Those Vast Machines : 40k Shipyard Quest

[X] [Cargo] Repeat Production (locks a die next turn, automatically succeeds)
Finish it off, no fuss no hassle.
 
Actually now that I think about it adding the production to another project is probably better.

If we lock the dice, then that's a guaranteed 50, which isn't bad. But if we add it to another project that's 24 plus we can use the dice for 1d100. Which on average is 79.

[X] [Cargo] Divert Resources (add 24 Progress to an Annex action of your choosing)
 
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Keep in mind that this is a module that needs to go on a ship, and not a small ship.
Seems like I got overexcited then. Still, I think it's worth repeating since it's the first step to getting a merchant vessel which would be really useful for a resource hungry place like a Forge World.

[X] [Cargo] Repeat Production (locks a die next turn, automatically succeeds)
 
If people are interested in constructing small merchant vessels for sale or trade, they would want to eventually, once other constants allow, spend dice on the 'Civilian Keel Construction' action as that is the 'begin building a civilian ship' action.
 
Hmm! I'd say completing the Mark-100 array would be a better use of resources than another cargo hold. Also, AP hell is always the main limiting factor in these things, anything we can do to save dice is good.
[X] [Cargo] Divert Resources (add 24 Progress to an Annex action of your choosing)
 
[X] [Cargo] Divert Resources (add 24 Progress to an Annex action of your choosing)
 
[X] [Cargo] Divert Resources (add 24 Progress to an Annex action of your choosing)

Given that 3/4 of our active docks are being used right now, getting a start on making a merchant ship is fairly premature. Building a second Cargo Bay when we aren't in a position to make use of the first, and probably won't be in said position for a good while yet, is seriously putting the cart before the horse.
 
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