Also, next turn we're going to build a Sky Port. It won't have any mechanical function, though ordinarily it would, but it will serve as a space for them to land and for us to secure them mechanically with stuff like Hallow, Spontaneous Search stations in and out of them, other wards, lead walls for the hangars, and so on. The reason why is that we are investing in a lot of very easy to use equipment that makes repairing them literally like waving your hand. I could see narrative-wise a ship being taken out of action in the extraordinary event it took some kind of damage that required replacing components, though in such a situation I fully expect DP will tell us the bill for it likely by summing the cost using the component list itself.

In which case, yes, the enchanting to replace the parts will likely take place there... but it doesn't seem worth being a turn plan mechanic, much like we apparently didn't see much value in doing the same sort of thing with mundane ships (because we have hundreds of them and they are cheap to replace, when we can source the material used for it trivially thanks to being a high magic empire). We even cut down on the exorbitant cost that maintaining so many ships would hold in reality that GRRM seemed to overlook when writing the series and giving navies ludicrous numbers of warships... because loltinkerfey/lolmagelingsuserepairspells.
I've been thinking about this, too.

One thing I was contemplating including would be a dedicated Repair Bay with higher end magical repair abilities than those normal Moonchaser Engineers have access to.

It would include several Greater Make Whole tools with a caster level boosted to 10th for increased effect, plus a targeted Memory of Function device.

The latter would be able to restore basically anything short of completely destroyed components, but would cost 2,000 IM worth of Mithral or Adamantine. Pricey, but we'll worth it to return our equipment to fill function without costing limited enchanting time.

Even Constructs which have been "killed" can be repaired using this effect.
 
I've been thinking about this, too.

One thing I was contemplating including would be a dedicated Repair Bay with higher end magical repair abilities than those normal Moonchaser Engineers have access to.

It would include several Greater Make Whole tools with a caster level boosted to 10th for increased effect, plus a targeted Memory of Function device.

The latter would be able to restore basically anything short of completely destroyed components, but would cost 2,000 IM worth of Mithral or Adamantine. Pricey, but we'll worth it to return our equipment to fill function without costing limited enchanting time.

Even Constructs which have been "killed" can be repaired using this effect.

Good idea, fund it. We'll add it as part of our Dry Docks set-up.
 
I've been thinking about this, too.

One thing I was contemplating including would be a dedicated Repair Bay with higher end magical repair abilities than those normal Moonchaser Engineers have access to.

It would include several Greater Make Whole tools with a caster level boosted to 10th for increased effect, plus a targeted Memory of Function device.

The latter would be able to restore basically anything short of completely destroyed components, but would cost 2,000 IM worth of Mithral or Adamantine. Pricey, but we'll worth it to return our equipment to fill function without costing limited enchanting time.

Even Constructs which have been "killed" can be repaired using this effect.
:o :o :o

How much does each one cost? I want them all.
 
:o :o :o

How much does each one cost? I want them all.
After running the numbers, I think three Greater Make Whole items at 7th caster level (5040 IM each) plus a 3/Day Memory of Function item at 13th level (9828 IM) would be enough to serve in a dedicated Repair Bay along with all of the Rings of Mending and Rods of Make Whole our engineers will be using.

We should be able to return damaged ships to fill function at breakneck speed using these.
 
After running the numbers, I think three Greater Make Whole items at 7th caster level (5040 IM each) plus a 3/Day Memory of Function item at 13th level (9828 IM) would be enough to serve in a dedicated Repair Bay along with all of the Rings of Mending and Rods of Make Whole our engineers will be using.

We should be able to return damaged ships to fill function at breakneck speed using these.
One drydock per Moonchaser sound about right? Keeping in mind that they are used for Wyverns and all Constructs too. Basically one more every month.

Also a Clockwork mender swarm bay. Would it be worth investing in?
 
One drydock per Moonchaser sound about right? Keeping in mind that they are used for Wyverns and all Constructs too. Basically one more every month.

Also a Clockwork mender swarm bay. Would it be worth investing in?

