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
I feel like this is a bit of the QM giving us a nudge. Does this feel like the QM giving us a nudge to you guys? Because to me this feels like the QM is giving us a nudge.

We're getting the choir that'll boost our Primarch search roll this turn IIR. We should definitely make a goal of finding everyone else next turn.

Completely agree, next turn we should focus on finding all the other Primarchs and then spam SL's for all of them.
 
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Let's find our brothers and make them friends with each other and us.

For the good of the Imperium and Bastion
 
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I'm currently trying to work out how to fit the Warframe setting into this quest, I mean I can see the Orokin being a sort of extra d***ish amoral hyper-corporation back during the Gold/Dark age of Technology with the MoI standing in for the sentients.

The Grineer could still be a cloned slave labour workforce only they were originally (and likely still are) far less intelligent than a normal human outside their caste and headed by survivors of the cybernetics and genetics divisions, they were turned into mass produced soldiers during the War of Iron

The Corpus would be like a minor rogue trader house built from the survivors of the Orokin corporations robotics and neurology divisions that have kept ALL the d***ishness and amorality of the original hyper-corporation, after all their organic foot soldiers have parts of their brains removed and replaced with the same control systems that they have in their robots.

The Technocyte infestation was their greatest Bio-weapon/tool which got out of hand at one point and was released again.

Cephalons are, like in the games setting, uploaded humans loaded on specialised architecture that keeps them safe from the warp.

The Tenno are psyker children that the Orokin were experimenting on in an effort to make them into weapons, these experiments linked them to another dimensional space that was similar yet different to the warp, more stable and at the same time more hostile to reality.

As for the void itself, it runs parallel to the warp and reality and The Man in The Wall is a thing (it supposed make you feel like a character in a horror film where normally your the monster) and is while more powerful than Big E is so different in mentality and so diffuse that it cannot be understood or bring its power to bear.
 
I thought her hobby is Empire Building, while she works on expanding Humanities Knowledge and Technology?

I'm pretty sure Empire building is more like an occupation than a hobby. Her hobby seems to be spending time with people (usually doing constructive projects). The fact that she seems to gain super powers from these connections like some kind of Persona character is just a nice benefit to her favorite pastime.
 
What Serras needs isn't a hobby, she already has a number of those, what she need is an SO, maybe this Meera SL could have them make a breakthrough and Meera turns around and kisses Serras, course than Meera runs off because she did NOT mean to do that.
 
Well, because the original Changelog is getting very, VERY, cluttered; I'm making a new one.

