Dragon Kings in the 41st Millennia (Exalted/40K Empire)

The issue is that those systems are not free or tiny. A Godspeed Motivator is going to be the same space usage as a Wyld Chancel. A big ship can maybe throw in two FTL drives for the shits and giggles but little ones just don't have the hull volume.
 
The issue is that those systems are not free or tiny. A Godspeed Motivator is going to be the same space usage as a Wyld Chancel. A big ship can maybe throw in two FTL drives for the shits and giggles but little ones just don't have the hull volume.

so?

just create 2 templates

a ''in system'' template,based around the goodspeed motivator,used only for defense of system,courier inside system and trading inside system
and a ''exploration'' template with warp drives,for travel between systems

creating 2 categories of ships for different porpuses if you cant fit 2 ftl in them
 
I can't remember do we have any neutral/friendly wild groups in our marches? If not we should build the CCI to guard against Warp shenanigans and to boost ourselves.
 
I can't remember do we have any neutral/friendly wild groups in our marches? If not we should build the CCI to guard against Warp shenanigans and to boost ourselves.
There is the Onyx court but they are farther away, basically in the outskirts of the system where a normal Warp ship would exit safely. They would not be effected. They also are probably going to GTFO in somewhere between 10 and 15 turns from now and than be gone for centuries.
 
So we have a couple incompleted actions and a unoccupied planet Mars. I'm thinking we do those incomplete actions and then will also starting a major project. Maybe, throw in some magic research.
 
[X] Plan: The Plan I Made When I Was Supposed To Be Asleep
Anklok
-[X] Bribing spirits to do their job. AP Needed: 1. DC: 15. Success Needed: 1. Reward: You gain +5 to all other rolls which can prevent a botch or cause a critical success. 1 Anklok AP
-[X] Dogs of the States:
AP Needed: 1. DC: 35. Success Needed: 7. Reward: 125 Lion Dogs recruited to Guard Teteocan. Can be recruited to guard irregularly visited locations for years between visits although they are not suited for guarding locations that are never visited. 2 Anklok AP
-[X] Little Beam Training Arc (part 2):
AP Needed 1. DC: 35. Success Needed: 1. Reward: Little Beam makes progress gaining martial skills outside of Martial Arts. Will likely be a repeated thing. If he manages to rematch Nargle and defeat him easily this project will go away. 2 Anklok AP
-[X] Second Stringers:
AP needed 2. DC: 25. Success Needed 9/12. Reward: 100,000 reserve troops count against total troop amount possible. Can muster as Militia but intended to allow free replacement troops (up to 25,000 in a turn) in case of incidental losses such as those expected in Ork encounters. Larger replacements from reserves can take at least some effort to replace. Can potentially build equipment needed to get them full Legion status much faster in exchange for losing your reserves. Training Grounds Success Apply. 1 Anklok AP + Training Grounds auto-success
-[X] Naval Phalanx Academy:
AP Needed: 2. DC: 30. Success Needed: 1/3. Reward: Naval Phalanx Academy automatically provides newly built ships with formations of Phalanx to guard them, simply raising cost of the vessel by 1 AP. Even massive losses can be replaced by committing dice rather than having to undertake a full project. 1 Anklok AP + 1 Generic AP

Mosok
-[X] Soulsteel Deal: AP Needed: 2. DC: 40. Success Needed: 3/4. Reward: Minimal supply of soulsteel available to Dragon King Artificers. 2 Mosok AP + Ghostwalker AP
-[X] Repair: Nobz Gob:
AP Needed 1. DC 15. AP needed 3/4. Reward: Brute ramship fully repaired. 1 Mosok AP + Metalforger AP
-[X] Acadamia of Constellations:
AP Needed: 3. DC: 35. Success Needed: 2/9. Reward: Training Academy for void vessels greated. 1 AP lost as Upkeep creates 3 Void vessel upkeep. May not purchase more until a Naval Oversight and an Atelier Manse dedicated to spare production are also created. 3 Mosok AP
-[X] Void Faring Hero Style:
AP needed: 2. DC: 45. Success Needed 6. Reward: Unlock Void Faring Hero Style. 1 Mosok AP + Dojo auto-success

Pterok
-[X] Astrological Question " When are the most ill omened moments during the building of the Factory Cathedral?": AP needed 1 per question. DC: N/A. Reward: You pursue a line of questioning. Astrological Line auto-success
-[X] Astrological Question " When are the most ill omened moments during the building of Skyremes?":
AP needed 1 per question. DC: N/A. Reward: You pursue a line of questioning. 1 Generic AP
-[X] Supremacy of Elemental Advantage:
1 AP needed. DC: 25. Success Needed 1. Reward: Targeted Project gets two successes applied. (Factory Cathedral) 2 Generic AP
-[X] Way Travel:
It shouldn't be impossible to travel to these massively distant stars, the idea that most quickly comes to mind is to travel to the Wyld and use a modified vision quest to reach the other star in Narrative time instead of using large amounts of actual time. Set up a project to work on the details of the technique, including entry, guidance, and of course protection while in the Wyld.
--[X] AP needed 2. DC: 25. Success Needed 1/7. Reward: Figure out Way Travel (Warp Travel) with Ferryman aide. 2 Pterok AP
-[X] Logistics Stockpile:
AP Needed 1 or Atelier. DC 20. AP needed: 3/10 or Atelier. Reward: Gain +10 Logistics stockpiles, consumed by your heaviest most intense creations when being fully utilized. Certain technologies, missions or operational environments increase the logistics burden on such vehicles. As a special effect Atelier manses can be assigned to produce Logistics stockpiles without any other dice being assigned and can complete the project in one turn even though normally they would fall short because the project is so within their optimal functioning. Resupplying Torpedoes is an example of consuming a logistic stockpile, which will save AP if your defenses have to use them. Thaumaturgy auto-success
-[X] Warbirds:
AP Needed 2. DC 25. AP needed: 12/20. Reward: +8 squadrons of 25 Warbirds is available. Flawless Workshop success may apply but cannot support project. Atelier Manse may supply at most half total needed successes for the project and do not support the project. 2 Pterok AP + Flawless Workshop auto-success
-[X] Buy two get one free:
AP Needed: 3. DC: 30. Success Needed: 21. Reward: 3 x Kireeki Assault Skyreme. Keep in mind this will use 6 Hearthstones and consume one Generic AP dice per turn as upkeep. Flawless Workshop can add an automated success but success is NOT tripled. An Atelier Manse dedicated to assist would provide three Automatic successes per turn (no more than half total needed), only three allowed. May spend an Exotic Stockpile to lower Success needed to 17. 3 Pterok AP + 12 Generic AP + Atelier Manse + 1 Exotic stockpile

