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Necrons - please read any books written about 40k to notice that every time someone messes with necron tech, things go horribly wrong. Doylist perspective aside, they should be fine to have around, but if they wake up, i think we lose in a fight against them.
Counterpoint the ones messing with them were Imperials and Ad Mech which means that generally they at best have little idea how things work so of course their going to fuck it up unless their name is Belisarius Cawl since that guy is a literal mad genius.

EDIT: in the book Belisarius Cawl: The Great Work he was more then capable of using and understanding the Necron tech buried in the home world of the Scythes of the Emperor and used it to trap a C'Tan shard in a black hole if I remember correctly.
 
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Counterpoint the ones messing with them were Imperials and Ad Mech which means that generally they at best have little idea how things work so of course their going to fuck it up unless their name is Belisarius Cawl since that guy is a literal mad genius.

Yeah, but these are the guys who fought the Orks and the Eldar in their prime the same time and almost won. Their technology isn't just advanced by imperial standards, but even compared to the peak of the dark age of technology.
 
Thoughts on loot:
Necrons - please read any books written about 40k to notice that every time someone messes with necron tech, things go horribly wrong. Doylist perspective aside, they should be fine to have around, but if they wake up, i think we lose in a fight against them.
What are they are going to do, stomp menacingly in our direction?
Without weapons they are only mildly irritating hunks of metal with intelligence of rumba.
 
A skeleton of a plan i would propose, still has a flex slot.
Orks? Dead
Necrons? Ours
Stankberg? On the way up
Vita? On the way back to Denva

[]Plan: Fix the planet, clap some orks
-[][Necron] Take them
-- take up to 80 BP from the shuttles build action to construct a safe/fortified containment for the "Ancient Xenos Warbots". We have 2 slots open on the ship
-[][Stankberg] Learn
-- leave a detachment of X Cogitare on the planet to oversee terraforming and fortify the planet against orks. Priority of Tasks is: 1. oversee terraforming in case somethings goes wrong 2. fortifiy the planet against ork invasion 3. help uplift the people on the planet 4. recruit more people for the Cogitare
-[][Orks] Destroy (open for write ins)
-[]Research(200RP + 75RP + ?RP(i dont know how many tech priest we have left))
--[] Calderath Stank-Be-Gone (200 RP)
--- Only deploy on success or better
--- use Cogitare RP to fix if that would be enough, otherwise overflow into Intelligence Coding
--- Anexa assists
--[] Faith is my shield? (75 RP)
-- overflow into Intelligence Coding
-[]Construction(600 VBP, 500 Lift):
-- 4xMachine Spirit Manufactory(120BP,20CP) on the planet = 480BP,80CP Cost, +240 ground BP production
-- 1x Anti-personnel Bunker, Psychic Shielding(40BP,2CP) half done
-- 5x Shuttle(20BP, 5CP) for the Cogitare on the Planet(we have more BP than Lift, might as well use it all)
-- Both located at the governours place
-[]Flex, idk probably research or construction. Maybe make sure no Ork contanimation has taken place?
-[]Order: Move to Denva via Ascalon
-[] Victan passive
-[] Anexa active
-[] Cia active
Proposal:
[]Plan: Ecology and Theology
-[][Necron] Take them
-[][Stankberg] Fix your Planet
-[][Orks] Destroy (shoot them in space, see if we can get useful readings of their Warp signature)
-[]Research x2(400RP + 75RP + 20RP
--[] Calderath Stank-Be-Gone (200 RP)
---[] Risk profile: no risk of anything our masks can't block
--[] MICROBES (250 RP)
--[] Faith is my shield? (75 RP)
---[] Anexa
---[] Assumes there is enough synergy to cut down 30 RP
--[] Overflow: Does In Vitro have anything do do with wine?
-[]Construction(600 VBP, 500 Lift):
--[] Deploy the Solution
--[] If problems, spend rest of BP on masks
--[] Overflow to addressing the locals' priorities
-[]Exploration: Explore Aestron
-[] Victan passive
-[] Anexa active
-[] Cia active

This makes for a decent solution to the Calderath problem, gets us Faith for the hand, and maybe starts us on the navibean gestation.
 
