That 3 million is after all other expenses have been taken care of, IIRC.
What I meant by that is there are other things we are doing every turn that should not be taken into account in the 3M profit figure. The mind blank (and other high level crafting) commissions every month for example. I agree deficit spending right now is smart, but if this last month is any indication, we will need to change something in a few months money wise.
 
...I see we should actually get started on Launcher-weapon research then, eh?

@Azel, just for perspective, out of all this shit, how far we should go until "reasonable cost for giving to every Praetori" becomes "too much to give a Praetori Warlord"?

I think we could focus-do base Arbiter and (less likely) Firefield variants until Reconquest starts.
Although how many we produce by then is up to question.
Those mostly make sense for the same selected few who will get power armor. It's just massively expensive and thus unrealistic to be deployed in large numbers.
 
...I see we should actually get started on Launcher-weapon research then, eh?

@Azel, just for perspective, out of all this shit, how far we should go until "reasonable cost for giving to every Praetori" becomes "too much to give a Praetori Warlord"?

I think we could focus-do base Arbiter and (less likely) Firefield variants until Reconquest starts.
Although how many we produce by then is up to question.
Basically, what Azel said. They're neat, and something I want us to eventually have available, but they're very expensive to produce in even small numbers. Right now it would be much better to produce more regular Launchers for cheap and equip more people.
 
A squad of Praetorians could each get off one shot with their Launchers, but each shot is a 3d6 Ballista Bolt, or a bolt with an alchemical payload (some of which are even more effective than that). So they effectively become a Grenadier unit capable of suppressing an entire unit of infantry, or troubling aerial attackers.

It's not a bad deal for less than a couple thousand IM in total, plus cost of ammunition.
 
A squad of Praetorians could each get off one shot with their Launchers, but each shot is a 3d6 Ballista Bolt, or a bolt with an alchemical payload (some of which are even more effective than that). So they effectively become a Grenadier unit capable of suppressing an entire unit of infantry, or troubling aerial attackers.

It's not a bad deal for less than a couple thousand IM in total, plus cost of ammunition.
I'm partial to Fungal Stun Vials myself. A salvo of those into a group of enemies will soften them up good and proper right before a wave of Praetorians crashes over them.

Depending on engagement range and enemy speed, they could maybe squeeze of two or three more shots. Even a charging horse with the Run feat is only going to be able to move about 250 feet in a round, while a Launcher has a range of 440 feet.
 
@Azel Just realized the implications of our tank equivalent. I'm not sure if the Size modifier is using Tall or Long rules, but if tall, does that mean our Light Warstriders are each 12-16 feet in height? And our Super-Heavies are 50+ feet?

Just imagine you're a medieval knight, and two miles away there's a giant metal monster with the Three-Headed dragon big enough to spot with the naked eye on each of its enormous legs, which stretch up, and up, and up, higher than most castle walls. Hell, this thing could probably step over your little keep, and bulldoze your overlord's just by walking forward for a few minutes. There's a pair of long cylinders that stretches ahead of the humongous body... and then it starts shelling your position.

You don't want to go to war anymore.
 
Last edited:
Praetori Organization Proposal
Alright. I did some preliminary designing and came up with a rough order of battle for the Praetorian Guard. This assumes that we make the whole Guard a fully mechanized unit, that has enough airlift capacity to move itself on a tactical level. To this end, I want to introduce the Pegasus Aerial Assault Transport (AAT) and the heavier Griphon AAT.

The basic OOB would be:
Praetorian Guard
- HQ Troop
-- 1 General, 9 Officers, 4 Comm-Officers, 2 Caster-Officers, 2 AATs

- 3 Companies
-- 1 Company Leader, 1 Deputy, 2 Cast-Officers, 2 Auxiliary-Casters
-- 2 Artillery Spotters, 2 Heavy Warstriders
-- 2 AAT's
-- 4 Troops
--- 1 Troop Leader, 1 Deputy Troop Leader, 2 Cast-Officers
--- 2 Warstriders
--- 1 AAT
--- 4 Squads
---- 1 Squad Leader, 1 Light Warstrider, 1 AAT
---- 2 Teams
----- 3 Praetori, 1 Teamleader

- 1 Artillery Company
-- 1 Company Leader, 3 Deputy Company Leaders
-- 2 Artillery Troops
--- 1 Troop Leader, 1 Deputy Troop Leader
--- 2 Squads
--- 8 Artillery Spotters, 4 Heavy Warstriders
--- 1 AAT, 2 Heavy AAT's
-- 1 Heavy Artillery Troop
--- 1 Troop Leader, 1 Deputy Troop Leader
--- 2 Squads
--- 6 Artillery Spottesr, 3 Super-Heavy Warstriders
--- 1 AAT, 3 Heavy AAT's

- 1 Air Squadron
-- 1 Squadron Leader, 1 Deputy Squadron Leader, 4 Comm-Officers
-- 6 Engineers
-- 1 AAT
-- 2 Light Air-Wings
--- 1 Wing Commander
--- 5 Wyverns, 10 Pilots
--- 6 Ground Crew
--- 1 AAT
-- 2 Heavy Air-Wings
--- 1 Wing Commander
--- 5 Manticores, 10 Pilots, 20 Gunners
--- 20 Ground Crew
--- 3 AAT

