An Extra Primarch

Should the Quest switch to a Narrative Base?

  • Yes, it will streamline things.

    Votes: 345 40.6%
  • No, I prefer the current system.

    Votes: 127 14.9%
  • Yes, but not until the Crusade begins/Prologue ends.

    Votes: 378 44.5%

  • Total voters
    850
I mean, you can't really ask me to intentionally sabotage ourself. I'm going to vote to do as much good as we can possibly do because that's what I would do in any quest where we are playing a good guy, and the only real limits are who we are playing, faction strength, luck, placement, timing, and the relations of those around us.

If we fail and die horribly then that's that, but my goal here is to win Warhammer and fix everything because that is always my goal in every Warhammer Quest where we play a good guy.

I'm going to make the attempt.
 
Lastly, can people plese stop trying to turn this into a fix-it quest? The setting is WH30K through to WH40K at least (if it goes on that long anyway). If we try to fix everything the draw of the universe the quest is set in disappears and it becomes, essentially, fanfiction with a cliched and overdone goal. I'd suggest, if we do go along a fix-it route, we get limited in our successes so that the best we can hope for in the setting is Nobledark.
So you like the draw of inevitable defeat?

You say don't turn it into a fix it quest when all we do is essentially what anyone in ruling position would do? Survive and thrive? You are basically saying, let us lose because that's what I liked about this place?

If you received a vision of you getting run over by a car and we say that is why we watch you, would you not do anything to avoid that car?

edit: we can't fix everything, but we sure can fix what we can, which just happens to be a lot due to superior gene engineering and dice god favor.

double edit: plus its not exactly a fix it route, its more like we know the future troubles so we prepared against it, which also happens to fix it. we know chaos is bad so we prepare against their corruption, that just happens to let us potentially 'fix' some primarchs from falling in the future.
 
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Toriko would count as a Hero unit, but Toriko specifically is unlikely to show up, as the expy worlds have somewhat different histories from their originals.
you didnt answer the first part could we have a pet battle wolf LIKE BUT NOT ACTUALLY(just emphasizing the important distinction not changing tone on or"volume" in any way) Terry Cloth
 
Daniel14541 said:
I'm asking because that is why I first recommended it in this thread. These are the things that I was expecting us to acquire when we got a remnant expy.

Didn't even bring up safe Warpstone deposits...

So no I have been anything but greedy.
We got what are basically safe Warpstone deposits from the Dragon Age planet which gave us Lyrium. Although Lyrium isn't actually that safe as in it's raw form a grown man touching it results in death or insanity and the results are even worse for Psykers (Mages in DA). But on the bright side if the QM turned the Dwarves into Squats then we can study them for their Lyrium resistance which should also be useful as Warp resistance.
 
Turn 14 Minor Actions
AN: Okay, got it done up to the Invention actions, the survey/diplomacy actions have little description for the non-crits from now on.

(+18 actions)

Minor Actions (21 + 10[skill all 100] + 3[eduAdv all 50] +5 from lvl 50 perk= x39)
[ ] [Minor Action] [SL] Magnus the Red (x2)
[ ] [Minor Action] [SL] Celestine Salnus (x3)
[ ] [Minor Action] [SL] Roger Cazanus (x1)
[ ] [Minor Action] [SL] Isker Vagahen (x1)
[ ] [Minor Action] [SL] Captain Matt (x1)
[ ] [Minor Action] [SL] Meera Yerala (x2)

For the first time in a while, you underwent a significant amount of pure training, putting some focus on filling in the holes in your skillset.

[X] [Minor Action] [Train Skills] Combat: Ranged (x4)

Combat: Ranged: 160. You are beyond top-tier gunners and snipers, hitting insanely difficult targets at angles people dismiss out of hand, ricocheting off of things they really shouldn't. Combat Checks reduced ludicrously in difficulty due to greater understanding of fire-arms. Reduces difficulty of sniping targets immensely. Large bonus to avoiding assassination and hidden strikes.

Combat: Ranged: 170. You are well beyond top-tier gunners and snipers, hitting insanely difficult targets at angles people dismiss out of hand, ricocheting off of things they really shouldn't. Combat Checks reduced ludicrously in difficulty due to greater understanding of fire-arms. Reduces difficulty of sniping targets incredibly. Very large bonus to avoiding assassination and hidden strikes.

Combat: Ranged: 180. You are far beyond top-tier gunners and snipers, hitting insanely difficult targets at angles people dismiss out of hand, ricocheting off of things they really shouldn't. Combat Checks reduced insanely in difficulty due to greater understanding of fire-arms. Reduces difficulty of sniping targets incredibly. Huge bonus to avoiding assassination and hidden strikes.

Combat: Ranged: 190. You are nearing the absolute pinnacle of ranged combat among mortals, hitting insanely difficult targets at angles people dismiss out of hand, ricocheting off of things they really shouldn't. Combat Checks reduced insanely in difficulty due to greater understanding of fire-arms. Reduces difficulty of sniping targets ridiculously. Immense bonus to avoiding assassination and hidden strikes.

Combat: Ranged: 200. You are at the absolute pinnacle of ranged combat among mortals, hitting insanely difficult targets at angles people dismiss out of hand, ricocheting off of things they really shouldn't. Combat Checks reduced unbelievably in difficulty due to greater understanding of fire-arms. Reduces difficulty of sniping targets ludicrously. Incredible bonus to avoiding assassination and hidden strikes.

Combat: Ranged Tag removed. One skill may be Tagged.

Additional actions will be used +20 bonus does not apply to Combat: Sniper. +15s shall be used instead.

Combat: Sniper: 0. The art of long-distance strikes, generally for assassination purposes.

Combat: Sniper: 10. You are... a sniper. Not a great one, but you can perform the task. Slight bonus to Combat Checks in addition to Combat: Ranged bonus.

Combat: Sniper: 20. You are headed towards being a decent sniper, instead of merely 'adequate'. Small bonus to Combat Checks in addition to Combat: Ranged bonus. Reduces difficulty of sniping targets slightly in addition to Combat: Ranged bonus.

Combat: Sniper: 30. The art of long-distance strikes, generally for assassination purposes. Minor bonus to Combat Checks in addition to Combat: Ranged bonus. Reduces difficulty of sniping targets smally in addition to Combat: Ranged bonus. Slight bonus to avoiding assassination and hidden strikes in addition to Combat: Ranged bonus.

[X] [Minor Action] [Train Skills] Combat: Stealth (x1)

Combat: Stealth: 135. You are nearing the level of the top-tier stealth operative among the Witch Hunters. Difficulty of Evasion and Combat Checks reduced ridiculously. Difficulty of assassinations moderately reduced.

Combat: Stealth: 140. You are edging towards the threshold of the level of the top-tier stealth operative among the Witch Hunters. Difficulty of Evasion and Combat Checks reduced ridiculously. Difficulty of assassinations mediumly reduced.

Combat: Stealth: 150. You are on the level of the top-tier stealth operative among the Witch Hunters. Difficulty of Evasion and Combat Checks reduced ludicrously. Difficulty of assassinations greatly reduced.

[X] [Minor Action] [Train Skills] Evasion: Lying (x2)

Evasion: Lying: 105. You can tell lies better than the instructors who teach people in the Witch Hunters and Watchdogs how to lie. Similarly, you are amazing at discerning the lies of others, as you know very well what to look for. Extreme bonus to Intrigue actions.

Evasion: Lying: 115. You can tell lies much better than the instructors who teach people in the Witch Hunters and Watchdogs how to lie. Similarly, you are amazing at discerning the lies of others, as you know very well what to look for. Immense bonus to Intrigue actions.

Evasion: Lying: 125. You can tell lies far better than the instructors who teach people in the Witch Hunters and Watchdogs how to lie. Similarly, you are amazing at discerning the lies of others, as you know very well what to look for. Incredible bonus to Intrigue actions.

Evasion: Lying: 135. You can tell lies a great deal better than the instructors who teach people in the Witch Hunters and Watchdogs how to lie. Similarly, you are amazing at discerning the lies of others, as you know very well what to look for. Incredible bonus to Intrigue actions.

[X] [Minor Action] [Train Skills] Evasion: Dodging (x2)

Evasion: Dodging: 105. You can dodge numerous projectiles and/or strikes that aren't supersonic, and it's more planned than instinctive. You've even managed to combine conscious actions and reflexes into a seamless whole. Extreme bonus to Combat Checks.

Evasion: Dodging: 115. You can dodge very numerous projectiles and/or strikes that aren't supersonic, and it's significantly more planned than instinctive. You've even managed to combine conscious actions and reflexes into a seamless whole. Immense bonus to Combat Checks.

Evasion: Dodging: 125. You can dodge very, very numerous projectiles and/or strikes that aren't supersonic, and it's much more planned than instinctive. You've even managed to combine conscious actions and reflexes into a seamless whole. Incredible bonus to Combat Checks.

Evasion: Dodging: 135. You can dodge extremely numerous projectiles and/or strikes that aren't supersonic, and it's much more planned than instinctive. You've even managed to combine conscious actions and reflexes into a seamless whole. Incredible bonus to Combat Checks.