Roll: 90+35(Mentors)+20(Level Perks)-41(Control) =104. Critical Success. Control now 42.
Critical Roll: 85+35(Mentors)+20(Level Perks)+ 4(Overflow) -42(Control) =102. Critical Success. Control now 43.
Critical Roll: 88+35(Mentors)+20(Level Perks)+ 2(Overflow) -43(Control) =102. Success. Control now 44.
Critical Roll: 72+35(Mentors)+20(Level Perks)+ 2(Overflow) -44(Control) =85. Success. Control now 45.
Power automatically rises to 56 due to Powerful Psyker. [+19/20]
Knowledge of The Ancients. While the Ancients didn't know everything, they knew a great deal. To the point that they used technology in day-to-day life that wouldn't be found in the most advanced laboratory. This manifests in a great number of blueprints for everything from car parts, to missile launchers. +400 to PDF rolls. +400% to industry. +400 to morale rolls.
Governmental Departments Established. Will grow and split off smaller organizations meant to serve more specific functions as growth continues. 200 Integration actions may be taken per Turn. 42 Free Integration actions per Turn. 21 Free Survey action per Turn.
Access to Webway. The Webway is a network of Wraithbone tunnels which span the galaxy much like blood vessels. Many worlds important to the Old Ones and Eldar will have a gate on them. Currently accelerates troop/good movement somewhat across a 3 by 3 grid of sectors surrounding Thernus, and one directly above and below.
Incredible Policies Established. With your policies firmly established, the government moves more fluidly, problems are addressed more quickly and thoroughly. +45 Free Integration actions. +20 Free Survey actions. +750 to PDF and Naval rolls. +750 to Morale rolls. +750% to Industry.
Mediumly Shared Culture. The Bastion's culture is, while certainly not even close to homogeneous, much more closely knit than it might otherwise be, and at this stage, truly counts as a single culture, as opposed to a number of nation-states cooperating for their own benefit. +250 to Morale rolls. Medium Malus to infiltration attempts.
Mediumly Reduced Cultural Barriers. The myriad different cultures inducted into The Bastion have had the barriers between them drastically cut back, and the gaps adequately bridged. This encourages cooperation between the member species, which has knock-on effects. +250 to Morale rolls. Medium bonus to background rolls.
Spike Munitions. This is a specialized round intended to penetrate armor and then detonate, rather than to detonate on impact. It requires specialized guns to use, but it should be useful in the right situations. +50 each to PDF rolls and Champions bonus.
Scrap-code Resistant Industrial Robots. The Drones built by the androids are extremely resistant to Daemonic possession and scrap-code, which in turn fortifies areas where they are used against being overrun by such things. Significant increase in resistance to Warp energies and related phenomena among mechanized forces and industry.
Exotic Items bonus. From extract from a species native to a Deathworld, to minerals only found on Warp-touched planets, to Forgeworlds with unique products from centuries of tweaking not dissimilar to evolution, to the elites produced by training regimes considered excessive even by the inhabitants of Deathworlds, you possess a number of unique goods when drawing from across the entire length of The Bastion, which has knock-on effects from specialized solutions to various problems, to extra incentives, to exotic materials to use in research. +50 to PDF Rolls. +50 to Morale rolls. +500 to Invention Checks.
Lyrium. This mineral is a relatively safe way to restore a psyker's ability to use their powers if they've been strained. +50 to allied Psyker Checks. First 5 Exhaustion penalty tiers do not apply to allied psykers.
Varied Warhound and Warlord Titan STCs. +300 to PDF rolls. +150 to scouting rolls.
Variable/Shift Weapons. Switching between melee and ranged combat has cost many a soldier their life. These weapons, while difficult to maintain in numbers, get around that problem. +100 to Champion bonus.
Gourmet Cells. These cells can be used to enhance the performance of an organism, psyker or no. However, they are less than effective without extensive life-threatening events. +50 to Champion bonus.
Ludicrously Good Shipyards. 55% bonus to shipyard capacity. 13 ship berths per class increased to 20. Additional berth supplied by high-end ship design, equaling 21 berths.
Dreadnought Models. These redesigned Dreadnaught drastically expand the ability of the fleet to respond to different situations. +200 to Fleet rolls.
Rune of Self: Amazing. You understand yourself very well, which has quite a few benefits. +1,400 to Psyker Checks from self-understanding. +700 to all other Checks. Personal gear enhanced with Rune of Self effectively immune to corruption. Your weapon, for example, would have to be stuffed full of Daemons before it would harm you. Gained a much larger amount of tolerance for stress.
Indispensable Workshop. A very advanced personal laboratory for you to use when making or improving various items. +2,800 x4 (Extravagant bonus) x17.0156(Extravagant bonus) = +47,640 bonus to innovation actions.
Tenth-tier Communication Crystal/Rune. 50LY instant communication, assuming there is either a Rune, crystal, technology or a psyker ready to receive the message. Warp Storms require there be a Rune or Crystal within a 5LY radius of another for communication to work. Will not lose communication within sub-sectors, even with Daemonic interference, and very unlikely to lose communication across an entire sector. +1000 to Psyker Checks for reaching a tenth grade Crystal.
Tenth-tier Navigation Crystal/Rune. Grants a massive boon to the efforts of navigators and a lesser one to searchers. +50 to Warp Disaster Rolls, +10 to Search Rolls. +1000 to Psyker Checks.
Tenth-tier Organization Crystal/Rune. These Runes are potent enough to make organizations run like well-oiled machines. +250 to military rolls. +250% bonus to industry. +250 to morale rolls. +1000 to Psyker Checks.
Tenth-tier Order Runes. These Runes feel like Blanks, and have similar effects. +250 to Witch Hunter and related organizations rolls to handle and/or clean up after cult activity. +1000 to Psyker Checks.
Tenth-tier Balance Runes. These Runes provide a powerful balancing effect, preventing individual Runes from being overpowered by stronger Runes or their opposites (Fire and Ice, for example) and therefore provides a boost to the number of Runes that can be safely combined. +5 to Rune Arrangement without increasing necessary Check to increase tiers in it. +1000 to Psyker Checks.
Rune Arrangement. Runes may be combined in arrangements of up to 11. Only Self Runes require Balance Runes, and only if the the arrangement would otherwise be horribly unbalanced. +400 to PDF rolls. +400% to industry. +400 to morale rolls.
Largely Improved Ship-Scale Weaponry. A great deal of improvements have been made to the weaponry ships use, improving the damage ships can deal. +40 to fleet rolls due to improved damage output.
Highly Improved Understanding of Ork Biology. You understand Ork biology and psychic properties to understand just how little you really know, and how dangerous Orks could become if left unchecked. +70 to combat rolls against Orks. Halved against Ork ships and large machines such as their equivalent of Titans, as knowing their psychology helps, but isn't a cure-all for Ork infestations. Significant reduction in difficulty of burning Ork infestations out. +15 to PDF rolls from broader understanding of tactics commonly employed by a principle enemy.
Largely Improved Ship Designs. A general improvement to the design of your ships, resulting in much improved performance, both from standardization and more efficient use of space. +200 to fleet rolls, both combat and counter-boarding. 10% increase to ship-building speed. 21 berths total, after bonus from improved shipyards.
Highly Protected Spirit Stones. Humans that aren't Blanks, psykers in general of minor xenos races, and Eldar can both use Spirit Stones, which are now something any minor psyker can make fairly easily, and can now be expected to resist attacks from even Greater Daemons who have entered the Materium to try their luck in the physical realm where the stone's defenses are weaker, at least for a reasonable length (10 minutes) of time.
Significantly Improved Soul-Bearing 'Bot. Combining psycho-reactive materials, soul-shielding items, and, of course, a soul and placing them into a functional humanoid chassis allows psykers to retain some degree of autonomy even while inside a Soulstone, without any loss of senses, though they can't actually eat. Significant boost to reputation among Mechanicus, Eldar, and psykers in general. Can be used with any psyker of even the most minor degree who is placed in a Spirit Stone, though Rho classes have a noticeable delay to their movements and reactions.
Cruiser/Escort Models. These redesigned Cruisers and Escorts drastically expand the ability of the fleet to respond to different situations. +250 to fleet rolls. Model Pioneer and Model Shade reduce garrison requirements. Significant reassignment of allied ships to Bastion Fleet. GDE Survey Actions doubled due to Pioneer making Survey actions quicker and more efficient.
Skylance Defense System. A laser battery which has massive firepower, which is generated from placing virtually all of the power used in an entire ship into an anti-capital weapon. +500 to fleet rolls while these are present. Additional permanent +250 to fleet rolls due to improved Dreadnought main guns.
Special Invention Action: R&D Coordination. While you advance technology and research at a ridiculous pace, you are only one person. Therefore, properly coordinating with your fellow scientists can improve the speed of technological advancement even further. SIA dependent on total number of planets (217) multiplied by 10, with a bonus equal to that of Production, multiplied by 1.25(1+0.05 per Education tier), currently totalling 5330*1.25= 8830 (rounded down from 8832.5). This may be added to any other Invention action, or divided up between them, if you so choose.
Improved Fuse. Detonation cord was used in military matters, and civilian ones. The improved fuse reduced the time for the explosives to be detonated, and reduce the difference in time between when multiple explosives were set off. +50 to PDF rolls. +50 to industry.
Genetic Database. The genetic and general medical information of the inhabitants of your polity. Provides a bonus to medical treatments across your polity. Auto-updates as new races/sub-species are added.
Improved General Med-Scanner. This handheld device allow the user to scan a member of many species, including humans, and discover the causes of their distress, as well as possessing a large database on how to treat the problem. Is extremely user-friendly. +100 to morale rolls. Huge increase to first-responder and isolated teams' ability to handle casualties. Medium increase to level of integration of xenos races, and reputation with them.
Celestine Salnus: 10 of 10. (Education / Stat Tutor) [Skill training bonus extended to 200 for Education. Skill training bonus extended to 200 for Education {Advanced}. Skill training bonus extended to 100 for Education {Exotic}] [Stat Bonus increased to 45]
Roger Cazanus: 10 of 10. (Evasion tutor) [Skill training bonus extended to 200 for Evasion. Skill training bonus extended to 200 for Evasion {Advanced}. Skill training bonus extended to 100 for Evasion {Exotic}.]
Captain Matt of the Defenders : 10 of 10. (Combat / Perception Tutor) [Skill training bonus extended to 200 for Combat & Perception. Skill training bonus extended to 200 for Combat {Advanced} & Perception {Advanced}. Skill training bonus extended to 100 for Combat {Exotic} & Perception {Exotic}.]
Isker Vagahen: 10 of 10. (Explosives Tutor) [Skill training bonus extended to 200 for Explosives. Skill training bonus extended to 200 for Explosives {Advanced}. Skill training bonus extended to 100 for Explosives {Exotic}.]
Meera Yerala: 10 of 10. (Medicine Tutor) [Skill training bonus extended to 200 for Medicine. Skill training bonus extended to 200 for Medicine {Advanced}. Skill training bonus extended to 100 for Medicine {Exotic}.]
Magnus the Red: 3 of 10. (Education / Psyker Tutor)
Rogal Dorn: 1 of 10. (Combat / Tactics tutor)
Leman Russ: 1 of 10. (Combat / Tactics tutor)
Jack the Grey: 1 of 10. (Evasion / Perception tutor)
Celestine Salnus SL 10. Job Experience. You learn by doing, as your mother does. Experience gained from Passed Checks doubled.
Roger Cazanus SL 10. Infiltration, Assassination, Stolen Information... Roger has taught you a lot of tricks that aren't part of the standard package for infiltrators and covert operations, and ones he normally reserves for his top agents. +50 to Combat, Evasion and Perception Checks.
Captain Matt SL 10. Professional Soldier. As an experienced soldier, you excel at combat, and discerning details. +50 to Combat, Perception, and Evasion.
Isker Vagahen SL 10. Bomb Crafter. You know a great deal about the making of bombs, from the largest to the smallest, hardened or delicate. +50 to Explosives, Tactics, Medicine Checks.
Meera Yerala SL 10. Head Practitioner. You know a great deal about the making and use of medicine, to the point of running your own clinic not being a problem. +50 to Medicine, Tactics, Explosives Checks.
Combat All 150. Contender. You can perform at the level of special forces at any direct combat task. This doesn't mean you have no specialties, but your weak areas are still at least average when direct combat comes into play. +150 to Combat Checks.
Electronics All 150. Computer Creator. Well, you still can't make computers out of a tin can and a paperclip, but with actually serviceable materials you can build a great computer from scratch. +150 to Electronics Checks.
Education Advanced All 100. Knowledge Collector. You seek to collect as much knowledge as possible, expanding the horizons of such amongst humankind. +200 to all Checks. +4 Major Actions. +4 Minor Actions.
Evasion All 150. Intrigue Adviser. You are qualified to advise a spymaster on their job. This necessitates being nearly as qualified as they are in matters of intrigue. +150 to Evasion Checks.
Psyker Advanced All 100. Warp Practitioner. You use the Warp's energies for a wide variety of tasks, large and small, simple and complex, granting a great deal of skill through that most ancient of methods: practice. +300 to Psyker Checks.
Perception All 150. Watson. You aren't quite at the peak of human perception, but you can draw general conclusions from even very small details. +150 to Perception Checks. Malus of 75 to enemy assassination and scouting rolls.
Explosives All 150. Bomb Craftswoman. You are a well-renowned maker of bombs, both small and large. +150 to Explosives Checks.
Medicine All 150. Physician. You are the sort of doctor usually portrayed as the lead in medical dramas, if significantly less abrasive and, you know, actually a doctor. +150 to Medicine Checks.
Skill All 150. Extreme Proficiency. You are extremely proficient in every field. Your skills synergize extremely well, shoring each other up. You find yourself getting far more done as you take shortcuts available thanks to your huge breadth of knowledge. +300 to all Checks (applies multiple times if multiple Skills are involved). +1 Major Action. +15 Minor Actions. +15 Perk points.
Speech: Diplomacy: 180. Solid Honor. Your word isn't considered legal tender, but... Provides a bonus to Speech Checks 6 times Karma. Requires Good Reputation.
Education: Advanced: 100. Omni-Doctorate II. You have the kind of intellect and knowledge that the vast majority of people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +900 to all Checks. Must have Omni-Doctorate.
Education: Advanced: 120. Omni-Doctorate III. You have the kind of intellect and knowledge that the vast majority of people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +1000 to all Checks. Must have Omni-Doctorate II.
Education: Cultural Analysis: 100. Comrades. You can absorb polities much larger than your own with ease. +15 Free Integration actions. Requires Prepare To Be Uplifted!
Education: Cultural Analysis: 120. Comrades II. You can absorb polities that much larger than your own with ease. +20 Free Integration actions. Requires Comrades.
Education: Seer: 100. Esoteric Craft. Your knack is developing into a full-fledged style for creating things from/using Warp energy, and discovering new ways to do so. +1800 to Psyker Checks. Requires Esoteric Skillset.
Education: Seer: 120. Esoteric Craft II. Your knack is developing into a full-fledged style for creating things from/using Warp energy, and discovering new ways to do so. +2000 to Psyker Checks. Requires Esoteric Craft.
Psyker: Sorcery: 100. Omni-Manipulation V. You've reached the skill level of the absolute peak of known Omnimancers, which is generally about the level most psykers achieve in the field they focus on. +1800 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Requires Omni-Manipulation IV.
Psyker: Sorcery: 120. Omni-Manipulation VI. You've gone beyond absolute peak of known Omnimancers, which is generally about the level most psykers achieve in the field they focus on, as you are no ordinary psyker. +2000 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Requires Omni-Manipulation V.
Invention: Necessity: 100. Hidden Pockets. Having a trick up your sleeve is rather literal in your case. +25 to all Checks from hidden weapons and tools. Additional 'slots' for accessory-type equipment.
Invention: Practical: 100. Much Better. You can always provide better materials than what was asked for, or make them. All materials below are considered one grade higher than they actually are.
Invention: Extravagance: 60. That Should Have Been Destroyed! Not with how much I spent on it! Durability of Extravagant items is doubled, after extravagant bonus is applied.
Invention: Extravagance: 80. Over-Engineered. Extravagant items perform even better if you put more effort into them, rather than just more resources. 25% increase in boost to specs provided by Extravagance.
Invention: Extravagance: 100. Castle... On Top Of Your Castle. If it weren't so effective, you'd think it was stupid too. 50% increase in boost to specs provided by Extravagance.
Invention: Extravagance: 140. Worth It's Weight In Gold. While using actual gold would be stupid, painting it gold is fine, and helps denote how insanely expensive it was. +10% to Extravagant builds. Requires 1 of preceding Perks.
Invention: Extravagance: 160. Totally Worth It! Despite how incredibly expensive it was, the product is proving it's worth. +10% to Extravagant builds. Requires 2 of preceding Perks.
Invention: Extravagance: 180. Worth More Than Gold. This thing makes gold seem downright cheap. Let's hope it was worth it. +25% to Extravagant builds. Requires 3 of preceding Perks.
Invention: Extravagance: 200. Extravagant. While Extravagant items are expensive, they are also worth it for exceptional people, such as the Champions or yourself. +50% to Extravagant bonus. Requires 4 of preceding Perks.
Wraithbone Artifact Wargear. An impressive set of weapons and armor, forged by a Primarch for their personal use, and made with an alloy of the psychically conductive Wraithbone and the rapidly regenerating Orichalcix materials known as Mythril. It could turn even a pitiful fighter into death walking. With self-healing abilities and the ability to add 9 Runes besides the Self and Balance Runes to it, it's boost to combat ability was immense. +34,200 +145,480 Combat modifier.
Combat {A}: Warrior: +30 [60] +15 [75]
Combat: Ranged [T]: +40 [160] +20*2 [200]. 30 Carries over to Advanced Skill, Combat {A}: Sniper. +15 [45]
Combat: Stealth: +30 [135] +15 [150] +15 [165]
Evasion: Lying: +15*2 [135] +15 [150]
Evasion: Dodging: +15*2 [135] +15 [150]
Evasion: Trickery: +15*2 [135] +15 [150]
Speech: Persuasion [T]: +5 [175] +5 [180]
Speech: Diplomacy [T]: +5 [175] +5 [180]
Speech: Intimidation [T]: +5 [175] +5 [180]
Perception: Objects [T]: +20*4 [200]
Perception: Environment [T]: +5 [145] +5 [150]
Medicine: Surgery [T]: +5 [110] +5 [115] +40 [150]
Medicine: Narcotics [T]: +5 [110] +5 [115] +40 [150]
Medicine: First-Aid [T]: +5 [110] +5 [115] +40 [150]
Electronics: Security: +15*3 [150]
Electronics: Wiring: +15*2 [150]
Electronics: Programming: +15*3 [150]
Explosives: General: +15*2 [135] +15 [150]
Explosives: Extravagant: +15*2 [135] +15 [150]
Explosives: Preparation: +15*2 [135] +15 [150]
Education {A}: Advanced: +15 [105] +15 [120]
Education {A}: Cultural Analysis: +15 [105] +15 [120]
Education {A}: Seer: +15 [105] +15 [120]
Psyker {A}: Sorcery: +15 [105] +30 [135]
Psyker {A}: Spirit: +15 [95] +30 [125]
Psyker {A}: Navigator: +15 [95] +30 [125]

Ship Building:
7/15 Dreadnoughts completed. Remaining 8 in progress, additional 8 from Mining Ships also in progress, for 16 total.
80/90 Cruisers done.
160 Escorts built wholesale.

AN: With your recent advances in psykerness, and the knowledge of an incoming Ork fleet, you'll be making as many Escorts as you have berths for, provided you can get the resources to build them and the people to man them.

New Fleet Totals:
Fleet Status: 8 Dreadnoughts. 105 Cruisers. 285 Escorts.
Allied Ships available: 10 Dreadnoughts. 270 Cruisers. 725 Escorts.
Cleansing Thernus of Orks:
Power Check: 5 Checks Passed.
Control Check: 4 Checks Passed.
Learning Check: 3 Checks Passed. -600 to Check difficulty.
Combined Check: Psyker: Manipulation + Sorcery: 290+10525(Psyker bonuses)+ Education: General + Advanced: 290+ 3735(Education bonuses) + Medicine: Narcotics: 105+ 13200(Medicine bonuses)= 28145.
9400 Check Passed. 14400 Check Passed. 19400 Check Passed. 24400 Check Passed.
+160 Exp. 3690/6400 to Level 55. Currently possess 12 Perk points.
Reward: Thernus cleared of Orks. Check will be lowered in future thanks to data collected here, making it easier to accomplish at higher levels of Waagh energy. One-time +1500 to Ork biology study.
Looking For Your Brothers: x2
Primarch Search Roll: 83+50= 133. Critical Success!
Primarch Search Critical Roll: 79+33= 112. Critical Success!
Primarch Search Critical Roll: 39. Failure.
Primarch Search Roll 2: 14. Failure.

