@Goldfish, the upgrades to the Moonchaser cost 6,400 IM per vessel and for the Dauntless it's 26,000 IM, for a total of 45,200 IM to refit them all. Plus another 400 IM for each Manticore and Wyvern.

I've upgraded the observation stations, the Steam Cannons and the Beetle Bomb Racks with the Hawkey enchantment. The last ones don't really have a range increment, but it's still a cheap +5 Spot, which is the main limitation for their range.

Can you also point me to the current numbers of Wyverns and Manticores we have? I'm going to put together the new Airforce threadmark.
 
Making it explicitly the Moonchaser, in case that Moonsong wants to nab herself some Fey. It should also help her own legend to be part of murdering Ymeri.
Similarly, a note for when the turn plan rolls around and we decide where to put Companions, Rina would be amazing for this mission especially if we put her in that fire immune starmetal armor.

Her first major campaign as a Winter Fey being to exterminate the most powerful Fire Fey in existence?
 
@Goldfish, the upgrades to the Moonchaser cost 6,400 IM per vessel and for the Dauntless it's 26,000 IM, for a total of 45,200 IM to refit them all. Plus another 400 IM for each Manticore and Wyvern.

I've upgraded the observation stations, the Steam Cannons and the Beetle Bomb Racks with the Hawkey enchantment. The last ones don't really have a range increment, but it's still a cheap +5 Spot, which is the main limitation for their range.

Can you also point me to the current numbers of Wyverns and Manticores we have? I'm going to put together the new Airforce threadmark.
Numbers on the Military spreadsheet should be up to date.

[X] Pledge support for the cause.
-[X] Amrelath, the Hadhayosh, Bloom and the Harbinger will accompany her.
-[X] You will also send as many Heralds as you can spare, to be determined at the start of the month.
-[X] You can also definitely pledge the Moonchaser to the cause and, if the assault happens late in the month, you would also dispatch the two other Moonchaser-class vessels and the newly built Dauntless. Smaller air assets (Wyverns and Manticores) will be sent along too, but the exact number will have to be determined on shorter notice.
-[X] The only condition you have is that you can also send along some hired Mephits, Genasi and other fire-immune people who will film the whole campaign with Serpent Stone cameras, so that the Mirror Vision news reels can run the material.
-[X] It would also be appreciated if she could save any corpses with interesting templates or natural abilities for the fleshforges.
-[X] Further support, such as Companions or even yourself dropping in for the final push, will have to be determined at the beginning of the month when the general deployment orders are drafted.
-[X] Lastly, you will check the Larder after the campaigns against Norvos and Qohor and chime in on the sacrificing.

[X] Tuin Level Up
-[X] Class: +1 Spellguard
-[X] Metamagic Feat: Tenebrous Spell
-[X] Skills (6 points): +1 Concentration, +1 Hide, +1 Move Silently, +3 Spellcraft
 
@Goldfish, the upgrades to the Moonchaser cost 6,400 IM per vessel and for the Dauntless it's 26,000 IM, for a total of 45,200 IM to refit them all. Plus another 400 IM for each Manticore and Wyvern.

I've upgraded the observation stations, the Steam Cannons and the Beetle Bomb Racks with the Hawkey enchantment. The last ones don't really have a range increment, but it's still a cheap +5 Spot, which is the main limitation for their range.

Can you also point me to the current numbers of Wyverns and Manticores we have? I'm going to put together the new Airforce threadmark.
I'll make changes and add everything to next month's crafting schedule to get these implemented across the board.

We currently have 31 Type A and 20 Type B Wyverns, plus 10 Manticores, or will by the end of the 2nd month.

I've also got 4 Manticores, 4 Type As, and 8 Type Bs slotted into the schedule for next month. Not sure if we'll be able to manage more than that or not.
 
Last edited:
Imperial Airforce Equipment
Small Aircraft

Wyvern-Class Anti-Gravity Fighter

The body of the fighter is an ellipsoid measuring 5 feet (1.5 m) in diameter and with a length of 20 feet (6 m). At the front sits a Hardened, conical Quartz cupola that contains the cockpit, thus allowing the pilot an unobstructed view of his surroundings. Folding out from the front of the fighter are two large, swept wings which do not generate lift, but are instead intended to aid in maneuvering. It has a wingspan of nearly 33 feet (10 m) with the wings increasing the full length of the fighter to 30 feet (9m). The wings can be folded close to the fighter's body, thus allowing it fit in a much smaller space than is immediately apparent, such as the cargo bay of a larger vessel.

Due to its Anti-Gravity propulsion system, the fighter can hover in a stationary position, though its single propulsion unit makes this a challenge. It's generally easier and safer to hover stably with decently strong winds, but otherwise a short runway for starts and landing is preferable. The independent control surfaces on each wing are controlled remotely by the pilot via a minor Telekinetic effect. Due to the exceptional thickness and durability of its armor, as well as it being able to form a perfect environmental seal, the fighter can operate in nearly any environment, including underwater or in outer space.

  • Core-Systems
    SystemCostEnchantment CL
    AG-Engine
    5,500​
    Ritual
    Engine Controls
    1,000​
    Ritual
    Flight Controls
    1,000​
    5​
    Communication Equipment
    600​
    5​
    Visual Enhancement
    825​
    3​
    Total
    8,525​
    -

    Sub-Systems
    SystemCostEnchantment CLType AType BType C
    Basic Systems
    8,525​
    -XXX
    2x Launchers
    360​
    1​
    X
    2x Advanced Launchers with Magazine of Holding
    4,900​
    10​
    XX
    Ghost Ward
    400​
    3​
    X
    Planar Adaptation with Ghost Ward
    1,900​
    9​
    XX
    Optical Camouflage
    270​
    3​
    XXX
    Planar Travel
    3,500​
    9​
    X
    Air Supply System
    725​
    9​
    XX
    Advanced Flight Controls
    250​
    5​
    XXX
    Guardian System
    270​
    3​
    XXX
    Energy Shot System
    1,620​
    9​
    X
    Total--
    22,360​
    17,240​
    10,475​
    Enchantment Time (days)--
    79.3​
    53.7​
    19.875​
  • Gargantuan Air vehicle
    Squares 6 (10 ft. by 30 ft. / 2.5 m x 9 m); when wings unfolded 35 ft. by 30 ft. / 10 m x 9 m
    Crew: One pilot
    Weight: 110,000 pounds (49,895 kg)
    Cost: 22,360 IM (6,500 IM via ritual magic & 15,860 IM via enchanting, 25 tons of steel & 30 tons of mercury)
    DEFENSE:
    • Armor Class: 22 (+3 Enhancement, -4 Size) + Pilot Dexterity Bonus, Flat-Footed: 18
    • Hardness: 21
    • Hit Points: 360 (gains the Broken condition at 180 HP); 60 HP per square
    • Initiative: +4 bonus to pilot's Initiative check
    • Planar Adaptation with Ghost Ward
    • Optical Camouflage
    • Guardian System
    Speed:
    • Atmospheric: 1,360 squares per round (6,800 feet / 2,073 m per six seconds), 772 mph (1,242 km) at sea level, increasing as it gains altitude
    • Underwater: 36 squares per round (180 feet / 55 m per six seconds), 20 mph (32 km)
    • Acceleration: 36 squares per round (180 feet / 55 m per six seconds)
    • Tactical Speed: 18 squares per round (90 feet / 27 m per six seconds) at a Hover (Perfect Maneuverability); greater speed degrades maneuverability.
    Weapon Systems:
    • 2x Advanced Launcher with Magazine of Holding (forward mounted on hull)
    • Bomb Bay/Cargo Hold - 500 pound (227 kg) capacity, or 4 Beetle Bombs
    • 4 Beetle Bombs (external mounts on wings)
    • Energy Shot System
    SPECIAL:
    • Planar Travel
    • Air Supply System
    • Advanced Flight Controls
  • Gargantuan Air vehicle
    Squares 6 (10 ft. by 30 ft. / 2.5 m x 9 m); when wings unfolded 35 ft. by 30 ft. / 10 m x 9 m
    Crew: One pilot
    Weight: 110,000 pounds (49,895 kg)
    Cost: 17,240 IM (6,500 IM via ritual magic & 10,740 IM via enchanting, 25 tons of steel & 30 tons of mercury)
    DEFENSE:
    • Armor Class: 22 (+3 Enhancement, -4 Size) + Pilot Dexterity Bonus, Flat-Footed: 18
    • Hardness: 21
    • Hit Points: 360 (gains the Broken condition at 180 HP); 60 HP per square
    • Initiative: +4 bonus to pilot's Initiative check
    • Planar Adaptation with Ghost Ward
    • Optical Camouflage
    • Guardian System
    Speed:
    • Atmospheric: 1,360 squares per round (6,800 feet / 2,073 m per six seconds), 772 mph (1,242 km) at sea level, increasing as it gains altitude
    • Underwater: 36 squares per round (180 feet / 55 m per six seconds), 20 mph (32 km)
    • Acceleration: 36 squares per round (180 feet / 55 m per six seconds)
    • Tactical Speed: 18 squares per round (90 feet / 27 m per six seconds) at a Hover (Perfect Maneuverability); greater speed degrades maneuverability.
    Weapon Systems:
    • 2x Advanced Launcher with Magazine of Holding (forward mounted on hull)
    • Bomb Bay/Cargo Hold - 500 pound (227 kg) capacity, or 4 Beetle Bombs
    • 4 Beetle Bombs (external mounts on wings)
    SPECIAL:
    • Air Supply System
    • Advanced Flight Controls
  • Gargantuan Air vehicle
    Squares 6 (10 ft. by 30 ft. / 2.5 m x 9 m); when wings unfolded 35 ft. by 30 ft. / 10 m x 9 m
    Crew: One pilot
    Weight: 110,000 pounds (49,895 kg)
    Cost: 10,475 IM (6,500 IM via ritual magic & 3,975 IM via enchanting, 25 tons of steel & 30 tons of mercury)
    DEFENSE:
    • Armor Class: 22 (+3 Enhancement, -4 Size) + Pilot Dexterity Bonus, Flat-Footed: 18
    • Hardness: 17
    • Hit Points: 240 (gains the Broken condition at 90 HP); 40 HP per square
    • Initiative: +4 bonus to pilot's Initiative check
    • Ghost Ward
    • Optical Camouflage
    • Guardian System
    Speed:
    • Atmospheric: 1,360 squares per round (6,800 feet / 2,073 m per six seconds), 772 mph (1,242 km) at sea level, increasing as it gains altitude
    • Underwater: 36 squares per round (180 feet / 55 m per six seconds), 20 mph (32 km)
    • Acceleration: 36 squares per round (180 feet / 55 m per six seconds)
    • Tactical Speed: 18 squares per round (90 feet / 27 m per six seconds) at a Hover (Perfect Maneuverability); greater speed degrades maneuverability.
    Weapon Systems:
    • 2x Launcher (forward mounted on hull)
    • 4 Beetle Bombs (external mounts on wings)
    SPECIAL:
    • Advanced Flight Controls
    • AG-Engine (5,500 IM, Ritual): Using a directed gravity effect and magically treated mercury as a weight, this engine produces not so much thrust as that it allows part of the vessel to be pulled in any direction the pilot desires, giving it enormous maneuverability.
    • Engine Controls (1,000 IM, Ritual): Using telekinetic effects, the pilot can manipulate the arrangement of the mercury tanks within the engine and move flywheels to turn the craft.
    • Flight Controls (1,000 IM, CL 5): Using telekinetic effects, the pilot can control small control surfaces on the wings to aid in steering when flying at high velocities.
    • Communication Equipment (600 IM, CL 5): A Wyvern pilot can speak purely mentally with any other vessel using the same system within 50 miles, or contact Whispering Braziers within the same range. Furthermore, a Whispering Brazier can initiate a connection to a Wyvern from any distance.
    • Visual Enhancement (825 IM, CL 3): The cockpit canopy is enchanted to allow the pilot to see through fire, smoke, snow, clouds, fog, and similar visual obstructions while granting a +5 bonus on all spot checks and increasing the range increment of all weapons by 50%, as per the spells Fire Eyes, Snowsight and Hawkeye.
  • Weapons
    • Launcher (180 IM): This weapon uses magic to propel a projectile, usually either steel bolts or alchemical warheads. / Damage (4d6 per Steel Bolt or Special), Range: 440 feet (134 m). Special: Explosives, Alchemist's Fire, Liquid Ice, or Sultan's Tribute(see below)
    • Advanced Launcher with Magazine of Holding (2,450 IM): This launcher has a significantly increased range compared to the basic model and uses a Magazine of Holding to store up to 250 pounds (113 kg) of ammunition. / Damage (4d6 per Steel Bolt or Special), Range: 800 feet (243m). Special: Explosives, Alchemist's Fire, Liquid Ice, or Sultan's Tribute(see below)
    • Beetle Bombs: When activated, these constructs use a Teleport effect to immediately transport themselves to the target chosen by the pilot and then detonates it's alchemical payload.
    • Energy Shot System (1,620 IM): This Launcher enhancement may be activated by the pilot 1/Day. The enhancement persists for up to 90 minutes, during which time all bolts fired from the Launchers inflict the selected damage type (Acid, Cold, Electricity, Fire, Force, or Sonic) along with the corresponding effect described below.
      • Acid: The attack also deals 2d6 Acid damage in a splash to all creatures and unattended objects within 15 feet. Creatures can halve the splash damage with a DC 17 Reflex saving throw.
      • Cold: The attack creates an ice sheen within a 20-foot-radius burst around the target. That sheen lasts 1d6 rounds. Creatures within the ice sheen are Entangled. Any creature within the area of the ice sheen at the start of its turn takes 2d6 cold damage.
      • Electricity: Creatures hit by the attack or who are within 15 feet of the attack are Staggered for 1 round.
      • Fire: Creatures and wood objects within 15 feet of the attack may catch on fire if they fail a DC 15 Reflex saving throw. Burning creatures and objects take 1d6 Fire damage each round until the fire is extinguished.
      • Sonic: Creatures hit by the attack or who are within 20 feet of the attack must succeed at a DC 17 Fortitude saving throw or be Deafened for one hour.
      • Force: No extra effect.