Raptok
-[X] Call Ulthwe (New Contacts): AP needed 1. DC: 45 Success Needed 1. Reward: You call the Eldar of Ulthwe every Season or so and attempt to "meet" someone new. Slicktongue AP
-[X] Tougher Clawstriders:
AP Needed 1. DC: 35. Success needed 5. Reward: Claw Striders equips and their riders can carry heavier armor with no penalties. Stable auto-success
-[X] Geomantic Relays:
AP needed 2. DC: 35. Success Needed 4/5. Reward: Basic Manses can be upgraded to Geomantic Relays and you can build mobile Geomantic Nexus without a core manse. Note: This is the intended functionality for Dragon King Void Ships FYI, although it also allows creating major manses by combining the geomantic potential of five lesser manses. 2 Raptok AP + Crystalweavers AP
-[X] Temple of Treel:
AP needed: 2. DC: 30. Success Needed: 2/3. Reward: Temple built to Treel 2 Raptok AP
-[X] Factory Cathedral:
AP needed: 3. DC: 45. Success Needed: 6. Reward: Gain a Factory-Cathedral. First one built converts Flawless Workshop Success to Ideal Workshop. 3 Raptok AP + 1 Generic AP + 1 Exotic stockpile

Resource Action
-[X] Jach'Uchil Expedition: AP Needed 1. DC: 45/95. Success Needed 1. Reward: Every base success provides THREE AP next turn, every greater success provides an additional Exotic Stockpile. Skyships assigned can reduce the DC by 20, but one must be assigned per dice assigned to get the reduced DC to all dice. 2 Generic AP + Hotblood AP + Manta Class Aerial Skiff + 2 Kireeki Class Assault Skyremes

I need so sleep before work so I'll edit in an explanation for my choices later, please let me know if you have any ideas on what to do with the paths.

@StarJaunter can Metalforgers be used on Buy two get one free?

Anyone have any input?

EDIT: dropped Expand Martial Legionnaires to Golden Exhalation Style and moved the AP from it to Soulsteel Deal.
Added Crystalweavers to Geomantic Relays since that's the only thing their applicable to this turn.
Dropped the Gateport to add one AP to Buy two get one free and an astrological question to lower the DC.
Dropped Karmic Expedition to move that AP to Jach'Uchil Expedition and added two skyremes to it.
Added a Metalforger AP to Repair: Nobz Gob.
EDIT2: Moved the Slicktongues from Soulsteel Deal to Call Ulthwe (Grill Miyuan)
EDIT3: changed Call Ulthwe (Grill Miyuan) to Call Ulthwe (New Contacts) and added an Exotic stockpile to Factory Cathedral.
 
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I think we need to make the CCI, finish some projects and do some research cause I'm curious about the Ebonite it might lower dc for somethings or maybe use it for higher quality equipment. We might be able to replace some of our soldiers equipment so that the current grade can become Militia issue.
 
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:tongue:Okay just because we've been learning a lot from the Orkz does not mean we should be imitating their naming style, even if it is on the nose.:grin:

Had a stray thought for ship names. This is not to be taken seriously.

Mosok Ships:
Kroozin' for Loot
Gimmie yer wallet


Anklok Ships:
Praise the Sun and repent, ye unworthy sinners
Death to Plumbers


Pterok Ships:
Help I flew too high and can't get down

Raptok Ships:
I have so much work to do when I get home

On a slightly more serious note, let's see about some ship designs.

Unless being mutually exclusive is mentioned you can definitely make Heavy Powered Essence Concussive Ramming Prows mounted on Jade ships and likely just drive through most races frigates like they aren't even there.

I like this idea.

(Autocthonic?) Jade Chariot, designed for ramming and troop transport, viable to be converted from captured Ork vessels (reduced successes needed based on modules already in place?)
  • Barracks (both for 'troop transport' and to support any boarding operations)
  • Heavy Powered Essence Concussive Ramming Prow (not sure if this counts as one component or two)
  • Boarding Field (because if you're going to have 'good at ramming' and 'good at boarding' best to lean into that)
  • Way Travel (I presume 'and gellar field', it seems odd to make those two separate modules)
  • Essence Battlements?
Do we have an estimate on how many AP that would cost? Actually, what would the effects of the various Magical Materials be for ships?

Yes, bigger things have more but cost more to build

Would that be generally proportional though?

And there's an update. I'll whip something together real quick, see what we can do to get things ticking along.
 
Alright, rough plan (will clean up later, this is just a draft)

Plan Hospitably Inhospitable

Anklok
- bribing spirits 1
- Relic of the Transcendent Tongue of the Shining One 1
- second stringers 1+training grounds
- little beam training arc 1 AP + Ork Fortress-Arena + Ashlords + Sparks
- lessons learned (orks) 2 + crystal
- Naval Phalanx Academy 2

This is a bit heavier on the military side of things than I was thinking initially, but with information about the orks being more void-focused it seemed best to stack the deck as we could. The Relic is a slow-burn effort to crack the Mystic Tome, I doubt this'll pay off for another three or four turns but a single AP this turn seems reasonable as an investment. The second stringers should auto-complete, and the Little Beam training arc I'm imagining as war games against the Ork Fortress-Arena, backed up (or opposed by) some of the combat paths we've unlocked so far. Naval Phalanx Academy I'm okay with it not completing this turn, but the one I'm most anxious about is the Lessons Learned (Orks) and am considering shuffling things around to put another AP there.