Rolling for Primarchs found: 10. Rogal Found!
Rolling for Primarchs found: 11. Leman Found!

Reward: Gained Rogal Dorn SL 1 of 10. (Combat/Tactics tutor). Gained Leman Russ SL 1 of 10. (Combat/Tactics tutor).
Jump-started Inwit creating a network of worlds similar to yours.
Jump-start Fenrisian technological advancement, and thus Russ' eventual dominion of Fenris.
+30 to Combat skills, 40 for Ranged.

AN: For Rogal, hey, the Black Templars had to come from somewhere. Also, yes, you're sharing your research with Magnus, and Emps to a degree. Mostly just what they ask for, which isn't a lot in Emps' case. Now that your psykerness has advanced enough to make it pretty secure, at least.
As for Leman, he was a bit more cordial than one might expect towards his visitor because he could tell this wasn't a fight he could win without taking her completely by surprise. He could certainly hurt her pretty badly because of the spreading out from distance, with a little luck, but he seriously doubts he could win without getting a crippling alpha strike in first. This hostility was something Serras could pretty clearly detect, and acting cordial towards someone coiled to snap at you like a spring-loaded crossbow is very grating. Leman doesn't like psykers, but in this case, having someone in your head is understandably unnerving.
Also, yes, the Fenrisian machine cult now has instructions for a trans-mat, but it's going to take a while before they get their tech up to par with the building specs. Serras set up multiple parallel writings because she had a lot more 'ground' to cover.
Stellar Bellows: x5
Reward: Frame for Stellar Bellows completed. Structure as a whole completed in 3 Turns. [Finishes Turn 16]
Webway Patrol: x10
PDF Contribution: 2715/10= 271.5 + Champion Bonus: 375/10= 37.5= 309*10=3090.
250 to take a sector's worth of Webway. Additional 50 to hold. 10 nearby sectors' Webway now under Bastion control.

Diplomacy Check: 2 Checks Passed. * 20.
Assessment Rolls: 70, 13, 95, 14, 22, 14, 90, 87, 65, 100, 55, 48, 46, 84, 23, 7, 70, 38, 30, 26.
Information, Non-Aggression, Full Alliance and Allegiance Checks Autopassed. * 20
+1200 Exp. 4890/6400 to Level 55. Currently possess 12 Perk points.

Reward: 20 planets added to The Bastion, totaling 122, In-roads made in nearby sectors, specifically, the 8 surrounding you on the 'plane' and the ones directly above and below you. 1 of Sector Waaghs broken early.
Petty STCs has been upgraded! Knowledge of The Ancients. While the Ancients didn't know everything, they knew a great deal. To the point that they used technology in day-to-day life that wouldn't be found in the most advanced laboratory. This manifests in a great number of blueprints for everything from car parts, to missile launchers. +250 to PDF rolls. +250% to industry. +250 to morale rolls.
Government Departments Established has been upgraded! Governmental Departments Established. Will grow and split off smaller organizations meant to serve more specific functions as growth continues. 100 Integration actions may be taken per Turn. 22 Free Integration actions per Turn. 11 Free Survey action per Turn.
Access to Webway expanded! Access to Webway. The Webway is a network of Wraithbone tunnels which span the galaxy much like blood vessels. Many worlds important to the Old Ones and Eldar will have a gate on them. Currently accelerates troop/good movement somewhat across a 3 by 3 grid of sectors surrounding Thernus, and one directly above and below.

AN: Slaanesh was planning to guide the Orks to planets they could conquer, essentially guiding their ramping up until they had enough of the sector under their control to become a threat. This would have reduced their time in the Warp between planets to weeks, if not days. That 7, thanks to the bonuses to your background rolls here, provided by both your combat and psychic prowess, actually saved you a lot of trouble in the long run. Lucky it was above a 5, otherwise you'd have been too late to keep them from sacking the planet, though anything above a 1 would have let you deploy enough troops to keep them contained on-world.

Stat & Skill Training
:
Control is now 45.
Power is now 56.
Combat: Ranged is now 200! Combat {A}: Sniper is now 30.
Combat: Stealth is now 150.
Evasion: Lying is now 135.
Evasion: Dodging is now 135.
Evasion: Trickery is now 135.
Perception: Objects is now 200!
Electronics: Security is now 150.
Electronics: Wiring is now 150.
Electronics: Programming is now 150.
Explosives: General is now 135.
Explosives: Extravagant is now 135.
Explosives: Preparation is now 135.
2 Skills may be Tagged.
Combat All: 150 Perk obtained. +150 Exp. 5040/6400 to Level 55.
Electronics All: 150 Perk obtained. +150 Exp. 5190/6400 to Level 55.

Due to the Omake by King Arthur, gained Semi-independent Turret with Adaptive Repositioning Systems. Normally a fighter pilot has to choose between three options: shoot (mostly) ahead of the fighter, turn, dodge enemy fire. With the STARS, which acted sort of like fighters for the fighter, that was no longer a problem. +100 to fighter rolls.

Sound Policies
: x10
Administration Check: 2 Checks Passed. -550 to Check difficulty.
Education: General +Advanced: 290 +Education: Culture +Cultural Analysis: 290 +Tactics: Preparation +Fortification: 205 +7470 (Education bonus x2) +13135 (Tactics bonus) = 21390 x10 = 213900 + 50950 = 264850.
74350 for Sound Policies. Passed. 99350 for Thoroughly Sound Policies. Passed. 149350 for Great Policies. Passed. 199350 for Very Great Policies. Passed. 249350 for Incredible Policies. Passed. 264850/499450 for Amazing Policies.
+70 Exp. 5260/6400 to Level 55. Currently possess 12 Perk points.
Reward: Policy Established upgraded! Incredible Policies Established. With your policies firmly established, the government moves more fluidly, problems are addressed more quickly and thoroughly. +45 Free Integration actions. +20 Free Survey actions. +750 to PDF and Naval rolls. +750 to Morale rolls. +750% to Industry.
AN: You can manage the sub-sector equivalent of a Segmentum efficiently at this stage, so you shouldn't need to worry about having problems there for a while.
Improve Inter-species relations: x10
Diplomacy Check: 2 Checks Passed.
Learning Check: 3 Checks Passed. -625 to Check requirement.
Education: Culture +Cultural Analysis: 290 +Speech: Persuasion: 170 +Speech: Diplomacy: 170 +3735 (Education bonus) +88440 (Diplomacy bonus x2) = 92805 x10 = 928050.
4375 for Slight Shared Culture. Passed. 9375 for Slight Reduction in Cultural Barriers. Passed. 14375 for Somewhat Shared Culture. Passed. 19375 for Somewhat Reduced Cultural Barriers. Passed. 24375 for Minorly Shared Culture. Passed. 49375 for Minorly Reduced Cultural Barriers. Passed. 74375 for Smally Shared Culture. Passed. 99375 for Smally Reduced Cultural Barriers. Passed. 149375 for Moderately Shared Culture. Passed. 199375 for Moderately Reduced Cultural Barriers. Passed. 249375 for Mediumly Shared Culture. Passed. 499375 for Mediumly Reduced Cultural Barriers. Passed. 928050/749375 for Largely Shared Culture.
ERROR! Relevant skills will not allow for bonus to surpass 500000 Check. Progress will not be lost, but further Checks may not be passed until at least one skill reaches Exotic.
+170 Exp. 5430/6400 to Level 55. Currently possess 12 Perk points.
Reward: Mediumly Shared Culture. The Bastion's culture is, while certainly not even close to homogeneous, much more closely knit than it might otherwise be, and at this stage, truly counts as a single culture, as opposed to a number of nation-states cooperating for their own benefit. +250 to Morale rolls. Medium Malus to infiltration attempts.
Mediumly Reduced Cultural Barriers. The myriad different cultures inducted into The Bastion have had the barriers between them drastically cut back, and the gaps adequately bridged. This encourages cooperation between the member species, which has knock-on effects. +250 to Morale rolls. Medium bonus to background rolls.
Diplomacy all in sector polities not part of the Bastion yet: x20
Assessment Roll: 42+ 20(Level Perks)= 62. Somewhat Receptive.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 5490/6400 to Level 55. Currently possess 12 Perk points.
Reward: Gained Civilized World with 4 mining colonies to it's name. Currently possess 127 planets.
Assessment Roll: 73+ 20(Level Perks)= 93. Extremely Receptive.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 5550/6400 to Level 55. Currently possess 12 Perk points.
Reward: Gained a Mining World. Currently possess 128 planets.
Assessment Roll: 3+ 20(Level Perks)= 23. Rather Hostile.
Reward: Gained 3 planets. Currently possess 131 planets.
Gained Spike Munitions. This is a specialized round intended to penetrate armor and then detonate, rather than to detonate on impact. It requires specialized guns to use, but it should be useful in the right situations. +50 each to PDF rolls and Champions bonus.
GDE upgrade! Will grow and split off smaller organizations meant to serve more specific functions as growth continues. 100 Integration actions may be taken per Turn. 26 Free Integration actions per Turn. 13 Free Survey action per Turn.
AN: Before anyone asks, the Protoss in this verse, specifically their Khala, were a testing mechanism for the Waaagh! Field. These Protoss have only known the Orks as a barbarian horde that fights for no reason beyond enjoying the fight, and the idea that they somehow assisted in the creation of beings who existed to wage war, and were responsible for so much death, even if so indirectly, is a massive psychological blow.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 5610/6400 to Level 55. Currently possess 12 Perk points.
Reward: Gained Agri-world. Currently possess 132 planets.
Assessment Roll: 96+ 20(Level Perks)= 116. Critical Success! Incredibly Receptive.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 5670/6400 to Level 55. Currently possess 12 Perk points.
Reward: Gained 1 planet(?). Currently possess 133 planets.
Mechanicus/The Bastion gains access to Scrap-code Resistant Industrial Robots. The Drones built by the androids are extremely resistant to Daemonic possession and scrap-code, which in turn fortifies areas where they are used against being overrun by such things. Significant increase in resistance to Warp energies and related phenomena among mechanized forces and industry.
AN: Hey, Abominable Intelligences are still Abominable Intelligences. The crit just made it so the tech-priests didn't immediately kill them. Finding out they have souls should convince them though.
Assessment Roll: 66+ 20(Level Perks)= 86. Very Receptive.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 5730/6400 to Level 55. Currently possess 12 Perk points.
Reward: Gained 1 Agri-World. Currently possess 134 planets.
Assessment Roll: 21+ 20(Level Perks)= 41. Somewhat Hostile.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 5790/6400 to Level 55. Currently possess 12 Perk points.
Reward: Gained 1 Civilised World. Currently possess 135 planets.
Assessment Roll: 19+ 20(Level Perks)= 39. Somewhat Hostile.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 5850/6400 to Level 55. Currently possess 12 Perk points.
Reward: Gained 1 Hive World. Currently possess 136 planets.
Assessment Roll: 86+ 20(Level Perks)= 106. Critical Success! Incredibly Receptive.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 5910/6400 to Level 55. Currently possess 12 Perk points.
Reward: Gained 1 Feudal World. Currently possess 137 planets.
Gained Exotic Items bonus. From extract from a species native to a Deathworld, to minerals only found on Warp-touched planets, to Forgeworlds with unique products from centuries of tweaking not dissimilar to evolution, to the elites produced by training regimes considered excessive even by the inhabitants of Deathworlds, you possess a number of unique goods when drawing from across the entire length of The Bastion, which has knock-on effects from specialized solutions to various problems, to extra incentives, to exotic materials to use in research. +50 to PDF Rolls. +50 to Morale rolls. +500 to Invention Checks.
Gained Lyrium. This mineral is a relatively safe way to restore a psyker's ability to use their powers if they've been strained. +50 to allied Psyker Checks. First 5 Exhaustion penalty tiers do not apply to allied psykers.
AN: I'm leaning towards the Darkspawn's progenitors being Malal's Greater Daemons, since the Darkspawn are aggressive, sadistic, plague-like, and heavily mutation-y. You probably should have had the Exotic Items bonus earlier, but I'm still not sure how to quantify the bonuses provided by rare/luxury items from Deathworlds or minerals that are nearly impossible to find otherwise.
Assessment Roll: 40+ 20(Level Perks)= 60. Somewhat Receptive.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 5970/6400 to Level 55. Currently possess 12 Perk points.
Reward: Gained 1 Desert World. Currently possess 138 planets.
Assessment Roll: 1. Critical Fail! 1d20 Scenario Roll: 1 Critical Fail! 1d6: 4 Scenario Roll: Pseudo-Daemon World of Slaanesh. Formerly a normal Hive of 50 billion.

