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

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.
I don't know why I keep forgetting the Slicktongues can act as "free" diplo AP, I'll move them to talk to Miyuan but I'll keep the Ghostwalkers where they are.

Question for the thread would everyone prefer that I work on the factory-cathedral or hangers for the redoubt?
 
[X] Plan: Hospitably Inhospitable v.1

Anklok
-[X] Bribing spirits to do their job. Spirit can exert blessings beyond the simple abilities of Dragon Kings. However, they don't work free and need festivals and rites performed in their honor to cooperate. It grates on you to have to resort to things kind of thing though. 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 AP

-[X] Little Beam Training Arc (part 2): Rather than summon him, put in some effort training him in the aspects of war he does not know in preparation for future conflicts. 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. 1 AP

-[X] Second Stringers: Having to invest such resources to rapidly train replacements to keep our forces fully loaded when taking even minor losses is grating. Those resources would be better spent as part of large scale efforts instead of wasted on replacing the troops lost in a single battle. Thus a group of 20 Legions will be raised. They will be provided with Militia Gear and would fight as Planetary Guard if forced to Muster. But they would spend their time occasionally training with full legionary gear, familiarize themselves with tactics, strategies and commanders of the Draconic Legions. Thus they could step in and allow the Legions to be restored to full strength immediately at no cost unless savage losses occurred. In an emergency the Reserves could be called out to produce 20 legions with nothing but a strenuous equipment run (and losing the reserves). 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 AP + Training Grounds

-[X] Naval Phalanx Academy: Now that we have mastered the art of training void warriors we can build an academy dedicated to training them in response to attrition and ship building projects. 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. 2 AP

-[X] Lessons Learned (Ork Vessels): We have too many troops to make it worth teaching everyone how to board an Ork ship. Naval Phalanxes though are different. Use what we have learned from the landed ships to train our void phalanx in how to conduct boarding missions. AP Needed: 1. DC: 45. Success Needed: 2. Reward: Naval Phalanx gain +1 bonus on positioning rolls when boarding Ork vessels. Positioning rolls are only relevant when conducting missions that do not involve killing everyone on board. A dramatically different Ork vessel (like say a Space Hulk) would not gain this benefit. 2 AP + Crystalweavers

I don't think this is too controversial, though I wish I could scare up another AP for the Lessons Learned. I'll live, I suppose.

Mosok

-[X] Repair: Nobz Gob: The Brute Ramship you captured and decided to keep has been badly mauled in combat. We should probably provide the resources and aide to repair it and get it back into action. AP Needed 1. DC 15. AP needed 3/4. Reward: Brute ramship fully repaired. 1 AP + Metalforgers

-[X] Acadamia of Constellations: Void Vessels requires hundreds or thousands of relatively skilled and very technically minded Dragon Kings. The need to commit these high value people to a vessel acts as a constant cost on our society as those people are not available for other projects. Constellation Academy is a training ground to raise up younger and less experienced Dragon Kings with the concentrated training they need to run void vessels, minimizing the impact on society of fielding such Craft. Constellation Academy will consume 1 Generic AP in perpetuity but produce 3 AP worth of Upkeep. 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. 4 AP

-[X] Void Faring Hero Style: Develop a dedicated Terrestrial Martial Art to be taught to spacers and Naval Phalanxes. Improves the quality of your naval Phalanxes and large Vessels may have a second line of defenders in the form of crew who know some Void Faring Hero style. AP needed: 2. DC: 45. Success Needed 6. Reward: Unlock Void Faring Hero Style. 2 AP + Dojo

Shouldn't be too controversial, using a free repair action from the Metalforgers to get Nobz Gob ready for the throw down next turn. I suppose that I technically overcommitted to the Void Faring Hero Style, but that's another thing I want ready for next turn.