Mosok
-repair ship metalforgers? or 1
-void hero style 2+dojo
-academy of constellations 4 or 5 (if metalforgers can finish off the last repair)

Not sure if StarJaunter is okay with the Metalforgers supporting the ship repairs again, but other than working to get Void Hero Style up in time to have magic space kung-fu for our marines to use, mostly I'm trying to get the Academy of Constellations up sooner to save us some AP from ships (for the selfish reason of "I want to make another push towards Continual Grace again soon")

Pterok
- "Will the Eldar approach us diplomatically in the next 25 years?" free
- "What day is best to resume construction on the Night-Faring Gem?" 1
- "What candidates are best-omened to become elite pilots?" 1
- elite pilot training 7
- warbird expansion 2 + workshop + atlier
- logistics stockpile + thaumaturgy

Was considering doing another ship training action, but I figured it's probably worth it to have the hotshot Warbird pilots going at it. The Eldar question is because I want to know if there's going to be time to plan a reasonable party for them if they stop by (I'm imagining it as an opportunity to have a modest project for + relations from a good first impression with the neighbors, should it come to that). If I have my numbers correct, the Warbird expansion should complete and have some spill-over for next time. I'd preferred to get Improved Warbirds up before expanding our fleet, but with the completion of the Night Faring Gem's hangars not having something to put in them seemed like a bad idea. (Stockpile action I can be persuaded to change fairly easily)

Raptok
- golden throne aid 1 + slick tongue + ghostwalkers
- Seeds of Immaculate Blood Plantation 6
- Temple of Treel 2
- Orbital Redoubt Hangars 7 + Manta
- Orbital Redoubt Ox-Body 4
- Razor-Beaks 1 + Stable

The Golden Throne aid is me attempting to chip away at completing that action and getting more Karmic Honey as a trade good, while the Temple of Treel is mostly 'I want to complete this to save us dice in the future'. Seeds of Immaculate Blood I want to get done sooner rather than later to get the timer started, while Razor-Beaks is just me chipping away at a long-term project. The Orbital Redoubt getting finished should help with the coming void battle, and I opted for Ox-Body to take advantage of Metalforgers and having a Gemlord doing combat-applicable regeneration by giving more health levels to regenerate and generally making it very difficult to kill one of our orbital redoubts, even as smallcraft, torpedoes and implosion bows blast away at you.

Search Jach'Uchil 1 + Steam + 2 ships

Fishing for exotic stockpiles and AP, plus taking advantage of a resource (Steam path dragons).


Please, I welcome feedback on how I can improve this plan before I make an official one.
 
Ild just like to mention for the next set of astrological questions dont forget there are more then just orks that can turn up.
 
-[X] Soulsteel Deal: AP Needed: 2. DC: 40. Success Needed: 3/4. Reward: Minimal supply of soulsteel available to Dragon King Artificers. Ghostwalker AP + Slicktongue AP

Since this is not a Diplomacy Action the Slicktongue AP does not count as being able to run the project and ghostwalker one needs the project to be whole and running to particpate anyway.

So both of these could add to the two AP project to help insure it passes, but as it stands this would not accomplish anything.

can Metalforgers be used on Buy two get one free?

No. Repairs yes, not new build unless you specially designed a hull for that explicit purpose, which would make the ship more expensive to build naturally since your current designs are optimized for existing Wood and Earth Path crafters.

(Autocthonic?) Jade Chariot, designed for ramming and troop transport, viable to be converted from captured Ork vessels (reduced successes needed based on modules already in place?)
  • Barracks (both for 'troop transport' and to support any boarding operations)
  • Heavy Powered Essence Concussive Ramming Prow (not sure if this counts as one component or two)
  • Boarding Field (because if you're going to have 'good at ramming' and 'good at boarding' best to lean into that)
  • Way Travel (I presume 'and gellar field', it seems odd to make those two separate modules)
  • Essence Battlements?
Do we have an estimate on how many AP that would cost?

I haven't fully priced out those ramming and boarding items since they have not been researched.

However Autochthonian Chariot base hull = 30 4 space available
Jade upgraded Chariot hull = +30
Heavy Ram: +7 AP, .5 space
Barracks: +3 AP; 1 space
Way Travel Chancel: +10 AP; 1 space
Essence Battlements: +3 AP; 1 space
Heavy Armor (additional -1 HL): +2 AP, .5 space

So 85 total success needed. Current bureaucracy would reduce this to 69. Adding power and essence concussive would increase cost and power demanded but shouldn't take up space.

Actually, what would the effects of the various Magical Materials be for ships?

Every Magical Material, regardless of material, ship that is properly attuned seems to leap into action at its Captains whim. Each gain +2 dice on every position maneuver to gain momentum. Furthermore, each material provides a unique bonus based on the material.

Orichalcum, sometimes called wishmetal, provides sublime resistance. Orichalcum ships downgrade every damaging attack they receive by one level. Unless the attack is specifically designed to harm holy objects. In addition the ship counts as consecrated and creatures of Darkness are pained and unable to regenerate or recover essence aboard an Orichalcum ship. Orichalcum cost is double compared to other Materials

Jade: Mostly white jade but some other colors would be used. The ship benefits from the beneficence and wrath of the elements. Boarding a Jade ship is possible but accomplishing anything is all but as terrible elemental effects sweep the ship while ignoring the crew allowing boarders to be driven off or slain with ease (Boarding requires 5 more momentum and damaging all -1 HLs first). Jade is quite resilient and the ship counts as having the Massive Property. Ramming does an extra level of damage to the non-Jade ship, regardless of whether the other ship is rammer or victim. The ship gains an automatic success in sailing rolls to deal with turbulence or "space weather" representing a Jade ship's greater solidity.

Elektron: Magical Amber contains the congealed Karmic energy of souls which is gathered at certain locations which are filled with both life and death, usually Lanka the world tree. If enough is gathered to carve a ship out of it the ship gains a measure of the vitality and regenerative force as well as its impermeable nature. The ship can regenerate one HL per six rounds of maneuver (3 hours) and its hull cannot be passed by immaterial or incorporeal beings or effects. It could also be given Sapience if a powerful enough ghost could be found.