    Defensive
    • Ghost Ward (400 IM): This armor enhancement grants the hull of the Wyvern a +1 Enhancement bonus (Hardness 17, HP 40 per square) and makes it impassable for Incoporeal creatures.
    • Planar Adaptation with Ghost Ward (1,900 IM): This enhancement significantly strengthens the Wyverns armor, granting it a +3 Enhancement bonus (Hardness 21, HP 60 per square), makes it impassable for Incorporeal creatures and allows it to withstand the environmental effects of the planes.
    • Guardian System (270 IM): When activated by the pilot up to 1/Day as a Swift Action, all ranged attacks targeting the Wyvern have a 20% miss chance against. This ability has no effect on melee attacks, rays, or ranged attacks that do not require an Attack Roll to hit (such as Magic Missile).

    Other Systems
    • Planar Travel (3,500 IM): The fighter is capable of transporting itself to other Planes up to 3/Day, as per the Plane Shift spell.
    • Optical Camouflage (270 IM): The fighter is magically capable of adjusting its coloration to match it surroundings, potentially rendering it much more difficult to spot at a distance.
    • Advanced Flight Controls (250 IM): The illusory information display system and magical mind interface connecting the fighter to the pilot provides them with a +5 Competence bonus on all Piloting checks.
    • Air Supply System (725 IM): The fighter and pilot are protected as per the Planar Adaptation spell. Fresh air is magically supplied to the pilot's sealed cockpit, allowing them to safely traverse nearly any environment, from the depths of the ocean to the airless void of outer space.




Manticore-Class Anti-Gravity Fighter-Bomber
The body of this craft is elongated and vaguely dagger-like with a length of 30 feet (9m), a width of 16 feet (5m) and a height of 8 feet (2.5m). The cockpit sits on the top of the vessel, about one-third of the length from the back. It furthermore has two more quartz cupolas in the front and back, each housing a turret. Unlike the Wyvern, this craft has no wings and instead uses a steam powered gyroscope system to stabilize itself, which also allows it to hover with nigh perfect stability and even lets it operate at ground level.

A Manticore is heavily armed, having two Launchers with Magazines of Holding in both the front and the back cupola and with two Steam Cannons as it's main armaments. Like the gyro stabilizer, these cannons draw water and heat from an integrated water supply system and an Everflame Boiler. To operate, the craft requires a crew of five people. The pilot, two gunners for the turrets and two loaders / engineers who operate the Steam Cannons. Lastly, the craft is equipped with multiple bomb bays and an internal Beetle Bomb rack.


  • System Cost Enchantment CL
    AG-Engine
    5500​
    Ritual
    Engine Controls
    1000​
    Ritual
    Gyro Controls
    1000​
    5​
    Communication Equipment
    600​
    5​
    Cockpit Visual Enhancement
    825​
    3​
    Front Turret
    - 2x Launchers with Magazine of Holding (Front)
    1360​
    3​
    - Targeting Optics (Front)
    425​
    1​
    Back Turret
    - 2x Launchers with Magazine of Holding
    1360​
    3​
    - Targeting Optics
    425​
    1​
    Hardmounted Weaponry
    - 2x Steam Cannon
    1200​
    1​
    - Water Supply System
    8100​
    9​
    - Everflame Boiler
    2000​
    Ritual
    Planar Adaptation with Ghost Ward
    1900​
    9​
    Optical Camouflage
    270​
    3​
    Planar Travel
    3500​
    9​
    Air Supply System
    725​
    9​
    Advanced Flight Controls
    250​
    5​
    Guardian System
    270​
    3​
    Energy Shot System
    1620​
    9​
    Total
    32,330​
    Enchantment Time (days)
    119,15​

  • Colossal Air vehicle
    Squares 24 (20 ft. by 30 ft. / 5 m x 9 m);
    Crew: One pilot
    Weight: 440,925 pounds (200 tons)
    Cost: 32,330 IM (8,500 IM via ritual magic & 24,830 IM via enchanting, 70 tons of steel & 100 tons of mercury)
    DEFENSE:
    • Armor Class:21 (+3 Enhancement, -5 Size) + Pilot Dexterity Bonus, Flat-Footed: 17
    • Hardness: 21
    • Hit Points: 2,880 (gains the Broken condition at 1,440 HP); 120 HP per square
    • Initiative: +4 bonus to pilot's Initiative check
    • Planar Adaptation with Ghost Ward
    • Optical Camouflage
    • Guardian System
    Speed:
    • Atmospheric: 1,360 squares per round (6,800 feet / 2,073 m per six seconds), 772 mph (1,242 km) at sea level, increasing as it gains altitude
    • Underwater: 36 squares per round (180 feet / 55 m per six seconds), 20 mph (32 km)
    • Acceleration: 36 squares per round (180 feet / 55 m per six seconds)
    • Tactical Speed: 18 squares per round (90 feet / 27 m per six seconds) at a Hover (Perfect Maneuverability); greater speed degrades maneuverability.
    Weapon Systems:
    • 2x Launcher with Magazine of Holding (front turret)
    • 2x Launcher with Magazine of Holding (back turret)
    • 2x Steam Cannon (hard-mounted frontal)
    • 2x Ammo Rack - 1,000 pound (453 kg) capacity
    • 16x 1m³ water storage tank
    • 2x Bomb Bay/Cargo Hold - 500 pound (227 kg) capacity, or 4 Beetle Bombs
    • Bomb Bay/Cargo Hold - 2,000 pound (907 kg) capacity, or 16 Beetle Bombs
    • 16 Beetle Bombs (internal rack mount)
    • Energy Shot System
    SPECIAL:
    • Planar Travel
    • Air Supply System
    • Advanced Flight Controls