Pterok
-[X] Astrological Question "When is an auspicious day to resume construction of the Orbital Redoubt?" Free

-[X] Astrological Question "Will the Eldar approach us diplomatically in the next 25 years?" 1 AP

-[X] Astrological Question "What is a good day to approach Miyuan?" 1 AP

-[X] Pilot Training: Using the Control Spire of Relza and divine tutelage to guide our existing pilots through Relza's elite training. They will gain improved skill and even more, experience in using their Warbirds. AP Needed: 2. DC: 40. Success Needed: 5. Reward: First ten Squadrons of Warbird Pilots gain elite status. This grants +2 dice to their rolls (this does not help the momentum gathering rolls of their hangers). AP may also come from Pterok Breed AP. 3 AP

-[X] Warbirds: Mass producing these light skyships is still beyond our magitechnology limits, but with the support facilities in flight towers we can start producing them at least. Warbirds are exquisitely built, with each feather and joint perfectly mimicking those of a living bird. These vehicles are made from a variety of magical metals with bright gemstone eyes. The metals are all colored vivid blues, greens, reds, blacks and purples. Warbirds are all highly visible and were meant to inspire fear and awe in those they were used to attack. Warbirds are controlled with a combination of leg movements, weight shifting, built in reins and verbal commands. 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 AP + Workshop + Atlier

-[X] Assault Roc - Protoype: Interest has arisen in a heavier platform. Still light by skyship standards but heavier than a Warbird by far. Modeled after the Great Rocs seen in the East of Creation sometimes. Unlike Warbirds these would not have an external pilot (being some 15 meters long and even longer wingspan). Instead a pilot and co-pilot would dwell in the Roc's head behind the eyes. Like a Warbird its loadout would be flexible but with a far different focus. Not intended for Void Superiority or Interception at all these craft would focus on strikes, using the internal space to mount a Heavy Implosion Bow, which when combined with a small squadron delivering bursts from close range, results in Advanced Damage. Alternatively the innards can be removed for troop carrying. Energized claws and beaks would allow the Assault Roc to grip an enemy hull with its claws and pierce through its hull with its beak, opening its gullet would disgorge a scale of Naval Phalanx to board the vessel. An armored Howdah on its back with a Recanter would provide some protection but its assumed this vessel should be escorted by Warbirds for protection. This project is to build an test a prototype for the viability of the concept. AP Needed 1. DC 35. AP needed: 5. Reward: Build and Test an Assault Roc Prototype. (Provides a Bomber/Assault Boat multi-role craft as an option for your hangers). This is a prototype, workshop success may be added but it will NOT multiply successes nor can it support the project on its own. 2 AP

-[X] Logistics Stockpile: Torpedoes, fuel, food, spare parts galore. Vehicles like Warstriders and Void Vessels consumes mountains of minor parts and gizmos and for them to be utilized to their utmost they need to be supplied with the appropriate logistical support. Astrological readings and genius level bureaucratic oversite ensures that what is needed is always what is available as long as the effort is put in to create the items in the first place. 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 Workshop

I'm assuming (hoping) that the Orbital Redoubt projects are similar enough to benefit from the same astrological readings. One Eldar reading is wanting to keep from burning bridges while the other is hoping to get some heads up on a diplomatic action from the Eldar so we can throw them a properly good party when that happens. Purely a social thing for me. The rest is trying to get enough Warbirds to fill out the various hangars and skydocks we have available, and get the most out of their pilots. @StarJaunter From what I understand of Warbirds, they're basically essence-powered bird-shaped kites, right? Could they, now or in the future, function like Warstriders in letting pilots use Martial Arts charms through them? I like the idea of using Pterok Breed Style through dead-killy murderbirds.

Raptok

-[X] Call Ulthwe (Grill Miyuan): Use your magical Ansible to interact with Miyuan and explicitly try to extract more than casual information or exert influence on Ulthwe council through her. AP needed 1. DC: 50/70/90 Success Needed 1. Reward: Interaction does not penalize relations with Ulthwe or lose your friendly contact/ Gain a list of options for intelligence or diplomatic influence appropriate to this contact that you may choose one/ Also gain positive relation with Ulthwe. Slicktongues

-[X] Alchemical Excellency: Initial work in designing alchemical charms will start with the basics. Designing a full set of Attribute Excellency charms for our potential Cyber-Dragons. AP needed 2. DC: 35. Success Needed 3/6. Reward: You have complete openness in installing Attribute excellencies at Vat Complexes when designing potential Upgrade Suites for a Cyber-Dragon. 2 AP + Technomorphs

-[X] Temple of Treel: We can convert any Basic Manse into a consecrated temple to one of our divinities to receive the blessing mentioned under their entries in the Divinity page. Divinities who need a Temple: Leeayta, Shining Flower, Final Hymn of Judgement, Treel. Each temple of course consumes one basic manse and removes one Hearthstone from play (it exists but is in the hands of the divinity to use as they see fit). AP needed: 2. DC: 30. Success Needed: 2/3. Reward: Temple built to Treel 2 AP

