Let the fires of industry BURN! a WH40K manufactorum administrator quest

How to use perk point

  • 1) Use that spare perk point on your Planet generation

    Votes: 12 85.7%
  • 2) Use that point to pick a new perk from the perk list

    Votes: 0 0.0%
  • 3) Use the point to evolve one of your current perks (Pos. or Neg.)

    Votes: 2 14.3%

  • Total voters
    14
  • Poll closed .
THE WHEEL HAS SPOKEN! THESE ARE YOUR STC'S!

Megalodon Class-Dreadnought (Ship) an 11Km long ship armed with advanced armor, engines, power-plants, and auto-loaders for the cannons.

VR Training pods (Allows for the Construction of a VR Training complex. Constructing this allows units to be trained faster and up to [Solar Aux] levels)
 
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ok over half a dozen stc discovered in under a decade, once mars finds out they will have a full on explorator fleet with an ark mechanicus stationed near us at all times

edit: a STC dreadnought? yeah forget the explorator fleet, it will be a full on explorator fleet and ad mech army behind us
 
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Megalodon Class-Dreadnought (Ship) an 11Km long ship armed with advanced armor, engines, power-plants, and auto-loaders for the cannons.

VR Training pods (Allows for the Construction of a VR Training complex. Constructing this allows units to be trained faster and up to [Solar Aux] levels)

Alas, a Dreadnought is not going to be useful unless we have a shipyard. Which is unlikely to happen until we are off-world.

The VR Training pods on the other hand sound amazing and need to be built ASAP. +25 modifier for our troops... Sold! We will turn our new recruits into badasses. :cool:
 
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VR Training pods (Allows for the Construction of a VR Training complex. Constructing this allows units to be trained faster and up to [Solar Aux] levels)
Well than, lets give sol's finest a run for their thrones....

Megalodon Class-Dreadnought (Ship) an 11Km long ship armed with advanced armor, engines, power-plants, and auto-loaders for the cannons
Sooooo, Mars, I think we found somthing that may peak your intrests
 
Damn still no FTL but still when we get it we're definitely going to spread it to the world do you know how much control the imperium can do when real time talks happen all the time
 
Damn still no FTL but still when we get it we're definitely going to spread it to the world do you know how much control the imperium can do when real time talks happen all the time

Civil war is what happens

The imperium sub-factions hate each other to death,the only thing stopping them from killing the other is mutual need for survival

A FTL means navigators are no longer necesary wich would cause the eclesuarchy and chunks of the inquisition to try and purge them

ANd navigators would rather burn the imperium than allow any new FTL to spread

The admech canonically tried to leave the imperium when they reversee engineered the ork sub-space

Abything that breaks the delicate power balance between factions will lead to civil war eventually
 
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Turn 9
Industry: 2 Dice (Base) + 1 Dice per Unallocated Tech Priest Shift (10) + 1 per (4) unallocated Skilled Worker shifts (27/4=6.75=6 dice) = 18 Dice

[]Construct a new production line: You are in need of more production capacity, so now you need to commission a new line, one benefitting from modern advancements
0/250 Progress, 150 B-mats per dice. Reward 1 Modern Production line: 20 Production Capacity [1 Space]

[]Construct a new Warehouse: You are in need of more storage capacity, so now you need to commission a new warehouse, one better designed
0/150 Progress, 150 B-mats per dice. Reward: 1 Modern Warehouse: 7500 Storage Capacity [1 Space]

[]Construct a Vox Tower: You've finally gotten contact re-established, but now you need more channel's for your contacts
0/200 Progress, 200 B-mats & 10 A-Mats per dice. Reward: 1 Small Vox Tower: Opens 1 Contact slot [1 Space]

[]Construct a new Basic Workers quarters: You are in need of more housing capacity, so now you need to commission a new workers quarter
0/150 Progress, 150 B-mats per dice. Reward: 1 Workers Quarter: 20 Housing capacity [1 Space]

[]Construct a new Basic Workers Housing Complex: You are in need of a lot more housing capacity, so now you need to commission a new workers Complex
0/750 Progress, 150 B-mats per dice. Reward: 1 Workers Complex: 120 Housing capacity [5 Space]