[X] [Minor Action] [Train Skills] Evasion: Trickery (x2)

Evasion: Trickery: 105. You can manipulate the vast majority of people into harming themselves or their causes without them realizing, as well as hide small objects on your person, though someone who's really looking has the potential to see through your efforts. Your disguises are equal compared to the experts in the Witch Hunters. Extreme bonus to attempts to hide small objects and disguising your intentions. Moderate bonus to attempts to hide medium-sized objects. Slight bonus to attempts to hide large objects.

Evasion: Trickery: 115. You can manipulate the vast majority people into harming themselves or their causes without them realizing, as well as hide medium-sized objects on your person, though someone who's really looking has the potential to see through your efforts. Your disguises are slightly more than equal compared to the experts in the Witch Hunters. Immense bonus to attempts to hide small objects and disguising your intentions. Medium bonus to attempts to hide medium-sized objects. Small bonus to attempts to hide large objects.

Evasion: Trickery: 125. You can manipulate the vast majority of people into harming themselves or their causes without them realizing, as well as hide medium-sized objects on your person, though someone who's really looking has the potential to see through your efforts. Your disguises are more than equal compared to the experts in the Witch Hunters. Incredible bonus to attempts to hide small objects and disguising your intentions. Major bonus to attempts to hide medium-sized objects. Minor bonus to attempts to hide large objects.

Evasion: Trickery: 135. You can manipulate the vast majority of people into harming themselves or their causes without them realizing, as well as hide medium-sized objects on your person, though someone who's really looking has the potential to see through your efforts. Your disguises are better when compared to the experts in the Witch Hunters. Incredible bonus to attempts to hide small objects and disguising your intentions. Huge bonus to attempts to hide medium-sized objects. Small bonus to attempts to hide large objects.

[X] [Minor Action] [Train Skills] Perception: Objects (x4)

Perception: Objects: 120. You can tell the difference between objects that are of the same type, but with nearly molecular differences, from a considerable distance, even when in a panic. Different guns of the same model but different makers or different types of the same food from the same supplier, for example. Ridiculous boost to logistics and loot rolls. Minor boost to rolls to disable specific parts of a weapon or vehicle without destroying it outright.

Perception: Objects: 130. You can tell the difference between objects that are of the same type, but with molecular differences, from a considerable distance, even when in a panic. Different guns of the same model but different makers or different types of the same food from the same supplier, for example. Ridiculous boost to logistics and loot rolls. Medium boost to rolls to disable specific parts of a weapon or vehicle without destroying it outright.

Perception: Objects: 140. You can tell the difference between objects that are of the same type, but with nearly atomic differences, from a considerable distance, even when in a panic. Different guns of the same model and maker, but with differences in their environment while being made, or the same food from the same supplier, but with minor nutritional differences, for example. Ludicrous boost to logistics and loot rolls. Large boost to rolls to disable specific parts of a weapon or vehicle without destroying it outright.

Perception: Objects: 150. You have achieved another tier of ability in examining objects, in excess of trained investigators. Ludicrous boost to logistics and loot rolls. Very large boost to rolls to disable specific parts of a weapon or vehicle without destroying it outright.

Perception: Objects: 160. You can tell the difference between objects that are of the same type, but with atomic differences, from a considerable distance, even when in a panic. Different guns of the same model and maker, but with differences in their environment while being made, or the same food from the same supplier, for example. Insane boost to logistics and loot rolls. Huge boost to rolls to disable specific parts of a weapon or vehicle without destroying it outright.

Perception: Objects: 170. You can tell the difference between objects that are of the same type, but with atomic differences, from a great distance, even when in a panic. Different guns of the same model and maker, but with differences in their environment while being made, or the same food from the same supplier, for example. Insane boost to logistics and loot rolls. Extreme boost to rolls to disable specific parts of a weapon or vehicle without destroying it outright.

Perception: Objects: 180. You can tell the difference between objects that are of the same type, but with nearly atomic differences, from a large distance, even when in a panic. Different guns of the same model and maker, but with differences in their environment while being made, or the same food from the same supplier, for example. Unbelievable boost to logistics and loot rolls. Immense boost to rolls to disable specific parts of a weapon or vehicle without destroying it outright.

Perception: Objects: 190. You can tell the difference between objects that are of the same type, but with nearly atomic differences, from a huge distance, even when in a panic. Different guns of the same model and maker, but with minor differences in their environment while being made, or the same food from the same supplier, for example. Unbelievable boost to logistics and loot rolls. Incredible boost to rolls to disable specific parts of a weapon or vehicle without destroying it outright.

Perception: Objects: 200. You can tell the difference between objects that are of the same type, but with atomic differences, from a huge distance, even when in a panic. Different guns of the same model and maker, but with slight differences in their environment while being made, or the same food from the same supplier, but from neighboring groves/acres, for example. Unbelievable boost to logistics and loot rolls. Incredible boost to rolls to disable specific parts of a weapon or vehicle without destroying it outright.

Perception: Objects Tag removed. 2 Skills may be Tagged.

[X] [Minor Action] [Train Skills] Electronics: Security (x3)

Electronics: Security: 105. You have achieved conventional mastery of both providing and breaching digital security measures. Extreme reduction of difficulty of hacking, both offensively and defensively.

Electronics: Security: 110. You have just barely surpassed conventional mastery of both providing and breaching digital security measures. Immense reduction of difficulty of hacking, both offensively and defensively.

Electronics: Security: 120. You have barely surpassed conventional mastery of both providing and breaching digital security measures. Incredible reduction of difficulty of hacking, both offensively and defensively.

Electronics: Security: 130. You have surpassed conventional mastery of both providing and breaching digital security measures. Incredible reduction of difficulty of hacking, both offensively and defensively.

Electronics: Security: 140. You are nearing the level of mastery of both providing and breaching digital security measures attributed to prodigies in the field. Ridiculous reduction of difficulty of hacking, both offensively and defensively.

Electronics: Security: 150. You have reached the level of mastery of both providing and breaching digital security measures attributed to prodigies in the field. Ridiculous reduction of difficulty of hacking, both offensively and defensively.

[X] [Minor Action] [Train Skills] Electronics: Wiring (x2)

Electronics: Wiring: 120. You are a bit beyond conventional mastery of the construction, diagnosis, and repair of the physical components of electronics, from wires, to circuits, to resistors and dealing with things like heating issues. Huge decrease in difficulty of Electronics Checks.

Electronics: Wiring: 130. You are a far beyond conventional mastery of the construction, diagnosis, and repair of the physical components of electronics, from wires, to circuits, to resistors and dealing with things like heating issues. Extreme decrease in difficulty of Electronics Checks.

Electronics: Wiring: 140. You are a nearing a new tier of mastery of the construction, diagnosis, and repair of the physical components of electronics, from wires, to circuits, to resistors and dealing with things like heating issues. Immense decrease in difficulty of Electronics Checks.

Electronics: Wiring: 150. You have reached a new tier of mastery of the construction, diagnosis, and repair of the physical components of electronics, from wires, to circuits, to resistors and dealing with things like heating issues. Incredible decrease in difficulty of Electronics Checks.

[X] [Minor Action] [Train Skills] Electronics: Programming (x3)

Electronics: Programming: 105. You have achieved conventional mastery of the manipulation of digital architecture, from minor edits to a background process, to building an entire new OS. You are roughly your tutor's equal. Huge reduction in difficulty of building or destroying digital infrastructure.

Electronics: Programming: 115. You have slightly exceeded conventional mastery of the manipulation of digital architecture, from small edits to a background process, to building an entire new OS. You are slightly your tutor's superior. Extreme reduction in difficulty of building or destroying digital infrastructure.

Electronics: Programming: 125. You have exceeded conventional mastery of the manipulation of digital architecture, from moderate edits to a background process, to building an entire new OS. You are minorly your tutor's superior. Immense reduction in difficulty of building or destroying digital infrastructure.

Electronics: Programming: 135. You have gone beyond conventional mastery of the manipulation of digital architecture, from huge edits to a background process, to building an entire new OS. You are majorly your tutor's superior. Incredible reduction in difficulty of building or destroying digital infrastructure.

Electronics: Programming: 145. You are almost at the level of mastery of the manipulation of digital architecture, from huge edits to a background process, to building an entire new OS, attributed to prodigies in the field. You are majorly your tutor's superior. Incredible reduction in difficulty of building or destroying digital infrastructure.

Electronics: Programming: 150. You are at the level of mastery of the manipulation of digital architecture, from huge edits to a background process, to building an entire new OS, attributed to prodigies in the field. You are majorly your tutor's superior. Ridiculous reduction in difficulty of building or destroying digital infrastructure.

[X] [Minor Action] [Train Skills] Explosives: General (x2)

Explosives: General: 105. You know more about using explosives than many of the teachers of those who've made a career out of their production and use. Of course, you cheat a little bit with your psyker powers, but who wouldn't use their powers to prevent premature detonations? Extreme bonus to use of explosives and prevention of their going off when you don't want them to.

Explosives: General: 115. You know more about using explosives than most of the teachers of those who've made a career out of their production and use. Of course, you cheat a little bit with your psyker powers, but who wouldn't use their powers to prevent premature detonations? Immense bonus to use of explosives and prevention of their going off when you don't want them to.