  • Core-Systems
    • AG-Engine (5,500 IM, Ritual): Using a directed gravity effect and magically treated mercury as a weight, this engine produces not so much thrust as that it allows part of the vessel to be pulled in any direction the pilot desires, giving it enormous maneuverability.
    • Engine Controls (1,000 IM, Ritual): Using telekinetic effects, the pilot can manipulate the arrangement of the mercury tanks within the engine and move flywheels to turn the craft.
    • Gyro Controls (1,000 IM, CL 5): Using telekinetic effects, the pilot can control the steam powered gyroscope that stabilizes the craft and allows for turning.
    • Communication Equipment (600 IM, CL 5): The pilot can speak purely mentally with any other vessel using the same system within 50 miles, or contact Whispering Braziers within the same range. Furthermore, a Whispering Brazier can initiate a connection to a Wyvern from any distance.
    • Visual Enhancement / Targeting Optics (425 IM, CL 3): The cockpit canopy is enchanted to allow the pilot to see through fire, smoke, snow, clouds, fog, and similar visual obstructionswhile granting a +5 bonus on all spot checks and increasing the range increment of all weapons by 50%, as per the spells Fire Eyes, Snowsight and Hawkeye.
    • Everflame Boiler (2,000 IM, Ritual): Using an Everflame enchantment, this boiler heats water for use in steam powered machines.
    • Water Supply System (9,100 IM, CL 9): This part generates slightly more then 1 m³ of water per round, which powers the gyroscope and the steam cannons.
    Weapons
    • Launcher with Magazine of Holding (680 IM): This weapon uses magic to propel a projectile, usually either steel bolts or alchemical warheads and uses a Magazine of Holding to store up to 250 pounds (113 kg) of ammunition. / Damage (4d6 per Steel Bolt or Special), Range: 440 feet (134 m). Special: Explosives, Alchemist's Fire, Liquid Ice, or Sultan's Tribute(see below)
    • Steam Cannon (600 IM): Using supercritical water, this cannon shoots super-sonic steel projectiles, or a variety of alchemical payloads. For each shot, the cannon requires 1 m³ of supercritical water. The craft is protected from the waste heat by Endure Elements enchantments. / Rangeincrement: 400ft; 10d10 physical damage for standard ammunition; 20/4x crit; uses Steam Cannon attack rules.
    • Beetle Bombs: When activated, these constructs use a Teleport effect to immediately transport themselves to the target chosen by the pilot and then detonates it's alchemical payload.
    • Energy Shot System (1,620 IM): This Launcher enhancement may be activated by the pilot 1/Day. The enhancement persists for up to 90 minutes, during which time all bolts fired from the Launchers inflict the selected damage type (Acid, Cold, Electricity, Fire, Force, or Sonic) along with the corresponding effect described below.
      • Acid: The attack also deals 2d6 Acid damage in a splash to all creatures and unattended objects within 15 feet. Creatures can halve the splash damage with a DC 17 Reflex saving throw.
      • Cold: The attack creates an ice sheen within a 20-foot-radius burst around the target. That sheen lasts 1d6 rounds. Creatures within the ice sheen are Entangled. Any creature within the area of the ice sheen at the start of its turn takes 2d6 cold damage.
      • Electricity: Creatures hit by the attack or who are within 15 feet of the attack are Staggered for 1 round.
      • Fire: Creatures and wood objects within 15 feet of the attack may catch on fire if they fail a DC 15 Reflex saving throw. Burning creatures and objects take 1d6 Fire damage each round until the fire is extinguished.
      • Sonic: Creatures hit by the attack or who are within 20 feet of the attack must succeed at a DC 17 Fortitude saving throw or be Deafened for one hour.
      • Force: No extra effect.
    Defensive
    • Planar Adaptation with Ghost Ward (1,900 IM): This enhancement significantly strengthens the Wyverns armor, granting it a +3 Enhancement bonus (Hardness 21, HP 120 per square), makes it impassable for Incorporeal creatures and allows it to withstand the environmental effects of the planes.
    • Guardian System (270 IM): When activated by the pilot up to 1/Day as a Swift Action, all ranged attacks targeting the Wyvern have a 20% miss chance against. This ability has no effect on melee attacks, rays, or ranged attacks that do not require an Attack Roll to hit (such as Magic Missile).
      Other Systems
      • Planar Travel (3,500 IM): The fighter is capable of transporting itself to other Planes up to 3/Day, as per the Plane Shift spell.
      • Optical Camouflage (270 IM): The fighter is magically capable of adjusting its coloration to match it surroundings, potentially rendering it much more difficult to spot at a distance.
      • Advanced Flight Controls (250 IM): The illusory information display system and magical mind interface connecting the fighter to the pilot provides them with a +5 Competence bonus on all Piloting checks.
      • Air Supply System (725 IM): The fighter and pilot are protected as per the Planar Adaptation spell. Fresh air is magically supplied to the pilot's sealed cockpit, allowing them to safely traverse nearly any environment, from the depths of the ocean to the airless void of outer space.



    Pegasus-Class Anti-Gravity Assault Transport
    The body of this craft is elongated and blocky with a length of 35 feet (10.5m), a width of 20 feet (6m) and a height of 8 feet (2.5m). The cockpit sits on the top of the vessel, about one-third of the length from the front. It furthermore has four more quartz cupolas, one on each of its corners, each housing a turret. This craft has no wings and instead uses a steam powered gyroscope system to stabilize itself, which also allows it to hover with nigh perfect stability and even lets it operate at ground level.

    A Pegasus transport is heavily armored and well armed, allowing to land troops under fire and enabling it to also serve as a close range air support unit, a ground support unit or as a mobile defensive installation. Armored hatches on the sides and a ramp on the back allow troops to board or leave the craft, while sealable firing slots on all sides allow the occupants to cast spells or use ranged weapons from inside. All mechanical parts and the gyro stabilizer of the craft are powered by a small steam boiler, but due to space concerns, the Pegasus carries no steam cannon armaments. To operate, the craft requires a crew of five people. The pilot, and four gunners for the turrets.

    • System Cost Enchantment CL
      AG-Engine
      5,500​
      Ritual
      Engine Controls
      1,000​
      Ritual
      Gyro Controls
      1,000​
      5
      Communication Equipment
      600​
      5
      Cockpit Visual Enhancement
      825​
      3
      Turrets
      - 4x Launchers with Magazine of Holding
      2,720​
      3
      - 4x Targeting Optics
      1,700​
      1
      Steam Systems
      - Water Supply System
      900​
      9
      - Everflame Boiler
      2,000​
      Ritual
      Planar Adaptation with Ghost Ward
      1,900​
      9
      Optical Camouflage
      270,​
      3
      Planar Travel
      3,500​
      9
      Air Supply System
      725​
      9
      Advanced Flight Controls
      250​
      5
      Guardian System
      270​
      3
      Total
      23,160​
      Enchantment Time (days)
      73.3​

    • Colossal Air vehicle
      Squares 28 (20 ft. by 35ft. / 6m x 10.5m);
      Crew: One pilot, Four Gunners
      Weight: 330,693 pounds (150 tons)
      Cost: 23,160 IM (8,500 IM via ritual magic & 14,660 IM via enchanting, 50 tons of steel & 70 tons of mercury)
      DEFENSE:
      • Armor Class:21 (+3 Enhancement, -5 Size) + Pilot Dexterity Bonus, Flat-Footed: 17
      • Hardness: 21
      • Hit Points: 3,360 (gains the Broken condition at 1,680 HP); 120 HP per square
      • Initiative: +4 bonus to pilot's Initiative check
      • Planar Adaptation with Ghost Ward
      • Optical Camouflage
      • Guardian System
      Speed:
      • Atmospheric: 1,360 squares per round (6,800 feet / 2,073 m per six seconds), 772 mph (1,242 km) at sea level, increasing as it gains altitude
      • Underwater: 36 squares per round (180 feet / 55 m per six seconds), 20 mph (32 km)
      • Acceleration: 36 squares per round (180 feet / 55 m per six seconds)
      • Tactical Speed: 18 squares per round (90 feet / 27 m per six seconds) at a Hover (Perfect Maneuverability); greater speed degrades maneuverability.
      Weapon Systems:
      • 4x Launcher with Magazine of Holding (one per turret, one turret per corner)
      SPECIAL:
      • Troop Compartment for 14 Medium sized creatures
      • Planar Travel
      • Air Supply System
      • Advanced Flight Controls

    • Core-Systems
      • AG-Engine (5,500 IM, Ritual): Using a directed gravity effect and magically treated mercury as a weight, this engine produces not so much thrust as that it allows part of the vessel to be pulled in any direction the pilot desires, giving it enormous maneuverability.
      • Engine Controls (1,000 IM, Ritual): Using telekinetic effects, the pilot can manipulate the arrangement of the mercury tanks within the engine and move flywheels to turn the craft.
      • Gyro Controls (1,000 IM, CL 5): Using telekinetic effects, the pilot can control the steam powered gyroscope that stabilizes the craft and allows for turning.
      • Communication Equipment (600 IM, CL 5): The pilot can speak purely mentally with any other vessel using the same system within 50 miles, or contact Whispering Braziers within the same range. Furthermore, a Whispering Brazier can initiate a connection to a Wyvern from any distance.
      • Visual Enhancement / Targeting Optics (425 IM, CL 3): The cockpit canopy is enchanted to allow the pilot to see through fire, smoke, snow, clouds, fog, and similar visual obstructionswhile granting a +5 bonus on all spot checks and increasing the range increment of all weapons by 50%, as per the spells Fire Eyes, Snowsight and Hawkeye.
      • Everflame Boiler (2,000 IM, Ritual): Using an Everflame enchantment, this boiler heats water for use in steam powered machines.
      • Water Supply System (900 IM, CL 9): This part generates a small amount of water per round, which powers the gyroscope and mechanical parts of the craft.
      Weapons
      • Launcher with Magazine of Holding (680 IM): This weapon uses magic to propel a projectile, usually either steel bolts or alchemical warheads and uses a Magazine of Holding to store up to 250 pounds (113 kg) of ammunition. / Damage (4d6 per Steel Bolt or Special), Range: 440 feet (134 m). Special: Explosives, Alchemist's Fire, Liquid Ice, or Sultan's Tribute(see below)
      Defensive
      • Planar Adaptation with Ghost Ward (1,900 IM): This enhancement significantly strengthens the Wyverns armor, granting it a +3 Enhancement bonus (Hardness 21, HP 120 per square), makes it impassable for Incorporeal creatures and allows it to withstand the environmental effects of the planes.
      • Guardian System (270 IM): When activated by the pilot up to 1/Day as a Swift Action, all ranged attacks targeting the Wyvern have a 20% miss chance against. This ability has no effect on melee attacks, rays, or ranged attacks that do not require an Attack Roll to hit (such as Magic Missile).
        Other Systems
        • Planar Travel (3,500 IM): The fighter is capable of transporting itself to other Planes up to 3/Day, as per the Plane Shift spell.
        • Optical Camouflage (270 IM): The fighter is magically capable of adjusting its coloration to match it surroundings, potentially rendering it much more difficult to spot at a distance.
        • Advanced Flight Controls (250 IM): The illusory information display system and magical mind interface connecting the fighter to the pilot provides them with a +5 Competence bonus on all Piloting checks.
        • Air Supply System (725 IM): The fighter and pilot are protected as per the Planar Adaptation spell. Fresh air is magically supplied to the pilot's sealed cockpit, allowing them to safely traverse nearly any environment, from the depths of the ocean to the airless void of outer space.



      Griphon-Class Anti-Gravity Heavy Assault Transport
      The body of this craft is elongated and blocky with a length of 75 feet (22.5m), a width of 40 feet (12m) and a height of 18 feet (5.4m). Unlike other small crafts, it has no external cockpit and instead relies on a mirrored hull to give the pilot full view of his surroundings. It furthermore has four Launcher turrets, one on each of its corners. Furthermore, it carries one steam cannon turret on the right and left side. This craft has no wings and instead uses multiple steam powered gyroscope system to stabilize itself, which also allows it to hover with nigh perfect stability and even lets it operate at ground level.

      A Griphon transport is heavily armored and well armed, allowing to land troops under fire and enabling it to also serve as a close range air support unit, a ground support unit or as a mobile defensive installation. A ramp on the back allow troops to board or leave the craft or to load up to three standardized cargo containers, while sealable firing slots on all sides allow the occupants to cast spells or use ranged weapons from inside. All mechanical parts and the gyro stabilizer of the craft are powered by the steam system. To operate, the craft requires a crew of nine people. The pilot, two loaders for the steam cannons, and six gunners for the turrets and cannons.

