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I think he's too small to be one of what I think you're referring to.
He's too smol for that.
*Puts on Tinfoil Hat*

Hear me out guys! Primarchs can totally change their size if they want to! For all we know he's Alpharius!

*Takes off Tinfoil Hat*

But yeah, Victan is definitely rolling consistently well. As for the Nat 1, I'm just glad that we (as Vita) aren't the ones responsible this time. Our apprentice has finally followed in our footsteps and fucked up her research. A time honoured tradition, it brings a tear to my eye.
 
Imagine if that landed like, 5 seconds earlier. Critfail on biosphere, nothing could possibly go wrong :whistle:.

I will say that diplomacy has an over 25% chance of critting anyway every time we do it with the +26, so eh. It's kinda busted having bonuses contributing to a crit instead of a basic success like most quests do, tbh. Mostly since we're essentially critting every single turn with 6 rolls~ and 20+ mods on R&D/diplo.
Ehh, our limits seem to be tied to the action economy more than rolls, it seems. Even when we've rolled poorly we've generally had enough of an advantage in industry or tech that we could tank the losses pretty easily, but in exchange every time we take an action that's a quarter of a whole five years dedicated to doing just that. In exchange for making contacts with Stankberg, we chose not to research something else, or start an industrial base, or a million different things while the various factions around us get their feet under them.
 
So, bets on how Combat Neural Implants went critically wrong?

My money's on Anexa overdoing it and creating something normal human brains, or bodies, just straight up can't handle interfacing with for prolonged periods.
 
Yeah that would have been spicy.

As is im guessing that human aim bots are a lot harder to make than expected.
Either that or Vita and Anexa were pissed off at something and couldn't work on the implants.
I will say that diplomacy has an over 25% chance of critting anyway every time we do it with the +26, so eh. It's kinda busted having bonuses contributing to a crit instead of a basic success like most quests do, tbh. Mostly since we're essentially critting every single turn at least once with 6 rolls~ and 20+ mods on R&D/diplo, and there's no real antagonist counterplay or malus no matter the situation or who we talk to. Could be talking to the Emperor or a bunch of orks, and generally, it'd be the exact same difficulty even if the threshholds to do so were literally 100.
Situational modifiers are expressed by changing what rolls achieve, rather than by modifying the roll itself. We crit diplomacy with that one corsair, and the result was him kind of walking over Vita and then in exchange for our trade goods, just gave us a location to do more trading and told them to expect us.

And then the dark elves expected us, chaos ensued. What dice success and failure mean depend a lot on context.

Even so, yeah, Vita has big advantages in diplo and research, but those are the char gen choices we made. We created a character who spends several turns stacking the deck so that when she plays her hand in an actual fight, her advantage is so overwhelming that her terrible military prowess doesn't fuck her over.

Strangely, we just... haven't done a lot of fighting in this quest, so that last part hasn't really been showcased all that much.
 
Good turn for Cia and Victan, not so much for Anexa. Looking forward to what goodies are in the governor's mansion, we found the Bongo and the Navigator fetus exploring Klyssar's Nest, and that was rolling a 1, 2, and 6. Could be some real nice stuff here.
 
to be fair to Vita she's not an awful commander just an inexperienced one, but yeah she definitely does best when she can leverage her diplo and research ability into a military advantage.
 
Looking forward to what goodies are in the governor's mansion, we found the Bongo and the Navigator fetus exploring Klyssar's Nest, and that was rolling a 1, 2, and 6. Could be some real nice stuff here.
Yeah and in that case if we had rolled doubles it would have improved that reward. If it's the same here curious to see what we get for the double 1's

Edit: my big hope remains strategic intel on the sector. Even 100s of years out of date knowing where all the important planets are would be very helpful
 
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Another way the implants could go wrong...

You need to link into the decision making and action taking parts of the brain for this; what if doing that removes too much else, and you get people reduced to combat drones? An unavoidable partial servitorization.
 
...I kind of want to collect all the d100 rolls for the quest.

We're definitely over expectation for 1s and probably also 100s. Weird happens, but it's sure happening a lot. We don't roll that many dice!
 
I gotta ask, did someone break a mirror earlier or make a black cat mad or something? We've had a 1 then a two, a nine, and another one in like three turns. Eh, I'm off to bed. Night.
 
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Found a potential look for when we replace the Spark with a ship that has a nova cannon



This ship is the UCM Hanoi class battleship from the game dropfleet commander.
 
Ooooh I like it!

If we look at this closely, I see the big f-off nova cannon under the bow like a giant rail gun, I see four macrocannon triple turrets, and there's twenty four little balconies studding the midships that look like point defenses or missile launchers.

That big ventral fin setup could be our advanced sensor suite, and I picture the lighter color hull panels as opening up- the ones on the bow so we could jettison high energy physics and/or warp lab and/or biological sample shenanigans if needed. Put them away from everything else up in the bow. Probably bongo too. Have the central dorsal panel open for fighters, bombers, and assault shuttles. Have the other five small bright accent panels be for industrial and heavy lift shuttles, with the two almost blue panels in the middle back opening up longer term to feed raw materials into it manufactures, and take away finished goods.

There's no obvious bridge, but looking close I think the most logical place would be where the upper bow steps down to the rest of the ship. Have the big observation lounge/bridge there, but facing backwards- it's got what could be seen as six point defense cannons around it, and it would have a great view while being sheltered from fire when we are aiming the nova cannon at an enemy.

Thoughts?
 
So... overall that was a pretty good set of rolls. If we had to get a critfail, that was the best option overall. Additionally, the basic active stealth crit should set up the future nicely and provide discounts. The exploration and diplomacy actions should also set things up well for the future.

The loot rolls were lower than the expected average of 15.5, but a score of 13 or below still had a 25.635% chance. Meanwhile the d100s resulted in 442 instead of the expected 400. There was a 9.175% chance of a 442 or above being rolled.
 
I was thinking.
If/when vita encounter the Tau would be funny. Because I can see we and by extent her being extremely suspicious of the Tau.

Now the funny part is you see it from the perspective of the Tau. Imagine you finally find a inversion of the Imperium that make no sense with the preconceived notions of what humans are capable of, but this same power is super suspicious and hands off with you because the hypercomputer queen says "You guys are way too nice to exist on this shitshow of a galaxy.".
 
If the loot table for the governor's complex is like Klyssar's nest, then the 1 is something that has considerable rewards but only if we shoulder some big responsibility/risk. You know, like Bongo.

Except moreso, because we rolled dubs on it this time. :V

Honestly we're generally a lot more capable all around than back when we got Bongo, so even if it's a completely different kind of risk it shouldn't take the same startup investment to get rolling like last time...
But I still hope I'm wrong about it being a pain in the ass.
 
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I don't buy that. Mainly because the navigator kid is a huge responsibility, that still need some dedicated gear to help raise them
 
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