Explosives: General: 125. You know more about using explosives than the majority of the teachers of those who've made a career out of their production and use. Of course, you cheat a little bit with your psyker powers, but who wouldn't use their powers to prevent premature detonations? Immense bonus to use of explosives and prevention of their going off when you don't want them to.

Explosives: General: 135. You know more about using explosives than the large majority of the teachers of those who've made a career out of their production and use. Of course, you cheat a little bit with your psyker powers, but who wouldn't use their powers to prevent premature detonations? Incredible bonus to use of explosives and prevention of their going off when you don't want them to.

[X] [Minor Action] [Train Skills] Explosives: Extravagant (x2)

Explosives: Extravagant: 105. You know as much as experts in the field about dealing with pressure plates, timers, and explosives which open vortexes to the Immaterium. Extreme bonus to use and dealing with Void munitions, landmines, explosives on a timer, etc.

Explosives: Extravagant: 115. You know slightly more than experts in the field about dealing with pressure plates, timers, and explosives which open vortexes to the Immaterium. Immense bonus to use and dealing with Void munitions, landmines, explosives on a timer, etc.

Explosives: Extravagant: 125. You know more than experts in the field about dealing with pressure plates, timers, and explosives which open vortexes to the Immaterium. Immense bonus to use and dealing with Void munitions, landmines, explosives on a timer, etc.

Explosives: Extravagant: 135. You know more than most experts in the field about dealing with pressure plates, timers, and explosives which open vortexes to the Immaterium. Incredible bonus to use and dealing with Void munitions, landmines, explosives on a timer, etc.

[X] [Minor Action] [Train Skills] Explosives: Preparation (x2)

Explosives: Preparation: 105. You know how to safely make grenades, provided you have the proper materials, or safely create a makeshift one if you have no other option. Similarly, you can make somewhat larger explosives even without all the proper materials, though not necessarily with utter certainty of their safety. Extreme bonus to creation of small explosives. Huge bonus to creation of large or complicated explosives. Large bonus to the creation of large and complicated explosives. Makeshift small explosives won't explode as you make them. Makeshift medium explosives won't explode as you make them. Makeshift large explosives won't explode as you make them.

Explosives: Preparation: 115. You know how to safely make grenades, provided you have the proper materials, or safely create a makeshift one if you have no other option. Similarly, you can make somewhat larger explosives even without all the proper materials, with utter certainty of their safety. Large explosives, as well. Truly enormous explosives, of the type known to destabilize continental plates, are not something you can make without dedicated facilities unless you wish to roll the dice with every inch you move it, and even with them, it's risky. Immense bonus to creation of small explosives. Extreme bonus to creation of large or complicated explosives. Huge bonus to the creation of large and complicated explosives. Makeshift small explosives won't explode as you make them. Makeshift medium explosives won't explode as you make them. Makeshift large explosives won't explode as you make them. Makeshift huge explosives have a slim chance of not exploding as you make them.

Explosives: Preparation: 125. You know how to safely make grenades, provided you have the proper materials, or safely create a makeshift one if you have no other option. Similarly, you can make somewhat larger explosives even without all the proper materials, with utter certainty of their safety. Large explosives, as well. Truly enormous explosives, of the type known to destabilize continental plates, are not something you can make without dedicated facilities unless you wish to roll the dice with every foot you move it, and even with them, it's risky. Incredible bonus to creation of small explosives. Immense bonus to creation of large or complicated explosives. Immense bonus to the creation of large and complicated explosives. Slight bonus to the creation of mantle-cracker explosives. Makeshift small explosives won't explode as you make them. Makeshift medium explosives won't explode as you make them. Makeshift large explosives won't explode as you make them. Makeshift huge explosives have a small chance of not exploding as you make them.

Explosives: Preparation: 135. You know how to safely make grenades, provided you have the proper materials, or safely create a makeshift one if you have no other option. Similarly, you can make somewhat larger explosives even without all the proper materials, with utter certainty of their safety. Large explosives, as well. Truly enormous explosives, of the type known to destabilize continental plates, are not something you can make without dedicated facilities unless you wish to roll the dice with every few feet you move it, and even with them, it's risky. Incredible bonus to creation of small explosives. Incredible bonus to creation of large or complicated explosives. Immense bonus to the creation of large and complicated explosives. Small bonus to the creation of mantle-cracker explosives. Makeshift small explosives won't explode as you make them. Makeshift medium explosives won't explode as you make them. Makeshift large explosives won't explode as you make them. Makeshift huge explosives have a moderate chance of not exploding as you make them.

(+34 actions)

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

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.

An independent company has been investigating methods to address the weak points of fighters without reworking them to the point that you might as well scrap the current design and start over. Their solution, was the advent of the STARS, or Semi-independent Turret with Adaptive Repositioning Systems, which eliminates one of the principle weaknesses of fighter, and improving their ability to deal with opponents with any major numerical or mobility superiority.

Reward: 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.

Integration Actions (20[govDep] + 20[policy] +17 from perks = x57)
[X] [Integration] Sound Policies (x10)

As you are about to expand beyond a solitary sector, you decided to rework the general structure of the government and its policies to account for the increased space, and the general increase in duties the central government will receive.

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+ 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.

4650/6400 to Level 55. Currently possess 12 Perk points.

You thoroughly readjust the guidelines followed by government officials, and hammer out a specific system of governance for other sectors. You seek the advice of every competent government official you can access on short notice. You even talk a bit with Father and your brothers on the matter (though you're quick to point out the head-start in both time and resources you have on the ones that get a bit upset at the 100+ planet lead you have) and they have a fair amount of helpful advice, if only due to their differing perspectives in the latter's case. Father in particular, has seen so many different systems and permutations thereof that he could give you a pretty good breakdown of the pros and cons of the models you'd developed thus far, allowing you to finetune them for maximum performance and efficiency.

Reward: 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.

[X] [Integration] Improve Inter-species relations. (x10)

While you've managed to join a number of xenos races to your primarily-human polity (not the least because of relative numbers, with humans outnumbering every other race combined) there are significant social and cultural (though there is some overlap) divides. However, you have a number of ideas on how to deal with it.

A not-quite-propaganda campaign exposing the different cultures to each other just enough to reduce the amount of isolation, which could breed resentment, between them, while not so much as to cause major backlash. Inventing/introducing a number of past times common to all species, such as chess, to create a degree of common culture so that the citizens of The Bastion would think of themselves as such, and not as 'insert-species-here' first. Encouraging greater cooperation between the various races, from working on the same projects to working together where cults and psykers were involved, as the Warp being disrupted affected everyone with a soul. A number of games and videos on the carefully screened public networks that had multi-species group, perhaps including actual interviews. A more moderate tech-priest having a discussion on technology with a Quarian, for example.

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 X 10= 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.

4820/6400 to Level 55. Currently possess 12 Perk points.

While there does come a point where you simply can't push any more for risk of causing backlash and undoing all your work, you reach that point far later than you'd feared, and got farther than you'd dared hope. While it will take years for the effects to be fully felt, the 'attacks' on all fronts directed at the relative lack of closeness between the various member species (and in some cases human worlds of wildly different cultures) are a crushing victory in favor of your agenda. Where before, the humans would merely tolerate the non-humans, and the xenos races had very limited interactions beyond the diplomacy between officials, they actually interact cordially or even with genuine friendliness on a regular basis at the level of the average citizen now.

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.

[X] [Integration] Diplomacy all in sector polities not part of the Bastion yet (x20)

Before you expand beyond your home sector, you plan on solidifying your hold on this one. Partly out of a desire to have your 'backyard' in order before expanding beyond it, and partly because leaving a major independent power close to your core worlds doesn't sit well with you. It's a good thing you did...

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.

4880/6400 to Level 55. Currently possess 12 Perk points.

The moon of Yertun VI was the sixth and final of those orbiting a gas giant of a dirty green coloration, which itself circled a blue giant as the last planetary body in the system. The quartet of rocky planets preceding it were mostly blasted clean of air, though a thin atmosphere clung to the fourth by virtue of distance leaving it relatively shielded from the steady push of the star's solar wind, though it's relatively small size and greater density than it's fellows gave it a surface gravity roughly a quarter greater than them, which certainly helped.

Yertun VI itself was a Civilized World, with mining colonies on the other moons, save the icy one. The planets closer to their star were too frequently blasted with radiation to be considered particularly good prospects considering their distance relative to the home planet of the miners.

They weren't overly nationalistic compared to some of the societies you'd encountered, but there was a certain quiet pride to them. Luckily, your technology was enough of an advantage that they acquiesced fairly quickly. They'd had to fend off Ork raiders before, so the military technology and the increase to their defenses were major bargaining chips, never mind the arcologies making their previous population limits seem tiny.

Reward: Gained Civilized World with 4 mining colonies to it's name. Currently possess 126 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.

4940/6400 to Level 55. Currently possess 12 Perk points.

The Mining World of Trelqus is happy to join The Bastion. Truthfully, the veins they could reach with their current technology were nearing exhaustion, and they'd heard good things about The Bastion from their usual business partners, so they had nothing to lose and everything to gain.

Replicators and arcologies solve the twin issues of mineral depletion and overpopulation, with powerful fusion reactors solving the problems these solutions would normally have. Exactly what the inhabitants were hoping for.