Martial: 3 Checks Passed. -550 to Check difficulty.
Tactics: Preparation+Fortification Check: 205+ 13135+1000(???)= 14340. Required: 1950. Passed.
+40 Exp. 6010/6400 to Level 55. Currently possess 12 Perk points.
Roll to reveal hidden bonus: 16. Failed.

Power Check: 5 Checks Passed.
Control Check: 4 Checks Passed. -725 to Check difficulty.
Psyker: Willpower + Spirit: autopassed due to being a Primarch who's advanced to the Advanced Skill in resisting Warpy things.
+100 Exp. 6110/6400 to Level 55. Currently possess 12 Perk points.

Landing Roll: 37+75(Point Defenses)+50(Numbers)=162.
vs,
Anti-Air Roll: 26+50(Daemonic Support)+50(Hive Defenses/halved by orbital bombardment)=126.
Result: 25% casualties among landers. Within acceptable limits for taking temples.

PDF Roll: 48+2815(PDF bonuses)+425(Champions bonuses)+35(Anti-Daemon bonuses)-500(Converted Cultists)=2823.
vs.
Daemonic Defense Roll: 35+ 500(Numerous Daemons/halved by Anti-Daemon Tactics)+500(Warp Interference/halved by Anti-Daemon Tactics)+ 100(Homeground)+500(Favor)=1635.
Advantage of over 1000, 4/6 Void Shields brought down.
Morale Roll autopassed due to knowledge of the suffering they will be ending.

PDF Roll: 9+2815(PDF bonuses)+425(Champions bonuses)+35(Anti-Daemon bonuses)-500(Converted Cultists)=2785.
vs.
Daemonic Defense Roll: 9+ 500(Numerous Daemons/halved by Anti-Daemon Tactics)+500(Warp Interference/halved by Anti-Daemon Tactics)+ 100(Homeground)+500(Favor)=1609.
Advantage of over 1000, 6/6 Void Shields brought down.
Morale Roll autopassed due to knowledge of the suffering they will be ending and previous victories.

Administration Check: 2 Checks Passed. -550 to Check requirement.
Perception: Objects Check: 180+ 3870+1000(???)=5050. 1950 for accurate launch. Passed.
Impactor Rolls: 35, 48, 90, 64, 65, 42. 3 Successes and 3 Failures.
Martial: 3 Checks Passed. -575 to Check difficulty.
Tactics: Preparation+Fortification Check: 205+ 13135+1000(???)= 14340. Required: 4425 for Second Set. Passed. 7025 for Third Set. Passed. 9425 for Fourth Set. Passed.
+90 Exp. 6200/6400 to Level 55. Currently possess 12 Perk points.

Roll to reveal hidden bonus: 77. Bare Pass. MaLiCe ApPrOvEs.
Second Set Impactor Rolls: 91, 33, 13, 41, 6, 86.
2 Successes. 4 Failures.
Third Set Impactor Rolls: 69, 56, 73, 19, 48, 99.
All Major Slaaneshi Temples destroyed.

Crystal Steal Roll: 33. Failed.
Reroll provided by pseudo-Daemonworld: 69. Bare Success.

Reward: Pseudo-Daemonworld destroyed. Extremely unlikely to directly cause further problems. +100 Karma and Infamy. [2,720 & 100]
AN: Hey, it might've been a Daemonworld and thus beyond saving, but you still killed a planet's worth of people. The concept of necessary evil exists for a reason. The threshold for Tzeentch not getting a leg up on researching the Crystals has risen significantly in the RER table. On the one hand, he has access to Purity Crystals, as those and Order are some of the most liberally sprayed of all the Runes, and some of the ones he has most interest in. On the other hand, he didn't have access to some of the higher ranks just yet. So, letting the RER decide is a compromise.
Assessment Roll: 99+ 20(Level Perks)= 119. Critical Success! Incredibly Receptive.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 6260/6400 to Level 55. Currently possess 12 Perk points.
Reward: Gained 7 planets, all Civilized Worlds. Currently possess 145 planets.
GDE upgrade! Will grow and split off smaller organizations meant to serve more specific functions as growth continues. 100 Integration actions may be taken per Turn. 28 Free Integration actions per Turn. 14 Free Survey action per Turn.
AN: Boy, it's almost like someone was using this system to test whether their planetary-level tech could stay active for millions of years without pause! They were pretty sure it would work, but they wanted to be 100% sure.
Assessment Roll: 39+ 20(Level Perks)= 59. Somewhat Receptive.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 6320/6400 to Level 55. Currently possess 12 Perk points.
Reward: Gain 2 Xenos worlds. Currently possess 147 planets.
Assessment Roll: 45+ 20(Level Perks)= 65. Somewhat Receptive.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 6380/6400 to Level 55. Currently possess 12 Perk points.
Reward: 1 planet. Currently possess 148 planets.
Assessment Roll: 95+ 20(Level Perks)= 115. Critical Success! Incredibly Receptive.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. Gained 1 Level. 40/6500 to Level 56. +5 to Tagged Skills. Gained 3 Perk points. Currently possess 15 Perk Points.
Reward: Gained 1 Forgeworld and 1 Civilized World. Currently possess 150 planets.
Gained Varied Warhound and Warlord Titan STCs. Relevant bonuses doubled.
GDE upgrade! Will grow and split off smaller organizations meant to serve more specific functions as growth continues. 150 Integration actions may be taken per Turn. 30 Free Integration actions per Turn. 15 Free Survey action per Turn.
AN: The Forgeworld basically has Gundams, and the Civilized World has Metal Gears.
Assessment Roll: 65+ 20(Level Perks)= 85. Very Receptive.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 100/6500 to Level 56. Currently possess 15 Perk Points.
Reward: Gained 1 Mining World. Currently possess 151 planets.
Assessment Roll: 65+ 20(Level Perks)= 85. Very Receptive.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 160/6500 to Level 56. Currently possess 15 Perk Points.
Reward: Gained 1 Hive World. Currently possess 152 planets.
Assessment Roll: 81+ 20(Level Perks)= 101. Critical Success! Incredibly Receptive.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 220/6500 to Level 56. Currently possess 15 Perk Points.
Reward: Gained 1 Deathworld. Currently possess 153 planets.
Gained Variable/Shift Weapons. Switching between melee and ranged combat has cost many a soldier their life. These weapons, while difficult to maintain in numbers, get around that problem. +100 to Champion bonus.
AN: The Grimm are much like the Heartless in terms of intentions, just with souls instead of Hearts. They wish to see every light snuffed out, though they'd prefer to drag them into the depths of darkness, hence their preference for attacking when the lights have already dimmed a bit.
Assessment Roll: 34+ 20(Level Perks)= 54. Somewhat Receptive.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 280/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Forest/Civilized World. Currently possess 154 planets.
Assessment Roll: 91+ 20(Level Perks)= 111. Critical Success! Incredibly Receptive.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 340/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Deathworld. Currently possess 155 planets.
Gained Gourmet Cells. These cells can be used to enhance the performance of an organism, psyker or no. However, they are less than effective without extensive life-threatening events. +50 to Champion bonus.
AN: The effects of Gourmet cells are not dissimilar to that of a Waaagh field, due to this planet being used to experiment with Waaagh energies, as it was a proven method for dealing with psykerness since the Orks were around back during the Dark Age, though much less potent. On the other hand, the number of recipients and contributors is in favor of the recipients when dealing with the latter, so the high-end predators and people with high counts can manage feats similar to Sector Warbosses. Of course, they don't actually know how to make the things any more, so they rely entirely on encouraging it via pretty much the same thing Orks do, or transfusions from people who already have high counts. Their major advantage over Waaagh is that they work just fine in isolation. They cannot apply their effects to mechanical things, and weaken drastically if used on any being other than the organism they are present in, particularly if no Gourmet cells are present in the being they're being used on. Pray the Tyranids never get their hands on this shit.
Assessment Roll: 90+ 20(Level Perks)= 110. Critical Success! Incredibly Receptive.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 400/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Civilized (for a given value of Civilized) World. Currently possess 156 planets.
AN: The Necrons in that Tomb were the equivalent of a research outpost, rather than an actual dynasty, and the tech's been looted pretty thoroughly or blew itself up.
Work on ensuring that all Departments are set up and working properly: x10
Administration Check: 2 Checks Passed. -550 to Check difficulty.
Education: General + Advanced: 290+ Education: Culture+Cultural Analysis: 290+ Tactics: Preparation+Fortification: 205+ 7470(Education bonus X 2)+ 13135(Tactics bonus)=21390 X 10= 213900+ 264850= 478750.
478750/499450 for Amazing Policies. Failed.
+20 Exp. 420/6500 to Level 56. Currently possess 15 Perk points.
Reward: Progress, but nothing concrete mechanically.
Work on further improving relations with the Forgeworlds: x5
Diplomacy Check: 2 Checks Passed.
Learning Check: 3 Checks Passed. -625 to Check requirement.
Speech: Persuasion: 175+ Forging: Gear: 200+ Invention: Practicality+Industry: 210+ 44220(Diplomacy bonus)+ 5745(Forging bonus)+ 13275(Invention bonus)=63825 X 5= 319125.
4375 for Slightly Boosted Opinion. Passed. 9375 for Small Opinion Boost. Passed. 14375 for Minor Opinion Boost. Passed. 19375 for Medium Opinion Boost. Passed. 24375 for Moderate Opinion Boost. Passed. 49375 for Large Opinion Boost. Passed. 74375 for Major Opinion Boost. Passed. 99375 for Huge Opinion Boost. Passed. 149375 for Extreme Opinion Boost. Passed. 199375 for Massive Opinion Boost. Passed. 249375 for Immense Opinion Boost. Passed. 319125/499375 for Incredible Opinion Boost.
+160 Exp. 580/6500 to Level 56. Currently possess 15 Perk points.
Reward: Mechanicus much more inclined to do as you say amongst worlds already in your possession, and a minor increase to the entire organization's opinion of you.
Survey local Sector from the Edge of Bastion space outward, searching for friendly polities and hostile threats: x20
Survey Roll 1: 42+20(Level Perks)+ 10(FBTW)=72. Good result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 640/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Mining World. Currently possess 157 planets.

Survey Roll 2: 54+20(Level Perks)+ 10(FBTW)=84. Great result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 700/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Hive World. Currently possess 158 planets.

Survey Roll 3: 8+20(Level Perks)+ 10(FBTW)=38. Meh result.
Reward: None.