-[X] Immaculate Blood Seed Plantation: We can produce a plantation to produce one of the key ingredients in Primordial Stockpiles… and make Immaculate Coffee in the mean time. Once established it starts a 100 year timer which ends in producing the effects of the "Archgenesis" Project. AP Needed 1. DC 15. Success Needed 6. Reward: Source of Immaculate coffee, part one of three for large scale production of Primordial Stockpiles, occasionally will produce enough red seeds to conduct Archgenesis on a new world. 6 AP

-[X] Brass Legion: Clockwork soldiers that fight for the holders of their command codes. They will not depend on essence from Attunement or elementals, simply activated and allowed to perform maintenance during the time a normal soldier would be sleeping or eating. Our clockwork soldiers would be ideal to equip with our new faux yellow jade artifacts and Prayer weaponry. AP needed 2. DC: 30. AP Needed 10. Reward: 6/10 Brass Legions of Clockwork Soldiers equipped with some form of Artifact armor and Prayer caster derived weaponry. Stats are same as Staran knights but you can have more total and they are equipped with ranged Artifact weaponry and have more independence and skill in warfare. Flawless Workshop and Automatorium success may apply. 1 AP + Automatorium

-[X] Orbital Redoubt (Hanger): A ridiculously scaled flight hanger can be installed aboard the Redoubt, allowing skyships to dock, squadrons of warbirds to scramble, and on board troops to perform boarding out counter invasions. Raises skyship limit by 5. AP Needed 2. DC 25. Success needed 0/7. Reward: Orbital Redoubt gains a massive Hangers. Manta may be assigned to lower DC to 15. 7 AP + Manta

-[X] Orbital Redoubt (Ox Body): Use the volume of the Bay to massively reinforce the Redoubt. Add 5 x -1 Health levels and 10 x -2 Health levels. AP Needed 1. DC 25. Success needed 0/3. Reward: Orbital Redoubt gains a massive Hangers. Manta may be assigned to lower DC to 15. 3 AP + Ship

-[X] Razor-Beaks: not!Quetzalcoatlus are normally ridden by Pteroks the way humans rode horses. We can equip trained Razor-Beaks with leaf armor and self re-loading fuel bolt launchers that the riders can control. The beasts can fly faster and further than Pteroks alone can, if not by a massive amount and the anti-vehicle weapons allow them to be dangerous when opposing any aircraft. In situations where there is no enemy air support they can carry large fire bombs and garda eggs or other alchemical grenades (fungicides maybe?) to drop on foes. AP needed 2. DC: 25. Success Needed 53. Reward: Each of 40 legions gains a group of 25 Razorbeaks as organic support. 1 AP + Stable

The Alchemical Excellency and Brass Legion are me not wanting to let AP go to waste, they're something I don't mind sacrificing for a good purpose if someone has a better idea. I said I'd chip away at Razor-Beaks a little at a time, and though I expect it to take me the better part of a century to complete it having organic air support for our legions seems worthwhile. Also I don't think it's going to benefit from some of the success-reducers like Treel's clergy or the Factory-Cathedral, so there's little point in waiting around. The Orbital Redoubt I'm finishing up this turn because we're expecting company and it needs to happen eventually, plus there's some meta-efficiencies to be had from doubling down on them at the same time. I like adding the Ox-Body Reinforcement option to benefit from combat regeneration, and because our weapons are an either-or affair so adding a bank of light implosion bows doesn't add as much. The hangar I put in because of the synergy in having Rezla let us make (and keep?) our pilots Elite, which also synergizes with torpedo attacks, marines and the medium-implosion bows. I promised myself I'd go for the Seeds of Immaculate Blood plantation several turns ago, but now I'm doubling down. I know several of these would be more efficient summoning elementals, but the Pterok have been subtly suggesting we've been abusing that so I'm trying to keep from pushing that button too much (plus I'm hoping to drop like, 15 AP on pure research in a turn or two to try and get some basics done to bootstrap our navy into being able to build effective ships and take offensive actions. Hopefully the Pterok councils will be less aggrieved then)

-[X] Karmic Expedition: Send a group of Dragon Kings and Sheut into one Lanka's afterlives and hunt for resources there. We are less likely to get basic resources than if conducted on Tokat but MORE likely to get Exotic materials. Critical success may unlock interactions with the inhabitants of an Afterlife realm. 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 AP + Ghostwalkers