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Yeah, but these are the guys who fought the Orks and the Eldar in their prime the same time and almost won. Their technology isn't just advanced by imperial standards, but even compared to the peak of the dark age of technology.
If they were high ranked Necrons I would be worried but these do not sound like nobles or worse Crypteks so I feel that the risk is somewhat lesser and if we design an advanced tech lab this turn and then build it next turn we can have them gone quickly.

It's kind of funny that the inert Necrons seem to be causing more anxiety then Bongo does and it's a literal deamon machine designed to fuck with technology.
 
What are they are going to do, stomp menacingly in our direction?
Without weapons they are only mildly irritating hunks of metal with intelligence of rumba.
Most of them are lacking personality, but not all. Even foot soldiers that weren't frequently reanimated retain most of their faculties.
If they were high ranked Necrons I would be worried but these do not sound like nobles or worse Crypteks so I feel that the risk is somewhat lesser and if we design an advanced tech lab this turn and then build it next turn we can have them gone quickly.

It's kind of funny that the inert Necrons seem to be causing more anxiety then Bongo does and it's a literal deamon machine designed to fuck with technology.
Nah I don't think they're as dangerous as Bongo mainly because we don't rank high enough on the priority list.
Worst case scenario: they wake up, kill a bunch of people, we overwhelm them with numbers, they phase out to the nearest tomb world. As long as we don't show off anything particularly noteworthy, that should be the end of it, as they won't consider us a serious threat.

Now granted, if that phase out ends up waking up a nearby tomb world- that could be a Problem.
 
Necrons - please read any books written about 40k to notice that every time someone messes with necron tech, things go horribly wrong. Doylist perspective aside, they should be fine to have around, but if they wake up, i think we lose in a fight against them.

They are literally mindless mooks. As long as we are not actively stupid or the ad mech (sorry for repeating myself :V ) we should be fine.
 
Proposal:
[]Plan: Ecology and Theology
-[][Necron] Take them
-[][Stankberg] Fix your Planet
-[][Orks] Destroy (shoot them in space, see if we can get useful readings of their Warp signature)
-[]Research x2(400RP + 75RP + 20RP
--[] Calderath Stank-Be-Gone (200 RP)
---[] Risk profile: no risk of anything our masks can't block
--[] MICROBES (250 RP)
--[] Faith is my shield? (75 RP)
---[] Anexa
---[] Assumes there is enough synergy to cut down 30 RP
--[] Overflow: Does In Vitro have anything do do with wine?
-[]Construction(600 VBP, 500 Lift):
--[] Deploy the Solution
--[] If problems, spend rest of BP on masks
--[] Overflow to addressing the locals' priorities
-[]Exploration: Back to Denva
-[] Victan passive
-[] Anexa active
-[] Cia active

This makes for a decent solution to the Calderath problem, gets us Faith for the hand, and maybe starts us on the navibean gestation.
Actually, @Neablis do we know whether there'll be a BP cost to deploying Stank-b-gone? Would Microbes reduce it?
 
I contend that if a 100 gets us a piece of the fricking Emperor's armor, a 1 should be proportionally bad. To be frank, that definitely wasn't a critfail, that's was just a plain normal failure when it shouldn't have been.

It's very disappointing, at least cut off direct research on it, or at least massively boost the price. A +25 RP is a complete nothingburger, a critfail is a critfail. Last time there were mitigating factors, so it made sense, but now though? Why are we even rolling if we aren't even allowed to fail in any major sense because the QM will render any rolls effectively meaningless? Just turn it into a pure narrative quest already.
The Emperor's armour is great, sure. But really it is nothing more than a possible trade good / research opportunity.
The 1 has produced a worse than proportionally bad result, wasting both RP and an Anexa active Action.

Rolls produce realistic/plausible outcomes. A talented Magos specialised in Cybernetics and using Reality Simulators should have succeeded in creating Combat implants.
After years of research (after all she has technically been assigned to the task for the entire turn) the RP cost should have reduced, even if the failure required research to restart.

Except if we just normally failured it, the exact same thing would have happened. If a 1 and a 10 have no actual difference in outcome here, why are we even playing with crits and critfails?
Incorrect, rolling a 10 would have resulted in a Success ( 10 + 30 = 41) which is a very different outcome.
Heck, even rolling 1 results in a Poor Success ( 1 + 30 = 31), but the crit failure over-ride resulted in the failure of the research


How rolls work in this quest should not be a surprise, it has been listed in an information post on page 1.
Rolls will occur for exploration, social and combat actions and upon finishing a research project (and likely more). The 'spread' of results will generally be fairly narrow, unless 1's or 100's are rolled. Five destroyers will still lose to a pair of cruisers if they roll a 75 while the cruisers roll a 25, though they may manage to inflict some damage they wouldn't have otherwise.