Reward: Gained a Mining World. Currently possess 127 planets.

Assessment Roll: 3+ 20(Level Perks)= 23. Rather Hostile.

A trio of inhabited planets were discovered in the Questis system. One was a dictatorship known simply as Theren with near-worship directed towards it's long-dead leader, a man named Mengsk, one was a republic called Conter with a charismatic leader originating from the military, Raynor, and the third was a xenos world called Aiur with a species that possessed a powerful psychic collective, beyond that possessed by the Drezni in some ways, called the Protoss. Mehtrya's information suggests the Protoss were a prototype of some kind.

The xenos world was nominally allied with Conter, but most of their resources were spent on culling the Orks that had infested their planet, and the periodic raids from an Ork world in a neighboring system that was infested to the point there were three planets of them. It appeared this was where much of the 'manpower' and 'ships' from the Waagh a few years ago had been drawn from.

Anyway, both Contor and Theren were forced into a cease-fire, with the Protoss vouching for you. It was only the respect afforded to the Protoss which kept at least one member of the delegation of either or both human worlds from firing on you. Their psykers, treated as advisors and special forces, appeared to have informed them of how powerful you were when you arrived in the system, since the Escorts that had stumbled across a fleet battle and requested assistance in quelling it ended up gaining your direct attention. You'd suspected something like this would happen, so you'd intentionally positioned yourself near the 'front' of your efforts to bring the last of the sector into the fold, ready to intervene.

However, once you managed to diffuse the tension towards you specifically, and the advisers of both sides pointed out how ridiculously outnumbered and outmatched they were on both the strategic and tactical levels, they accepted your offer of peaceful integration. The accepting attitude towards xenos amongst them proved a boon to the efforts you were making to create a similar attitude among the rest of The Bastion.

Their power armor was also interesting. While it was quite a bit bulkier than what your own soldiers used, they achieved similar performance in every field but mobility. Their 'spike' munitions were what really interested you though, having been developed as armor-piercing rounds, to counter the defensive abilities of powered armor. The tech-priests were themselves interested in it, for much the same reason it had been developed.

Mehtrya brought some Eldar historians and scientists to see the Protoss, and they engaged in a discussion with their counterparts. The Protoss left the meeting shaken, and Mehtrya asked you not to ask them about it for a while. They'd had their world turned upside-down, and they needed some time to process it.

Reward: Gained 3 planets. Currently possess 130 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. 150 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 Waagh! 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.

5000/6400 to Level 55. Currently possess 12 Perk points.

Reward: Gained Agri-world. Currently possess 131 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.

5060/6400 to Level 55. Currently possess 12 Perk points.

The planet Neth is mostly ruins, with a few exceptions. There are a number of small villages, with androids, robots designed to appear human, inhabiting them. They seemed almost religiously happy to see actual humans, though they also seemed to find the machines brought by the tech-priests, and the degree to which many of them are mechanical, very disturbing.

Tech-priests among the diplomatic team discovered that these are Abominable Intelligences rather than advanced Virtual Intelligences within minutes, but the androids extreme reluctance to harm the inarticulately enraged tech-priests managed to stay their hand long enough for an actual explanation from both sides, though with weapons ready for most of it.

The androids were the only remnants of the civilization that had once existed on this planet, the humans having been wiped out by a MoI incursion. Specifically, a single unit that had survived and landed on the planet, infecting the 'dumb' machines used by much of humanity with scrap-code, including the electronics in most wargear. Guns and the like were safe for human use, as only the sights tended to have much in the way of electronics. Tanks, on the other hand…

As one might expect, having 95% of their technology turn on them all at once quickly left the vast majority of the population dead. The survivors put all their remaining resources into creating machines as close to immune to the plague as possible, to continue the fight after the survivors were exterminated. They succeeded, and the androids, immune to all but direct implantation of scrap-code, were able to destroy the MoI, though not without significant losses. This spelled the death knell for the corrupted machines, as none of them were as intelligent or capable as the MoI, and the androids quickly overwhelmed them.

The bad news was, they had no idea how to build more of themselves, and making them nearly immune to scrap-code had stunted their processing power to roughly the human norm. That was without considering that they had less manpower and technical expertise to work with than their creators, so they had to start almost from scratch beyond basic self-repair.

They'd only recently felt safe enough to begin expanding their workforce with 'dumb' drones. Though they were merely VIs, and somewhat stupid by the androids standards, the result of giving even half the protection the androids enjoyed to drones with vastly inferior software, they were more than adequate for tasks involving more physical work than intelligence, such as clearing rubble, restoring roads, mining, etc.

The androids had often wondered if they'd ever see any of their creators again, and the fact that they numbered less than a solitary million even with the drones had caused quite a few problems for morale. The space ships coming down from the heavens, with confirmed humans exiting them, had been the subject of great joy, though the presence of machines was considered a risk, as they weren't completely sure they'd purged all scrap-code.

The decision of what to do with the friendly Abominable Intelligences, who had been confirmed by on-site tech-priests (who'd examined several sets of ruins with MoI tech present) to have actively worked against one that desired humanity's destruction, was very close to enough for the Mechanicus to simply leave them be, if partly due to their inability to make more of themselves, but the tech-priests ultimately defaulted to sending a delegation to check for and potentially purge any scrap-code lingering on the planet, with the androids serving as guides to the most heavily corrupted sites. Their performance would factor into the Mechanicus' ultimate decision.

While you yourself were leaning towards letting them join as full members, the Mechanicus' worlds made up nearly a tenth of your holdings, and you couldn't afford to to have that many worlds in open rebellion when you needed to prepare for the Waaghs coming down the line. Hopefully, the cooperation of the androids with the most moderate tech-priests the Mechanicus felt could be trusted to do the task with enough methodical fervency would persuade them.

Reward: Gained 1 planet(?). Currently possess 132 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.

5120/6400 to Level 55. Currently possess 12 Perk points.

An Agri-world named Tyrin joins with little fanfare.

Reward: Gained 1 Agri-World. Currently possess 133 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.

5180/6400 to Level 55. Currently possess 12 Perk points.

The Civilised World of Yorgek is somewhat reluctant to join, but is swiftly persuaded.

Reward: Gained 1 Civilised World. Currently possess 134 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.

5240/6400 to Level 55. Currently possess 12 Perk points.

The nobles are reluctant to surrender any major amount of power, but the king is reasonable and powerful enough to provide enough of a foothold for you to overturn most of their opinions.

Reward: Gained 1 Hive World. Currently possess 135 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.

5300/6400 to Level 55. Currently possess 12 Perk points.

A very interesting world named Thedas is found in a system with a solitary rocky planet in a yellow dwarf's system, a trio of gas giants just past it. There are two major continents, one occupied by displaced xenos, with very late-Middle Ages technology, and another with early Middle ages technology occupied by humans, a mutant sub-species apparently called Squats by the greater galaxy and Dwarves by the locals, and displaced Eldar.

From what the Quenyan Eldar can infer from the locals history, the local Eldar were a small group that actively abandoned their technology and sought out an out-of-the-way planet away from the Webway network where they could put their energy into the daily struggle, sort of a forced monastic existence (compared to the Imperial or Webway Eldar) to prevent themselves from falling back into their old habits, dating back nearly 3000 years. This led to their legends of the Eldar gods to become distorted, and the loss of most of their advanced technology had ended up putting them on the back foot with the somewhat religiously fanatical human locals.

The 'Chantry' had originated as a response to the 'Darkspawn' which your investigations concluded were people corrupted by Greater Daemons, though you weren't sure which type as there was evidence for several of them. They were convinced the Darkspawn were some kind of divine punishment, and the 'Blight' would stop if they could convert everyone to worship of their god. While their intentions were good, their methods left a lot to be desired, as they had a nasty habit of killing those who refused to convert, mainly the elves.

The xenos, 'Qunari' were the descendants of the crew of a crash-landed ship that had contained the only survivors of a civilization a system over which had descended into nuclear hellfire. They lost most of their technology, but kept enough of an edge that they out-teched the locals consistently, though they were slowly losing said edge. Their incredibly regimental society was a bit disturbing, and the portion on the other major continent relative to the one occupied by the Chantry hadn't agreed to a cease-fire, but you weren't too worried as long as they didn't convert people by force.

Naturally, the presence of so many (and very nasty) Daemons left the Warp surrounding the Warp-touched planet in a very unpleasant state, so the local 'mages' were frequently killed if they didn't show signs of sufficient mettle to resist possession. Of course, the Circles, a fusion of prisons and schools for psykers, were the first to sound the alarm when you arrived, as they could sense you from the other side of the planet, never mind the same side. While you didn't have the malevolence of the Darkspawn or their masters, many were afraid of some kind of 'false prophet' or simply of the fact that you were stronger than any 'mage' in recorded history.

The good new was, you were able to talk to one of the most highly respected groups on the continent with the Chantry, including their elf leader, Ashe, and the Quenyan Eldar were able to contact the locals without major problems. This, in turn, gave you enough of a foothold to allow you to negotiate with the leaders of the various nations without intimidating them too much.