- 1 Support Troop
-- 1 Troop Leader, 1 Deputy Troop Leader, 2 Officer-Casters
-- 1 AAT
-- 2 Supply Squads
--- 1 Squad Leader
--- 2 Teams
--- 1 AAT
-- 2 Medic Squads
--- 1 Squad Leader
--- 2 Teams
--- 2 Healers
--- 1 AAT

Total:
- 750 Praetori
- 44 Casters
- 60 Light Warstriders
- 24 Medium Warstriders
- 14 Heavy Warstriders
- 3 Super-Heavy Warstriders
- 85 AATs
- 7 Heavy AATs
- 10 Wyverns
- 10 Manticores

The AAT designs are not final, so in addition to the above, it will be at least another 92 AAT pilots and potentially additional gunners.
 
I see that all of you are having fun.

Well, I want to contribute as well. @Goldfish, remember that time where you're contemplating on using Fairy Cap to our Minotaurs so that they could crush the enemy lines using their Huge-sized body and modifier?

Fairy Cap: A cap with orange spots causes a Large-sized or smaller creature to grow one Size Category, while one with brown spots causes the eater to shrink one Size Category. These effects function as per Enlarge Person or Reduce Person, except they can affect any Large-sized or smaller living creature; the effects persist for 10 minutes in either case. Whether or not it is prepared, a Fairy Cap is quite chewy, and eating it is a full-round action.
Cost: 20 IM/10 Doses
Inventory: x1,904 (Enlarge) doses, x2,000 (Reduce) doses

Well, what if we were to give the Praetori this as well? As of currently, they are not numerous enough to be part of a standard army (of their stature). Thus, they would be mixed with the current Legions, yes?

If we were to give them these, they could maximize their stats and capabilities to wreak absolute havoc by breaking the enemy lines via turning themselves into a group of Large-sized Juggernaut clad in Valyrian Steel. Kinda like a Shock Trooper.

So, how badly have I mangled the crunch here?
 
I see that all of you are having fun.

Well, I want to contribute as well. @Goldfish, remember that time where you're contemplating on using Fairy Cap to our Minotaurs so that they could crush the enemy lines using their Huge-sized body and modifier?

Fairy Cap: A cap with orange spots causes a Large-sized or smaller creature to grow one Size Category, while one with brown spots causes the eater to shrink one Size Category. These effects function as per Enlarge Person or Reduce Person, except they can affect any Large-sized or smaller living creature; the effects persist for 10 minutes in either case. Whether or not it is prepared, a Fairy Cap is quite chewy, and eating it is a full-round action.
Cost: 20 IM/10 Doses
Inventory: x1,904 (Enlarge) doses, x2,000 (Reduce) doses

Well, what if we were to give the Praetori this as well? As of currently, they are not numerous enough to be part of a standard army (of their stature). Thus, they would be mixed with the current Legions, yes?

If we were to give them these, they could maximize their stats and capabilities to wreak absolute havoc by breaking the enemy lines via turning themselves into a group of Large-sized Juggernaut clad in Valyrian Steel. Kinda like a Shock Trooper.

So, how badly have I mangled the crunch here?
This is absolutely something we should stockpile for the Praetori.
 
@Azel Might want to make a variant character sheet for them eventually, when it becomes relevant anyway. Both gear considerations, and attributes, would likely be a little different.
 
@Azel Might want to make a variant character sheet for them eventually, when it becomes relevant anyway. Both gear considerations, and attributes, would likely be a little different.
Yeah, we will need a few different sheets there, since the roles are sometimes rather different.

Also, we should set up a training program for Imperial Clerics who get their spells from Viserys.
 
Vote closed
Adhoc vote count started by DragonParadox on Aug 23, 2020 at 6:01 AM, finished with 104 posts and 15 votes.

  • [X] Your first priority before actually engaging the devils should be to disarm the threat of the pyramid collapsing. That requires individual structural interactions, possibly magic, possibly mechanisms, which you can actually interfere with and that have to be placed at physical locations. If it's something as pedestrian as weakening the foundations at certain points, you can shore up all of that damage very fast with Titan's Tools. The information you plumbed from the Devils should allow you to know where to start on this.
    -[X] Once the risk of a very visible, very obvious disaster which 'unfortunately' claims the lives of many of the influential and powerful, such as the case used to be at any rate, is out of the way, you can focus on tackling the devils in their redoubt, drawing their reinforcements into a pitched fight in a less visible location where you don't have to concern yourselves with collateral as much.
 
Last edited:
I see that all of you are having fun.

Well, I want to contribute as well. @Goldfish, remember that time where you're contemplating on using Fairy Cap to our Minotaurs so that they could crush the enemy lines using their Huge-sized body and modifier?