Adamant: Super clear crystal that in the right circumstances alights with inner fire. Adamant hulled ships receive a remarkable clarity of reception from sensory techniques. They gain the benefits of installing a Sympathetic Resonator Array (Improved Sensors suite) even if they haven't and that improvement stacks if they also install a SRA. Adamant ships also receive a +2 dice bonus on maneuver rolls to attack with direct fire weapons or torpedo launches, only the roll the attack is made gets the bonus, not every maneuver roll as you position yourself for the attack.

Moonsilver: We cannot produce moonsilver in any but the smallest amounts right now. If a ship could be built out of moonsilver the ship would gain incredible flexibility and speed. The ship could act as if it had Perfected Calculation Arrays installed. The ship gains +2 to maneuvers that are not based on attacking or positioning to attack. Launching fighters, closing to board, disengaging, or attempting a deceptive maneuver all count though.

Starmetal: We cannot produce starmetal in any but the tiniest amounts right now. If a ship could be built out of starmetal, the ship would gain fate touched grace. Every roll made by the ship lowers its target number by 1, every ship opposing the starmetal hull raises their target number by 1. Cost of a starmetal ship is double that of other Magical materials (even when its available)

Have not come up with anything for Soulsteel yet.

Not sure if StarJaunter is okay with the Metalforgers supporting the ship repairs again,

Repairs on metal ships is fine, unless you had over half of the total limit assigned to the Iron Hull Union.

Ild just like to mention for the next set of astrological questions dont forget there are more then just orks that can turn up.
Don't worry, I didn't forget.
 
Would there be any additional benefit to getting multiple/all planets in a system CCI? We've already made the Sun that of creation, and should probably do so on our colony as soon as the gates are done, but I wonder if getting CCI on a whole system might do something neat
 
Would there be any additional benefit to getting multiple/all planets in a system CCI? We've already made the Sun that of creation, and should probably do so on our colony as soon as the gates are done, but I wonder if getting CCI on a whole system might do something neat
In general they would need to be built on all planets in a system. Specifically Jach'Uchil and similar minor planets I am willing to skip and just assume it was built over there too in order to simplify the booking keeping. Actually installing one on Jach Uchil would have a net-zero effect on number of manses and so in this specific case I will just assume it applies over there when it is built on Tokat.

Exceptions where a planet has ridiculous numbers of manses (without already being a Maiden World) will have to have them installed separately if multiple exist in the same system. Other systems will treat multiple planets as a single planet and handwave this issue, like the dual planet of that one subsector or the six? planets of the Ork controlled system nearby. Those are all just count as one for most purposes.
 
In general they would need to be built on all planets in a system. Specifically Jach'Uchil and similar minor planets I am willing to skip and just assume it was built over there too in order to simplify the booking keeping. Actually installing one on Jach Uchil would have a net-zero effect on number of manses and so in this specific case I will just assume it applies over there when it is built on Tokat.

Exceptions where a planet has ridiculous numbers of manses (without already being a Maiden World) will have to have them installed separately if multiple exist in the same system. Other systems will treat multiple planets as a single planet and handwave this issue, like the dual planet of that one subsector or the six? planets of the Ork controlled system nearby. Those are all just count as one for most purposes.
So no additional benefit to having it covering a system via multiple planets on top of the benefits already stated?
 
A ship you could design but have not yet.

Bulwark Class Chariot

Numbers we need and numbers the designers of the Bulwark Class promise us. A kilometer long vessel headed by an elegant Ramming Prow of shining Brass. Its lines are marked by Hardened Ironwood panels and Copper/Beryllium allowed fittings. Riveted pipes of brass can be seen stretching from place to place occasionally leaking steam and the spinning essence drives in the rear occasionally crackly with essence lightning. Still compared to other (non-ork) races this vessel may seem the primitive workings of a race unfamiliar with spaceflight. Until the Bulwark opens up with its one indulgence, mighty broadsides of Implosion Bows that tear space itself asunder and leave enemies floundering over the small vessels unexpected threat level.

Bulwark Class Chariots have been optimized for mass production. Or as close to mass production as Interstellar spaceships every get. Cost for each is 69 AP, when built in pairs in a Gemini Yard it drops to 120 AP for both AND in either version a tremendous amount of construction materials may be sourced from Atelier workshops, 2/3 of AP may be sourced from Atelier Manses instead of the usual one third to one half. One Exotic Component stockpile is required per ship to create its Way Travel Chancel and an additional one per ship may be utilized to simplify construction of its implosion Bows, reducing cost of each by 13 (which does NOT effect how much the Ateliers can help).

Between its Implosion Batteries making it more dangerous than it should be and a member of the Iron Hull Union onboard making the ship tougher than it should be this ship could be the one that fills our fleets giving them the numbers to be a threat to enemy forces.

Only needs an FTL system, presumably Way-Travel Chancels to build.



Current plan is to use a Jade Obelisk to prevent the ship as a whole from being permanently mutated. Crew would be fitted with Wards and Talismans to give them a three dice bonus to rolls to resist.

Keep in mind Dragon King's will usually have stronger wills than humans, stronger Essence, and racial bonuses. So even naked they are rolling ten dice to a humans 2-4 dice to resist the effects of the Warp. Plus wards to get up to 13 dice and a Warp Travel may be perfectly safe!

"Standard" Warp travel would require making multiple difficulty 4 rolls per trip so you can see why most humans aren't gonna make it without Gellar fields. Especially when a surge of warp storm might hit (which is why the Gellar field packed in perhaps?) and kick the difficulty up. Leading to mutated and wyld addicted humans, assuming they survive.

If things go really bad you can retreat to the jade obelisk and other smaller shelters but cannot run the ship that way.

So no additional benefit to having it covering a system via multiple planets on top of the benefits already stated?

There may be higher levels that do something but we are approaching Astromancy? (Solar system scale geomancy) instead of Geomancy here and you are not to that point yet.
 