Survey Roll 4: 65+20(Level Perks)+ 10(FBTW)=95. Incredible result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 760/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Forge World. Currently possess 159 planets.

Survey Roll 5: 63+20(Level Perks)+ 10(FBTW)=93. Great result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 820/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Hive World. Currently possess 160 planets.
GDE upgrade! Will grow and split off smaller organizations meant to serve more specific functions as growth continues. 150 Integration actions may be taken per Turn. 32 Free Integration actions per Turn. 16 Free Survey action per Turn.

Survey Roll 6: 69+20(Level Perks)+ 10(FBTW)=99. Incredible result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 880/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Forge World. Currently possess 161 planets.

Survey Roll 7: 49+20(Level Perks)+ 10(FBTW)=79. Great Result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 940/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Agri-world. Currently possess 162 planets.

Survey Roll 8: 84+20(Level Perks)+ 10(FBTW)=114. Critical Success!
Critical Survey Roll: 34+20(Level Perks)+ 10(FBTW)+14(Overflow)=78. Great result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 1000/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Forge World. Currently possess 163 planets.
Knowledge of The Ancients upgraded! Knowledge of The Ancients. While the Ancients didn't know everything, they knew a great deal. To the point that they used technology in day-to-day life that wouldn't be found in the most advanced laboratory. This manifests in a great number of blueprints for everything from car parts, to missile launchers. +300 to PDF rolls. +300% to industry. +300 to morale rolls.

Survey Roll 9: 85+20(Level Perks)+ 10(FBTW)=115. Critical Success!
Critical Survey Roll: 94+20(Level Perks)+ 10(FBTW)+15(Overflow)=139. Critical Success!
Critical Survey Roll: 59+20(Level Perks)+ 10(FBTW)+39(Overflow)= 128. Critical Success!
Critical Survey Roll: 17+20(Level Perks)+ 10(FBTW)+28(Overflow)=75. Great Result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement. *25.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed. *25.
+1500 Exp. 2500/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 25 planets. Gained 2 Forge Worlds, with 1 Knight World each, 4 Hive Worlds, 2 Desert Worlds, 3 Ice Worlds, 3 Agri-Worlds, 6 Civilized Worlds, 3 Mining Worlds. Currently possess 188 planets.
Upgraded GDE! Governmental Departments Established. Will grow and split off smaller organizations meant to serve more specific functions as growth continues. 150 Integration actions may be taken per Turn. 36 Free Integration actions per Turn. 18 Free Survey actions per Turn.
Upgraded Advanced Shipyards! Ludicrously Good Shipyards. 55% bonus to shipyard capacity. 13 ship berths per class increased to 20.
AN: This is the sector that was hit by the Waaagh from the Webway actions, so this one's going to be left alone now that a path's been made to that particular planet and you can be reasonably confident that the Waaghs aren't going to originate from this sector. Your shipyards have been pushed up to the 500000 Check threshold.

Survey Roll 10: 36+20(Level Perks)+ 10(FBTW)=66. Good result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 2560/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Mining World. Currently possess 189 planets.

Survey Roll 11: 26+20(Level Perks)+ 10(FBTW)=56. Decent Result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 2620/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Mining World. Currently possess 190 planets.
GDE upgrade! Will grow and split off smaller organizations meant to serve more specific functions as growth continues. 150 Integration actions may be taken per Turn. 38 Free Integration actions per Turn. 19 Free Survey action per Turn.

Survey Roll 12: 26+20(Level Perks)+ 10(FBTW)=56. Decent Result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 2680/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Agri-world. Currently possess 191 planets.

Survey Roll 13: 57+20(Level Perks)+ 10(FBTW)=87. Great Result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 2740/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Civilized World. Currently possess 192 planets.

Survey Roll 14: 6+20(Level Perks)+ 10(FBTW)=36. Meh result.
Reward: None.

Survey Roll 15: 26+20(Level Perks)+ 10(FBTW)=56. Decent result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 2800/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Ice World. Currently possess 193 planets.

Survey Roll 16: 70+20(Level Perks)+ 10(FBTW)=100 Critical Success!
Critical Survey Roll: 34+20(Level Perks)+ 10(FBTW)=64. Good result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 2860/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Forge World. Currently possess 194 planets.
Knowledge of The Ancients upgraded! Knowledge of The Ancients. While the Ancients didn't know everything, they knew a great deal. To the point that they used technology in day-to-day life that wouldn't be found in the most advanced laboratory. This manifests in a great number of blueprints for everything from car parts, to missile launchers. +350 to PDF rolls. +350% to industry. +350 to morale rolls.
AN: Got a new system for when you get these, if you were wondering.

Survey Roll 17: 67+20(Level Perks)+ 10(FBTW)=97. Incredible Result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 2920/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Forge World. Currently possess 195 planets.

Survey Roll 18: 79+20(Level Perks)+ 10(FBTW)=109. Critical Success!
Critical Survey Roll: 44+20(Level Perks)+ 10(FBTW)+9(Overflow)=83. Great result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 2980/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Forge World. Currently possess 196 planets.

Survey Roll 19: 79+20(Level Perks)+ 10(FBTW)=109. Critical Success!
Critical Survey Roll: 56+20(Level Perks)+ 10(FBTW)+9(Overflow)=95. Incredible Result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 3040/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Forge World. Currently possess 197 planets.

Survey Roll 20: 95+20(Level Perks)+ 10(FBTW)= 125. Critical Success!
Critical Survey Roll: 48+20(Level Perks)+ 10(FBTW)+25(Overflow)=103. Critical Success!
Critical Survey Roll: 31+20(Level Perks)+ 10(FBTW)+3(Overflow)=64.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 3100/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 2 Civilized Worlds, 1 Agri-world, 1 Mining World. Currently possess 201 planets.
GDE upgrade! Will grow and split off smaller organizations meant to serve more specific functions as growth continues. 200 Integration actions may be taken per Turn. 40 Free Integration actions per Turn. 20 Free Survey action per Turn.
AN: Keep in mind that the other 70 are spread out across 10 sectors, so you're not likely to hit the Waaagh before it hits you.
Work on filling in the Holes in Bastion Space: x10
Survey Roll 21: 31+20(Level Perks)+ 10(FBTW)= 61. Good result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 3160/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Mining World. Currently possess 202 planets.

Survey Roll 22: 88+20(Level Perks)+ 10(FBTW)= 125. Critical Success!
Critical Survey Roll: 63+20(Level Perks)+ 10(FBTW)+18(Overflow)=111. Critical Success!
Critical Survey Roll: 6+20(Level Perks)+ 10(FBTW)+11(Overflow)=47. Meh result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 3220/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Civilized World, 1 Agri-world, 1 Mining World. Currently possess 205 planets.

Survey Roll 23: 54+20(Level Perks)+ 10(FBTW)= 84. Great result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 3280/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Civilized World. Currently possess 206 planets.

Survey Roll 24: 25+20(Level Perks)+ 10(FBTW)= 55. Decent result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 3340/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Desert World. Currently possess 207 planets.

Survey Roll 25: 98+20(Level Perks)+ 10(FBTW)= 128. Critical Success!
Critical Survey Roll: 80+20(Level Perks)+ 10(FBTW)+28(Overflow)=138. Critical Success!
Critical Survey Roll: 27+20(Level Perks)+ 10(FBTW)+38(Overflow)=95. Incredible result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 3400/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 2 Civilized World, 1 Agri-world, 2 Mining Worlds, and 1 Forge World. Currently possess 213 planets.
Knowledge of The Ancients upgraded! Knowledge of The Ancients. While the Ancients didn't know everything, they knew a great deal. To the point that they used technology in day-to-day life that wouldn't be found in the most advanced laboratory. This manifests in a great number of blueprints for everything from car parts, to missile launchers. +400 to PDF rolls. +400% to industry. +400 to morale rolls.
GDE upgrade! Will grow and split off smaller organizations meant to serve more specific functions as growth continues. 200 Integration actions may be taken per Turn. 42 Free Integration actions per Turn. 21 Free Survey action per Turn.

Survey Roll 26: 44+20(Level Perks)+ 10(FBTW)= 74. Good result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 3460/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Mining World. Currently possess 214 planets.

Survey Roll 27: 59+20(Level Perks)+ 10(FBTW)= 89. Great result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 3520/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Agri-world. Currently possess 215 planets.

Survey Roll 28: 86+20(Level Perks)+ 10(FBTW)= 116. Critical Success!
Critical Survey Roll: 8+20(Level Perks)+ 10(FBTW)+16(Overflow)=54. Decent result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 3580/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained 1 Forge World. Currently possess 216 planets.

Survey Roll 29: 5+20(Level Perks)+ 10(FBTW)= 35. Meh result.
Reward: None.

Survey Roll 30: 25+20(Level Perks)+ 10(FBTW)= 55. Decent result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+60 Exp. 3640/6500 to Level 56. Currently possess 15 Perk points.
A Civilized World, joins up. The major difference is that it initiated talks rather than The Bastion.
Reward: Gained 1 Civilized World. Currently possess 217 planets.

Due to the Omake by ExNihilo, gained Dreadnought Models. These redesigned Dreadnaught drastically expand the ability of the fleet to respond to different situations. +200 to fleet rolls.

Improve Rune of Self: x14
Power Check: 5 Checks passed.
Control Check: 4 Checks passed.
Learning Check: 3 Checks passed. -1145 to Check difficulty.
Combined Score Check: Invention: Practical+Industry: 210+ Psyker: Esoteric+Navigator: 280+ Forging: Gear: 200+ 18295(Invention bonuses)+ 16590(Psyker bonuses)+ 6160(Forging bonuses)= 41735 X 14= 584290 +19420= 603710.
18855 for Advanced Rune of Self. Passed. 23855 for Very Advanced Rune of Self. Passed. 48555 for Lower Self Rune. Passed. 73855 for Mid-Self Rune. Passed. 98855 for Higher Self Rune. Passed. 148855 for Excellent Self Rune. Passed. 198855 for Extreme Self Rune. Passed. 248855 for Incredible Self Rune. Passed. 498855 for Amazing Self Rune. Passed. 603710/748855 for Awesome Self Rune. Cannot be reached until Exotic Skills are reached.
+210 Exp. 3850/6500 to Level 56. Currently possess 15 Perk points.
Reward: Self Rune upgraded! Rune of Self: Amazing. You understand yourself very well, which has quite a few benefits. +1400 to Psyker Checks from self-understanding. +700 to all other Checks. Personal gear enhanced with Rune of Self effectively immune to corruption. Your weapon, for example, would have to be stuffed full of Daemons before it would harm you. Gained a much larger amount of tolerance for stress.
Better Personal Workshop: x16
Administration Check: 2 Checks Passed.
Learning Check: 2 Checks Passed. -825 to Check difficulty.
Combined Skill Check: Invention: Extravagance + Luxury: 210+ Forging: Gear: 200+ Education: General + Advanced: 290+ 18795(Invention bonuses) +6610(Forging bonuses)+ 4610(Education bonuses)= 30715 X 16= 491440+ 18020=509460.
19175 for Advanced Workshop. Passed. 24175 for Key Workshop. Passed. 49175 for Vital Workshop. Passed. 74175 for Essential Workshop. Passed. 99175 for Central Workshop. Passed. 149175 for Principle Workshop. Passed. 199175 for Primary Workshop. Passed. 249175 for Necessary Workshop. Passed. 499175 for Indispensable Workshop. Passed. 509460/749175 for Incredible Workshop. Skills must first reach Exotic.
+130 Exp. 3980/6500 to Level 56. Currently possess 15 Perk points.
Reward: Workshop upgraded! Indispensable Workshop. A very advanced personal laboratory for you to use when making or improving various items. +2800 X 4(Extravagant bonus)= 11200 bonus to innovation actions.
Improve Crystal Tiers/Runic Language 1: x4
Power Check: 5 Checks Passed.
Control Check: 4 Checks Passed.
Learning Check: 3 Checks Passed. - 995 to Check difficulty.
+120 Exp. 4100/6500 to Level 56. Currently possess 15 Perk points.
Invention: Practical + Industry: 210+ Psyker: Esoteric + Navigator: 280+ Forging: Gear: 200+ 17540(Psyker bonuses)+ 28995(Invention bonuses)+ 6610(Forging bonuses)=53835 X 4= 215340.