Here's a guide to interpreting rolls:
0-15 Fail
16-35 Poor success
36-65 Success
66-90 Good success
91+ critical success.
With variance within that - a 87 will have better results than a 67, even if both are good successes.


Finally, on the topic of dice - dice are meant to determine where in the range of possible outcomes we land. They will only determine the victor in situations where the outcome is truly in doubt, with exceptions for 1s and 100s (and even those will only stretch the bounds of possibility so far). Additionally, truly catastrophic events are quite rare. Rolling a 1 on a research roll probably means a fire broke out and destroyed some samples, but it won't burn down the lab unless you roll below a 20 on a follow-up roll. Now, if you were studying a bunch of hibernating necrons then the outcomes might be a little worse.
 
And finally, resting in a place of pride under a dozen spotlights, is a twisted fragment of golden metal. It's about the size of a human's spread hand and looks like it was shattered from something larger under extreme force. There once may have been decoration to it, but the violence of whatever ripped it from the larger chunk has rendered it useless.

The inscription is simple. "Fragment of the Emporer's Armor."
Did anyone notice the size of the fragment? It's not a sliver or something, it's a full-on huge chunk that was abandoned.

Frankly, this doesn't make sense. Such a relic likely has more value than the whole world it was on.... why was it left behind?
 
A Suspicious Islander - [Canon] New
Not as long as my usual, but I thought of just getting this out there rather than worry about the length. Besides, I wasn't sure where to take this one.
__________________________________________​

Suspicious Islander

Shlanth was not sure what to make of the ones from the stars. Unlike most of her people on Gornath island, she knew there were some nasty people out there if her grandmother's stories were true, may she sail forever, and she had little reason to doubt her grandmother's stories. Stories of good people being kidnapped, worked till they dropped, killed for the fun of it and so many other horrific things. As the Storykeeper of her community, it was her duty to educate the next generation to be wary of those with ill intentions.

When she saw those flying ships come down from the sky and land, she was immediately suspicious, especially when the oddly dressed woman brought the masks out. The young teacher found it hard to believe anyone wanted to help just because they wanted to. Shlanth doesn't have one of these new masks herself but she knew her old friend Althou, a mother of six, grabbed nine masks for her, her husband, the kids, and her dear grandfather, may the winds always be in his favor.

The star-people have also managed to win over the unofficial council of elders who gave Vita a tour of the city and showed off everything she could fix. Shlanth did not like it at all. But the majority were grateful for the star-people for the masks and the medicals supplies.

For the next five years, Vita worked on restoring several things that were lost to the islanders because they didn't have the knowledge. The arena was refurbished into a spaceport for the ease of supplies, which made the sound of flying ships taking off and landing become common in that district. The docks were rebuilt and expanded along with a few extra proper ships built thanks to the council convincing the star-people to build those instead of their flying ships. The old freezer house she remembers breaking down for good when she was a toddler is working properly, making long term food storage a non-issue and the water-filtration system was back up and running again. The star-people have handily won hers over.

The Storykeeper wasn't idle either. She managed to find a few like-minded people and established watchers to keep an eye on everything the people from the black sea above did and said. Others, she had to check all their work, the ships, the freezer, the filtration system, all of it was looked over in case there was a nefarious plot involved. A final group was gathering up any arms and armor they could either scavenge or build.

Was Shlanth being paranoid? Perhaps but it was better to be prepared for when your 'ally' gutted you then to be taken by surprise. While her people enjoyed the gifts the received and thanks the star-people, Shlanth and her Watchers would be ready for any sign of betrayal.
 
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And now we get to find out that the crazy imperial cult accidentally stumbled into something real.
Eh, Faith creating Gods is a proven thing in WH40k. The entire thing seems to be inspired by Japanese Kami.
Imperial Saints is a very real thing, and their souls are likely constantly tortured by mortals causing them to appear again and again.
 
Coffee break research thoughts

I think researching Stank-b-gone for 200rp is going to be the best fix for the planet, from both in game and out of game metrics.