[X] Plan: The Plan I Made When I Was Supposed To Be Asleep
Anklok
-[X] Bribing spirits to do their job. AP Needed: 1. DC: 15. Success Needed: 1. Reward: You gain +5 to all other rolls which can prevent a botch or cause a critical success. 1 Anklok AP
-[X] Dogs of the States:
AP Needed: 1. DC: 35. Success Needed: 7. Reward: 125 Lion Dogs recruited to Guard Teteocan. Can be recruited to guard irregularly visited locations for years between visits although they are not suited for guarding locations that are never visited. 2 Anklok AP

I don't disapprove of the Dogs of the States option in general, but I'm curious as to why you're going after it now. My own preference is to, when we're ready, drop a lot of dice into the action and lower the DC, but if you want to just chip away at it a little at a time you could commit one for now and use the other dice elsewhere. I don't want to criticize this, just trying to understand your thinking here.

-[X] Little Beam Training Arc (part 2): AP Needed 1. DC: 35. Success Needed: 1. Reward: Little Beam makes progress gaining martial skills outside of Martial Arts. Will likely be a repeated thing. If he manages to rematch Nargle and defeat him easily this project will go away. 2 Anklok AP

I think you could benefit from adding some of our assets to the list beyond typical dice-adders. We have some of the new paths that are only useful in combat situations currently, maybe add those?

-[X] Second Stringers: AP needed 2. DC: 25. Success Needed 9/12. Reward: 100,000 reserve troops count against total troop amount possible. Can muster as Militia but intended to allow free replacement troops (up to 25,000 in a turn) in case of incidental losses such as those expected in Ork encounters. Larger replacements from reserves can take at least some effort to replace. Can potentially build equipment needed to get them full Legion status much faster in exchange for losing your reserves. Training Grounds Success Apply. 1 Anklok AP + Training Grounds auto-success
-[X] Naval Phalanx Academy:
AP Needed: 2. DC: 30. Success Needed: 1/3. Reward: Naval Phalanx Academy automatically provides newly built ships with formations of Phalanx to guard them, simply raising cost of the vessel by 1 AP. Even massive losses can be replaced by committing dice rather than having to undertake a full project. 1 Anklok AP + 1 Generic AP


Second Stringers looks good, but if you're only interested in doing one might I suggest Lessons Learned (Orks) over NPA? We're getting visitors next turn and I'd hate to be uncouth (and the NPA is useful only when we're building ships, which I'm not sure the Skyremes benefit from). Though I suppose it bears asking StarJaunter if we should assume any ship we currently have launches with a marine complement at this point.

Mosok
-[X] Soulsteel Deal: AP Needed: 2. DC: 40. Success Needed: 3/4. Reward: Minimal supply of soulsteel available to Dragon King Artificers. Ghostwalker AP + Slicktongue AP

As mentioned elsewhere, these don't cover the costs necessary to support this project. Also, just going with 2 regular Mosok dice ought to complete it, so you could use the Ghost and Slick AP for other projects.

Nobz Gob: AP Needed 1. DC 15. AP needed 3/4. Reward: Brute ramship fully repaired. 1 Mosok AP

You can use a Metalforger AP on this, freeing up a Mosok AP for other uses.

-[X] Acadamia of Constellations:
AP Needed: 3. DC: 35. Success Needed: 2/9. Reward: Training Academy for void vessels greated. 1 AP lost as Upkeep creates 3 Void vessel upkeep. May not purchase more until a Naval Oversight and an Atelier Manse dedicated to spare production are also created. 3 Mosok AP
-[X] Expand Martial Legionnaires to Golden Exhalation Style.
AP Needed: 2. DC: 35. Success Needed: 6 Reward: Martial Legions also know a few charms of Golden Exhalation style. Increase cost of Martial Legion by 2 AP. 2 Mosok AP

Academy of Constellations I don't have any quarrel with, but the Golden Exhalation Style would benefit from Dojo auto-successes, so if you're willing to wait a turn or two you could use the dojo successes to complete it more efficiently, freeing up AP for elsewhere (such as the Academy of Constellations).

-[X] Void Faring Hero Style:
AP needed: 2. DC: 45. Success Needed 6. Reward: Unlock Void Faring Hero Style. 1 Mosok AP + Dojo auto-success

I'd add an AP here to help secure the style proliferation in time for the space battle next turn, but that's personal preference.

Pterok
-[X] Astrological Question " When are the most ill omened moments during the building of the Factory Cathedral?": AP needed 1 per question. DC: N/A. Reward: You pursue a line of questioning. Astrological Line auto-success
-[X] Supremacy of Elemental Advantage:
1 AP needed. DC: 25. Success Needed 1. Reward: Targeted Project gets two successes applied. (Factory Cathedral) 2 Generic AP

You might be over-committing on the elemental support for the Factory-Cathedral.

It shouldn't be impossible to travel to these massively distant stars, the idea that most quickly comes to mind is to travel to the Wyld and use a modified vision quest to reach the other star in Narrative time instead of using large amounts of actual time. Set up a project to work on the details of the technique, including entry, guidance, and of course protection while in the Wyld.
--[X] AP needed 2. DC: 25. Success Needed 1/7. Reward: Figure out Way Travel (Warp Travel) with Ferryman aide. 2 Pterok AP
-[X] Logistics Stockpile:
AP Needed 1 or Atelier. DC 20. AP needed: 3/10 or Atelier. Reward: Gain +10 Logistics stockpiles, consumed by your heaviest most intense creations when being fully utilized. Certain technologies, missions or operational environments increase the logistics burden on such vehicles. As a special effect Atelier manses can be assigned to produce Logistics stockpiles without any other dice being assigned and can complete the project in one turn even though normally they would fall short because the project is so within their optimal functioning. Resupplying Torpedoes is an example of consuming a logistic stockpile, which will save AP if your defenses have to use them. Thaumaturgy auto-success
-[X] Warbirds:
AP Needed 2. DC 25. AP needed: 12/20. Reward: +8 squadrons of 25 Warbirds is available. Flawless Workshop success may apply but cannot support project. Atelier Manse may supply at most half total needed successes for the project and do not support the project. 2 Pterok AP + Flawless Workshop auto-success
-[X] Buy two get one free:
AP Needed: 3. DC: 30. Success Needed: 21. Reward: 3 x Kireeki Assault Skyreme. Keep in mind this will use 6 Hearthstones and consume one Generic AP dice per turn as upkeep. Flawless Workshop can add an automated success but success is NOT tripled. An Atelier Manse dedicated to assist would provide three Automatic successes per turn (no more than half total needed), only three allowed. May spend an Exotic Stockpile to lower Success needed to 17. 3 Pterok AP + 11 Generic AP + Atelier Manse + 1 Exotic stockpile

You seem to be making a big push to get more Skyremes up, but not committing enough resources to do so this turn. May I ask what your reasoning is here?