[]Construct a new Comfortable (Insert worker type) quarters: You have decided that some of your workers deserve better accommodations than the rest of the riff raff, and as such have ordered better housing for them.
0/250 Progress, 200 B-mats & 5 A-mats per dice. Reward: 1 Comfortable Quarter: 10 Housing Capacity (Shifts housed here gain +10 to their rolls) [1 Space]

[]Construct a new Comfortable Housing Complex: You have decided that some of your workers deserve better accommodations than the rest of the riff raff, and as such have ordered better housing for them.
0/1250 Progress, 200 B-mats & 5 A-mats per dice. Reward: 1 Comfortable Housing Complex: 60 Housing Capacity (Shifts housed here gain +10 to their rolls) [5 Space]

[]Construct a new Luxury (Insert worker type) quarters: You have decided that some of your workers deserve only the best accommodations, so integral to your operations that they are, and as such have ordered only the best (non-noble) housing for them.
0/500 Progress, 300 B-mats & 20 A-Mats per dice. Reward: 1 Luxury Quarter: 5 Housing Capacity (Shifts housed here gain +25 to their rolls) [1 Space]

[]Construct a new Luxury Housing Complex: You have decided that some of your workers deserve only the best accommodations, so integral to your operations that they are, and as such have ordered only the best (non-noble) housing for them.
250/2500 Progress, 300 B-mats & 20 A-Mats per dice. Reward: 1 Luxury Quarter: 30 Housing Capacity (Shifts housed here gain +25 to their rolls) [5 Space]

[]Construct a small/medium/large Forge Temple: Sooner or later you are going to need somewhere to house all the Tech Priests and store any tech you find, otherwise they might just leave or have your discoveries destroyed.
0/[200/600/1200] Progress, 400 B-mats & 20 A-mats per dice. Reward 1 small/medium/large Forge Temple: Houses 5/15/30 Tech-Priest Shifts, houses 20/60/120 artifacts, has 1/3/5 slots, gives a 2/5/10 % chance to unlock bonuses from slotted Artifacts, unlocks Learning, [1/2/4 space]

[]Construct a small/medium/large armory: While nothing and no-one has breached your defense's yet, you think it might be time to set up a secure storage for your military gear, one that can help with maintenance for your Security as well
0/[100/300/500], 100 B-mats & 20 A-mats per dice. Reward 1 small/medium/large armory: Store 50/100/150 units of military grade goods, Any attempt for hostile forces to destroy them suffer a - 30/50/70, [Sec] shifts require 0/.1/.2 units of goods less for maintenance, 0/1/2 [Space]

[]Reinforce the (Insert Wall Here): With your newly expanded territory stretching quite far, you'll need another defensive wall to protect it
0/(300/600), 200 B-mats per dice. Reward: Heavily reinforced wall/Bastion wall -40/-60 from hostile attack rolls

[]Construct a Shrine of Fallen Heroes: With all this combat going on, you've though it a good time to make a place for the fallen to be remembered
0/500, 150 B-mats & 75 A-mats per dice. Reward: 1 Shrine of Fallen Heroes: Reduced chance for moderate+ casualties to affect happiness

Production: 13/80 Capacity used

[]Allocate capacity based on Production Items

Stewardship: 2 Dice (Base)

[]Send out scavenger parties: There is an untold number of resources out there, you (or more accurately, you workers) just need to go out there and bring them back. Your recent successes have regrettably picked all the nearby places clean.
Assign Shifts to this action and choose 2/3 turns for the expedition. Longer expeditions roll more for rewards but roll more for dangers

[]Construct a small maintenance workshop: You would rather not have your Manufactorum collapse back into its original state, so you'll set aside some resources and cog boys to do basic maintenance.
0/200 Progress, 100 B-mats per dice. Reward: 1 small maintenance workshop: -100 B-mats a turn, 1 Allocated Tech-Priest shift, 5 [Space] worth of maintenance per turn

[]Construct a large maintenance workshop: You would REALLY rather not have your Manufactorum collapse back into its original state, so you'll set aside a lot of resources and cog boys to do intensive maintenance.
0/500 Progress, 100 B-mats per dice. Reward 1 large maintenance workshop: -200 B-mats per turn & -20 A-mats per turn, 3 Allocated Tech-Priest shifts, 20 [Space] of maintenance per turn