      • System Cost Enchantment CL
        AG-Engine
        5,500​
        Ritual
        Engine Controls
        1,000​
        Ritual
        Gyro Controls
        1,000​
        5
        Communication Equipment
        600​
        5
        Cockpit Mirror View System
        3,525​
        5
        Launcher Turrets
        - 8x Launchers with Magazine of Holding
        5,440​
        3
        - 4x Targeting Optics
        1,700​
        1
        Steam Systems
        - 2x Steam Cannon
        3,030​
        1
        - Water Supply System
        9,100​
        9
        - Everflame Boiler
        2,000​
        Ritual
        Planar Adaptation with Ghost Ward
        1,900​
        9
        Optical Camouflage
        270​
        3
        Planar Travel
        3,500​
        9
        Air Supply System
        725​
        9
        Advanced Flight Controls
        250​
        5
        Guardian System
        270​
        3
        Energy Shot System
        1,620​
        9
        Total
        41,430​
        Enchantment Time (days)
        164.65​


      • Colossal Air vehicle
        Squares 120 (40 ft. by 75ft. / 12m x 22.5m);
        Crew: One pilot, Two Loaders, Six Gunners
        Weight: 2,645,547 pounds (1,200 tons)
        Cost: 41,430 IM (8,500 IM via ritual magic & 32,930 IM via enchanting, 500 tons of steel & 700 tons of mercury & 100 pounds of Mythral)
        DEFENSE:
        • Armor Class:21 (+3 Enhancement, -5 Size) + Pilot Dexterity Bonus, Flat-Footed: 17
        • Hardness: 21
        • Hit Points: 14,400 (gains the Broken condition at 12,400 HP); 120 HP per square
        • Initiative: +4 bonus to pilot's Initiative check
        • Planar Adaptation with Ghost Ward
        • Optical Camouflage
        • Guardian System
        Speed:
        • Atmospheric: 1,360 squares per round (6,800 feet / 2,073 m per six seconds), 772 mph (1,242 km) at sea level, increasing as it gains altitude
        • Underwater: 36 squares per round (180 feet / 55 m per six seconds), 20 mph (32 km)
        • Acceleration: 36 squares per round (180 feet / 55 m per six seconds)
        • Tactical Speed: 18 squares per round (90 feet / 27 m per six seconds) at a Hover (Perfect Maneuverability); greater speed degrades maneuverability.
        Weapon Systems:
        • 8x Launcher with Magazine of Holding (two per turret, one turret per corner)
        • 2x Steam Cannon (hard-mounted frontal)
        • 2x Ammo Rack - 1,000 pound (453 kg) capacity
        • 40x 1m³ water storage tank
        [*]Energy Shot SystemSPECIAL:
        • Troop Compartment for 90 Medium sized creatures
        • Planar Travel
        • Air Supply System
        • Advanced Flight Controls

      • Core-Systems
        • AG-Engine (5,500 IM, Ritual): Using a directed gravity effect and magically treated mercury as a weight, this engine produces not so much thrust as that it allows part of the vessel to be pulled in any direction the pilot desires, giving it enormous maneuverability.
        • Engine Controls (1,000 IM, Ritual): Using telekinetic effects, the pilot can manipulate the arrangement of the mercury tanks within the engine and move flywheels to turn the craft.
        • Gyro Controls (1,000 IM, CL 5): Using telekinetic effects, the pilot can control the steam powered gyroscope that stabilizes the craft and allows for turning.
        • Communication Equipment (600 IM, CL 5): The pilot can speak purely mentally with any other vessel using the same system within 50 miles, or contact Whispering Braziers within the same range. Furthermore, a Whispering Brazier can initiate a connection to a Wyvern from any distance.
        • Cockpit Mirror View System (3,525 IM, CL 5): Using small patches of Mythral on the hull of the craft and an enchanted control console in the cockpit, the pilot can see everything around his craft in perfect clarity. This includes visual enhancements equal to those of Targeting Optics.
        • Targeting Optics (425 IM, CL 3): The targeting systems areenchanted to allow the gunner to see through fire, smoke, snow, clouds, fog, and similar visual obstructionswhile granting a +5 bonus on all spot checks and increasing the range increment of all weapons by 50%, as per the spells Fire Eyes, Snowsight and Hawkeye.
        • Everflame Boiler (2,000 IM, Ritual): Using an Everflame enchantment, this boiler heats water for use in steam powered machines.
        • Water Supply System (9,100 IM, CL 9): This part generates slightly more then 1 m³ of water per round, which powers the gyroscope and the steam cannons.
        Weapons
        • Launcher with Magazine of Holding (680 IM): This weapon uses magic to propel a projectile, usually either steel bolts or alchemical warheads and uses a Magazine of Holding to store up to 250 pounds (113 kg) of ammunition. / Damage (4d6 per Steel Bolt or Special), Range: 440 feet (134 m). Special: Explosives, Alchemist's Fire, Liquid Ice, or Sultan's Tribute(see below)
        • Steam Cannon (600 IM): Using supercritical water, this cannon shoots super-sonic steel projectiles, or a variety of alchemical payloads. For each shot, the cannon requires 1 m³ of supercritical water. The craft is protected from the waste heat by Endure Elements enchantments. / Rangeincrement: 400ft; 10d10 physical damage for standard ammunition; 20/4x crit; uses Steam Cannon attack rules.
        • Energy Shot System (1,620 IM): This Launcher enhancement may be activated by the pilot 1/Day. The enhancement persists for up to 90 minutes, during which time all bolts fired from the Launchers inflict the selected damage type (Acid, Cold, Electricity, Fire, Force, or Sonic) along with the corresponding effect described below.
          • Acid: The attack also deals 2d6 Acid damage in a splash to all creatures and unattended objects within 15 feet. Creatures can halve the splash damage with a DC 17 Reflex saving throw.
          • Cold: The attack creates an ice sheen within a 20-foot-radius burst around the target. That sheen lasts 1d6 rounds. Creatures within the ice sheen are Entangled. Any creature within the area of the ice sheen at the start of its turn takes 2d6 cold damage.
          • Electricity: Creatures hit by the attack or who are within 15 feet of the attack are Staggered for 1 round.
          • Fire: Creatures and wood objects within 15 feet of the attack may catch on fire if they fail a DC 15 Reflex saving throw. Burning creatures and objects take 1d6 Fire damage each round until the fire is extinguished.
          • Sonic: Creatures hit by the attack or who are within 20 feet of the attack must succeed at a DC 17 Fortitude saving throw or be Deafened for one hour.
          • Force: No extra effect.
        Defensive
        • Planar Adaptation with Ghost Ward (1,900 IM): This enhancement significantly strengthens the Wyverns armor, granting it a +3 Enhancement bonus (Hardness 21, HP 120 per square), makes it impassable for Incorporeal creatures and allows it to withstand the environmental effects of the planes.
        • Guardian System (270 IM): When activated by the pilot up to 1/Day as a Swift Action, all ranged attacks targeting the Wyvern have a 20% miss chance against. This ability has no effect on melee attacks, rays, or ranged attacks that do not require an Attack Roll to hit (such as Magic Missile).
          Other Systems
          • Planar Travel (3,500 IM): The fighter is capable of transporting itself to other Planes up to 3/Day, as per the Plane Shift spell.
          • Optical Camouflage (270 IM): The fighter is magically capable of adjusting its coloration to match it surroundings, potentially rendering it much more difficult to spot at a distance.
          • Advanced Flight Controls (250 IM): The illusory information display system and magical mind interface connecting the fighter to the pilot provides them with a +5 Competence bonus on all Piloting checks.
          • Air Supply System (725 IM): The fighter and pilot are protected as per the Planar Adaptation spell. Fresh air is magically supplied to the pilot's sealed cockpit, allowing them to safely traverse nearly any environment, from the depths of the ocean to the airless void of outer space.



        Large Crafts

        IMV Gladius
        The Gladius-class destroyer is designed to be more compact and durable then the Moonchaser-class, eschewing a fighter contingent an much of it's cargo space in favor of fitting a backup Anti-Grav Engine and 35cm of armor. It's offensive capabilities are not diminished though, boasting 10 Steam Cannons and 4 Beetle Bomb Racks as its main armaments.

        These vessels are not designed to be leaders of battlegroups, but to serve as escorts and screens for larger or more vulnerable crafts.

        • Physical
          Length60.84 m
          Width15.21 m
          Heigth7.60 m
          Weight10,533.21 metric tons

          Hull
          Thickness35.00 cm
          Steel-Lead CompositeYes
          MirroredNo
          Planar AdaptationYes
          GlameredYes
          Teleportation WardedYes

          Flight
          Air (sea level)Water
          Thrust14,200.87 kN
          Speed (regular)1,665.97 km/h59.84 km/h
          Speed (maximum)2,221.30 km/h79.78 km/h

          Planar Travel
          Can PlaneshiftYes
          Linked Vessels0
        • Crew
          Crew220
          NCO22
          Officer3
          Total245

          Passengers
          Bunks0
          Regular Cabin0
          Large Cabin0
          Lavish Cabin0
          Total0

          Other
          Sickbay20 persons
          Brig10 persons
          Mess Hall300 persons
          Life Support400 persons
          Cargo (Volume)625.00 m³
          Cargo (Weigth)10,533.21 metric tons
        • Armaments
          4xArmament: Alchemical Launcher (Quad)
          4xArmament: Alchemical Launcher (Single)
          4xArmament: Beetle Bomb Rack Mk2
          10xArmament: Steam Cannon Mk2
          8xArmament: Steam Projector
          40xBoarding Crew

          Special Equipment
          1xBridge: Deflection Upgrade
          2xBridge: Shield Station