I'd also like to get the following research done this turn:
Abacus construction 100rp
Cloning unlock 100rp
Advanced tech lab 50rp

We want to give Denva the ability to make void abacii and we want to unlock the navi-bean. There is a chance that a bad roll on either of these would require an intermediate tech to fix. So Id like to get them now to plan around that if needed.

The tech lab is needed to study all the Cool Loot (TM) we've found.

So my two actions research plan looks like:
  • Stank-b-gone 200rp
  • Abacus construction 100rp
  • Cloning unlock 100rp
  • Advanced tech lab 50rp
  • Intelligence coding 45rp
I'd probably spend an action fighting the orks to make sure we get them and a construction action to build a new tech lab on the surface.
 
I don't think I've ever seen aquatic Orcs, ..I kinda wanna see Waterworld Orcs.

But yeah I guess we blow em up, unless we can somehow bore them to death.
 
We really need a nonlethal way to deal with people. Even if it's not super effective. Drugs seams like I'd help with knock out gas but a handheld of some sort would be better.
We definitely don't want the orks leaving or landing on the planet.
 
If we can, it would be nice to give them a Ship Manufactory that they can operate. Then they could build the Remediation Ships (and other ships for that matter), and we wouldn't actually need to build them much else. Might not be practical, but it would sure be nice.
Third/fifth loot roll - 6. Priceless.
"Third/fifth" is wrong
You wouldn't say "signing," but you
"singing"
 
I don't think I've ever seen aquatic Orcs, ..I kinda wanna see Waterworld Orcs.

Orks are apparently the only faction with an actual model for an aquatic unit, which I discovered while doing other research today.

Behold!
1d6chan.miraheze.org

Ork Submersible - 1d6chan

Yes, believe it or not, GeeDubs actually created a model for an Ork Submersible and possibly the only aquatic vehicle in Warhammer 40,000 to get a model. Why they...
 
I'd probably spend an action fighting the orks to make sure we get them and a construction action to build a new tech lab on the surface.
While I don't care for the Navi Bean, I do appreciate some work on the Abacus, along with an advanced lab.
Could I interest you to, instead of the Navi bean, get Empathy at Range? Because if we're going to make this place our home base then we do need better sensors to warn us of incoming stuff. (edit: also FTL comms. Hint, hint, wink, wink.)
 
Acquired the Hand of Saint Agatha. To investigate it, research Faith is My Shield?

Please give Cia a holy force choke.

Vote below on what to do with the necrons.

NOPE! Directly into the sun. Idk if we can even learn anything from the necrons considering they don't even know how their bodies work and all their tech is based on rules that don't exist anymore after they murdered the Flayer.

"Fragment of the Emporer's Armor."

I know these probably aren't that rare considering the guy prolly shed armor like skin cells, but even so that's just about the highest purity auramite in the sector, if not segmentum.
 
I would like to remind people with plans that jump to Denva that original consensus was this.

Denva -> Ascalon -> Vorthryn -> Caldereth -> Aestron(in Subsector Tiran) -> (Caldereth -> Ascalon) -> Denva
 
Coffee break research thoughts

I think researching Stank-b-gone for 200rp is going to be the best fix for the planet, from both in game and out of game metrics.

I'd also like to get the following research done this turn:
Abacus construction 100rp
Cloning unlock 100rp
Advanced tech lab 50rp

We want to give Denva the ability to make void abacii and we want to unlock the navi-bean. There is a chance that a bad roll on either of these would require an intermediate tech to fix. So Id like to get them now to plan around that if needed.

The tech lab is needed to study all the Cool Loot (TM) we've found.

So my two actions research plan looks like:
  • Stank-b-gone 200rp
  • Abacus construction 100rp
  • Cloning unlock 100rp
  • Advanced tech lab 50rp
  • Intelligence coding 45rp
I'd probably spend an action fighting the orks to make sure we get them and a construction action to build a new tech lab on the surface.
Microbes specifically combos with the stank research, and we really don't want to mess this up. Plus the mutual discount is tasty.
While I don't care for the Navi Bean, I do appreciate some work on the Abacus, along with an advanced lab.
Could I interest you to, instead of the Navi bean, get Empathy at Range? Because if we're going to make this place our home base then we do need better sensors to warn us of incoming stuff. (edit: also FTL comms. Hint, hint, wink, wink.)
The navibean will be very useful once we have returned to Denva, so we can go farther away (and maybe go find that DEldar who messed with us).
 
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