Communication Rune: 215340 + 27100 = 242440.
49005 for Grade Seventh-tier Crystals/Runes. Passed. 74005 for Grade Eight-tier Crystals/Runes. Passed. 99005 for Grade Ninth-tier Crystals/Runes. Passed. 149005 for Grade Tenth-tier Crystals/Runes. Passed. Communication Rune maxed out.
+40 Exp. 4140/6500 to Level 56. Currently possess 15 Perk points.
Reward: Tenth-tier Communication Crystal/Rune. 50LY instant communication, assuming there is either a Rune, crystal, technology or a psyker ready to receive the message. Warp Storms require there be a Rune or Crystal within a 5LY radius of another for communication to work. Will not lose communication within sub-sectors, even with Daemonic interference, and very unlikely to lose communication across an entire sector. +1000 to Psyker Checks for reaching a tenth grade Crystal.

Navigation Rune: 215340 + 4330 = 219670.
9005 for Third-tier Runes. Passed. 14005 for Fourth-tier Runes. Passed. 19005 for Fifth-tier Runes. Passed. 24005 for Sixth-tier Runes. Passed. 49005 for Seventh-tier Runes. Passed. 74005 for Eighth-tier Runes. Passed. 99005 for Ninth-tier Runes. Passed. 149005 for Tenth-tier Runes. Passed.
+70 Exp. 4210/6500 to Level 56. Currently possess 15 Perk points.
Reward: Tenth-tier Navigation Crystal/Rune. Grants a massive boon to the efforts of navigators and a lesser one to searchers. +50 to Warp Disaster Rolls, +10 to Search Rolls. +1000 to Psyker Checks.

Organization Rune: 215340 = 215340.
9005 for Third-tier Runes. Passed. 14005 for Fourth-tier Runes. Passed. 19005 for Fifth-tier Runes. Passed. 24005 for Sixth-tier Runes. Passed. 49005 for Seventh-tier Runes. Passed. 74005 for Eighth-tier Runes. Passed. 99005 for Ninth-tier Runes. Passed. 149005 for Tenth-tier Runes. Passed.
+100 Exp. 4310/6500 to Level 56. Currently possess 15 Perk points.
Reward: Tenth-tier Organization Crystal/Rune. These Runes are potent enough to make organizations run like well-oiled machines. +250 to military rolls. 250% bonus to industry. +250 to morale rolls. +1000 to Psyker Checks.
AN: Hope the Empyreal Tyrant never becomes a thing, because it would love to twist these things to its own ends.

Order Rune: 215340 = 215340.
4005 for Second-tier Runes. Passed. 9005 for Third-tier Runes. Passed. 14005 for Fourth-tier Runes. Passed. 19005 for Fifth-tier Runes. Passed. 24005 for Sixth-tier Runes. Passed. 49005 for Seventh-tier Runes. Passed. 74005 for Eighth-tier Runes. Passed. 99005 for Ninth-tier Runes. Passed. 149005 for Tenth-tier Runes. Passed.
+90 Exp. 4400/6500 to Level 56. Currently possess 15 Perk points.
Reward: Tenth-tier Order Runes. These Runes feel like Blanks, and have similar effects. +250 to Witch Hunter and related organizations rolls to handle and/or clean up after cult activity. +1000 to Psyker Checks.
AN: Cubes are Law, just so you know.

Balance Rune: 215340 + 430 = 215770.
4005 for Second-tier Runes. Passed. 9005 for Third-tier Runes. Passed. 14005 for Fourth-tier Runes. Passed. 19005 for Fifth-tier Runes. Passed. 24005 for Sixth-tier Runes. Passed. 49005 for Seventh-tier Runes. Passed. 74005 for Eighth-tier Runes. Passed. 99005 for Ninth-tier Runes. Passed. 149005 for Tenth-tier Runes. Passed.
+90 Exp. 4490/6500 to Level 56. Currently possess 15 Perk points.
Reward: Tenth-tier Balance Runes. These Runes provide a powerful balancing effect, preventing individual Runes from being overpowered by stronger Runes or their opposites (Fire and Ice, for example) and therefore provides a boost to the number of Runes that can be safely combined. +5 to Rune Arrangement without increasing necessary Check to increase tiers in it. +1000 to Psyker Checks.
Rune Arrangement upgraded! Rune Arrangement (6+5=11). Runes may be combined in arrangements of up to 11. Only Self Runes require Balance Runes, and only if the the arrangement would otherwise be horribly unbalanced. +400 to PDF rolls. +400% to industry. +400 to morale rolls.
Wraithbone Artifact Wargear upgraded! Wraithbone Artifact Wargear. An impressive set of weapons and armor, forged by a Primarch for their personal use, and made with an alloy of the psychically conductive Wraithbone and the rapidly regenerating Orichalcix materials known as Mythril. It could turn even a pitiful fighter into death walking. With self-healing abilities and the ability to add 9 Runes besides the Self and Balance Runes to it, it's boost to combat ability was immense. +34,200 Combat modifier. 500 (Wargear Base Bonus) * 36 (Mythril Modifier) + 9 (Runes) * 50 (Rune Bonus) * 36 (Mythril Modifier) = 34,200.
Improve ship scale weapons: x4
Learning Check: 3 Checks Passed. -690 to Check difficulty.
Invention: Practicality + Industry: 210+ Forging: Weapon: 200+ Electronics: Wiring: 120+28995(Invention bonuses)+ 6610(Forging bonuses)+ 13395(Electronics bonuses)= 49530 X 4=198120.
9210 for Improved Ship-Scale Weaponry. Passed. 14210 for Slightly Improved Ship-Scale Weaponry. Passed. 19210 for Somewhat Improved Ship-Scale Weaponry. Passed. 24210 for Significantly Improved Ship-Scale Weaponry. Passed. 49210 for Moderately Improved Ship-Scale Weaponry. Passed. 74210 for Highly Improved Ship-Scale Weaponry. Passed. 99210 for Greatly Improved Ship-Scale Weaponry. Passed. 144210 for Largely Improved Ship-Scale Weaponry. Passed. 198210/199210 for Majorly Improved Ship-scale Weaponry.
+110 Exp. 4600/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained Largely Improved Ship-Scale Weaponry. A great deal of improvements have been made to the weaponry ships use, improving the damage ships can deal. +40 to fleet rolls due to improved damage output.
Study ork biology: x2
Learning Check: 3 Checks Passed. -715 to Check difficulty.
Education: General + Advanced: 290+ Education: Esoteric + Navigator: 280+ Medicine: Surgery: 105+ 9220(Education bonuses X 2)+ 13985(Medicine bonuses) +1500(bonus from Ork Extermination action)= 25380 X 2 = 50760.
4285 for Understanding of Ork Biology. Passed. 7285 for Improved Understanding of Ork Biology. Passed. 9285 for Slightly Improved Understanding of Ork Biology. Passed. 14285 for Somewhat Improved Understanding of Ork Biology. Passed. 19285 for Significantly Improved Understanding of Ork Biology. Passed. 24285 for Moderately Improved Understanding of Ork Biology. Passed. 49285 for Highly Improved Understanding of Ork Biology. Passed. 50760/74285 for Greatly Improved Understanding of Ork Biology.
+100 Exp. 4700/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained Highly Improved Understanding of Ork Biology. You understand Ork biology and psychic properties to understand just how little you really know, and how dangerous Orks could become if left unchecked. +70 to combat rolls against Orks. Halved against Ork ships and large machines such as their equivalent of Titans, as knowing their psychology helps, but isn't a cure-all for Ork infestations. Significant reduction in difficulty of burning Ork infestations out. +15 to PDF rolls from broader understanding of tactics commonly employed by a principle enemy.
AN: Studying a particular species gives a double bonus to the effectiveness of the combat boost against their infantry compared to their machines, as their psychology has an influence on the machines. This includes ships.
Improve ship design: x2
Learning Check: 3 Checks Passed. -740 to Check difficulty.
Forging: Armour: 200+ Electronics: Wiring: 120+ Invention: Necessity+ Military: 210+ 6610(Forging bonuses)+ 13395(Electronics bonuses)+ 28995(Invention bonuses)= 49530 X 2 = 99060 + 45800 = 144860.
49525 for Highly Improved Ship Designs. Passed. 79525 for Greatly Improved Ship Designs. Passed. 99525 for Largely Improved Ship Designs. Passed. 144860/149525 for Majorly Improved Ship Designs.
+60 Exp. 4760/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained Largely Improved Ship Designs. A general improvement to the design of your ships, resulting in much improved performance, both from standardization and more efficient use of space. +200 to fleet rolls, both combat and counter-boarding. 10% increase to ship-building speed. 21 berths total, after bonus from improved shipyards.
Soulstone Improvement: x4
Power Check: 5 Checks Passed.
Control Check: 4 Checks Passed.
Learning Check: 3 Checks Passed. -1140 to Check difficulty.
Education: Esoteric + Seer: 290+ Psyker: Esoteric + Navigator: 280+ Invention: Practicality + Industry: 210+ Forging Skill: Gear: 200+ 4610(Education bonuses)+ 22540(Psyker bonuses)+ 28995(Invention bonuses)+ 6610(Forging bonuses)= 63735 X 4 = 254940 + 91200 = 346140.
98860 for Protected Spirit Stones. Passed. 148860 for Somewhat Protected Spirit Stones. Passed. 198860 for Significantly Protected Spirit Stones. Passed. 248860 for Highly Protected Spirit Stones. Passed. 346140/498860 for Greatly Protected Spirit Stones.
+160 Exp. 4920/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained Highly Protected Spirit Stones. Humans that aren't Blanks, psykers in general of minor xenos races, and Eldar can both use Spirit Stones, which are now something any minor psyker can make fairly easily, and can now be expected to resist attacks from even Greater Daemons who have entered the Materium to try their luck in the physical realm where the stone's defenses are weaker, at least for a reasonable length (10 minutes) of time.
AN: Much like the lowest grades of psykers, Pi classes need to have the Spirit Stones on their person in order to use them. As such, military personnel have priority, after heads of state/psykers. So don't expect every single citizen to have one on hand, as psykers are less than 1% of the population.
Psychic Robot Improvement: x4
Power Check: 5 Checks Passed.
Control Check: 4 Checks Passed.
Learning Check: 3 Checks Passed. -990 to Check difficulty. Additional -25000 for various reasons.
Psyker: Manipulation + Sorcery: 290+ Forging: Gear: 200+ Education: Esoteric + Seer: 290+ 22540(Psyker bonuses)+ 6610 (Forging bonuses)+ 4610(Education bonuses)= 34540 X 4 = 138160.
24010 for Improved Soul-Bearing 'Bots. Passed. 74010 for Slightly Improved Soul-Bearing 'Bots. Passed. 124010 for Somewhat Improved Soul-Bearing 'Bots. Passed. 138160/174010 for Significantly Improved Soul-Bearing 'Bots.
+150 Exp. 5070/6500 to Level 56. Currently possess 15 Perk points.
Reward: Gained Significantly Improved Soul-Bearing 'Bot. Combining psycho-reactive materials, soul-shielding items, and, of course, a soul and placing them into a functional humanoid chassis allows psykers to retain some degree of autonomy even while inside a Soulstone, without any loss of senses, though they can't actually eat. Significant boost to reputation among Mechanicus, Eldar, and psykers in general. Can be used with any psyker of even the most minor degree who is placed in a Spirit Stone, though Rho classes have a noticeable delay to their movements and reactions.