          Hangar Capacity
          Total CapcityLaunch Bays
          Small00
          Medium00
          Large00
        • 3xAG-EngineThe core of the vessel. Provides tremendous amounts of propulsive force.
          4xAir Supply SystemProvides purified, fresh air and removes stale air.
          4xArmament: Alchemical Launcher (Quad)Can launch any item fitting into the barrel to a maximum range of 440 feet. This is a quad emplacement, allowing four items to be launched simultanously.
          4xArmament: Alchemical Launcher (Single)Can launch any item fitting into the barrel to a maximum range of 440 feet.
          4xArmament: Beetle Bomb Rack Mk2A small turret that is used to extend Beetle Bombs out of the warded parts of a vessel and then Teleport them to their destination. Can launch 2 Beetle Bombs per round at one target.
          10xArmament: Steam Cannon Mk2Using superheated water, this cannon shoots super-sonic steel projectiles. (Rangeincrement: 600ft; 10d10 physical damage for standard ammunition; 20/4x crit)
          8xArmament: Steam ProjectorPoint defense weapon that fires a stream of super-heated water at anyone coming to close to the vessel. (60 ft line; 4d6 blunt and 4d6 fire; DC 15 Ref for half; if failed, DC 15 Fort against prone)
          40xBoarding CrewAn unattached crewmember taken along for boarding purposes.
          1xBridge: Command ChairWhere the captain sits and from where he can control the entire vessel, most notably the engines, remotely.
          1xBridge: Deflection UpgradeAllows the captain to trigger an Entropic Shield once per day for a minute.
          1xBridge: Illusory Display Mk3This improved display must be used in conjunction with a mirrored hull. Then it can be used to project a full view of the outside into the bridge, creating the illusion that the entire vessel is translucent and allowing the bridge crew to see everything going on around it.
          1xBridge: Navigation StationUsing a Wayfinder, this station is used to navigate the vessel and get maps of the 50 miles around it, which can be projected with a Illusory Display.
          2xBridge: Shield StationThis station creates temporary shields on the hull of the vessel.
          1xBrigHousing prisoners.
          2xCargo CraneAllows to lower a section of the hull to load and unload shipping containers. Can also be used to store one container while in flight.
          8xCargo HoldEnough space to store a 2.5m x 2.5m x 10m shipping container and the necessary infrastructure to move them around.
          1xCommunication RoomContains a warded Interplanar Whispering Brazier for long-range communication.
          220xCrew Quarter (Bunk)Enough space for a bunk and some personal items.
          3xCrew Quarter (Large)Bed, closet, writing desk and enough space to store some personal stuff.
          22xCrew Quarter (Regular)A small room with a bed, a locker and a small desk.
          1xEverflame GeneratorUsing an Everflame enchantment, this section heats water for use in steam armaments.
          3xMess HallIncludes eating space and a small kitchen to prepare meals.
          1xSickbayRoom for healers to work and sick crewmembers and passengers to stay.
          600xWater StorageStores one cubic meter of water for later use.
          1xWater Supply SystemProvides purified, fresh water and disposes of waster water.
        • 24xAir System EngineerOperates and maintains a air system and the piping.
          4xBeetle Bomb GunnerMans a Beetle Bomb Rack.
          8xBeetle Bomb LoaderMans a Beetle Bomb Rack.
          40xBoarderA warrior specialized in boarding combat.
          3xBrig GuardGuards the brig.
          12xCookPrepares food for crew and passengers.
          3xDisplay OperatorOperates an Illusory Display.
          18xEngine OperatorMonitors and operates an AG-Engine.
          15xGenerator OperatorMonitors and maintains a steam generator. They also perform repairs on steam related infrastructure of the vessel.
          6xHealerTakes care of sick people.
          3xHelmsmanControls the vessel when the captain is not doing so.
          4xLauncher GunnerAims and fires a Launcher.
          4xLauncher GunnerAims and fires a Launcher.
          8xLauncher LoaderLugs around the ammo for a Alchemical Launcher.
          4xLauncher LoaderLugs around the ammo for a Alchemical Launcher.
          3xNavigatorPlots courses and makes sure that the vessel stays on them.
          22xNCONon-comissioned officer in charge of the crew.
          3xOfficerOfficer in charge of the crew.
          6xShield OperatorMans a Shield Station.
          10xSteam Cannon GunnerAims a Steam Cannon.
          20xSteam Cannon LoaderLugs around ammunition for a steam cannon
          8xSteam Projector GunnerAims and fires a Steam Projector.
          8xSteam Projector SpotterAids the gunner of a Steam Projector to find targets.
          6xWater System EngineerOperates and maintains a water system and the piping.
          3xWhispererSends and receives messages with a Whispering Brazier.
        • Material
          Steel9,339.68 metric tons
          Lead1,193.53 metric tons
          Mercury9,216.00 metric tons
          Mythral0.00 metric tons

          Enchantment
          Enchantment Cost
          (can be discounted, requieres crafting time)
          104,495.00 IM
          Ritual Cost
          (no discounts, no time needed)
          38,000.00 IM
          Total142,495.00 IM




        IMV Moonchaser - Prototype

        The first prototpye Anti-Grav Vessel, meant as a mix of a trader and a combat craft.

        • Physical
          Length68.36 m
          Width17.09 m
          Heigth8.55 m
          Weight9,448.56 metric tons

          Hull
          Thickness20.00 cm
          Steel-Lead CompositeYes
          MirroredYes
          Planar AdaptationYes
          GlameredYes
          Teleportation WardedYes

          Flight
          Air (sea level)Water
          Thrust3,745.87 kN
          Speed (regular)761.41 km/h27.35 km/h
          Speed (maximum)1,015.21 km/h36.46 km/h

          Planar Travel
          Can PlaneshiftYes
          Linked Vessels0
        • Crew
          Crew195
          NCO20
          Officer2
          Total217

          Passengers
          Bunks40
          Regular Cabin20
          Large Cabin5
          Lavish Cabin2
          Total67

          Other
          Sickbay20 persons
          Brig20 persons
          Mess Hall300 persons
          Life Support300 persons
          Cargo (Volume)2,187.50 m³
          Cargo (Weigth)9,448.56 metric tons
        • Armaments
          10xArmament: Alchemical Launcher (Quad)
          10xArmament: Steam Cannon
          8xArmament: Steam Projector
          20xBoarding Crew

          Special Equipment
          1xBridge: Weather Station

          Hangar Capacity
          Total CapcityLaunch Bays
          Small00
          Medium00
          Large00
        • 2xAG-EngineThe core of the vessel. Provides tremendous amounts of propulsive force.
          3xAir Supply SystemProvides purified, fresh air and removes stale air.
          10xArmament: Alchemical Launcher (Quad)Can launch any item fitting into the barrel to a maximum range of 440 feet. This is a quad emplacement, allowing four items to be launched simultanously.
          10xArmament: Steam CannonUsing superheated water, this cannon shoots super-sonic steel projectiles. (Rangeincrement: 400ft; 10d10 physical damage for standard ammunition; 20/4x crit)
          8xArmament: Steam ProjectorPoint defense weapon that fires a stream of super-heated water at anyone coming to close to the vessel. (60 ft line; 4d6 blunt and 4d6 fire; DC 15 Ref for half; if failed, DC 15 Fort against prone)
          20xBoarding CrewAn unattached crewmember taken along for boarding purposes.
          1xBridge: Command ChairWhere the captain sits and from where he can control the entire vessel, most notably the engines, remotely.
          1xBridge: Illusory Display Mk2This improved display must be used in conjunction with a mirrored hull. Then it can be used to project a full view of the outside into the bridge, creating the illusion that the entire vessel is translucent and allowing the bridge crew to see everything going on around it.
          1xBridge: Navigation StationUsing a Wayfinder, this station is used to navigate the vessel and get maps of the 50 miles around it, which can be projected with a Illusory Display.
          1xBridge: Observation Post Mk2Unlike the simple version of this section, this uses Mirror Sight to not only observe the immediate surroundings of the vessel (provided it has a mirrored hull), but also to see through mirrors carried by crewmembers or aerial scouts.
          1xBridge: Weather StationAllows the operator to observe, predict and alter the weather within 6 miles around the vessel.
          2xBrigHousing prisoners.
          6xCargo CraneAllows to lower a section of the hull to load and unload shipping containers. Can also be used to store one container while in flight.
          29xCargo HoldEnough space to store a 2.5m x 2.5m x 10m shipping container and the necessary infrastructure to move them around.
          1xCommunication RoomContains a warded Interplanar Whispering Brazier for long-range communication.
          195xCrew Quarter (Bunk)Enough space for a bunk and some personal items.
          3xCrew Quarter (Large)Bed, closet, writing desk and enough space to store some personal stuff.
          20xCrew Quarter (Regular)A small room with a bed, a locker and a small desk.
          1xEverflame GeneratorUsing an Everflame enchantment, this section heats water for use in steam armaments.
          3xMess HallIncludes eating space and a small kitchen to prepare meals.
          40xPassenger Quarter (Bunk)Enough space for a bunk and some personal items.
          5xPassenger Quarter (Large)Bed, closet, writing desk and enough space to store some personal stuff.
          2xPassenger Quarter (Lavish)A small bedroom and a sitting room for an important passenger. Includes a personal servant around the clock.
          20xPassenger Quarter (Regular)A small room with a bed, a locker and a small desk.
          1xSickbayRoom for healers to work and sick crewmembers and passengers to stay.
          600xWater StorageStores one cubic meter of water for later use.
          1xWater Supply SystemProvides purified, fresh water and disposes of waster water.
        • 18xAir System EngineerOperates and maintains a air system and the piping.
          20xBoarderA warrior specialized in boarding combat.
          6xBrig GuardGuards the brig.
          12xCookPrepares food for crew and passengers.
          3xDisplay OperatorOperates an Illusory Display
          12xEngine OperatorMonitors and operates an AG-Engine.
          15xGenerator OperatorMonitors and maintains a steam generator. They also perform repairs on steam related infrastructure of the vessel.
          6xHealerTakes care of sick people.
          3xHelmsmanControls the vessel when the captain is not doing so.
          10xLauncher GunnerAims and fires a Launcher.
          20xLauncher LoaderLugs around the ammo for a Alchemical Launcher.
          3xNavigatorPlots courses and makes sure that the vessel stays on them.
          20xNCONon-comissioned officer in charge of the crew.
          3xObserverOperates an Observation Post.
          2xOfficerOfficer in charge of the crew.
          6xServantWaits on important guests.
          10xSteam Cannon GunnerAims a steam cannon.
          20xSteam Cannon LoaderLugs around ammunition for a Steam Cannon.
          8xSteam Projector GunnerAims and fires a Steam Projector.
          8xSteam Projector SpotterAids the gunner of a Steam Projector to find targets.
          6xWater System EngineerOperates and maintains a water system and the piping.
          3xWeathermanOperates an Weather Station.
          3xWhispererSends and receives messages with a Whispering Brazier.
        • Material
          Steel8,587.24 metric tons
          Lead861.25 metric tons
          Mercury6,144.00 metric tons
          Mythral0.06 metric tons

          Enchantment
          Enchantment Cost
          (can be discounted, requieres crafting time)
          101,228.36 IM
          Ritual Cost
          (no discounts, no time needed)
          27,500.00 IM
          Total128,728.36 IM




        IMV Moonchaser - Type A

        The baseline version of Moonchaser class crafts after the first round of upgrades.

        It was equipped with a squadron of 4 Wyverns and received defensive upgrades and a radar. Furthermore, the point-defense turrets were rearranged and four of them refitted as Beetle Bomb Racks.

        Later, it was also upgraded with Hawkeye enchantments for all observation stations and long-rang armaments.