Well, you still had spaceships close enough for them to see, which was certainly intimidating, but when they learned that you were going to give them quite a bit of it over the next few decades, their trepidation reversed in most cases. There were some who grew concerned about the massive cultural shift that would likely take place as technology advanced, particularly among the nobility. You pointed to the Hive Worlds as examples of this not having as much effect as they were worried about, though the average citizen in most Hive Worlds enjoyed a somewhat better life than Feudal Worlds such as this.

Many of the 'elves' were being taught the psychic mastery their spaceborne counterparts, as an extra precaution against further pogroms. Though you, er, The Bastion wouldn't tolerate such things any more, it was a) part of their cultural heritage, and b) not something the Eldar were willing to risk with a population so reduced.

Reward: Gained 1 Feudal World. Currently possess 136 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.

5360/6400 to Level 55. Currently possess 12 Perk points.

The arid plant of Tanthus has most of its population concentrated around the few oases near the poles, with snaking paths up and down the planet. Their population is pretty stable, and other than the general lack of water, they're mostly content. That is not to say that they have any major reasons not to join up, however.

Reward: Gained 1 Desert World. Currently possess 137 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.

AN: Wow! This is gonna suck!

Serras had arrived as quickly as she could. The report had said the planet was undergoing a Daemon Incursion, but this was so much worse than she'd been expecting.

"Could you elaborate on the report I received admiral?" she asked the admiral, one Porth Gernhan, in command of the fleet assembled to at minimum quarantine the world that was tainting the local Warp horrifically. It wasn't to the point where Serras didn't feel that she could teleport down there, but it was definitely riskier than she would have liked.

He nodded. "This planet, whose name the inhabitants don't care enough to remember, has apparently been like this for roughly the past 15 years. From what little we were able to get out of the prisoners our surviving infantry were able to escape with, the nobles of this Hive World let their excesses get out of hand, a cult forming dedicated to horrific amounts of debauchery.

A massive number of sacrifices are used to keep that Warp Storm fed, and with the birth rate on that planet, they can actually afford that number. The Warp Horrors fighting alongside the cultists, which amounts to pretty much everyone, proved nearly impossible to dispel for very long with how badly torn the skein of reality is. Even allied psykers had trouble actually putting them down. What's more, we had to put down several squads of soldiers who were corrupted by the memetic hazards sprayed liberally across the battlefield, so I don't like the idea of trying to take that planet with ground forces.

Unfortunately, we'll need to insert ground forces to take out the major ritual locations if we want to bombard the planet, because the Warp Storm down there is screwing with the sensors. We keep losing servitors to memetic corruption, and we can't hit anything reliably in the brief windows when the targeting systems do work." Gernhan explained.

Currently, 666666 people were sacrificed every 6 days and heavily biased towards the… use of 6-year-olds at one of 6 major temples (though you hesitated to call those obscene things temples) to keep the miniature Warp Storm over the planet going, more than enough that you couldn't simply dispel it. Not without disrupting the rituals for an extended period first. The Eldar had elected to stay far away when they'd found out what was happening on that planet, and who was likely pulling the strings of the nobles. They didn't want to chance their Soulstone protections on a world in IT's grasp, though if it weren't Slaanesh, they would almost certainly have sent a skilled force to aid you. Mehtrya was the only exception, and she was profoundly nervous even though she was to stay on the ship in an advisory role.

"Hm, I don't think we should risk teleportation with the Warp in the state it's in, but we're probably going to take massive casualties landing any major force on the planet with that many Daemons on their home turf. Any paths that come out near here in the Webway Mehtrya?" Serras asked.

Mehtrya shook her head. "No, there aren't any in the sort of range we could make a temporary extension from in a timely manner and even if there were, opening a gate to a world with the Warp all but ignoring the usual boundaries wouldn't be a very good idea.

Martial: 3 Checks Passed. -550 to Check difficulty.

Tactics: Preparation+Fortification Check: 205+ 13135+1000(???)= 14340. Required: 1950. Passed.

5400/6400 to Level 55. Currently possess 12 Perk points.

Roll to reveal hidden bonus: 16. Failed.

"Well in that case, I'll need 6 medium-sized asteroids to turn into impactors to be directed at the major ritual sites via a liberal slathering of Purity and Order crystals, with some Fire Crystals to amplify the explosion at the core, as Runes would probably be destroyed on impact. Meanwhile, the fleet will bombard the planet to distract their mundane defenses enough to open a window of opportunity for the impactors to reach the ground. This planet is essentially a lost cause at this point, so it doesn't matter where you hit as long as you don't hit the impactors, therefore the Warp interference shouldn't be as much of a problem."

An Escort tows the required asteroids, city-killer sized hunks of rock and metal that could probably serve as adequate Roks if Orks got their hands on them. With a number of high-end Fire Crystals teleported into the cores, and Order and Purity Crystals all throughout the rest of their structure, you were confident that the Warp manipulations blocking conventional bombardment would be ineffective, and their landings would be akin to a city-killing bomb detonating.

First, however, the Void Shields around the temples would need to be taken out. The Crystals wouldn't short those out, and they would deaden the impact, potentially allowing the temples to remain relatively intact, with the local Warp backing them. Thus, a ground assault would be required. Orbital bombardment would begin shortly before insertion, with more asteroids being used in an attempt to conserve enough ammunition to stretch out the bombardment and to make the 6 special ones seem less conspicuous until it was too late to stop them.

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.

5500/6400 to Level 55. Currently possess 12 Perk points.

You'd be directing the bombardment, as you were the least susceptible of anyone of anything here to the influence of the beings cavorting on the planet below, or the one they followed, and you suspected that actually trying to force the corruption back yourself might simply rile the inhabitants, both human and Daemonic, into a frenzy. Sort of like the eyewall in a hurricane, except with malevolent intelligence behind it. Also, with six major 'eyes' involved.

A few days pass as a larger fleet complement, and the accompanying soldiers, arrive. These soldiers are loaded into armed transports, and, as the fleet begins bombardment, begin landing in massive numbers.

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.

Aware that their objective was to destroy the temples' Void Shields, and equally aware of the general horror of the native inhabitants' lives, they gave the fight their all.

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.

While the Daemons and cultists put up quite a fight, aided by small numbers of soldiers that succumbed to the rampant corruption in the environment, they swiftly lost 4 of the shields around the temples, though the minor manipulation of causality was still preventing the bombardment from breaking the temples into rubble.

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.

Such wide-scale manipulations were of less help against beings with souls however, particularly in large numbers, and the remaining 2 Void Shields were brought down fairly easily, as the evacuation of your soldiers began promptly once they'd completed their objective. Even though a tenth of them were beyond saving even with your Soul Surgery, and nearly half of the force had died, or been corrupted and needed putting down, on that forsaken planet, the crop of veterans from this campaign would probably be of great help in educating the officers on the do's and dont's of planets such as these in the future.

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.

Even with the orbital bombardment and the other asteroids acting as camouflage, the defenders concentrated their defenses especially hard on the temples, particularly now that they were unshielded. Normally a 50-50 success rate on this gambit would still be enough to disrupt the ritual and the Warp's hold enough for orbital bombardment to work. However...

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.

5590/6400 to Level 55. Currently possess 12 Perk points.

Roll to reveal hidden bonus: 77. Bare Pass. MaLiCe ApPrOvEs.

You had prepared a second through fourth set of impactor asteroids, just in case.

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.

With the temples dealt with, to what you could swear is a faint cry of rage, the orbital bombardment finds itself much more effective. Millions die every minute as the planet's inhabitants are wiped out as the fleet methodically wipes the planet clean of intelligent life. Perhaps a few survivors cowered in the deepest levels of a few Hives, but they lacked the numbers to put forward the sort of sacrifices that would draw any significant amount of attention from their master. In addition, their stores of food would swiftly run out and the surface was in no condition to produce more.

That being said, the Warp in this system would take centuries to calm at minimum after the tens of billions of deaths, and it hadn't started out calm to begin with in this system. Just to be safe, a small fleet would remain to keep an eye on this planet, in case Daemons or Orks showed up to take advantage. You regretted the necessity of this, but you couldn't see an alternative that wouldn't lead to more harm in the long-run, both for the sake of the too-far-gone inhabitants, and potential assaults and contamination of the Warp originating from this planet.

Crystal Steal Roll: 33. Failed.

Reroll provided by pseudo-Daemonworld: 69. Bare Success.

Unnoticed by you, 6 Greater Daemons made use of Slaanesh' influence over the planet, fading though it was, to grab some of the Purity and Fire Crystals, before fading back into the Warp. Their master/mistress would be pleased with this, at least. Perhaps enough to make up for their failure to protect the temples.

Reward: Pseudo-Daemonworld destroyed. Extremely unlikely to directly cause further problems. +100 Karma and Infamy.

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.

6020/6400 to Level 55. Currently possess 12 Perk points.

You encounter a very, very odd system. No rocky inner planets orbit the blue giant. Instead, a set of 3 gas giants, with 3 inhabited moons for the first, and 2 each for the second and third, circle the blazing blue ball. In an incredibly unlikely turn of events, all 7 moons have sufficiently powerful magnetic fields to make the solar wind of the star a non-issue. This was despite the fact that at least 3 were completely geologically dead. As this was obviously unnatural, you investigated shortly after the Union of 7, who claimed not to know the origin of the fields, reached an accord with your own nation. Your powers let you hone in on the source of the artificial fields with relative ease.