[]Hire Menials: You're going to need more and more workers as you expand your production, might as well put the word out you're hiring
DC 60/120/180 5,000 Thrones per dice Reward: 5/10/15 [Menial] Shifts

[]Hire Skilled Workers: You're going to need more and more workers as you expand your production, might as well put the word out you're hiring
DC 75/150/225 10,000 Thrones per dice Reward: 3/6/9 [Skilled] Shifts


Marshal: Assign security shifts to chosen option, every shift adds 1 dice

[]Assign Sec. shifts to outposts: You might need to move your security teams around as needs arise
Assign/Remove [Sec] shifts to/from an outpost.
(Note: Up to 10 [Skitarii] shifts may be assigned to outposts. Outposts in the Bedrock layer are free while Outposts anywhere else requires a diplo roll at a DC of 50)

[]Secure an elevator shaft at (Insert Hive Level): You're going to need to make sure nothing happens to your only reliable method of moving resources
DC 50/100. 100 B-mats & 10 A-mats per dice Reward: gain Elevator FOB: must have at least 1 Sec. Shift assigned, anything attempting to use or obstruct this elevator entrance must defeat assigned Sec. Shifts

[]Reinforce one of your outposts: You think you might need to beef up an outpost, so you'll set your security to the task
DC ? (Depends on current level of outpost)

[]Clear the surrounding ruins: You need more space to expand your holdings, so your going to need to clear out the surrounding ruins
DC 100/200/ect.. 10,000 Thrones per dice Reward: 5/10 [space] (May be taken more than once per turn)

[]Attack a ganger faction: You're going to put your boot down on one of the gangs, and it's going to be hard and fast
DC ? (Depends on gangs situation) Reward: Chosen gang suffers damage, possible loot Locked until you know what gangs exist (May be taken more than once per turn)

[]Hunt down some of the [Insert local wildlife here]: For either materials or to thin the herd, you are sending your forces out to hunt
DC 50/100/200 10,000 Thrones per dice. Reward 1d5/1d15/2d15 of corpses from selected animal/robot

[]Set up traps for the incoming AI assault: You'll have some warning of their approach so setting up traps should be possible
DC ? (Higher rolls increase chance of setting useful traps) 5000 Thrones per dice

[]Send forces out to set up an ambush: You'll send forces out to see if you can ambush the AI menace
Assign forces to take part in the ambush attempt, Success will grant a sizeable bonus and failure the opposite

Diplomacy:2 Dice (Base)

[]Contact your PMC: The PMC you created will be a good source of troops. (+2 shifts per turn)
DC 20 (LOCKED)
7 [PDF] Sec. Shifts available (Max. 20 in reserve) for hire, 20,000 Thrones per shift
(If all [PDF] shifts hired option below becomes available, [Trained] Shifts reinforce first)
40 [Trained] Sec. Shifts available (Max. 40 in reserve) for hire, 10,000 Thrones per shift

[]Contact your Family: Your House and greatest ally, see how the family is doing
DC 30, Starts mini turn

[]Contact the Planetary Governors office: The office of the Planetary Governor, the pompous prick that he is
DC 40, Starts mini turn

[]Contact House Magnitum: The House responsible for most of the planets mineral extraction and refining, and a better seller for Materials than the Admin.
DC 40, Starts mini turn, Unlocks new trade options

[]Contact the Local PDF: The Planetary Defence Force, the "Proud" protectors of your world and more importantly a good buyer for military gear.
DC 40, Starts mini turn, Unlocks new trade options

[]Contact the Mechanicus: The resident cogboys, the masters of Imperial technology and whom you can trade many things
DC 40, Starts mini turn

[]Contact Sonia Kure-Qvund, Your Mechanicus contact: Your old friend acquaintance, whom you have long cooperated with and who you can sell tech and items without all the red tape slowing things down
DC 20, Starts mini turn

Learning: 2 Dice (Base) + 1 dice per allocated Tech Priest shift (0) = 2 Dice

[] Insert Artifacts into the Forge Temple for study: Give one of your recovered artifacts to the Temple to study
Chose a relic(s) to fill slots in Forge Temple for study