Raptok
-[X] Tougher Clawstriders: AP Needed 1. DC: 35. Success needed 5. Reward: Claw Striders equips and their riders can carry heavier armor with no penalties. Stable auto-success
-[X] Geomantic Relays:
AP needed 2. DC: 35. Success Needed 4/5. Reward: Basic Manses can be upgraded to Geomantic Relays and you can build mobile Geomantic Nexus without a core manse. Note: This is the intended functionality for Dragon King Void Ships FYI, although it also allows creating major manses by combining the geomantic potential of five lesser manses. 2 Raptok AP
-[X] Temple of Treel:
AP needed: 2. DC: 30. Success Needed: 2/3. Reward: Temple built to Treel 2 Raptok AP
-[X] Factory Cathedral:
AP needed: 3. DC: 45. Success Needed: 6. Reward: Gain a Factory-Cathedral. First one built converts Flawless Workshop Success to Ideal Workshop. 3 Raptok AP + 1 Generic AP
-[X] Gateport:
AP needed 2. DC: 15. Success Needed 9. Reward: Gateport built around Tokat's Gate of Auspicous passage. 2 Generic AP

Resource Action
-[X] Karmic Expedition: AP Needed 1. DC: 30/60. Success Needed 1. Reward: Every base success provides TWO AP next turn, every greater success provides an additional Exotic Stockpile. 1 Generic AP
-[X] Jach'Uchil Expedition:
AP Needed 1. DC: 45/95. Success Needed 1. Reward: Every base success provides THREE AP next turn, every greater success provides an additional Exotic Stockpile. Skyships assigned can reduce the DC by 20, but one must be assigned per dice assigned to get the reduced DC to all dice. 1 Generic AP + Hotblood AP + Manta Class Aerial Skiff

I believe you're short a ship on the Jach'Uchil Expedition option.
 
Though I suppose it bears asking StarJaunter if we should assume any ship we currently have launches with a marine complement at this point.
That is what the naval phalanx is for
You can use a Metalforger AP on this, freeing up a Mosok AP for other uses.
Nope, he can assign them to help assure complete success but they are too few and lack resources to do it on their own.
You might be over-committing on the elemental support for the Factory-Cathedral.
I mean have both dice roll successes doesn't always happen; maybe he wants to be sure to get at least one dice to succeed here?
You seem to be making a big push to get more Skyremes up, but not committing enough resources to do so this turn. May I ask what your reasoning is here?
Technically just enough if everything rolls a success.
believe you're short a ship on the Jach'Uchil Expedition option.
They aren't required just helpful, one die gets a discounted dc.
 
Mosok Ships:
Kroozin' for Loot
Gimmie yer wallet
Don't forget the ever popular It was like that when I got here and If I could steal it then obviously you wanted me to have it.

I don't disapprove of the Dogs of the States option in general, but I'm curious as to why you're going after it now. My own preference is to, when we're ready, drop a lot of dice into the action and lower the DC, but if you want to just chip away at it a little at a time you could commit one for now and use the other dice elsewhere. I don't want to criticize this, just trying to understand your thinking here.
Yeah I'm trying to chip at it, it's just that the last two times we only committed a single AP it went nowhere so I thought I would see where two got us.

I think you could benefit from adding some of our assets to the list beyond typical dice-adders. We have some of the new paths that are only useful in combat situations currently, maybe add those?
@StarJaunter can any of the paths be added to the training montage like Slamu suggested or the arena?

so you could use the Ghost and Slick AP for other projects.
Got any suggestions for that?

but the Golden Exhalation Style would benefit from Dojo auto-successes, so if you're willing to wait a turn or two you could use the dojo successes to complete it more efficiently, freeing up AP for elsewhere (such as the Academy of Constellations).
I'm going to drop exhalation for use on the soul steel deal.

You seem to be making a big push to get more Skyremes up, but not committing enough resources to do so this turn. May I ask what your reasoning is here?
I was only able to shake that much lose at the time now I've had time to think on it I'm going to drop something else to increase chances of it working.

I believe you're short a ship on the Jach'Uchil Expedition option.
Wasn't sure if by committing the ships now they would be available next turn.

EDIT:
also add the Crystalweavers to Way Travel
I just double checked and Crystalweavers can't be used for waytravel because it's warp based.
 
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can any of the paths be added to the training montage like Slamu suggested or the arena?
I mean it won't hurt? No promises it will help considering its an Essence 6 god looking for general improvements. Not specifically training against fear effects or whatever.

If you did need to train something to be more resistant to supernatural fear that combo might help.
 
Got any suggestions for that?

Slicktongues can either be used for diplomatic options (spending another turn calling to socialize with the Eldar if nothing else, though I'd consider the 'grill Miyuan' one to see if they'd consider letting us send a Legion to weigh in against the Wyld in exchange for +diplo points or some AP in trade goods as thanks. It's supposed to potentially unlock actions to take advantage of the information, and I wouldn't mind a condottieri relationship with them where we hire out some of our Legions for specific campaigns) or you could spend the Slicktongues not as AP themselves but as a successes-lowering tool. I'm not sure if they'd apply to anything you currently have as options, but if they did I'd suggest either the Warbirds or Skyreme build options.