        • Physical
          Length68.38 m
          Width17.09 m
          Heigth8.55 m
          Weight9,490.31 metric tons

          Hull
          Thickness20.00 cm
          Steel-Lead CompositeYes
          MirroredYes
          Planar AdaptationYes
          GlameredYes
          Teleportation WardedYes

          Flight
          Air (sea level)Water
          Thrust3,336.28 kN
          Speed (regular)718.42 km/h25.80 km/h
          Speed (maximum)957.89 km/h34.40 km/h

          Planar Travel
          Can PlaneshiftYes
          Linked Vessels10
        • Crew
          Crew236
          NCO24
          Officer3
          Total263

          Passengers
          Bunks16
          Regular Cabin15
          Large Cabin0
          Lavish Cabin2
          Total33

          Other
          Sickbay20 persons
          Brig20 persons
          Mess Hall300 persons
          Life Support400 persons
          Cargo (Volume)1,937.50 m³
          Cargo (Weigth)9,490.31 metric tons
        • Armaments
          8xArmament: Alchemical Launcher (Quad)
          4xArmament: Beetle Bomb Rack Mk2
          10xArmament: Steam Cannon Mk2
          6xArmament: Steam Projector
          20xBoarding Crew

          Special Equipment
          1xBridge: Deflection Upgrade
          1xBridge: Radar Station
          2xBridge: Shield Station
          1xBridge: Weather Station

          Hangar Capacity
          Total CapcityLaunch Bays
          Small42
          Medium00
          Large00
        • 2xAG-EngineThe core of the vessel. Provides tremendous amounts of propulsive force.
          4xAir Supply SystemProvides purified, fresh air and removes stale air.
          8xArmament: Alchemical Launcher (Quad)Can launch any item fitting into the barrel to a maximum range of 440 feet. This is a quad emplacement, allowing four items to be launched simultanously.
          4xArmament: Beetle Bomb Rack Mk2A small turret that is used to extend Beetle Bombs out of the warded parts of a vessel and then Teleport them to their destination. Can launch 2 Beetle Bombs per round at one target.
          10xArmament: Steam Cannon Mk2Using superheated water, this cannon shoots super-sonic steel projectiles. (Rangeincrement: 600ft; 10d10 physical damage for standard ammunition; 20/4x crit)
          6xArmament: Steam ProjectorPoint defense weapon that fires a stream of super-heated water at anyone coming to close to the vessel. (60 ft line; 4d6 blunt and 4d6 fire; DC 15 Ref for half; if failed, DC 15 Fort against prone)
          20xBoarding CrewAn unattached crewmember taken along for boarding purposes.
          1xBridge: Command ChairWhere the captain sits and from where he can control the entire vessel, most notably the engines, remotely.
          1xBridge: Deflection UpgradeAllows the captain to trigger an Entropic Shield once per day for a minute.
          1xBridge: Illusory Display Mk3This improved display must be used in conjunction with a mirrored hull. Then it can be used to project a full view of the outside into the bridge, creating the illusion that the entire vessel is translucent and allowing the bridge crew to see everything going on around it.
          1xBridge: Navigation StationUsing a Wayfinder, this station is used to navigate the vessel and get maps of the 50 miles around it, which can be projected with a Illusory Display.
          1xBridge: Observation Post Mk3Unlike the simple version of this section, this uses Mirror Sight to not only observe the immediate surroundings of the vessel (provided it has a mirrored hull), but also to see through mirrors carried by crewmembers or aerial scouts.
          1xBridge: Radar StationThe commandpost for a Radar setup.
          2xBridge: Shield StationThis station creates temporary shields on the hull of the vessel.
          1xBridge: Weather StationAllows the operator to observe, predict and alter the weather within 6 miles around the vessel.
          2xBrigHousing prisoners.
          4xCargo CraneAllows to lower a section of the hull to load and unload shipping containers. Can also be used to store one container while in flight.
          27xCargo HoldEnough space to store a 2.5m x 2.5m x 10m shipping container and the necessary infrastructure to move them around.
          1xCommunication RoomContains a warded Interplanar Whispering Brazier for long-range communication.
          236xCrew Quarter (Bunk)Enough space for a bunk and some personal items.
          3xCrew Quarter (Large)Bed, closet, writing desk and enough space to store some personal stuff.
          24xCrew Quarter (Regular)A small room with a bed, a locker and a small desk.
          1xEverflame GeneratorUsing an Everflame enchantment, this section heats water for use in steam armaments.
          2xHangar: Wyvern BayRoom to store and maintain one Wyvern and store sufficient ammunition for it.
          2xHangar: Wyvern Launch BayA prepared launch bay for a Wyvern. Also provides room to store and maintain one Wyvern and store sufficient ammunition for it.
          3xMess HallIncludes eating space and a small kitchen to prepare meals.
          16xPassenger Quarter (Bunk)Enough space for a bunk and some personal items.
          2xPassenger Quarter (Lavish)A small bedroom and a sitting room for an important passenger. Includes a personal servant around the clock.
          15xPassenger Quarter (Regular)A small room with a bed, a locker and a small desk.
          1xSickbayRoom for healers to work and sick crewmembers and passengers to stay.
          600xWater StorageStores one cubic meter of water for later use.
          1xWater Supply SystemProvides purified, fresh water and disposes of waster water.
        • 24xAir System EngineerOperates and maintains a air system and the piping.
          4xBeetle Bomb GunnerMans a Beetle Bomb Rack.
          8xBeetle Bomb LoaderMans a Beetle Bomb Rack.
          20xBoarderA warrior specialized in boarding combat.
          6xBrig GuardGuards the brig.
          12xCookPrepares food for crew and passengers.
          3xDisplay OperatorOperates an Illusory Display.
          12xEngine OperatorMonitors and operates an AG-Engine.
          15xGenerator OperatorMonitors and maintains a steam generator. They also perform repairs on steam related infrastructure of the vessel.
          6xHealerTakes care of sick people.
          3xHelmsmanControls the vessel when the captain is not doing so.
          8xLauncher GunnerAims and fires a Launcher.
          16xLauncher LoaderLugs around the ammo for a Alchemical Launcher.
          3xNavigatorPlots courses and makes sure that the vessel stays on them.
          24xNCONon-comissioned officer in charge of the crew.
          3xObserverOperates an Observation Post.
          3xOfficerOfficer in charge of the crew.
          3xRadar OperatorMans a Radar Station.
          6xServantWaits on important guests.
          6xShield OperatorMans a Shield Station.
          10xSteam Cannon GunnerAims a Steam Cannon.
          20xSteam Cannon LoaderLugs around ammunition for a steam cannon
          6xSteam Projector GunnerAims and fires a Steam Projector.
          6xSteam Projector SpotterAids the gunner of a Steam Projector to find targets.
          6xWater System EngineerOperates and maintains a water system and the piping.
          3xWeathermanOperates an Weather Station.
          3xWhispererSends and receives messages with a Whispering Brazier.
          8xWyvern EngineerMaintains and loads a Wyvern.
          8xWyvern EngineerMaintains and loads a Wyvern.
          4xWyvern PilotPilots a Wyvern in combat.
          4xWyvern PilotPilots a Wyvern in combat.
        • Material
          Steel8,628.62 metric tons
          Lead861.63 metric tons
          Mercury6,144.00 metric tons
          Mythral0.06 metric tons

          Enchantment
          Enchantment Cost
          (can be discounted, requieres crafting time)
          132,412.89 IM
          Ritual Cost
          (no discounts, no time needed)
          33,900.00 IM
          Total166,312.89 IM




        IMV Illustrious
        Based on the hull design of the Moonchaser class, these auxilliare carriers are designed to carry a contingent of three Wyvern-class flights and two Manticore-class flights into battle and serving as mobile airbase for rearming and maintaining smaller crafts.

        Usually deployed as the core or backbone of a battle group, the Illustrious-class relies on other vessels and its own CAG in confrontations, but it is still equipped with 8 Beetle Bomb Racks to augment its point defense capabilities and to allow limited return fire when it is engaged by hostile forces.

        • Physical
          Length72.05 m
          Width18.01 m
          Heigth9.01 m
          Weight11,462.07 metric tons

          Hull
          Thickness20.00 cm
          Steel-Lead CompositeYes
          MirroredYes
          Planar AdaptationYes
          GlameredYes
          Teleportation WardedYes

          Flight
          Air (sea level)Water
          Thrust0.00 kN
          Speed (regular)0.00 km/h0.00 km/h
          Speed (maximum)0.00 km/h0.00 km/h

          Planar Travel
          Can PlaneshiftYes
          Linked Vessels10
        • Crew
          Crew377
          NCO38
          Officer4
          Total419

          Passengers
          Bunks0
          Regular Cabin0
          Large Cabin0
          Lavish Cabin0
          Total0

          Other
          Sickbay20 persons
          Brig20 persons
          Mess Hall400 persons
          Life Support500 persons
          Cargo (Volume)875.00 m³
          Cargo (Weigth)11,462.07 metric tons
        • Armaments
          10xArmament: Alchemical Launcher (Quad)
          8xArmament: Beetle Bomb Rack Mk2
          20xBoarding Crew

          Special Equipment
          1xBridge: Deflection Upgrade
          1xBridge: Radar Station
          2xBridge: Shield Station
          1xBridge: Weather Station

