] [Advance] Organization (for expansion)
- [ ] [Advance] Order (Balance out Purity)
- [ ] [Advance] Balance (for better talisman stability)
[ ] [Invention] Improve ship scale weapons (x4)
[ ] [Invention] Study ork biology (X3)
[ ] [Invention] Improve ship design (x3)
[ ] [Invention] Soulstone Improvement (X4)
[ ] [Invention] Psychic Robot Improvement (x4)

[] Plan Perk tri2: education
Perks (x12)
[] Education: Advanced: 60 Perk. Multi-Doctorate.
[] Education: Advanced: 80 Perk. Omni-Doctorate.
[] Education: Culture: 180 Perk. Cultural Assembly.
[] Education: Cultural Analysis: 40 Perk. Linking Up.
[] Education: Cultural Analysis: 60 Perk. Benevolent Absorber.
[] Education: Cultural Analysis: 80 Perk. Prepare To Be Uplifted!
[] Education: Seer: 60 Perk. Esoteric Techniques.
[] Education: Seer: 80 Perk. Esoteric Skillset.
[] Psyker: Sorcery: 40 Perk. Omni-Manipulation II.
[] Psyker: Sorcery: 60 Perk. Omni-Manipulation III.
[] Psyker: Sorcery: 80 Perk. Omni-Manipulation IV.
[] Level 50 Perk. Is That All? I've literally done that in my sleep.

anything I should change? or add? or remove?
alright guys final edit for tonight, gotta sleep now, be back in like 9-10 hours? night!
 
Invention: Necessity: 80 Perk. Improvised Workshop. You can quickly set up a workshop, using your psyker powers to hash something together from your surrounding, or improve upon them. Workshop always considered one grade above it's actual level.
Also, we should probably pick this perk up as well, because if it can improve our workshop over its normal maximum it'd be amazing.
 
additionally I have a question, what about our lighthouses? can they be further upgraded to help out scout the orc threat? maybe as a early warning beacon across our worlds like a spider web?

Probably. Deffo something to try for next turn, at least. Plus, Warp Lighthouse improvements would absolutely jive with my idea for turning our systems into absolute fortresses.
 
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