The Ghostwalkers, on the other hand, should be explicitly mission compatible with the 'underworld' options, ie Soulsteel Deal, Golden Throne Secrets, Golden Throne Aid or Karmic Expeditions, if supported properly. They might also (and I do stress 'might', as this is just me theorizing here based on their write-up) work with some of the Anklok piety projects though likely not all (I'm guessing "God of Ophelis" is an easier pill to swallow than "bribing the spirits" for instance). A further supposition is that they might be able to support some Pterok research projects dealing with various occult secrets given their sensitivity to such things, but that's another judgement call by StarJaunter.

@StarJaunter Before I submit my plan, is it cool to use Atlier successes on building Warbirds or is it already at its limit there? (Also, are Ashlord and Spark assignment to Naval Phalanx Academy good for supporting that project?)
 
They might also (and I do stress 'might', as this is just me theorizing here based on their write-up) work with some of the Anklok piety projects though likely not all (I'm guessing "God of Ophelis" is an easier pill to swallow than "bribing the spirits" for instance). A further supposition is that they might be able to support some Pterok research projects dealing with various occult secrets given their sensitivity to such things, but that's another judgement call by StarJaunter.

Not really, not unless something is highly associated with death, undeath or sacrifice, so like maybe researching the nature of Necrons or something along those lines but not generally.

However they can consume population and turn it into AP if you are interested? Didn't think you would be, not until you got conquered peoples. But what do I know. Assume you can consume 1 million people to generate an auto success in any project per Ghostwalker you can assign.

Before I submit my plan, is it cool to use Atlier successes on building Warbirds or is it already at its limit there? (Also, are Ashlord and Spark assignment to Naval Phalanx Academy good for supporting that project?)

The current instance of warbird construction includes no Atelier successes, and current total needed is less than half the project so nothing would go to waste if it was assigned to a project that was fully supported without the Atelier workshop.

Those will not help construct a building and training schedule but Sparks might help if you had to push out a Large training group. Like say outfitting a Gem Redoubt with a bunch of Phalanxes.

Considering Phalanxes are your best troops who then double down and specialize and optimize for a limited environment its not easy training them in bulk.

I'm not sure if they'd apply to anything you currently have as options, but if they did I'd suggest either the Warbirds or Skyreme build options.

Before Treel's Temple Finishes
Infantry Thunders
Militia
Treel's Refuge


Any time
We Are Legion
Most Void Vessels or complete Orbital Redoubt designs
Primordial Standard
Standardization
A core for Everyone
Archgenesis

In general the base project must be at least 50 success needed before Administrative bonuses and not have something else providing a superior bonus like Relza for skyships, Nysela for battleships or Treel for his stuff eventually. Currently any project over 34 success is probably a target.

If there is a scalable project I could optimize its scale for Slicktongue administration if you want but I am not going to do that for everything when you only have one slicktongue a turn.
 
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A question about Archgenesis actually;

[ ] Archgenesis: Whereas Genesis the manipulation of a lifeform or a species, archgenesis represents the manipulation of ecosystems over regional and planetary scales. Our current schema for providing Archgenesis to a completely barren world like Jach'uchil would require production of Red Seeds of the immaculate blood in several tens of thousands of individual seeds. Lacking an established plantation and unwilling to wait a century we would have to mass produce these seeds as step one Archgenesis. Part two of course is an Ark of Benediction of Archgenesis and an onsite temple or orbiting templeship to propagate the effect across the planet after the seeds are buried. AP needed 2. DC: 20. Success Needed 100. Reward: Enough red seeds of immaculate blood to perform Archgenesis on a world. May use an Exotic Stockpile to reduce the successes by 30 once. You may apply four stockpiles maximum to this action. Atelier Manse can be assigned to assist this project 6 times to add 9 successes from project each time.

Am I reading correctly that we could put 2 AP towards this project, spend four Exotic Stockpiles and auto-complete this project? That doesn't seem like what you intended but reading it that's what it seems like. (Also one of the ship design options says it requires 13 AP to start, not sure if that was a typo.)

[ ] Void Vessel Design (Sloop/Chariot/Pennant): This project allows your savants to crunch the numbers for ship design. Indicate the size you want and its purpose and I will provide the one or more options (you only get to choose one) that fulfill your requests. AP needed: 13 DC: N/A Reward: Ship Design Choice.
 
Cerulian Arc of Ninefold Insights Runs Beggar's Canyon
Omake

It was a rite that went back before recorded history, which is to say the Orks had been doing it before the Pterok had arrived on Tokat to write everything down. "Candidate B-17 is cleared to begin their run. Glory to the Most High." The large Anklok overseeing the exercise spoke to the communications crystal, eyes watching the patch of sky where the latest would-be daredevil would be roaring in from even as she waited for the roar of the Ork Trukk. The Anklok wasn't entirely sure why this particular exercise was necessary to create an elite pilot corps, but the savants had said something about a 'narrative resonance trope' and playing to type accelerating training times appreciably.

The exact reason, in the end, didn't overly concern her so long as it gave her the opportunity to come to these lovely sunwashed desert canyons, and as the noisy Shroomborn contraption tore down the bottom of the canyon driven by what she assumed to be sound and enthusiasm, she closed her eyes and smiled as she contemplated the glory of the Daystar.

--

Cerulian Arc of Ninefold Insights gloried in the feel of flying. Not that the notion was at all foreign to the Pterok, but there was a difference between flight by your own wing and the feel of the quiet, confident thrum of the motonic thrust assembly throwing the ersatz Warbird farther and faster than he would ever have managed on his own. Any excuse to seat himself in one of Relza's gifts was a welcome one, and though intellectually he knew and understood the purpose for these trials was to select those who would be entrusted with the defense of the seat of Draconic civilization here in this reality, the only one he knew but that so many of the Elders resented, the true motivation he felt was to be the best pilot he could. Not the best combat pilot, though he would strive to do his duty if chosen for that honor, but he liked to think he would be as happy to complete this entire course without firing a single shot.