These planets appeared to have artifacts buried underneath the poles which were responsible for supplying the artificial magnetic field. As they were preventing the moons from being stripped of life by immense amount of particulate matter and energy emanating from the star, and they had done a very good job of maintaining themselves this long, you decided not to poke around inside them, though you were more than willing to let the Mechanicus set up a Forge-city around each of the devices. They would defend the ancient technology with fanatical zeal, beyond 'merely' self-preservation.

From what little you could gather via direct observation, the machines drew power from a sub-dimension besides the Warp, were constructed from a material that was both impossibly tough and capable of self-repair, and were far beyond your technological level. Mehtrya bore an expression of absolute terror for a split second, but calmed down after visiting the artifacts themselves alongside some of the eldest Eldar from Quenya. You managed to get something out of her this time.

The devices bore a disturbing resemblance to technology and materials used by an ancient enemy of theirs, who might seek to take advantage now that the Eldar were so reduced. Their presence was very distinct, even dormant, and this technology wasn't quite the same as what they were familiar with, so they could assume that their old foe wasn't here.

Reward: Gained 7 planets, all Civilized Worlds. Currently possess 144 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.

Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.

Diplomacy Check: 2 Checks passed. -550 to Check requirement.

6080/6400 to Level 55. Currently possess 12 Perk points.

Two xenos worlds, one a moon, one a terrestrial planet, orbited a bright yellow star. The moon had a humanoid race that, while appearing reptilian, had more in common with felines. Though the reptilian appearance of the Narn wasn't just for show either, as their thick skin and tough skeletal structure gave them durability beyond that of a normal human.

They're a frugal people, as their homeworld lacks a relative abundance of minerals, but relatively jovial and pleasant overall. They'd only recently begun putting satellites up when Bastion forces arrived. They were very appreciative of the cheap power and ability to recycle provided by the advanced reactors and replicators they were allowed access to, as they solved the most major issues they'd been having.

The planet, meanwhile, contained what seemed to (technically) be a human subspecies, based on their DNA. They seemed to have forgotten this themselves, though their rapid mutation appears to have destabilized their DNA to the point that their fertility rates have been declining for generations. Your analysis suggests some baseline human DNA should solve the problem, however, and you know enough about genetic engineering to fix a problem with such a simple solution.

The Minbari were a highly spiritual race, with a distinctly higher number of psykers than normal. In addition, their metabolism contributes itself to a relative ability to handle wounds not dissimilar to a Feral Ork. These two traits contributed to a society of rigorous discipline, both in general and self-directed, as an emotional outburst could prove dangerous, attracting Daemons or making their powers lash out. They appreciate the psyker support gear you provide them, though they're conflicted about the genetics project. They don't really consider themselves to be human, after all.

Reward: Gain 2 Xenos worlds. Currently possess 146 planets.

Assessment Roll: 45+ 20(Level Perks)= 65. Somewhat Receptive.

Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.

Diplomacy Check: 2 Checks passed. -550 to Check requirement.

6140/6400 to Level 55. Currently possess 12 Perk points.

A heavily forested Agri-World joins up.

Reward: 1 planet. Currently possess 147 planets.

Assessment Roll: 95+ 20(Level Perks)= 115. Critical Success! Incredibly Receptive.

Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.

Diplomacy Check: 2 Checks passed. -550 to Check requirement.

6200/6400 to Level 55. Currently possess 12 Perk points.

Your forces came across a pair of moons, a Forgeworld and a Civilized World, in an uneasy truce. The two worlds orbited the same gas giant, so distance was no problem in terms of waging war. The Forgeworld had access to a wide variety of small and medium-sized Titans and their STCs, while the Civilized World had access to a small number of more powerful designs.

The Forgeworld had demanded the Civilized World hand over the STCs some 500 years ago, and they'd refused, sparking a conflict. The Civilized World simply couldn't match the sheer amount of war machines the Forgeworld could produce, to the point where the smaller Titans were only held back from being mass-produced by lack of compatible pilots, so they used their more advanced designs as Hero units, backed by stealthier units and regular tanks, the latter of which honestly served more as ablative armor and distractions.

They'd had a seesaw contest for centuries, wars followed by periods of peace to allow both sides to recuperate. The latter was what was currently occurring. Luckily, you were able to negotiate actual peace, instead of a mere ceasefire. As it turned out, the Civilized World had refused because they'd believed that without the advantage their designs gave them, there would be nothing stopping the Forgeworld from dominating them, as they'd hold all the cards militarily. Seeing as your own forces vastly outnumbered and in many cases out-teched theirs, that particular grievance was no longer relevant.

Truth be told, both sides were experiencing war weariness, though it was more prominent among the populace of the Civilized World. Convincing them to accede to the demands of the other side, especially when a stronger power would be keeping an eye on things, wasn't that difficult.

Reward: Gained 1 Forgeworld and 1 Civilized World. Currently possess 149 planets.

Gained Varied Warhound and Warlord Titan STCs. Relevant bonuses doubled.

AN: The Forgeworld basically has Gundams, and the Civilized World has Metal Gears.

Assessment Roll: 65+ 20(Level Perks)= 85. Very Receptive.

Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.

Diplomacy Check: 2 Checks passed. -550 to Check requirement.

6260/6400 to Level 55. Currently possess 12 Perk points.

A Mining World joins with little fanfare.

Reward: Gained 1 Mining World. Currently possess 150 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. 30 Free Integration actions per Turn. 15 Free Survey action per Turn.

Assessment Roll: 65+ 20(Level Perks)= 85. Very Receptive.

Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.

Diplomacy Check: 2 Checks passed. -550 to Check requirement.

6320/6400 to Level 55. Currently possess 12 Perk points.

A Hive World on a planet with 20% higher gravity than the norm due to it's above-average size, with a similarly large population of 80 billion, joins up.

Reward: Gained 1 Hive World. Currently possess 151 planets.

Assessment Roll: 81+ 20(Level Perks)= 101. Critical Success! Incredibly Receptive.

Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.

Diplomacy Check: 2 Checks passed. -550 to Check requirement.

6380/6400 to Level 55. Currently possess 12 Perk points.

The planet's name was simply Remnant. A mark of the fact that the inhabitants were aware of how much they'd lost over the years. Nearly every single person, from the regular humans to the Faunus subspecies was a latent psyker, their powers almost universally directed towards reinforcement of the physical body to allow greater feats of strength, speed, and durability., though a fully active psyker from among the locals would develop a less inwardly inclined power.

This was fortunate, as the planet was overrun with psuedo-Daemonis entities. They generally lacked the intelligence of their counterparts, at first. They grew stronger and smarter with age, to the point that, while the average Daemon could slaughter the newborn Grimm, the greatest Grimm could do much the same to Greater Daemons, if not Named Greater Daemons. Worse, they could sustain themselves just fine on worlds that were merely Warp-touched. On the bright side, they lacked the memetic corruption proper Daemons exuded, though there was evidence that they could corrupt people who had fallen into the depths of some kind of negative emotion, which might explain their attraction to such.

While the local Kingdoms were less than knowledgeable of the Grimm's origins, orbital supremacy and your powers quickly brought a massive amount of black ooze to your attention. Pict-feeds of Grimm pulling themselves out of the muck quickly confirmed that the creatures originated from here, or at least this was one origin point. This piece of information alone was a massive boon to morale among the citizenry. After all, if they knew where the source was, that meant that, in theory, destroying it was possible.

The shifting and/or variable weapons used by their active pyskers, the Hunters and Huntresses, were of great interest. Often, precious time would be lost as a soldier had to switch from their gun to their backup melee weapon, or vice versa. The people of Remnant had solved this problem by making weapons that were both ranged and melee. Swords that were also guns, for example. They were, of course, complicated things, but your own Champions could use them without too much strain on your supply lines.

Something else you discovered, as your ability to teleport more or less wherever you pleased across the planet's surface (which made a lot of Remnant officials very nervous, especially since even the poorest of their 'Aura' sensors agreed you were ridiculously powerful) let you travel very quickly across it, was an abandoned facility, with records indicating this planet was being used to study the effects of the Warp and better understand psykers. Cross-referencing the map still on the servers with pictures of the planet and modern records of the land, the main facility is, or was, where the lake of muck the Grimm spawned from currently sat.

It did not require a genius to puzzle out what must have happened. An experiment must have gone horribly wrong, resulting in the Grimm. The psykers were best equipped to fight the Grimm, and so, they lived, or rather, died the least.

Naturally, you'd bombarded the Grimm's origin point from orbit, but that did little beyond preventing more Grimm from joining the nearly endless numbers already present. So, part of the deal for Remnant becoming part of The Bastion was having a ship in the system to bombard the source at all times in order to prevent reinforcements from appearing, to buy time for Remnant's population to eliminate the Grimm.

Of course, the Grimm began acting oddly the moment the bombardment started, and they especially got riled up when you were nearby, but for some reason, they didn't attack outright. Regardless of the reason, you managed to convince the locals to allows significant amounts of Bastion military forces to help garrison their cities, since you suspected they were waiting for you to leave before striking.