One repair-bay is enough to maintain probably 9-10 ships per month.

I would say we're good for a while. We can add a second bay once the first one is mostly spending time repairing naval combat damage.
 
One drydock per Moonchaser sound about right? Keeping in mind that they are used for Wyverns and all Constructs too. Basically one more every month.

Also a Clockwork mender swarm bay. Would it be worth investing in?
Dry Docks and hangars for each Moonchaser and Wyvern would be included, of course, but only one Repair Bay is needed to cover tons of ships.
 
And that 9-10 ship estimate is assuming that every turn we are investing our navy into active warzones and sustaining losses every turn.
 
Thing is though if you include the Heralds and Wyverns we are pretty much making over 10 a month already with the new crafters added arent we? Wouldnt it be better to prepare for mass repair needs?

Kinda like lifeboats on a ship. Or beds in a hospital. If it's a option it's better to have enough to repair them all right?
 
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Well, one Repair Bay can repair dozens of Constructs a month, and several ships, if that helps conceptualize their capabilities for you. We don't even have dozens of constructs expected to be involved in extreme combat yet...
 
Thing is though if you include the Heralds and Wyverns we are pretty much making over 10 a month already with the new crafters added arent we? Wouldnt it be better to prepare for mass repair needs?

Kinda like lifeboats on a ship. Or beds in a hospital. If it's a option it's better to have enough to repair them all right?
Heralds self-repair when exposed to magical flame. They can just take a few minutes in the Everfire Dale smelter, or have the Elemental Fire Wyrmling Constructs pelt them with Fire Darts for a bit. They would only need Repair Bay time to restore them after being destroyed.

Regular hangars for the ships can repair normal wear and tear. Only real damage would need Repair Bay time and it would be minutes, maybe an hour, at most for each.
 
Heralds self-repair when exposed to magical flame. They can just take a few minutes in the Everfire Dale smelter, or have the Elemental Fire Wyrmling Constructs pelt them with Fire Darts for a bit. They would only need Repair Bay time to restore them after being destroyed.

Regular hangars for the ships can repair normal wear and tear. Only real damage would need Repair Bay time and it would be minutes, maybe an hour, at most for each.
They've got three different inbuilt self-repair function.

Inferno (Ex): Three times per day as a Full Round action the Herald's breathweapon may be Empowered and deal Searing damage. He can't use his breath weapon for 3d4 rounds afterwards.

Breath Weapon: 40 ft cone, 8d6 Fire, DC 19 Reflex for half.

Spell-Like Abilities (CL 10th)
At will - Elemental Darts (Fire only)
3/day - Fireball

All three are capable of healing them. We're only really in trouble if something manages to fully take them down in battle. Then we need to retrieve the body and bring it to the repair stations.
 
They've got three different inbuilt self-repair function.

Inferno (Ex): Three times per day as a Full Round action the Herald's breathweapon may be Empowered and deal Searing damage. He can't use his breath weapon for 3d4 rounds afterwards.

Breath Weapon: 40 ft cone, 8d6 Fire, DC 19 Reflex for half.

Spell-Like Abilities (CL 10th)
At will - Elemental Darts (Fire only)
3/day - Fireball

All three are capable of healing them. We're only really in trouble if something manages to fully take them down in battle. Then we need to retrieve the body and bring it to the repair stations.
Well, that too, of course, but that takes longer. Having three Elemental Fire Wyrmlings pelting them with Fire Darts while they also target themselves with them speeds things up significantly.
 
Well, that too, of course, but that takes longer. Having three Elemental Fire Wyrmlings pelting them with Fire Darts while they also target themselves with them speeds things up significantly.
Point. That being said we need a lot more Elemental Wyrmlings as a retinue. Three per Herald would be ideal.
 
All three are capable of healing them. We're only really in trouble if something manages to fully take them down in battle. Then we need to retrieve the body and bring it to the repair stations.

