Also, @Goldfish, I'm still not convinced that giving every cannon that force-damage spell wouldn't be cost effective. But before we start retrofitting them, it would be good if you could at least quickly enchant some +1 Ghost Touch APFSDS rounds for them.
It's not just a Force damage spell. When activated, you can select Acid, Cold, Electricity, Fire, Force, or Sonic, which comes with additional effects.


With 10 cannons on a Moonchaser, placing the 1/Day enchantment on all of them would cost 16,200 IM. That's not ridiculous by any means, but it is a lot. If y'all want to do it, I'll add it into the crafting schedule for the month.
 
Inserted tally
Adhoc vote count started by egoo on May 1, 2020 at 12:27 PM, finished with 51 posts and 8 votes.

  • [X] Your ships outrange them by over half a kilometer, kill the Rider and his mount with cannonfire, both explosive rounds and Alchemist Fire shells. The Wyverns will continue to provide fire support for their Moonchasers while keeping the Ward Anchors defended.
    [X] Your ships outrange them by over half a kilometer, kill the Rider and his mount with cannonfire, both explosive rounds and Alchemist Fire shells. The Wyverns will continue pursuit and end as many of them as possible with their Force launchers, breaking off only when about to lose sight of Thennhold.
 
It's not just a Force damage spell. When activated, you can select Acid, Cold, Electricity, Fire, Force, or Sonic, which comes with additional effects.


With 10 cannons on a Moonchaser, placing the 1/Day enchantment on all of them would cost 16,200 IM. That's not ridiculous by any means, but it is a lot. If y'all want to do it, I'll add it into the crafting schedule for the month.
I can't find the pricing for magical siege ammo, so do you know how much +1 Ghost Touch ammo would be per round?
 
Should have the same cost for 50 rounds of regular magical ammo.

+1 Ghost Touch ammo would cost us 800 IM for 50 rounds.
How is our crafting capacity for 5th level spells?

I'm very much favoring the Energy Shot variant, since being able to make the cannons deal Cold damage while fighting on the PoF would be all kinds of hilarious. And by hilarious, I mean the Efreeti will whine about war crimes.
 
How is our crafting capacity for 5th level spells?

I'm very much favoring the Energy Shot variant, since being able to make the cannons deal Cold damage while fighting on the PoF would be all kinds of hilarious. And by hilarious, I mean the Efreeti will whine about war crimes.
We can manage, though it might take two months to get all three ships upgraded without impacting our production of Heralds.
 
Huh, so they decided to throw everything at one spot, and we still fought them off. Neat.
Also, question, but there were a few mages on board the Moonchasers, right? What's the absolute lowest level of spell that could be cast on a weapon to make its damage magical? Because if even one of those launchers was able to do damage to the ghosts we might have another dead Wyrmwraiths or two.
 
Also, question, but there were a few mages on board the Moonchasers, right? What's the absolute lowest level of spell that could be cast on a weapon to make its damage magical? Because if even one of those launchers was able to do damage to the ghosts we might have another dead Wyrmwraiths or two.
On a regular weapon, Magic Weapon is a level 1 spell. Would give 50% chance to hit incorporeals.

But I don't think that works on cannons, those fall under siege weapon rules, which are different.
 
@Goldfish, a few things:

1. Adding that spell to every Wyvern is quite definitely feature creep. Your comments that they are hard to produce always puzzled me, since everything in them is easy low-level stuff. That addition explains this. I'll not deny that it was useful in this instance, but the usage scenario is rather niche.

2. Load every Moonchaser up with 500x Ghost Touch +1 ammo for the steam cannons. That clocks in at 8,000 IM per vessel / 24,000 IM total and uses lower level enchanters.

3. Where is the stat line for the "stripped down" variant of the Wyverns?

4. I'll definitely push for a less white elephant variant of the Wyvern later to get proper CAGs going that don't get bottlenecked by a single thing.
 
@Goldfish, a few things:

1. Adding that spell to every Wyvern is quite definitely feature creep. Your comments that they are hard to produce always puzzled me, since everything in them is easy low-level stuff. That addition explains this. I'll not deny that it was useful in this instance, but the usage scenario is rather niche.

2. Load every Moonchaser up with 500x Ghost Touch +1 ammo for the steam cannons. That clocks in at 8,000 IM per vessel / 24,000 IM total and uses lower level enchanters.

3. Where is the stat line for the "stripped down" variant of the Wyverns?

4. I'll definitely push for a less white elephant variant of the Wyvern later to get proper CAGs going that don't get bottlenecked by a single thing.
He's been making them until last month without the Energy Siege Shot.

So the bottle neck hasn't been extant to the point where it could even become one.

Edit:

There will be three variants. Triarii (with Energy Siege Shot), Principes (no Energy Siege Shot) and Hastati (no Plane traveling and adapting features).
 
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He's been making them until last month without the Energy Siege Shot.

So the bottle neck hasn't been extant to the point where it could even become one.
Yeah, but I got the answers about bottlenecks preventing mass production since last month. Reminder here that this IC month took many real-life months.