Due to the Omake by ExNihilo, gained Cruiser/Escort Models. These redesigned Cruisers and Escorts drastically expand the ability of the fleet to respond to different situations. +250 to fleet rolls. Model Pioneer and Model Shade reduce garrison requirements. Significant reassignment of allied ships to Bastion Fleet. GDE Survey Actions doubled due to Pioneer making Survey actions quicker and more efficient.
Due to the Omake by The Froggy Ninja, gained Skylance Defense System. A laser battery which has massive firepower, which is generated from placing virtually all of the power used in an entire ship into an anti-capital weapon. +500 to fleet rolls while these are present. Additional permanent +250 to fleet rolls due to improved Dreadnought main guns.
AN: Your weapons have officially outstripped your defenses. I suggest you get on that.

SL - Magnus the Red
: x2
Power Check: 5 Checks Passed.
Control Check: 4 Checks Passed.
Learning Check: 3 Checks Passed. - 995 to Check difficulty.
Psyker: Esoteric + Navigator: 280+ Education: General + Advanced: 290+ Education: Esoteric + Navigator: 280 +17540(Psyker bonuses)+9220(Education bonuses X 2)=27610.
Required: 5, 505, 1005, 1505. Passed.
+160 Exp. 5230/6500 to Level 56. Currently possess 15 Perk points.

Serras Karma Check: 2720. Required: 500. Passed. Gained 100 Karma. [2,820]
Karma Check: 2820. Required: 1000. Passed. +200 Karma. [3,020]

Reward: Magnus SL has advanced to 3. Jack SL now available. Karma has advanced to 3020, +15 to Psyker and Education skills. +15 to Evasion Skills.
Education Advanced: All 100 Perk obtained. +300 Exp! 5530/6500 to Level 56. Currently possess 15 Perk points.
Evasion All: 150 Perk obtained. +150 Exp! 5680/6500 to Level 56. Currently possess 15 Perk points.

AN: The Karma Checks for Primarch and Emps SLs are a lot higher because these guys have a lot more 'weight' behind them, both in the Warp and in terms of how they could affect the galaxy's destiny. Also, not all SLs need to be giant productions, before anybody complains that the second part was way too short. Karma Perks for having Karma show up at every 2500 from this point on.
SL - Celestine Salnus: x3
Karma Check: 3020. Required: 350. Passed. +70 Karma. [3,090]

Intrigue Check: 3 Checks Passed. -550 to Check difficulty.
Perception: People+Image: 230+ 4820(Perception bonuses)=5050.
-200, -175, -150, and -125 Checks Passed.
+70 Exp. 5750/6500 to Level 56. Currently possess 15 Perk points.

Karma Check: 3090. Required: 400. Passed. +80 Karma. [3,170]

Administration Check: 2 Checks Passed.
Diplomacy Check: 2 Checks Passed.
Learning Check: 3 Checks Passed. -850 to Check difficulty.
Combined Score Check: Education: General+Advanced: 320+Speech: Persuasion: 175+Electronics: Programming: 150+ 4810(Education bonuses)+ 47050(Speech bonuses)+ 13595(Electronics bonuses)=66100.
275, 350, 425, and 500 Checks Passed.
+110 Exp. 5860/6500 to Level 56. Currently possess 15 Perk points.

Karma Check: 3170. Required: 450. Passed. +90 Karma. [3,260]

Reward: Celestine Salnus SL advanced to 10. Karma is now 3260. +15 to Education Skills. +30 to Psyker Skills.
Gained Special Invention Action: R&D Coordination. While you advance technology and research at a ridiculous pace, you are only one person. Therefore, properly coordinating with your fellow scientists can improve the speed of technological advancement even further. SIA dependent on total number of planets (217) multiplied by 10, with a bonus equal to that of Production, multiplied by 1.25(1+0.05 per Education tier), currently totalling 5330*1.25= 8830 (rounded down from 8832.5). This may be added to any other Invention action, or divided up between them, if you so choose.
AN: The latter is for when you have 1000+ planets, unless you don't have quite enough to pass a Check, or both.
Celestine Salnus SL 10 Perk obtained. +100 Exp. 5960/6500 to Level 56. Currently possess 15 Perk points.
Psyker Advanced All: 100 Perk obtained. +300 Exp. 6260/6500 to Level 56. Currently possess 15 Perk points.
SL - Roger Cazanus: x1
Karma Check: 3260. Required: 450. Passed. +90 Karma. [3,350]

Intrigue Check: 3 Checks Passed. -425 to Check difficulty.
Evasion: Dodging Check: 150+ 4835(Evasion bonuses)-2500 (Tracking Device)=2485.
25, 75, 125, and 150 Checks Passed.
+140 Exp. 6400/6500 to Level 56. Currently possess 15 Perk points.

Learning Check: 3 Checks Passed. -600 to Check requirement.
Combined Check: Forging: Gear: 200+ Electronics: Wiring: 150+ 6810(Forging bonuses)+ 13595(Electronics bonuses)= 20755.
-300, -200, -100 and 0 Checks Passed.
+140 Exp. Gained 1 Level. 40/6600 to Level 57. +5 to Tagged Skills. Gained 2 Perk points. Currently possess 17 Perk Points.
Perception All: 150 Perk obtained. +150 Exp. 190/6600 to Level 57. Currently possess 17 Perk Points.

Reward: Roger Cazanus SL advanced to 10. Karma is now 3350. +15 to Evasion Skills.
Roger Cazanus SL 10 Perk obtained. +100 Exp. 290/6600 to Level 57. Currently possess 17 Perk Points.
SL - Isker Vagahen: x1
Karma Check: 3350. Required: 450. Passed. +90 Karma.

Administration Check: 2 Checks Passed.
Learning Check: 3 Checks Passed. -745 to Check requirement.
Combined Check: Explosives: General: 135+ Forging: Weapons: 200+ Invention: Necessity: 210+ 12595(Explosives bonuses)+ 6810(Forging bonuses)+ 29195(Invention bonuses)= 49145.
-605, -455, -305, -155. Checks Passed.
+180 Exp. 470/6600 to Level 57. Currently possess 17 Perk Points.

Isker Vaghen SL has advanced to 10. Karma is now 3440. +15 to Explosives Skills.
Reward: Improved Fuse. Detonation cord was used in military matters, and civilian ones. The improved fuse reduced the time for the explosives to be detonated, and reduce the difference in time between when multiple explosives were set off. +50 to PDF rolls. +50 to industry.
Isker Vagahen SL 10 Perk obtained. +100 Exp. 570/6600 to Level 57. Currently possess 17 Perk Points.
Explosives All 150 Perk obtained. +150 Exp. 720/6600 to Level 57. Currently possess 17 Perk Points.
Skill All 150 Perk obtained. +150 Exp. 870/6600 to Level 57. Currently possess 32 Perk Points.
SL - Captain Matt: x1
Karma Check: 3440. Required: 450. Passed. +90 Karma. [3,530]

Combat Checks: 3 Checks Passed. -515 to Check difficulty.
Combat Skill: Melee + Warrior: 230+ 86508(Combat bonuses)= 86738- 1000(Outnumbered)-2500(Skilled Enemies)=83238.
-65, -15, 35, and 85 Checks Passed.
+140 Exp. 1010/6600 to Level 57. Currently possess 32 Perk points.

Reward: Captain Matt SL 10. Karma is now 3530. +15 to Combat Skills.
Captain Matt SL 10 Perk obtained. +100 Exp. 1110/6600 to Level 57. Currently possess 32 Perk points.
SL - Meera Yerala: x2
Karma Check: 3530. Required: 400. Passed. +80 Karma. [3610]

Learning Check: 3 Checks Passed. -605 to Check difficulty.
Combined Check: Medicine: Surgery: 115+ Medicine: Narcotics: 115+ Medicine: First Aid: 115+ 42555(Medicine bonuses X 3)- 10000(Rushed)= 32900.
595, 745, 895, and 1045 Checks Passed.
+140 Exp. 1250/6600 to Level 57. Currently possess 32 Perk points.

Karma Check: 3610. Required: 450. Passed. +90 Karma. [3700]

Administration Check: 2 Checks Passed.
Learning Check: 3 Checks Passed. -725 to Check difficulty.
Combined Check: Forging: Gear: 200+ Electronics: Wiring: 150+ Electronics: Programming: 150+ 6810(Forging bonuses)+ 27190(Electronics bonuses X 2)= 34500.
625, 775, 925, and 1075 Checks Passed.
+180 Exp. 1430/6600 to Level 57. Currently possess 32 Perk points.

Reward: Meera SL has advanced to 10. Karma has advanced to 3700. +40 to Medicine Skills due to Tags.
Gained Genetic Database. The genetic and general medical information of the inhabitants of your polity. Provides a bonus to medical treatments across your polity. Auto-updates as new races/sub-species are added.
Meera Yerala SL 10 Perk obtained. +100 Exp. 1530/6600 to Level 57. Currently possess 17 Perk points.
Improved General Med-Scanner. This handheld device allow the user to scan a member of many species, including humans, and discover the causes of their distress, as well as possessing a large database on how to treat the problem. Is extremely user-friendly. +100 to morale rolls. Huge increase to first-responder and isolated teams' ability to handle casualties. Medium increase to level of integration of xenos races, and reputation with them.
AN: Meera's invested heavily in Medicine Perks, allowing her to pass that Check if you were wondering.
Medicine All: 150 Perk obtained. +150 Exp. 1680/6600 to Level 57. Currently possess 32 Perk points.

RER & Exploration:
RER: 9+10(Arthur's bonus)+10(FBTW)+ 20(Level Perks)=49. Meh result.
AN: Nothing bad actually happened, but there's indication there could have been something pretty bad and that there probably is on the horizon. A result of a minor battle degrading into a skirmish thanks to Arthur's bonus.

Exploration Roll: 50+10(FBTW)+20(Level Perks)+10(Explorer Corps)=90. Great Result.
Diplomacy Check: 2 Checks passed. -550 to Check requirement.
Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.
+120 Exp. 1800/6600 to Level 57. Currently possess 32 Perk points.
Reward: Gained 1 Forgeworld. Currently possess 218 planets.

Galactic Rumor Mill: There are likely major Ork holdings near yours, it is probable that you will encounter an actual polity of them, instead of a horde of green flesh attacking a planet or an invading fleet, in the near future. Upside, you'll get to see how creatures that only think of war can actually manage a semi-functional inter-planetary nation.