          Hangar Capacity
          Total CapcityLaunch Bays
          Small124
          Medium102
          Large00
        • 2xAG-EngineThe core of the vessel. Provides tremendous amounts of propulsive force.
          5xAir Supply SystemProvides purified, fresh air and removes stale air.
          10xArmament: Alchemical Launcher (Quad)Can launch any item fitting into the barrel to a maximum range of 440 feet. This is a quad emplacement, allowing four items to be launched simultanously.
          8xArmament: Beetle Bomb Rack Mk2A small turret that is used to extend Beetle Bombs out of the warded parts of a vessel and then Teleport them to their destination. Can launch 2 Beetle Bombs per round at one target.
          20xBoarding CrewAn unattached crewmember taken along for boarding purposes.
          1xBridge: Command ChairWhere the captain sits and from where he can control the entire vessel, most notably the engines, remotely.
          1xBridge: Deflection UpgradeAllows the captain to trigger an Entropic Shield once per day for a minute.
          1xBridge: Illusory Display Mk3This improved display must be used in conjunction with a mirrored hull. Then it can be used to project a full view of the outside into the bridge, creating the illusion that the entire vessel is translucent and allowing the bridge crew to see everything going on around it.
          1xBridge: Navigation StationUsing a Wayfinder, this station is used to navigate the vessel and get maps of the 50 miles around it, which can be projected with a Illusory Display.
          1xBridge: Observation Post Mk3Unlike the simple version of this section, this uses Mirror Sight to not only observe the immediate surroundings of the vessel (provided it has a mirrored hull), but also to see through mirrors carried by crewmembers or aerial scouts.
          1xBridge: Radar StationThe commandpost for a Radar setup.
          2xBridge: Shield StationThis station creates temporary shields on the hull of the vessel.
          1xBridge: Weather StationAllows the operator to observe, predict and alter the weather within 6 miles around the vessel.
          2xBrigHousing prisoners.
          2xCargo CraneAllows to lower a section of the hull to load and unload shipping containers. Can also be used to store one container while in flight.
          12xCargo HoldEnough space to store a 2.5m x 2.5m x 10m shipping container and the necessary infrastructure to move them around.
          1xCommunication RoomContains a warded Interplanar Whispering Brazier for long-range communication.
          377xCrew Quarter (Bunk)Enough space for a bunk and some personal items.
          4xCrew Quarter (Large)Bed, closet, writing desk and enough space to store some personal stuff.
          38xCrew Quarter (Regular)A small room with a bed, a locker and a small desk.
          6xHangar: Manticore BayRoom to store and maintain one Manticore and store sufficient ammunition for it.
          2xHangar: Manticore Launch BayA prepared launch bay for a Manticore. Also provides room to store and maintain one Manticore and store sufficient ammunition for it.
          2xHangar: Pegasus BayRoom to store and maintain one Pegasus.
          8xHangar: Wyvern BayRoom to store and maintain one Wyvern and store sufficient ammunition for it.
          4xHangar: Wyvern Launch BayA prepared launch bay for a Wyvern. Also provides room to store and maintain one Wyvern and store sufficient ammunition for it.
          4xMess HallIncludes eating space and a small kitchen to prepare meals.
          1xSickbayRoom for healers to work and sick crewmembers and passengers to stay.
          1xWater Supply SystemProvides purified, fresh water and disposes of waster water.
        • 30xAir System EngineerOperates and maintains a air system and the piping.
          8xBeetle Bomb GunnerMans a Beetle Bomb Rack.
          16xBeetle Bomb LoaderMans a Beetle Bomb Rack.
          20xBoarderA warrior specialized in boarding combat.
          6xBrig GuardGuards the brig.
          16xCookPrepares food for crew and passengers.
          3xDisplay OperatorOperates an Illusory Display.
          12xEngine OperatorMonitors and operates an AG-Engine.
          6xHealerTakes care of sick people.
          3xHelmsmanControls the vessel when the captain is not doing so.
          10xLauncher GunnerAims and fires a Launcher.
          20xLauncher LoaderLugs around the ammo for a Alchemical Launcher.
          36xManticore EngineerRepair and maintain a Manticore.
          12xManticore EngineerRepairs and maintains a Manticore.
          24xManticore GunnerMan the secondary armaments of a Manticore.
          8xManticore GunnerMan the secondary armaments of a Manticore.
          12xManticore PilotFlies a Manticore.
          4xManticore PilotFlies a Manticore.
          3xNavigatorPlots courses and makes sure that the vessel stays on them.
          38xNCONon-comissioned officer in charge of the crew.
          3xObserverOperates an Observation Post.
          4xOfficerOfficer in charge of the crew.
          12xPegasus EngineerRepairs and maintains a Pegasus Transport.
          16xPegasus GunnersMans the turrets of a Pegasus Transport.
          4xPegasus PilotFlies a Pegasus Transport.
          3xRadar OperatorMans a Radar Station.
          6xShield OperatorMans a Shield Station.
          6xWater System EngineerOperates and maintains a water system and the piping.
          3xWeathermanOperates an Weather Station.
          3xWhispererSends and receives messages with a Whispering Brazier.
          32xWyvern EngineerMaintains and loads a Wyvern.
          16xWyvern EngineerMaintains and loads a Wyvern.
          16xWyvern PilotPilots a Wyvern in combat.
          8xWyvern PilotPilots a Wyvern in combat.
        • Material
          Steel10,505.40 metric tons
          Lead956.61 metric tons
          Mercury6,144.00 metric tons
          Mythral0.07 metric tons

          Enchantment
          Enchantment Cost
          (can be discounted, requieres crafting time)
          126,478.25 IM
          Ritual Cost
          (no discounts, no time needed)
          41,500.00 IM
          Total167,978.25 IM




        IMV Dauntless

        Designed as a dedicated combat craft, the Dauntless Class trades versatility for significantly improved direct combat capabilities. Usually these vessels are leading forces compromised of auxillary carriers and multi-role vessels.

        • Physical
          Length97.34 m
          Width24.34 m
          Heigth12.17 m
          Weight33,994.75 metric tons

          Hull
          Thickness40.00 cm
          Steel-Lead CompositeYes
          MirroredYes
          Planar AdaptationYes
          GlameredYes
          Teleportation WardedYes

          Flight
          Air (sea level)Water
          Thrust28,147.36 kN
          Speed (regular)1,465.83 km/h52.65 km/h
          Speed (maximum)1,954.44 km/h70.20 km/h

          Planar Travel
          Can PlaneshiftYes
          Linked Vessels10
        • Crew
          Crew825
          NCO83
          Officer9
          Total917

          Passengers
          Bunks0
          Regular Cabin0
          Large Cabin0
          Lavish Cabin0
          Total0

          Other
          Sickbay200 persons
          Brig100 persons
          Mess Hall1000 persons
          Life Support900 persons
          Cargo (Volume)3,125.00 m³
          Cargo (Weigth)33,994.75 metric tons
        • Armaments
          40xArmament: Alchemical Launcher (Quad)
          20xArmament: Beetle Bomb Rack Mk2
          40xArmament: Steam Cannon Mk2
          20xArmament: Steam Projector
          100xBoarding Crew

          Special Equipment
          1xBridge: Deflection Upgrade
          1xBridge: Radar Station
          4xBridge: Shield Station
          1xBridge: Weather Station

          Hangar Capacity
          Total CapcityLaunch Bays
          Small00
          Medium00
          Large00
        • 8xAG-EngineThe core of the vessel. Provides tremendous amounts of propulsive force.
          9xAir Supply SystemProvides purified, fresh air and removes stale air.
          40xArmament: Alchemical Launcher (Quad)Can launch any item fitting into the barrel to a maximum range of 440 feet. This is a quad emplacement, allowing four items to be launched simultanously.
          20xArmament: Beetle Bomb Rack Mk2A small turret that is used to extend Beetle Bombs out of the warded parts of a vessel and then Teleport them to their destination. Can launch 2 Beetle Bombs per round at one target.
          40xArmament: Steam Cannon Mk2Using superheated water, this cannon shoots super-sonic steel projectiles. (Rangeincrement: 600ft; 10d10 physical damage for standard ammunition; 20/4x crit)
          20xArmament: Steam ProjectorPoint defense weapon that fires a stream of super-heated water at anyone coming to close to the vessel. (60 ft line; 4d6 blunt and 4d6 fire; DC 15 Ref for half; if failed, DC 15 Fort against prone)
          100xBoarding CrewAn unattached crewmember taken along for boarding purposes.
          1xBridge: Command ChairWhere the captain sits and from where he can control the entire vessel, most notably the engines, remotely.
          1xBridge: Deflection UpgradeAllows the captain to trigger an Entropic Shield once per day for a minute.
          1xBridge: Illusory Display Mk3This improved display must be used in conjunction with a mirrored hull. Then it can be used to project a full view of the outside into the bridge, creating the illusion that the entire vessel is translucent and allowing the bridge crew to see everything going on around it.
          1xBridge: Navigation StationUsing a Wayfinder, this station is used to navigate the vessel and get maps of the 50 miles around it, which can be projected with a Illusory Display.
          4xBridge: Observation Post Mk3Unlike the simple version of this section, this uses Mirror Sight to not only observe the immediate surroundings of the vessel (provided it has a mirrored hull), but also to see through mirrors carried by crewmembers or aerial scouts.
          1xBridge: Radar StationThe commandpost for a Radar setup.
          4xBridge: Shield StationThis station creates temporary shields on the hull of the vessel.
          1xBridge: Weather StationAllows the operator to observe, predict and alter the weather within 6 miles around the vessel.
          10xBrigHousing prisoners.
          10xCargo CraneAllows to lower a section of the hull to load and unload shipping containers. Can also be used to store one container while in flight.
          40xCargo HoldEnough space to store a 2.5m x 2.5m x 10m shipping container and the necessary infrastructure to move them around.
          2xCommunication RoomContains a warded Interplanar Whispering Brazier for long-range communication.
          825xCrew Quarter (Bunk)Enough space for a bunk and some personal items.
          9xCrew Quarter (Large)Bed, closet, writing desk and enough space to store some personal stuff.
          83xCrew Quarter (Regular)A small room with a bed, a locker and a small desk.
          4xEverflame GeneratorUsing an Everflame enchantment, this section heats water for use in steam armaments.
          10xMess HallIncludes eating space and a small kitchen to prepare meals.
          10xSickbayRoom for healers to work and sick crewmembers and passengers to stay.
          3000xWater StorageStores one cubic meter of water for later use.
          8xWater Supply SystemProvides purified, fresh water and disposes of waster water.
        • 54xAir System EngineerOperates and maintains a air system and the piping.
          20xBeetle Bomb GunnerMans a Beetle Bomb Rack.
          40xBeetle Bomb LoaderMans a Beetle Bomb Rack.
          100xBoarderA warrior specialized in boarding combat.
          30xBrig GuardGuards the brig.
          40xCookPrepares food for crew and passengers.
          3xDisplay OperatorOperates an Illusory Display.
          48xEngine OperatorMonitors and operates an AG-Engine.
          60xGenerator OperatorMonitors and maintains a steam generator. They also perform repairs on steam related infrastructure of the vessel.
          60xHealerTakes care of sick people.
          3xHelmsmanControls the vessel when the captain is not doing so.
          40xLauncher GunnerAims and fires a Launcher.
          80xLauncher LoaderLugs around the ammo for a Alchemical Launcher.
          3xNavigatorPlots courses and makes sure that the vessel stays on them.
          83xNCONon-comissioned officer in charge of the crew.
          12xObserverOperates an Observation Post.
          9xOfficerOfficer in charge of the crew.
          3xRadar OperatorMans a Radar Station.
          12xShield OperatorMans a Shield Station.
          40xSteam Cannon GunnerAims a Steam Cannon.
          80xSteam Cannon LoaderLugs around ammunition for a steam cannon
          20xSteam Projector GunnerAims and fires a Steam Projector.
          20xSteam Projector SpotterAids the gunner of a Steam Projector to find targets.
          48xWater System EngineerOperates and maintains a water system and the piping.
          3xWeathermanOperates an Weather Station.
          6xWhispererSends and receives messages with a Whispering Brazier.
        • Material
          Steel30,502.30 metric tons
          Lead3,492.33 metric tons
          Mercury24,576.00 metric tons
          Mythral0.12 metric tons

          Enchantment
          Enchantment Cost
          (can be discounted, requieres crafting time)
          363,178.02 IM
          Ritual Cost
          (no discounts, no time needed)
          121,200.00 IM
          Total484,378.02 IM
         
        Last edited:
        @Azel, there is no difference between the original Moonchaser and it's two sister ships at this point. It has all of the same upgrades as the other two, so I'm not sure if you need to list it as separate from the Type A version.
         