Alright, I'll bite. Supposedly we are in the middle of a war where we deploy Heralds/Harbinger/Whyvern/Moonchaser and decided that casualties are accepted, therefore capable of leaving their bodies/hull to rust. How fucked are we by then? Is it on the level of Asmodeus having an open war with us? Or is it an orgy of violence by Tiamat, Elder Brain, Drows, Others, Nine Archdukes, Bloodstone Emperor, and Efreeti Sultan?
 
Alright, I'll bite. Supposedly we are in the middle of a war where we deploy Heralds/Harbinger/Whyvern/Moonchaser and decided that casualties are accepted, therefore capable of leaving their bodies/hull to rust. How fucked are we by then? Is it on the level of Asmodeus having an open war with us? Or is it an orgy of violence by Tiamat, Elder Brain, Drows, Others, Nine Archdukes, Bloodstone Emperor, and Efreeti Sultan?
Depends on the situation and the enemy. Not all clusterfucks or orgies of violence and destruction are created equal, after all.

It's also pretty easy to send out retrieval crews with something big and beefy, like a Minotaur, with some Strength buffs and a set of Muleback Cords, along with a single-use Teleportation charm, to have them retrieve the remains. Construct remains can be restored using Memory of Function and Wyverns could probably be as well, though they might also require some new components.
 
For the experimentation part, we can just say that we "capture" the target and use it for "research", and then ask DP to use the most optimal method to extract as much info out of the subject as possible, leaving out all the gross details out.
 
Alright, I'll bite. Supposedly we are in the middle of a war where we deploy Heralds/Harbinger/Whyvern/Moonchaser and decided that casualties are accepted, therefore capable of leaving their bodies/hull to rust. How fucked are we by then? Is it on the level of Asmodeus having an open war with us? Or is it an orgy of violence by Tiamat, Elder Brain, Drows, Others, Nine Archdukes, Bloodstone Emperor, and Efreeti Sultan?
We will generally try not to fight fair. In an orgy of violence we will lose against powers like Hell since their legions are literally endless.

If for whatever reason we're fighting a pitched battle either we're confident enough to destroy that particular force or we had no other choice but to engage. It's hard to decide without more details.
 
For the experimentation part, we can just say that we "capture" the target and use it for "research", and then ask DP to use the most optimal method to extract as much info out of the subject as possible, leaving out all the gross details out.
That would probably be divination "what would happen to X if I did Y to it" , " is Z more effective than Standard comparison Q" kind of stuff. All the info, none of the sample loss, and it's not inhumane.
 
That would probably be divination "what would happen to X if I did Y to it" , " is Z more effective than Standard comparison Q" kind of stuff. All the info, none of the sample loss, and it's not inhumane.
We're well past avoiding things simply for being inhumane.

We engage in copious amounts of blood sacrifice to the point of industrializing some of the processes. We harvest grafts from fiends who happen to be sentient. We turn people into books if they have intel we need.

I don't mind going different directions for the sake of efficiency, but arguing against inhumane practices is chasing a train that's long since left the station, especially given that a good portion of our anti Deep Ones research is going to involve taking them apart.
 
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We're well past avoiding things simply for being inhuman.

We engage in copious amounts of blood sacrifice to the point of industrializing some of the processes. We harvest grafts from fiends who happen to be sentient. We turn people into books if they have intel we need.

I don't mind going different directions for the sake of efficiency, but arguing against inhuman practices is chasing a train that's long since left the station, especially given that a good portion of our anti Deep Ones research is going to involve taking them apart.

That's essentially the slippery slope argument from the other side. Just because we have done something in one context doesn't mean that's our new normal, or even minimum bar. Circumstance plays a role in what is acceptable.

We should always try and consider what the least harm route to our goals is, both for ethical reasons and practical ones. It has a number of long term benefits, and is what separates us from the sultan of brass.
 
That's essentially the slippery slope argument from the other side. Just because we have done something in one context doesn't mean that's our new normal, or even minimum bar. Circumstance plays a role in what is acceptable.

We should always try and consider what the least harm route to our goals is, both for ethical reasons and practical ones. It has a number of long term benefits, and is what separates us from the sultan of brass.
It's the same context, dude. What do you think harvesting grafts is?
 
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