Sure enough, they attacked in force shortly after you left a few days later (which implied a frightening degree of communication and strategy even amongst the youngest Grimm), but were repulsed, sometimes only just, but they were. You suspected this would be a regular thing. On the bright side, actual live combat training for a higher percentage of your forces.

Reward: Gained 1 Deathworld. Currently possess 152 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.

Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.

Diplomacy Check: 2 Checks passed. -550 to Check requirement.

Gained a Level! +5 to Tagged Skills. 40/6500 to Level 56. Currently possess 14 Perk points.

A heavily forested Civilized world with exceptionally long seasons joins.

Reward: Gained 1 Forest/Civilized World. Currently possess 153 planets.

Medicine: Surgery: 105. You have achieved conventional mastery of surgical procedures, performing as well as doctors who've dedicated their lives to the practice. Huge bonus to extrication and/or implantation of pre-existing organs removed. Extremely unlikely to cause damage in the process.

Medicine: Surgery: 110. You have slightly exceeded conventional mastery of surgical procedures, performing slightly better than doctors who've dedicated their lives to the practice. Huge bonus to extrication and/or implantation of pre-existing organs removed. Extremely unlikely to cause damage in the process.

Medicine: Narcotics: 105. You possess conventional mastery of the production, use, and dosage of various drugs, and the treatments and symptoms of a wide variety of poisons. Chance of misdiagnosing an obscure poison or drug massively reduced. Massively increased effectiveness of attempts to cure common poisons.

Medicine: Narcotics: 110. You have slightly exceeded conventional mastery of the production, use, and dosage of various drugs, and the treatments and symptoms of a wide variety of poisons. Chance of misdiagnosing an obscure poison or drug immensely reduced. Immensely increased effectiveness of attempts to cure common poisons.

Medicine: First-Aid: 105. You have achieved conventional mastery of first-aid, from minor cuts, to loss of limbs and major organ damage. Can stabilize those with injuries both internal and external, barring instantly lethal maiming, such as total failure of important organs such as the brain, heart, or lungs.

Medicine: First-Aid: 110. You have have slightly exceeded conventional mastery of first-aid, from minor cuts, to loss of limbs and major organ damage. Can relatively quickly stabilize those with injuries both internal and external, barring instantly lethal maiming, such as total failure of important organs such as the brain, heart, or lungs.

Perception: Environment: 145. You are nearing the level of environmental awareness the average expert scout. +70 to detection rolls. Incredible boost to Combat and Tactics Checks.

Speech: Persuasion: 175. You can convince even the most fanatical of people of your viewpoint with ludicrous ease. Even the greatest fanatics can be persuaded of your views being correct ridiculously easily.

Speech: Diplomacy: 175. Compromising between two groups of howling fanatics is amazingly easy for you. Compromises you broker will stick even if the governing body is entirely replaced, even after mass public executions carried out at your order, followed by many unpopular edicts over an extended period.

Speech: Intimidation: 175. You are an unspeakable terror when you want to be, despite seeming like a peaceful giant under most circumstances. Only die-hard fanatics, rallying around some kind of champion, will avoid a ludicrous morale debuff when fighting you and will, suffer at least a small one regardless, breaking immediately upon losing their champion.

Assessment Roll: 91+ 20(Level Perks)= 111. Critical Success! Incredibly Receptive.

Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.

Diplomacy Check: 2 Checks passed. -550 to Check requirement.

100/6500 to Level 56. Currently possess 14 Perk points.

A Deathworld, of the nasty rainforest variety, is next on the list. The world, Gourmand, is much like Remnant. That is, it appears to be a planet set aside for experimentation into psyker phenomena, where the experiments went horribly wrong, which might have something to do with being Remnant's stellar next-door-neighbor. Cells with the ability to convert Warp energy into the types more familiar to the Materium are to be found in virtually every living thing, from the grass to the humans. They allow regular physics to be all but ignored in extreme cases, but even low numbers allow for plants and animals with extreme characteristics, in a manner reminiscent of Orkoid biology. Especially since Gourmet cells result in increased aggression.

This is likely either an intentional feature or a very swift beneficial mutation, as the growth of Gourmet cells is encouraged by adrenaline rushes, and threats to one's life are one of the most consistent ways to get that. These cells could not be produced artificially any more, but can be donated from an organism with high counts. Other animals do get something out of fighting and killing, but less than humans, which encourages the idea that the trait was intentional. Of course, most of the inhabitants don't take it to the stupid extremes Orks do, but it has encouraged a highly martial culture. Not to the point of Might Makes Right, but there's been some close calls in their history.

The main reason this failed was that the other major tenent of Gourmand's culture was wanderlust. People wanted to explore as much as possible. This was present in humans as a basic impulse, but much more prominent among Gourmand's citizenry than normal. This led to a distinct disinclination towards being tied down against their will, and as such a certain disrespect for restrictive amounts of authority.

Luckily, they had little inclination to do so with The Bastion, as the ability to travel to other planets (specifically Deathworlds for most of the travelers) was considered a good deal for what you demanded in return.

Reward: Gained 1 Deathworld. Currently possess 154 planets.

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 Waagh field, due to this planet being used to experiment with Waagh 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 Waagh 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.

Information, Non-Aggression Pact, Full Alliance, and Allegiance Checks autopassed.

Diplomacy Check: 2 Checks passed. -550 to Check requirement.

160/6500 to Level 56. Currently possess 14 Perk points.

The next planet on the list, one Malleus, is quite the melting pot. Until relatively recently, the world was surrounded by a Warp storm, and under the rule of a mad techno-sorcerer-king. Said sorcerer-king, named Ezil Hammer, wanted to live forever, so he began experimenting on humans in order to produce a race capable of such, using equal parts Warp-based manipulation and mundane science as they went on.

Zombies were the first and earliest attempt, using almost pure Warp manipulation, they were an attempt to bring recently deceased people back from the grave, and for a short period of time it almost worked, they retained their minds to an extent. They were.... slow to process things and their personality was noticeably dulled, but they were close to being the people they used to be. They heal to the extent they can repair their body from the wear and tear of walking around, but any actual injuries are just more or less permanently there without medical aid, and they're pretty much incapable of growing stronger through exercise. Their also in pretty much constant pain due to living in bodies that are really supposed to be dead, and obviously cannot directly procreate. The ruling class basically just claimed ownership of them and turned them into servants, to do with as they willed.

Vampires were their second attempt, the first joint science and psyker project, and seemed to go fantastically .... until they discovered that the Vampires were hurt and weakened, but not killed, by sunlight, specifically UV rays. They also needed the blood of a sapient and/or sentient being (though the truly sapient entities worked better, dogs and the like worked) or they would enter a blood rage, draining any living thing they came across of all blood until they were satisfied, though luckily zombies sufficed and they didn't need enough to kill someone, especially if they take from more than one person. When they realized these faults the ruling class locked them up to be used as research subjects. From what you could tell, the soul was fully withdrawn into the body, causing them to develop psyker powers devoted to reinforcing it.

At some point the ruling class discovered/woke up a tomb of some kind on the planet, but, through a combination of advanced Dark Age of Technology tech and unlimited Zombie hordes, managed to crush them, not that they had huge numbers to begin with. Using their bodies as an inspiration the ruling class finally found their ticket, creating advanced Cyborg Bodies, part man and part machine, that never tire or grow old. With immortality finally achieved their depravity grew worse and worse, treating the Zombies and regular humans under their rule more miserably by the day, until one of the Vampires escaped.

The Vampire, being inclined to hate the people who treated him so inhumanly and naturally sympathetic to the mistreated people (virtually everyone not part of the ruling class), started a revolution. Freed some of his brethren, started gathering forces, so on and so forth. The ruling class, wanting to quell this, designed a warrior race that were based on the Zombies, but with vastly superior physical abilities (peak human in all areas, as opposed to generally average) to give themselves an edge.

Vampire Psykers attempted to give Zombies the ability to actually heal and live a more normal life by imparting them with the regeneration ability of a local nocturnal race. Weirdly enough, it granted them the ability to transform into a hybrid beast/man form, the Zombies stayed basically the same most of the time, with the greater level of ability coming when they transform with the unfortunate drawback of an increased level of aggressiveness. The procedure was mostly restricted to, well, basically hero units, those they could trust to be able to control themselves in the face of their increased aggression.

The revolution eventually won, the planet is now ruled by the new Vampire King, Vlad the Good, and there is a great deal of population control on Vampire and Werewolf populations, because there sort of needs to be as they are high-maintenance and exceedingly dangerous if they so choose. The new nation contains Vampires, Werewolves, humans, a very large number of Zombies, a small population of the enhanced Zombie creatures that switched sides, known as Frakensteins after the leading scientist on the project that created them, and whatever other weirdness Hammer and the rest of the ruling class made either out of curiosity or for their own amusement. Said ruling class, with their leader and many of his closest advisers dead, are still in hiding.

The detectives on this planet include some very impressive individuals who can match wits with yourself in terms of deductive reasoning, without brute-forcing it through sheer ridiculous brainpower relative to their peers, though many of them are very smart.