...that was a lie. He apologized to the Unconquered Sun for lying to himself under the Most High's gaze, however indirectly. As a reward for his piety, the crystal in his headset spoke and he was authorized to begin the canyon run. The awaited order was exciting enough that he whooped over the comms and did a barrel roll as he took the skycraft into a steep dive, tuning out the (mostly) good-natured jeers from the other candidates still awaiting their turn. He levelled out over the ground close enough to the ground that he could have deployed the landing talons and kicked up dust. His speed was such that he was able to catch up to the Greenskin vehicle during a straight-away and pull alongside it. The driver and lead gunner turned to look at him with gobsmacked expressions that wordlessly expressed some variation of 'what do zog?' before Arc cheerily waved at them and increased the throttle just a scale, edging the flyer forward just past the rickety contraption.

This, obviously, was sufficient to engage the competitive nature of the Orks. The driver accepted the implied challenge by throwing a lever (from 'fasta' to 'zoggin fasta') and two of the gunners on the Trukk opted to help by lightening the load the Trukk was carrying via shooting every gun they could reach in approximately Arc's direction and that caught one of the passengers' attention enough that he stopped punching a smaller ork and looked up to see what was happening.

The race as on.

--

Above the canyon a pair of Razorbeaks circled. Cadence of a Babbling Brook kept one eye on the latest would-be rookie and another eye on his wingmate. He'd have preferred to keep more than one eye on Whiskers, but he'd only hatched with two and needed one for the job at hand. Whiskers wasn't the other Raptok's given name, but the foul-tempered dragon refused to answer to any other appellation from his squadron and considered its use in the mouths of any who were not just cause for a pummeling. Brook worried about his wingmate sometimes, but understood that dealing with something as mean as vicious as a Razorbeak meant being as mean and vicious as it sometimes so it would know its own. Whisker took it a step farther than that though, and while occasionally one of the other creatures would make dominance displays towards their riders or snap at a dragon king or another razorbeak to establish pecking order, none of the beasts challenged Whisker.

This was relevant because Brook recognized that when the call for volunteers to help screen new pilots filtered down, it seemed directly targeted to draw out wing pairs with someone like Whisker, who would be difficult to fairly describe without using words like 'mean-spirited'.

"New meat coming." Was all Whisker said, and that was enough. Brook urged his mount to bank and take formation next to and slightly behind Whisker. The razorbeaks weren't the only ones who knew not to challenge the Raptok. They descended like ill-omens on their latest hapless victim, and Brook felt a pang of regret.

--

Arc hauled on the yoke, causing the craft to barely dodge out of the way a half second before he knew why; someone was firing on him! Other than the orks, that was; by staying right in front of them and presenting a clear and obvious target the pilot candidate had avoided most of the damage to his bird, relying on orkish accuracy to keep him safe. But the flash of light and exploding stone hadn't been a Shroomborn dakka weapon!

Adjusting his course to keep his wing from rising above the canyon and thus disqualifying him, the Pterok quickly tried to remember whether he was required to dogfight in the canyon, or simply deal with the situation as though he was going through one. Mind blanking on the answer, he braked hard, jarring every bone in his body and temporarily alighting on the very Trukk he'd been racing (causing the gun crews to scramble for a moment) and riding it with his wings outstretched as two razorbeaks shot past him. They stayed in formation as they made a strafing run on the canyon floor and bracketing any way Arc could turn before banking up out of the canyon to hide in the sun.

Deciding that, training mission or not, he couldn't bring himself to fire on fellow dragons and that the orks weren't really a threat, Cerulean Arcs of Ninefold Insights decided to treat the interlopers as course hazards. That made it more fun!

--

Brook was a bit anxious. They were specifically authorized to shoot as much as they liked so long as they never actually hit a candidate, but Whisker was landing shots damned close. The rookie was dodging each one so far, but every time the candidate didn't end up crashing themselves against a canyon wall or flying out of the canyon Whisker scowled harder and his misses became narrower and narrower. The rookie had had to have passed the wrecks of other birds along the route, and while most of them were placed there ahead of time to play mind games with the candidates some of them weren't, and whoever was flying below them seemed immune to surprise attacks and the only time they'd played Dragon-Ox Games with the rookie the pilot had just about convinced Brook they were some combination of suicidal, brave and stupid before they'd twitched the wings on their bird just enough to miss Brook by the narrowest of margins. It had taken Brook several seconds to realize he wasn't hurtling into his next life in a training incident.

Whoever this one was bore watching.

--

Gobtoof da Mekboy was having the best day of his life. Which may also have been the first day of his life, he wasn't sure about that, but he got to build a trukk outta a zoggin' good pile 'o scrap, use lots and lots of red paint, and the Scaily Git wiff 'is zoggin' big bird-fing was givin' Gobtoof a race worth remembering. Snaggleragg was makin' a hellova racket wiff da big shooty fing, which was also good, and Ruzgrubbit was generously donating teef for all da boyz to get some squig beers later. This was da best zoggin' day he could remember, and the only thing that'd make it better was if he was winnin' da race. Because orks was made for fightin' an' winnin', and if you'ze not doin' eivver you'ze is mukkin' about.

Gobtoof didn't want to be mukkin' about, but he wasn't winnin' niever and he'd already pushed, pulled, twisted, untwisted, yanked and in one instance stomped flat every Speed Gubbinz he remembered putting on the Trukk. Then he found one he hadn't remembered putting there, but he must have because surely he'd make sure to put a button so big and red somewhere in his Trukk.

Gobtoof did not remember pushing the button. There was a very real possibility that, upon seeing the button his hand decided the ork's brain's inputs were entirely unnecessary to whether or not to push a button that was obviously a) big and b) red, and saved everyone some time.
 
A question about Archgenesis actually;



Am I reading correctly that we could put 2 AP towards this project, spend four Exotic Stockpiles and auto-complete this project? That doesn't seem like what you intended but reading it that's what it seems like. (Also one of the ship design options says it requires 13 AP to start, not sure if that was a typo.)
Yeah that must be some copy pasta error. Or it got cheaper but I didn't reduce the effect. Lets call it 20 each which still seems too much but I don't want to back peddle too far. So you can assign two AP, the atelier manse and two stockpiles for two turns in a row and unless you roll like ass should complete the project. Step two for Archgenesis is building and empowering an Ark to hold the Benediction of Archgenesis spell by the way.

Yeah that should be one.
 
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