Vote tally - An Extra Primarch

Adhoc vote count started by Noname1 on Oct 23, 2017 at 8:44 PM, finished with 78 posts and 24 votes.

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Noname1
An Extra Primarch
Post #8732
Post #8809

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24
78

  • -[X] At Therog. Put most or all of the platforms around Therog.​
    [X] Orbital Platforms. While they're easier to detect and shoot down, they're able to direct their attacks to specific targets.​
    [X] Mines. While they can't attack, they're a lot more numerous, and a lot harder to detect and destroy before they can do much damage.​
    -[X] At Therog. Put them around Therog.
    [X] Send the whole fleet to intercept the Ork fleet well before it reaches Therog, and have them engage in a running skirmish battle with the enemy, trying to whittle them down over time while using superior agility to maintain the distance as you please. If your Dreadnoughts are too slow to pull this off, leave them around Therog.
    [X] Harry. While you have a large fleet, Orks are nothing if not numerous, which often extends to their ships. Send the detachment to harry them, but avoid getting caught up in a prolonged fight. Limits detachment to 25% of total fleet. Fleet will focus on causing casualties over slowing Orks.​
    -[X] 4 Dreadnoughts, 45 Cruisers, and 120 Escorts to the main defense​
    -[X] 10 Cruisers and 30 Escorts to the harassment lines​
    -[X] Split. Split them between the two worlds.
    -[X] At Therog II. Put them around Therog II.​
    -[X] At Therog. Put most or all of the platforms around Therog.
    [X] Orbital Platforms. While they're easier todetect and shoot down, they're able to direct their attacks to specific targets.
    -[X] Split. Split them between the two worlds.
    [X] Mines. While they can't attack, they're a lot more numerous, and a lot harder to detect and destroy before they can do much damage.
    -[X] 4 Dreadnoughts, 45 Cruisers, and 120 Escorts to the main defense
    -[X] 10 Cruisers and 30 Escorts to the harassment lines
    -[X] Education: General: 40 Perk. Intriguing... Your knowledge opens doors that might otherwise be closed. Provides a +10 bonus to Medicine, Forging, and Combat.
    -[X] Education: General: 60 Perk. I Know Lots of Things! Your knowledge base allows you to make connections most people can't. Provides a +10 bonus to Perception, Electronics, Explosives, Psyker, and Invention Checks.
    -[X] Education: Advanced: 40 Perk. Intellectual. You have the kind of intellect and knowledge that most people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +600 to all Checks. Must have Pioneer.
    -[X] Education: General: 120 Perk. Genius. You are quite simply, the mental superior of most people. You can figure things out no one else would ever guess the solution for. +25 to Perception, Electronics, Explosives, Psyker, and Invention Checks. Must have 4 of preceding Perks.
    -[X] Education: General: 140 Perk. Genius Among Geniuses. Even among other geniuses, you are a mental giant. Problems that would stump a genius for weeks, you can solve in minutes. +25 to all Skill Checks. Must have Genius.
    -[X] Education: General: 160 Perk. Supergenius. Even among geniuses, you are a prodigy, a one in a billion intellect. Problems that have stumped scientists for years, you solve in a week. +50 to all Skill Checks. Must have GAG.
    -[X] Education: General: 180 Perk. Mega-Genius. You are a one in ten billion intellect. You solve problems that have left scientists sobbing in despair in weeks. +100 to all Skill Checks. Must have Supergenius.
    -[X] Education: General: 200 Perk. Ultra-Genius. ...You have this strange urge to chant for some reason. +150 to all Checks. Must have M-G.
    -[X] Education: Advanced: 20 Perk. Pioneer. You've begun learning things no human in the sector knows. +500 to all Checks (applies per Skill involved). Must have U-G.
    -[X] Education: Cultural Analysis: 20 Perk. Joiner. You can make people want to join your polity of their own accord. +1 Free Integration action. Requires Cultural Disassembly.
    -[X] Speech: Diplomacy: 160 Perk. Good Reputation. Your reputation makes people more willing to trust your word. Provides a bonus to Speech Checks 5 times Karma. Requires Lenience.
    -[X] Education: Cultural Analysis: 40 Perk. Linking Up. You can absorb polities that aren't much larger than your own with ease. +2 Free Integration actions. Requires Joiner.
    -[X] Education: Seer: 20 Perk. Esoteric Knack. Seeing as you doubt you'll make much progress in altering human souls any time soon, you've turned your attention towards other forms of molding. +1000 to Psyker Checks. Requires Bridge the Gap.
    -[X] Education: Seer: 40 Perk. Esoteric Technique. Your knack is developing into a full-fledged technique for creating things from/using Warp energy, and discovering new ways to do so. +1200 to Psyker Checks. Requires Esoteric Knack.
    -[X] Psyker: Sorcery: 20 Perk. Omni-Manipulation. While not enough to make you an Omnimancer by itself, full mastery of the first tier of psychic manipulation is an important step on that path. +1000 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Murphy's Biased Enforcer.
    -[X] Speech: Diplomacy: 120 Perk. Mercy. While many would kill people who'd been trying to kill them, if they aren't unsavageably evil, then you believe you should at least attempt to show them mercy. After all, you're so much stronger than most people, so shouldn't you be responsible about it? Provides a bonus to Speech Checks 4 times Karma. Requires Second Chance.
    -[X] Speech: Diplomacy: 140 Perk. Lenience. Provided they don't worship Chaos, they have a place in civilization. So, you'll be lenient towards conquests. Provides a reduction in discontent and insurrection among conquered worlds, and a more minor one in your polity. Requires Mercy.
    -[X] Bank 10 perks
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