[]Dissect a (Insert Biological wildlife here): You might as well see what you can find out from the local wildlife.
DC ? (Depends on creature and number of specimens), requires 1/5/10 corpses per choice

[]Have a (Insert mechanical wildlife here) disassembled: See if the priests can pull one of those machines apart and learn anything
DC ? (Depends on creature and number of specimens), requires 1/5/10 wrecks per choice

[]Exert additional focus on the artifacts: You would like to find out the secrets of this artifact NOW rather than later
DC 50/100/200/400, Reward: + 5/10/20/40 on deciphering roll for chosen artifact

Intrigue: 1 Dice + 1 Dice per unallocated Personal Servant Shift (1) = 2 Dice

[]Send out covert scouts (Factorum outskirts): You need to make sure that nothing is lurking close to you factory
DC 50/100/200 500 Thrones per dice. Reward: A general view on any nasty gribblies nearby, possibility of a rare find

[]Send out covert scouts (Factorum Far lands): You need to make sure that nothing is lurking farther out from your factory
DC 50/100/200 1000 Thrones per dice. Locks dice for 2 turns Reward: A general view on any nasty gribblies farther away, possibility of a rare find

[]Send out covert scouts (Underhive): You need to make sure that nothing is happening in the Underhive you should know about
DC 50/100/200 1500 Thrones per dice. Reward: A general view on any hostile groups, low possibility of a rare find

[]Send out covert scouts (Middle Hive): You need to make sure that nothing is happening in the Middle Hive you should know about
DC 50/100/200 1500 Thrones per dice. Reward: A general view on any hostile groups,

[]Set up informant rings in the (Insert hive level besides bedrock): It would probably be a good idea to set up informants in the other levels as to not be blindsided by new events
DC 60 20,000 Thrones per dice. Reward: Rumor mill in chosen level

[]Contact a Ganger Faction: Why not see if you can set up a little under the table deal with one of the various gangs that infest the hive
DC 50 5,000 Thrones per dice. Reward: Initiate diplomacy with a chosen gang Locked until you know what gangs exist

Policy: Choose 1

Military Equipment: What are you equipping your security with?
(Do you wish to update their loadouts?)

-[][Vehicles] Poor quality Chimera
Each Sec. shift requires .3 unit of PQ-Chimera's per turn, +10 to Sec. shift combat rolls & -10 to hostile rolls
-[][Vehicles] Standard quality Chimera
Each Sec. shift requires .3 unit of SQ-Chimera's per turn, +15 to Sec. shift combat rolls & -15 to hostile rolls
-[][Vehicles] High quality Chimera
Each Sec. shift requires .3 unit of HQ-Chimera's per turn, +20 to Sec. shift combat rolls & -20 to hostile rolls


More options for Arms, Armor, and Vehicles will appear when you gain the requisite licenses

Trade:
(All trades must be in whole units)

[]Buy (qty) of (good) from (seller)
-[]Buy (qty) of (good) from (seller) per turn

[]Sell (qty) of (good) to (buyer)
-[]Sell (qty) of (good) to (buyer) per turn
 
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Well that would be the single biggest boon the Imperium could have so...

>points to the "every faction thw imperium would kill the other if they didnt need each other"

Doubt so

It wouñd be good for mankind in the long term
But awfull for the political stability of the imperium

Personally i think there will be a awful transition period in wich sol system is centralizing influence across the imperium and streamlining stuff

Wich means a lot of rotten shit is going to uncovered and purged
Lot of corrupt fiefdoms have relied on the delay on comms
 
>points to the "every faction thw imperium would kill the other if they didnt need each other"

Doubt so

It wouñd be good for mankind in the long term
But awfull for the political stability of the imperium

Personally i think there will be a awful transition period in wich sol system is centralizing influence across the imperium and streamlining stuff

Wich means a lot of rotten shit is going to uncovered and purged
Lot of corrupt fiefdoms have relied on the delay on comms
Well good it means the imperium will have less places to purge
 
time to contact mars, the local ad mech ain't gonna be high enough to give the reward for a stc ship design
 
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