Mind, there's other stuff I want to strip from the CAG variant, like independent Plane Shift.
 
Yeah, but I got the answers about bottlenecks preventing mass production since last month. Reminder here that this IC month took many real-life months.

Mind, there's other stuff I want to strip from the CAG variant, like independent Plane Shift.
So keep adaptation, but remove Planeshift? Probably for the best if you're making a carrier.
 
On a regular weapon, Magic Weapon is a level 1 spell. Would give 50% chance to hit incorporeals.

But I don't think that works on cannons, those fall under siege weapon rules, which are different.
Fair enough. I'm more surprised nobody noticed this was a weakness in the first place, really. Unless they did and just decided not to for cost saving?
EDIT: also, are the steam projectors not able to hurt Incorporeal creatures either? We didn't seem to be using them in the battle, unless I just missed it.
 
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Fair enough. I'm more surprised nobody noticed this was a weakness in the first place, really. Unless they did and just decided not to for cost saving?
You can't think of everything.

Incorporeal foes are not that common, foes who can dispel the Moonchaser's Forbiddance effect are extremly rare, both in one were a lucky find and still not enough so far.
 
So keep adaptation, but remove Planeshift? Probably for the best if you're making a carrier.
That's the idea. I'm not sure if there's anything else that could be stripped without compromising planar capabilities though.

The currently threadmarked post about the airfleet is a heavily outdated one by ego.
Fair enough. I'm more surprised nobody noticed this was a weakness in the first place, really. Unless they did and just decided not to for cost saving?
The idea was always to carry +1 ammo for these things, as it was implicitly agreed back then not to enchant the hell out of the cannons themselves. Enchantments that are sensible and balanced on a 1d8 longbow become comically broken on a 10d10 cannon with a range of kilometres.

Blame a bureaucratic mishap for those rounds not actually being available.
 
On a regular weapon, Magic Weapon is a level 1 spell. Would give 50% chance to hit incorporeals.

But I don't think that works on cannons, those fall under siege weapon rules, which are different.

Magic Siege Engine, just grab the lesser variant for a circumstantial need. 3 minutes (via scroll) should be sufficient for combat and the effect is certainly cheap enough to enchant every cannon separately, as a stop-gap.
 
@Goldfish, a few things:

1. Adding that spell to every Wyvern is quite definitely feature creep. Your comments that they are hard to produce always puzzled me, since everything in them is easy low-level stuff. That addition explains this. I'll not deny that it was useful in this instance, but the usage scenario is rather niche.

2. Load every Moonchaser up with 500x Ghost Touch +1 ammo for the steam cannons. That clocks in at 8,000 IM per vessel / 24,000 IM total and uses lower level enchanters.

3. Where is the stat line for the "stripped down" variant of the Wyverns?

4. I'll definitely push for a less white elephant variant of the Wyvern later to get proper CAGs going that don't get bottlenecked by a single thing.
Huh? When did I say anything was hard to produce? It isn't a matter of difficulty, but expense. Since we're starting to work on the Dauntless this month, a lot of capacity is going to be occupied. Rather than trying to squeeze in another Moonchaser during that time, we can upgrade the current ships with Energy Siege Shot enchantments.

Or start producing +1 Ghost Touch rounds like you proposed. Or maybe a mix of the two?

We don't have a write up for the cut down Wyverns yet. Feel free to write one up, though. I've been intending to do it for a while, but I'm easily sidetracked.
The currently threadmarked post about the airfleet is a heavily outdated one by ego.
There is an Imperial Extraplanar Navy section on my Armory page. Numbers for our ships and fighters are up to date, but I haven't plugged in the numbers for Beetle Bombs or Sultan's Tributes we produced last month. The links lead to up to date versions of our ships, using those nifty table things you somehow made using the forum.
 
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Huh? When did I say anything was hard to produce? It isn't a matter of difficulty, but expense. Since we're starting to work on the Dauntless this month, a lot of capacity is going to be occupied. Rather than trying to squeeze in another Moonchaser during that time, we can upgrade the current ships with Energy Siege Shot enchantments.

Or start producing +1 Ghost Touch rounds like you proposed. Or maybe a mix of the two?

We don't have a write up for the cut down Wyverns yet. Feel free to write one up, though. I've been intending to do it for a while, but I'm easily sidetracked.
I'm pretty sure you once told me there's a hard limit in the number of Wyvern we can make due to scarce enchanters of the appropriate level.

Or I'm misremembering something.

I'll have a look over the weekend and get you a full plan for refits and doctrine changes.

Might as well make the Manticore a thing while I'm at it...

There is an Imperial Extraplanar navy section on my Armory page. Numbers for our ships and fighters are up to date, but I haven't plugged in the numbers for Beetle Bombs or Sultan's Tributes we produced last month. The links to to up to date versions of our ships, using those nifty table things you somehow made using the forum.
> "I have nested folders."

*shudders*
 
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