        @Azel, there is no difference between the original Moonchaser and it's two sister ships at this point. It has all of the same upgrades as the other two, so I'm not sure if you need to list it as separate from the Type A version.
        I'm listing the original prototype specs for the sake of completeness. The Moonchaser will be noted down properly as a Typ-A.

        On that note, does anyone object if I reorganize the airgroups a bit? They are... mostly just bunched together.

        Also, @Goldfish, I'd hold off on Type-B Wyverns and rather produce a few more Type-C for training and Planetosi patrol duty. The Type-B's are mainly intended as CAGs and we have already far more of them then we got capacity in the Moonchasers.
         
        I'm listing the original prototype specs for the sake of completeness. The Moonchaser will be noted down properly as a Typ-A.

        On that note, does anyone object if I reorganize the airgroups a bit? They are... mostly just bunched together.

        Also, @Goldfish, I'd hold off on Type-B Wyverns and rather produce a few more Type-C for training and Planetosi patrol duty. The Type-B's are mainly intended as CAGs and we have already far more of them then we got capacity in the Moonchasers.
        I'll swap them out when I get back to my computer this evening.
         
        @Goldfish, will that supercarrier ship you guys were talking about be ready for the Westerosi conquest?
        Definitely not. Anything that would warrant the designation "super-carrier" will likely cost in excess of a million IM in enchanting.

        What I was toying with was building an auxiliary carrier for Wyverns and Manticores, but that's predicated on there being a) enough aircraft to fill it up and b) enough demand for long-range / off-plane operations that it's useful.
        For Westeros, we simply don't need a carrier. Once Harrenhall is seized, we can reach pretty much every target from the Neck to the Dornish Marches in under one hour. A carrier would only be useful on Planetos if we want to conduct long-range operations in the Shadowlands or something.
         
        Power just came back on, sorry about the wait.

        Vote closed.
        Adhoc vote count started by DragonParadox on Aug 27, 2020 at 9:58 AM, finished with 154 posts and 17 votes.

        • [X] Pledge support for the cause.
          -[X] Amrelath, the Hadhayosh, Bloom and the Harbinger will accompany her.
          -[X] You will also send as many Heralds as you can spare, to be determined at the start of the month.
          -[X] You can also definitely pledge the Moonchaser to the cause and, if the assault happens late in the month, you would also dispatch the two other Moonchaser-class vessels and the newly built Dauntless. Smaller air assets (Wyverns and Manticores) will be sent along too, but the exact number will have to be determined on shorter notice.
          -[X] The only condition you have is that you can also send along some hired Mephits, Genasi and other fire-immune people who will film the whole campaign with Serpent Stone cameras, so that the Mirror Vision news reels can run the material.
          -[X] It would also be appreciated if she could save any corpses with interesting templates or natural abilities for the fleshforges.
          -[X] Further support, such as Companions or even yourself dropping in for the final push, will have to be determined at the beginning of the month when the general deployment orders are drafted.
          -[X] Lastly, you will check the Larder after the campaigns against Norvos and Qohor and chime in on the sacrificing.
          [X] Tuin Level Up
          -[X] Class: +1 Spellguard
          -[X] Metamagic Feat: Tenebrous Spell
          -[X] Skills (6 points): +1 Concentration, +1 Hide, +1 Move Silently, +3 Spellcraft
          [X] Wish her good fortune
          [X] Pledge support to the effort, to be determined at the start of the month. Unfortunately, you and the others have obligations next month.
         
        @Azel I would like to ask why we went manned for the Wyverns, but not for the Walkers.

        I want your take on the animated vehicle vs piloted vehicle thing.

        I dont know if we have a dedicated pilot class for example.
         
        @Azel I would like to ask why we went manned for the Wyverns, but not for the Walkers.

        I want your take on the animated vehicle vs piloted vehicle thing.

        I dont know if we have a dedicated pilot class for example.
        The walkers are Constructs, using regular rules for regular creatures. They are artificial soldiers carrying really big guns.

        Our airforce is made of engineered magi-tech vehicles, whose capabilities are significantly greater then that of any regular creature.

        We simply don't have the tech-base to construct an actual tank and neither is it really all that useful to do so, what with having anti-grav tech. The reason the Praetori design proposal has so many aerial assets is that they can act as APCs and tanks. The Manticore was specifically designed to mirror the role of a casemate TD when floating at ground level, thus supporting infantry directly.
         
        Last edited:
        Winning vote
        Adhoc vote count started by DragonParadox on Aug 27, 2020 at 9:58 AM, finished with 154 posts and 17 votes.

        • [X] Pledge support for the cause.
          -[X] Amrelath, the Hadhayosh, Bloom and the Harbinger will accompany her.
          -[X] You will also send as many Heralds as you can spare, to be determined at the start of the month.
          -[X] You can also definitely pledge the Moonchaser to the cause and, if the assault happens late in the month, you would also dispatch the two other Moonchaser-class vessels and the newly built Dauntless. Smaller air assets (Wyverns and Manticores) will be sent along too, but the exact number will have to be determined on shorter notice.
          -[X] The only condition you have is that you can also send along some hired Mephits, Genasi and other fire-immune people who will film the whole campaign with Serpent Stone cameras, so that the Mirror Vision news reels can run the material.
          -[X] It would also be appreciated if she could save any corpses with interesting templates or natural abilities for the fleshforges.
          -[X] Further support, such as Companions or even yourself dropping in for the final push, will have to be determined at the beginning of the month when the general deployment orders are drafted.
          -[X] Lastly, you will check the Larder after the campaigns against Norvos and Qohor and chime in on the sacrificing.
          [X] Tuin Level Up
          -[X] Class: +1 Spellguard
          -[X] Metamagic Feat: Tenebrous Spell
          -[X] Skills (6 points): +1 Concentration, +1 Hide, +1 Move Silently, +3 Spellcraft
          [X] Wish her good fortune
          [X] Pledge support to the effort, to be determined at the start of the month. Unfortunately, you and the others have obligations next month.
         
        Part MMMDCXXIV: A Bargain and a Balance
        A Bargain and a Balance

        Twenty Sixth Day of the Second Month 294 AC

        You pledge aid from Amrelath, who would find favor in the battle and the spoils thereof, from Bloom who would have cause to make an end of Ymeri, though she bears no love of the Red God, and from the fleet. The Moonchaser certainly, it would take a royal command to keep Moonsong from such battle, but also wyverns and manticores such as you can spare. If the battle should take place late in the third moonturn of the year you could perhaps add another Dauntless-class skyship.

        When the Lady Melisandre hears the condition upon which you hinge this aid she laughs, not soft nor guarded, but for the first time since you have known her she gives a full delighted laugh. "I would call it mad if it did not make so much sense," she says with a shake of the head. If one who did not know her were looking on they might say that she looks younger, but that is not quite what you see. For just one moment she looks carefree, still herself, forged in fire and wreathed in shadow, but less contained in iron hard control.

        Once you might have taken offense at the word mad, now you only shrug. "It is not madness if it serves a purpose, and would it not be grand to see the flames of Ymeri's writ in enchanted silver so that all those who have suffered from her machinations in Volantis and elsewhere would know that they are safe?"

        "Safe under the dominion of god and king," the priestess says knowingly. "You know that there are many who will see this aid as favoring the Lord of Light over others, making common cause and the first step in some plot of their own dark imaginings."

        "And there will doubtless be some within the your faith who would count it presumptuous to aid a god in his battles, and then splatter the result upon silver for all and sundry to see the works of the divine," you answer dryly, holding up the small basket of the new chocolate covered nuts on the table. "I think it is fair to call the matter even and well worth it to see Ymeri snuffed out."

        Melisandre takes the chefs' confection with a satisfied expression that would not look amiss on the face of Balerion, the cat or the dragon. "Fair bargain indeed."

        ***​

        Your next visitor is not so unexpected nor bearing such momentous news. Aenie Caleris is still faintly uncomfortable with courtly protocol, trying to recall the lessons of her childhood through the toil and trial of her later life. You motion her to sit with a smile and half seriously suggest that as a dragonrider she could count herself a military officer, not a comment you would make with her mother who counts herself above 'common' military service, but Aenie takes the offer in the spirit it was given.

        "When the world had ended I missed all that was lost with a fierce passion, now that I have found it reforged I find myself wondering if perhaps some of the pieces would not have been better left aside," she sighs. "I would almost rather join one of those gatherings of celibate priestesses they have in the Sunset Lands than listen to one more half-lettered fool with delusions of his own grand ancestry try to woo me."

        You consider the moment a long while, the wine is good and the warm afternoon sunlight flows through the window. As good a time as any for humor to dull the edges of tragedy. "How did you decide who was to wed who after the Fall of Lyceos? Perhaps..."

        She laughs as you had hoped. "Oh yes, that should throw them off nicely." In a dramatic voice Aenie adds. "First bring me three hides of dragon-beasts, not a one with obvious blemish of mutation."

        By the time she had delivered her news, that it would take a while yet before her studies into the Dreamlands are complete, she looks a great deal more relaxed than when she had sought your solar and you are glad for it, not for just for her sake but your whole court. The last thing you need is to find out just what it would look like if she did finally snap on some hapless Volantene noble. Somehow you do not think it would be joining a Motherhouse of the Seven.

        Dreamscaping II Progress 21/25

        What next?

        [] Do a minor action
        -[] Write in

        [] Receive a report
        -[] Write in

        [] Write in


        OOC: And here we see another part of the new and improved background rolls. All these weird and wonderful people you have in your court are not just going to get along perfectly. I'll be rolling for hotspots at court in addition to more distant political shifts.
         
        Last edited:
        Yeah, I get it, all of you want Qohor to happen now.
        But can we at least knock off the RAs or some MAs off the list before that?
        I really, really don't want the reports alone to stretch out into a whole week irl, once we are done with it.

        [X] Recieve a report
        -[X] Crown of Flowers
        --[X] "Without a doubt, this is one of the most potent magical artifacts you ever witnessed. From it much can be learned, even if it is never put on by anyone.
        -[X] "Attempt to find the connection it holds to the Court of Stars – and further out knowledge of Artifacts along the way. (Progress: 18)"
        -[X] Fey Lore
        --[X] "Even though they detest the divine, the Fey are closer to the gods in nature than any mortal ever could and in their endless years, they must have acquired much lore on the matter beside. Seek out the Orphne, the Goblin Market and other Fey gathering grounds in your realm and friendly lands to see what can be bargained for. (Progress: 10, Cost: ???)"
         
        [X] Go to Kasath to loot the divine realm and check on the state of its citizens

        Too much to gain here for us to let it slip to the wayside.
         
        Back
        Top