Vlad is more than willing to accommodate your star-nation as, truth be told, he was only in charge after he got the government and it's policies ironed out because he wanted to be sure the old ruling class couldn't turn his successor into a puppet or launch a coup, so an outside power that wouldn't tolerate the depravities of the old ruling class (not the least because that was the sort of thing that encouraged cults) was something he welcomed with open arms.

Reward: Gained 1 Civilized (for a given value of Civilized) World. Currently possess 155 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.

[X] [Integration] Work on ensuring that all Departments are set up and working properly (x10)

Just to be safe, you put a little more work into the government's structure. After all, if you were to die, you wouldn't want the government to collapse from the strain, even a thousand years later.

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.

180/6500 to Level 56. Currently possess 14 Perk points.

The good news is, you make a lot of progress, and you're pretty sure you'll have gotten it down with a little more work. The bad news is, you don't quite get it to the next stage, and if you did, you feel like you'll need further expertise to advance any further.

Reward: Progress, but nothing concrete mechanically.

[X] [Integration] Work on further improving relations with the Forgeworlds (x5)

As some of your recent actions have been making the Mechanicus uneasy, you decided to work on convincing them directly, or at least doing them some favors to smooth their tempers over.

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.

340/6500 to Level 56. Currently possess 14 Perk points.

You helped pretty much every Magos of any major repute who would allow it among the Forgeworlds inside your territory with their personal projects, taking the chance to talk to them about your views and theirs. While part of your new ease in dealing with the Mechanicus stems from a much deeper understanding of them, you've also won many of them over. While this is nowhere near a major chunk of the Mechanicus scattered across the galaxy, they'll influence your interactions with their brethren, and they're much more inclined to give positive reports now.

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 Actions (10[govDep] + 10[policy] + 10[ship surplus] = x30)
[X] [Survey] Survey local Sector from the Edge of Bastion space outward, searching for friendly polities and hostile threats. (x20)

You send some more ships out to begin carving a path to the worlds that you'd gained from the Webway.

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.

400/6500 to Level 56. Currently possess 14 Perk points.

A Mining World joins the Bastion.

Reward: Gained 1 Mining World. Currently possess 156 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.

460/6500 to Level 56. Currently possess 14 Perk points.

A Hive World of 40 billion has no problems with joining up.

Reward: Gained 1 Hive World. Currently possess 157 planets.

Survey Roll 3: 8+20(Level Perks)+ 10(FBTW)=38. Meh result.

A red giant star with no celestial bodies larger than a large city.

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.

520/6500 to Level 56. Currently possess 14 Perk points.

A Forge World named Tali, with a decided focus on tools and other small craftings, joins.

Reward: Gained 1 Forge World. Currently possess 158 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.

580/6500 to Level 56. Currently possess 14 Perk points.

Another Hive World of 55 billion without any major resistance to becoming part of The Bastion does so.

Reward: Gained 1 Hive World. Currently possess 159 planets.

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.

640/6500 to Level 56. Currently possess 14 Perk points.

A Forge World named Tashi, focusing on the biological aspect of the Mechanicus, joins up.

Reward: Gained 1 Forge World. Currently possess 160 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. 32 Free Integration actions per Turn. 16 Free Survey action per Turn.

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.

700/6500 to Level 56. Currently possess 14 Perk points.

An Agri-world named Tantay joins with little fanfare.

Reward: Gained 1 Agri-world. Currently possess 161 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.

760/6500 to Level 56. Currently possess 14 Perk points.

A Forgeworld named Werg is discovered with a number of new STCs. Enough to noticeably increase the boost the petty STCs provide.

Reward: Gained 1 Forge World. Currently possess 162 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.

2260/6500 to Level 56. Currently possess 14 Perk points.

A Civilized World with some infrastructure intact from the Dark Age is discovered in the Sergio sector, sending tech-priests into a frenzy. Specifically, a shipyard dating back to the Dark Age, which produced ships with far greater speed than anything you had available. Using this shipyard, they'd built up a comparatively large fleet, allowing them to use diplomacy on much of the nearer systems in the sector, and build up fairly warm relations between them.

Over the past century, they'd slowly been absorbing systems in the sector, to the point where they now had a huge amount of sway over a significant minority of it. Your general tech and number advantages and silver tongue managed to convince them to join up with The Bastion rather than their budding polity, though the fact that they were all part of the same star nation kind of made it something of a moot point. The one minor downside is that the shipyard is currently beyond your ability to replicate. You can, however, learn a great deal from it.

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 187 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 Waagh 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.

2320/6500 to Level 56. Currently possess 14 Perk points.

A Mining World joins.

Reward: Gained 1 Mining World. Currently possess 188 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.

2380/6500 to Level 56. Currently possess 14 Perk points.

Another Mining World joins.

Reward: Gained 1 Mining World. Currently possess 189 planets.

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.

2440/6500 to Level 56. Currently possess 14 Perk points.

An Agri-world joins.

Reward: Gained 1 Agri-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 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.

2500/6500 to Level 56. Currently possess 14 Perk points.

A Civilized World joins.

Reward: Gained 1 Civilized World. Currently possess 191 planets.

Survey Roll 14: 6+20(Level Perks)+ 10(FBTW)=36. Meh result.

Another asteroid field.

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.

2560/6500 to Level 56. Currently possess 14 Perk points.

An Ice World joins up without trouble.

Reward: Gained 1 Ice World. Currently possess 192 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.

2620/6500 to Level 56. Currently possess 14 Perk points.

A Forgeworld named Yulus with a focus on the inner mechanisms of machines is discovered with a number of new STCs, enough new ones to push the bonus up noticeably once again.

Reward: Gained 1 Forge World. Currently possess 193 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.

2680/6500 to Level 56. Currently possess 14 Perk points.

This Forgeworld possesses a predilection towards fighters, bombers, and their countermeasures.

Reward: Gained 1 Forge World. Currently possess 194 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.

2740/6500 to Level 56. Currently possess 14 Perk points.

A Forgeworld named Darsus is discovered with a number of new STCs from excavated ruins..

Reward: Gained 1 Forge World. Currently possess 195 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.

2800/6500 to Level 56. Currently possess 14 Perk points.

A Forgeworld named Ligyor is discovered with a fairly large number of new STCs.

Reward: Gained 1 Forge World. Currently possess 196 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.

2860/6500 to Level 56. Currently possess 14 Perk points.

A group of four worlds, already allied are absorbed with moderate fanfare.

Reward: Gained 2 Civilized Worlds, 1 Agri-world, 1 Mining World. Currently possess 200 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 Waagh before it hits you.

[X] [Survey] Work on filling in the Holes in Bastion Space (x10)

You continue to work on making paths to the worlds obtained from the Webway, before spreading out to the rest of the sectors.

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.

2920/6500 to Level 56. Currently possess 14 Perk points.

A Mining World is absorbed.

Reward: Gained 1 Mining World. Currently possess 201 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.

2980/6500 to Level 56. Currently possess 14 Perk points.

A group of three worlds, already allied are absorbed with moderate fanfare.

Reward: Gained 1 Civilized World, 1 Agri-world, 1 Mining World. Currently possess 204 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.

3040/6500 to Level 56. Currently possess 14 Perk points.

A Civilized World joins up without any problems.

Reward: Gained 1 Civilized World. Currently possess 205 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.

3100/6500 to Level 56. Currently possess 14 Perk points.

A Desert World is happy to join up.

Reward: Gained 1 Desert World. Currently possess 206 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.

3160/6500 to Level 56. Currently possess 14 Perk points.

A group of six worlds, already allied are absorbed with a reasonable amount of fanfare.

Reward: Gained 2 Civilized World, 1 Agri-world, 2 Mining Worlds, and 1 Forge World. Currently possess 212 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.

3220/6500 to Level 56. Currently possess 14 Perk points.

A Mining World joins.

Reward: Gained 1 Mining World. Currently possess 213 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.

3280/6500 to Level 56. Currently possess 14 Perk points.

An Agri-world is added.

Reward: Gained 1 Agri-world. Currently possess 214 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.

3340/6500 to Level 56. Currently possess 14 Perk points.

A Forgeworld named Tarjis is discovered with a fair number of new STCs.

Reward: Gained 1 Forge World. Currently possess 215 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. 38 Free Integration actions per Turn. 19 Free Survey actions per Turn.

Survey Roll 29: 5+20(Level Perks)+ 10(FBTW)= 35. Meh result.

Another 'empty' system.

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.

3400/6500 to Level 56. Currently possess 14 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 216 planets.
 
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Free Booster Action
[X] [Crystal] Free Booster on Control.

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 43.

Critical Roll: 72+35(Mentors)+20(Level Perks)+ 2(Overflow) -44(Control) =85. Success. Control now 44.

Think the control is supposed to be 45 now. Unless upgrades to control now need 2 successes from hitting a wall/cap/cost increase.
 
we need to focus on dealing with problems present in the new worlds, first fixing warp tear in that daemonworld, purification of darkspwan and permanent removal of Grims.
 
Damn. That double critical failure sucked, and Tzeentch getting a leg up on crystal research is disastrous. A nasty failure was going to happen sooner or later, but it's still a bitter pill to swallow.

On the other hand, dose references. I like the RWBY one in particular, it sounds like we may get an action to further explore its mysteries and perhaps get a better understanding of daemons.
 
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