You have 2 Tags to move, and 32 Perk points available.
Tagged [Combat: Stealth, Electronics: Security].
18 Perk Points Spent, 14 Perk Points Banked. Indispensable Workshop Upgraded! Wraithbone Artifact Wargear Upgraded!​

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Extremely Improved Materials Science. Your understanding of the production and use of various mundane materials has advanced beyond the average for the newly-founded colonies of the DAoT. +500 to military rolls, +500% to industry, +500 to morale rolls. All Invention, Forging, and Electronic innovations have their requirements reduced by 5 ranks, though this doesn't always apply to Psyker innovations.
Access to Webway. The Webway is a network of Wraithbone tunnels which span the galaxy much like blood vessels. Many worlds important to the Old Ones and Eldar will have a gate on them. Currently accelerates troop/good movement somewhat across a 3 by 3 by 3 cube of sectors surrounding Thernus, and 6 of 9 of one layer closer to Terra. Terran layer remains untouched, currently.
Governmental Departments Established. Will grow and split off smaller organizations meant to serve more specific functions as growth continues. 250 Integration actions may be taken per Turn. 52 Free Integration actions per Turn. 26 Free Survey action per Turn.
Exotic Items Bonus. From extract from a species native to a Deathworld, to minerals only found on Warp-touched planets, to Forgeworlds with unique products from centuries of tweaking not dissimilar to evolution, to the elites produced by training regimes considered excessive even by the inhabitants of Deathworlds, you possess a number of unique goods when drawing from across the entire length of The Bastion, which has knock-on effects from specialized solutions to various problems, to extra incentives, to exotic materials to use in research. +70 to PDF Rolls. +70 to Morale rolls. +700 to Invention Checks.
Horus Lupercal: 1 of 10. (Combat / Speech tutor)
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Combat {A}: Warrior: +15 [90]
Combat {A}: Sniper: +15 [60]
Combat: Stealth [T]: +5 [155] +20 [175]
Tactics {A}: Fortification: 0.
Tactics {A}: Cunning: 0.
Tactics {A}: Guile: 0.
Evasion: Lying: 0.
Evasion: Dodging: 0.
Evasion: Trickery: 0.
Speech: Persuasion [T]: +5 [185]
Speech: Diplomacy [T]: +5 [185]
Speech: Intimidation [T]: +5 [185]
Perception {A}: Inventory: 0.
Perception {A}: Image: 0.
Perception: Environment [T]: +5 [155]
Medicine: Surgery [T]: +5 [155]
Medicine: Narcotics [T]: +5 [155]
Medicine: First-Aid [T]: +5 [155]
Forging {A}: Arms: 0.
Forging {A}: Protection: 0.
Forging {A}: Machinery: 0.
Electronics: Security [T]: +5 [155]
Electronics: Wiring: 0.
Electronics: Programming: 0.
Explosives: General: 0.
Explosives: Extravagant: 0.
Explosives: Preparation: 0.
Education {A}: Advanced: 0.
Education {A}: Cultural Analysis: 0.
Education {A}: Seer: 0.
Psyker {A}: Sorcery: 0.
Psyker {A}: Spirit: 0.
Psyker {A}: Navigator: 0.
Invention {A}: Military: 0.
Invention {A}: Industry: 0.
Invention {A}: Luxury: 0.

Speak With Father:
EMPEROR AWARENESS ROLL: 74. Required: 32.
AN: Originally 2, Malus of 30 due to the amount of time he's spending getting Terra in a not-shitty state. Did you really think he wouldn't notice something weird happening with the Crystals? The things he's been liberally applying to the Thunder Warriors' equipment?

Diplomacy Check: 2 Checks Passed. -490 to Check difficulty.
Speech: Persuasion: 180+ 86970(Speech bonuses)- 10000(Set In Ways) -50000(Almost Religiously Anti-Religion)+ 25000(Pragmatism)+10000(Magnus' Recommendation)=62150.
Required: 24510 for With Heavy Restrictions. 49510 for With Moderate Restrictions.
+80 Exp. 1880/6600 to Level 57. Currently possess 14 Perk points.

Reward: Emperor has allowed the formation of the Crystal Deity, under a few conditions, the most major ones being that he wished to grill the being upon it gaining consciousness, and that it not be worshipped.
Materials Science upgraded! Extremely Improved Materials Science. Your understanding of the production and use of various mundane materials has advanced beyond the average for the newly-founded colonies of the DAoT. +500 to military rolls, +500% to industry, +500 to morale rolls. All Invention, Forging, and Electronic innovations have their requirements reduced by 5 ranks, though this doesn't always apply to Psyker innovations.
AN: This unlocks a special action to get your other bonuses up to speed. It requires 3 actions to do so, but improves a bunch of actions by 5 steps. This will apply to new techs automatically. Say a tech has a base requirement of 50000. This reduces it to 5000, and the soft-cap remains 500000, allowing you to 'cheat' the soft-cap. Of course, Materials Science is currently maxed out, but 5 ranks more for most techs isn't bad. Also, Arcologies can be advanced now.
Before anybody's like 'Oh, that's not so bad.' one of his conditions is 'If it doesn't pass muster upon being born, I kill it with extreme prejudice.' so, just remember that.
Webway Patrol: x10
PDF Contribution: 5770+ Champion's Bonus: 960=6730/10=673*10=6730. 6730/300 (250 to take, 50 to hold) =22.44 Rounded down to 22.

Diplomacy Check: 2 Checks Passed. * 44.
Assessment Rolls: 11, 8, 65, 91, 45, 34, 13, 54, 34, 97, 68, 4, 96, 27, 72, 7, 48, 90, 3, 75, 81, 69, 51, 88, 89, 3, 98, 70, 52, 19, 44, 35, 61, 12, 17, 31, 7, 84, 35, 56, 72, 98, 98, 76.
Information, Non-Aggression, Full Alliance and Allegiance Checks Autopassed. * 44
+5280 Exp. Gained 1 Level. 560/6700 to Level 58. +5 to Tagged Skills. Gained 2 Perk points. Currently possess 16 Perk points.

Reward: Minor PDF losses. Gained 5 Forge-worlds, 2 Hive Worlds, 2 Mining Worlds, 2 Agri-worlds, 3 Ice Worlds, 3 Desert Worlds, 10 Deathworlds, 8 Colony Worlds, 18 Civilized Worlds, 3 Ork-infested Colony Worlds totalling 50 planets, increasing current holdings to 268 planets.
Webway Access has cube of 3 by 3 by 3 sectors completed, before expanding outward in the direction of Sol, absorbing 6 of the 9 of the next layer's Webway pathways.
AN: The Colony Worlds are the 30-49s, which means they're below average, but not terrible. The Ork worlds were random Ork planets, not Ork WAAGHs, though the local fleets that would normally harass such worlds have been drawn off to fight those.
Access to Webway expanded! Access to Webway. The Webway is a network of Wraithbone tunnels which span the galaxy much like blood vessels. Many worlds important to the Old Ones and Eldar will have a gate on them. Currently accelerates troop/good movement somewhat across a 3 by 3 by 3 cube of sectors surrounding Thernus, and 6 of 9 of one layer closer to Terra. Terran layer remains untouched, currently.
Government Departments Established has been upgraded! Governmental Departments Established. Will grow and split off smaller organizations meant to serve more specific functions as growth continues. 250 Integration actions may be taken per Turn. 52 Free Integration actions per Turn. 26 Free Survey action per Turn.
Exotic Items Bonus has been upgraded! Exotic Items Bonus. From extract from a species native to a Deathworld, to minerals only found on Warp-touched planets, to Forgeworlds with unique products from centuries of tweaking not dissimilar to evolution, to the elites produced by training regimes considered excessive even by the inhabitants of Deathworlds, you possess a number of unique goods when drawing from across the entire length of The Bastion, which has knock-on effects from specialized solutions to various problems, to extra incentives, to exotic materials to use in research. +70 to PDF Rolls. +70 to Morale rolls. +700 to Invention Checks.
Looking For Your Brothers:
Roll: 32+ 50(Omake bonuses)=85. Pass. 1d20: Doesn't matter. Only 1 available. Horus Found!

Reward: Gained Horus Lupercal SL! SL 1 of 10. Combat/Speech tutor. +15 to Combat: Warrior and Combat: Sniper. +20 to Combat: Stealth.
AN: Horus isn't in a position to effect change at the moment, if Serras gave him the schematics and technical knowledge, it'd probably be stolen by someone or blown up before he finished reading it. Carving it into a nearby wall isn't secure, and Leman had the benefit of essentially being the well-liked prince. Sheele is a Combat/Psyker Hero Unit. Stupidly good background rolls there.

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Combat {A}: Warrior: 0.
Combat {A}: Sniper: 0.
Combat: Stealth [T]: 0.
Tactics {A}: Fortification: 0.
Tactics {A}: Cunning: 0.
Tactics {A}: Guile: 0.
Evasion: Lying: 0.
Evasion: Dodging: 0.
Evasion: Trickery: 0.
Speech: Persuasion [T]: 0.
Speech: Diplomacy [T]: 0.
Speech: Intimidation [T]: 0.
Perception {A}: Inventory: 0.
Perception {A}: Image: 0.
Perception: Environment [T]: 0.
Medicine: Surgery [T]: 0.
Medicine: Narcotics [T]: 0.
Medicine: First-Aid [T]: 0.
Forging {A}: Arms: 0.
Forging {A}: Protection: 0.
Forging {A}: Machinery: 0.
Electronics: Security [T]: 0.
Electronics: Wiring: 0.
Electronics: Programming: 0.
Explosives: General: 0.
Explosives: Extravagant: 0.
Explosives: Preparation: 0.
Education {A}: Advanced: 0.
Education {A}: Cultural Analysis: 0.
Education {A}: Seer: 0.
Psyker {A}: Sorcery: 0.
Psyker {A}: Spirit: 0.
Psyker {A}: Navigator: 0.
Invention {A}: Military: 0.
Invention {A}: Industry: 0.
Invention {A}: Luxury: 0.
 
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I can only imagine what the primarch's and the emperor would think of us in "If the emperor watched TTSD" on space battles...

so many things would go nuts with THAT justification!

not to mention were practically EMPEROR mk 2 with the way were going with being a anathema and getting mankind's shit together...now we just need to keep mankind safe for millennia, kill/imprison a C'tan, get shit done some more, fuck over the chaos gods in a bet for the information to create her own kids, and go on a grand crusade as a family get together and have happy-fun-times conquering shit together!

and if we manage to get the galaxy together...we invade Andromeda!!! if its not eaten by the nids at the point though.

No, they ate Pegasus.
 
More questions: (I sure have a lot)

Do we have a color scheme? I've seen purple thrown around, but other than that...

When we get our Space Marines, do we have a theme in mind? Our fighting style is fairly default, beyond reliance on our tech and psyker powers.

So beyond having integrated psykers and tech-experts, what would it do?
 
So ilbgar123 what do the Rangoul actual are. What do they look like, their abilities, and their history I couldn't find anything on them and if there is no information why have them at all?
 
False. Having a Dyson sphere slightly farther out than earth's orbit would be a fairly negligible difference in mass required and, if anything, would heat the planet with reflected light unless counter measures were taken.

I see, so Stellaris has lied to me.:V

Though, I was talking of a Dyson sphere located before any planet (in fact, this is the first time I hear of one farther than Earth's orbit, of with any planet inside at all), and I said sphere instead of swarm because I meant something like this:
 
I see, so Stellaris has lied to me.:V

Though, I was talking of a Dyson sphere located before any planet (in fact, this is the first time I hear of one farther than Earth's orbit, of with any planet inside at all), and I said sphere instead of swarm because I meant something like this:
Dyson spheres wouldn't really require more mass than a Dyson swarm of similar size but it does have other issues like being harder to enter and more difficult to build since it's a single solid structure. The first could be useful for defense if we place it outside the orbits of any inhabited planets though.
 
More questions: (I sure have a lot)

Do we have a color scheme? I've seen purple thrown around, but other than that...

When we get our Space Marines, do we have a theme in mind? Our fighting style is fairly default, beyond reliance on our tech and psyker powers.

So beyond having integrated psykers and tech-experts, what would it do?

Can I suggest camouflaged armor according to the environment (stealth tech?), as well as heavy use of cover and tactics?
 
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