-[X] Jach'Uchil Expedition: Various Dragon Kings can effectively magic up useful equipment from rocks and trees. But that doesn't mean its not easier if they have higher quality materials to work from. Jach'Uchil has been identified as having high quality gemstones, high quality sulfur fields, and vast deposits of high grade iron ores. While we can certainly work with what Tokat has, perhaps we can tap into what this other planet in our system has as well. 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 AP + Hotbloods + 2 Ships

This is me trying to fish for more AP and Stockpiles, getting the most out of two free dice. I was strongly considering going for Golden Throne Aid this turn, but given the Chaos incursion on an Exodite world, I figured this was a good time to get out feet wet on the whole 'military contractors' thing. I also expect to spend a fair number of exotic stockpiles over the next few turns, so scrounging up a few replacements before they're needed is just good thinkin'!

Incidentally, I've noticed we're nearing Tokat's current population cap. I'm not worried (yet) about it, but I had a few observations and questions I'd like to share with the peanut gallery. First, what is the relationship between Treel's Refuge and the Weyrs? Does the Refuge expand the number of potential Weyrs there are on a planet, or are they dipping out of the same bowl here? Also, I'm toying with the idea of brute-forcing the Archgenesis project into completion and terraforming Jach'Uchil (both to see how it's done in-game and to help us build tall as well as wide). How urgent this is remains to be seen, but in my head I'm assuming that the planet is worth approximately 20 million Dragon Kings and like the 'also-rans' in the Ophelis system might net us 2 AP and 1 Breed AP once the colony is established. That said, should we engage in such a course of action should we expect to see projects like 'God of Jach'Uchil' or investing in Colonial Care Packages, or would the fact that we're an already settled system mean that it's more akin to "building whatever you need on Tokat, only it's on Jach'Uchil and the DC is a little higher"?

Next, what class of ship should we be looking at to use as a colony ship? I presume we're looking at batches of 10 million, but is that 'a Chariot is fine, so long as it's purpose-built' or is something like a Directional Titan more appropriate?

Edit: Checked some boxes to ensure I've got a vote.
Edit the Second: Added some -[x] to clean up vote count, as per request
 
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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.
Repair: Nobz Gob: The Brute Ramship you captured and decided to keep has been badly mauled in combat. We should probably provide the resources and aide to repair it and get it back into action. AP Needed 1. DC 15. AP needed 3/4. Reward: Brute ramship fully repaired. Metalforgers
You may wish to fix this, you could drop a question and put the freed up AP into it.
 
i dont think we should ignore light speed and warp travel for so long

we are in turn 43 and have already contacted the eldar,the ability to actually scout whats happening outside our system and increase speed inside ours seem important to me
 
[ ] Repair: Nobz Gob: The Brute Ramship you captured and decided to keep has been badly mauled in combat. We should probably provide the resources and aide to repair it and get it back into action. AP Needed 1. DC 15. AP needed 3/4. Reward: Brute ramship fully repaired. Metalforgers

Will do nothing, needs at least 1 AP to allow the Metalforgers to actually do anything.

Incidentally, I've noticed we're nearing Tokat's current population cap. I'm not worried (yet) about it,

Hence why Weyrs got posted as a thing.

but in my head I'm assuming that the planet is worth approximately 20 million Dragon Kings and like the 'also-rans' in the Ophelis system might net us 2 AP and 1 Breed AP once the colony is established.

Sounds about right. Mostly the resources of the planet are high quality gems, sulfur deposits, and massive but basically not useful iron mines. If you can find someone who used iron or steel you could output lots of it as a trade item for them.

That said, should we engage in such a course of action should we expect to see projects like 'God of Jach'Uchil' or investing in Colonial Care Packages, or would the fact that we're an already settled system mean that it's more akin to "building whatever you need on Tokat, only it's on Jach'Uchil and the DC is a little higher"?

Technically that is true, colonization packages serves three purposes now. One, allow you to transport resources along with the initial colony if transportation is too limited to allow unimpeded aid. Two, lets you store up successes early in order to speed up the establishment of colony, three contains nests of builder bugs that lower the DC on the dice rolled in the initial colonization action. So very little use on Jach'Uchil but systems where you are say establish through limited access or to build up a new world on a frontline as fast as possible is still useful.
 