Fairy Cap: A cap with orange spots causes a Large-sized or smaller creature to grow one Size Category, while one with brown spots causes the eater to shrink one Size Category. These effects function as per Enlarge Person or Reduce Person, except they can affect any Large-sized or smaller living creature; the effects persist for 10 minutes in either case. Whether or not it is prepared, a Fairy Cap is quite chewy, and eating it is a full-round action.
Cost: 20 IM/10 Doses
Inventory: x1,904 (Enlarge) doses, x2,000 (Reduce) doses

Well, what if we were to give the Praetori this as well? As of currently, they are not numerous enough to be part of a standard army (of their stature). Thus, they would be mixed with the current Legions, yes?

If we were to give them these, they could maximize their stats and capabilities to wreak absolute havoc by breaking the enemy lines via turning themselves into a group of Large-sized Juggernaut clad in Valyrian Steel. Kinda like a Shock Trooper.

So, how badly have I mangled the crunch here?
This is my thought as well. The Fairy Caps are inexpensive and last for 10 minutes, which is plenty long enough for most engagements. Issuing them to Praetorians is a good alternative to the 300 IM Enlarge Person effect we were going to include on their belts.

That reminds me, we need to make another large purchase from the master of the Fey Forge.
 
Alright. I did some preliminary designing and came up with a rough order of battle for the Praetorian Guard. This assumes that we make the whole Guard a fully mechanized unit, that has enough airlift capacity to move itself on a tactical level. To this end, I want to introduce the Pegasus Aerial Assault Transport (AAT) and the heavier Griphon AAT.

The basic OOB would be:
Praetorian Guard
- HQ Troop
-- 1 General, 9 Officers, 4 Comm-Officers, 2 Caster-Officers, 2 AATs

- 3 Companies
-- 1 Company Leader, 1 Deputy, 2 Cast-Officers, 2 Auxiliary-Casters
-- 2 Artillery Spotters, 2 Heavy Warstriders
-- 2 AAT's
-- 4 Troops
--- 1 Troop Leader, 1 Deputy Troop Leader, 2 Cast-Officers
--- 2 Warstriders
--- 1 AAT
--- 4 Squads
---- 1 Squad Leader, 1 Light Warstrider, 1 AAT
---- 2 Teams
----- 3 Praetori, 1 Teamleader

- 1 Artillery Company
-- 1 Company Leader, 3 Deputy Company Leaders
-- 2 Artillery Troops
--- 1 Troop Leader, 1 Deputy Troop Leader
--- 2 Squads
--- 8 Artillery Spotters, 4 Heavy Warstriders
--- 1 AAT, 2 Heavy AAT's
-- 1 Heavy Artillery Troop
--- 1 Troop Leader, 1 Deputy Troop Leader
--- 2 Squads
--- 6 Artillery Spottesr, 3 Super-Heavy Warstriders
--- 1 AAT, 3 Heavy AAT's

- 1 Air Squadron
-- 1 Squadron Leader, 1 Deputy Squadron Leader, 4 Comm-Officers
-- 6 Engineers
-- 1 AAT
-- 2 Light Air-Wings
--- 1 Wing Commander
--- 5 Wyverns, 10 Pilots
--- 6 Ground Crew
--- 1 AAT
-- 2 Heavy Air-Wings
--- 1 Wing Commander
--- 5 Manticores, 10 Pilots, 20 Gunners
--- 20 Ground Crew
--- 3 AAT

- 1 Support Troop
-- 1 Troop Leader, 1 Deputy Troop Leader, 2 Officer-Casters
-- 1 AAT
-- 2 Supply Squads
--- 1 Squad Leader
--- 2 Teams
--- 1 AAT
-- 2 Medic Squads
--- 1 Squad Leader
--- 2 Teams
--- 2 Healers
--- 1 AAT

Total:
- 750 Praetori
- 44 Casters
- 60 Light Warstriders
- 24 Medium Warstriders
- 14 Heavy Warstriders
- 3 Super-Heavy Warstriders
- 85 AATs
- 7 Heavy AATs
- 10 Wyverns
- 10 Manticores

The AAT designs are not final, so in addition to the above, it will be at least another 92 AAT pilots and potentially additional gunners.
I think this would be a great place to assign some of our Scholarium Combat Sorcerers as magical fire support. They would also make for effective Warstrider support, since they could use their Fiery Burst power to repair them without wasting spell slots.

Would also try to work in a small variety of Forge servitors, since they bring a lot of additional capabilities to the table to help sure up the Praetorians' weak spots.

A few Watchmoles (CR 6), maybe one per company, to be on guard against infiltrators and hostile magic, with a Vigilant Briars (CR 4) for each squad to do much the same. The Watchmoles also come with Tremoresense that can detect foes moving underground. The Watchman servitors also use their Telepathy to act as silent communication hubs during fights or other missions.

A pack (pride?) of Plant-Imbued Shadow Creature Cat (w/+4 Racial HD) (CR 6, 6 HD) to act as specialists wouldn't be a bad idea, either. They're small, stealthy spies and infiltrators with some very helpful SLAs. Not every mission would need one or more of these guys, but there wouldn't be many they couldn't help with and some would be much easier with their assistance.
 
Back
Top