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You may wish to fix this, you could drop a question and put the freed up AP into it.

Thank you for catching that, fixed.

i dont think we should ignore light speed and warp travel for so long

we are in turn 43 and have already contacted the eldar,the ability to actually scout whats happening outside our system and increase speed inside ours seem important to me

That's on my to-do list. I intend to chip away at Way Travel starting next turn (taking advantage of an expected bumper crop of AP) and do a crash course (if you'll pardon the pun) on the two Ram technologies and boarding fields, then the turn after that do a major push on getting Godspeed Motivators that, if my calculations are correct, complete around the same time Way Travel opens up. We also have limited Way Travel right now with the Nob's Gob, and can send small groups all over the place just by asking the Ferrymen nicely (which I intend to take advantage of).

@StarJaunter Given we have a Way-capable ship, could we undertake colonization actions that are basically it ferrying colonists back and forth? Or should we have a larger, more colonization-focused ship to do that?

Also, @thread What is the popular will to start chipping away at colony stockpiles again, and investing in piety projects for either Ophelis or Tetocan?

Question for the thread would everyone prefer that I work on the factory-cathedral or hangers for the redoubt?

I want the FC soon, but I'm willing to wait a turn if you're also working on one of my other two Standardization projects (the plantation and oil projects). The Hangars I'd prioritize if you're worried about the incoming orks and expect to have the smallcraft to support it, so honestly I could go either way and I'd be okay with you starting the Factory-Cathedral this turn and finishing it the next (also I think you need an Exotic Stockpile to get it up and running?) if that makes things more AP-efficient in your plan.
 
Given we have a Way-capable ship, could we undertake colonization actions that are basically it ferrying colonists back and forth? Or should we have a larger, more colonization-focused ship to do that?
You could, keep in mind you are surrounded by Orks. So your next colonization should either be a conquered Ork world in your sub-sector or will risk interception from Orks.

I will reveal that Trocha is sending basically their whole fleet so if you manage to prevent their ships from escaping without losing Nobz Gob you could go on the attack. Take too long and the other nearby orks will conquer them first though.
 
I will reveal that Trocha is sending basically their whole fleet so if you manage to prevent their ships from escaping without losing Nobz Gob you could go on the attack. Take too long and the other nearby orks will conquer them first though.
Well that does seem like a compelling argument for some more Skyremes.
 
ATTENTION @Thread

You can post it to the peanut gallery if you want to share your choice.

Choose three from among the following to unlock.

[ ] Perfected Warrior: This cannot be done through choice. An egg newly seeded with a soul must be chosen. Not even in a previous life can the choice be made. The soul must be new, fresh, unburdened by previous lives. We will take this egg and through sorcerous acts and essence manipulations we shall heinously bind this soul to the flesh to a degree improbable for even Dragon Kings. 999 out of a thousand will fail, their newborn soul lacking the potency to survive our manipulations and their fresh flame will gutter out forever. Perhaps worse for the one who survives. We curse them to live but one live, albeit and immortal one. And through this their soul and flesh shall be to ours as ours is to the most feeble of mortal. Pity them; that they may sacrifice their lives to the glory of the Unconquered Sun but once. Envy them; for how glorious their one sacrifice must be. AP Needed: 4. DC: 45. Success Needed: 34. Reward: Gain the ability to raise Dracio Custodes. In addition to numberless physical, mental, and spiritual improvements, Praetorians count as Celestial Exalted for purposes such as wielding sorcery, martial arts, or artifacts limited to Celestials like Celestial Battle Armors. They can never become Chosen nor can they ever be reborn, one glorious life is all they have.

[ ] Navigator: If we are to commit to travel about the galaxy we need guides and none are eager to cleave to the aide of Raksha Ferrymen, no matter how advantageous such speedy travel may be. Instead of binding ourselves to monsters or consigning ourselves to forever limp ineffectually about the galaxy we could re-engineer ourselves to handle the role. A series of perception enhancing mutations centered around a Lidless Demon Eye, which glows with eerie soul life from within and cannot born to be concealed is laid upon a Dragon King. If we can manage the alterations without physical or spiritual collapse the Navigator gains the power to see the unseen and immaterial. They can observe the nature of the Wyld with far greater facility and guide us with a firmer hand then our own fumbling vision questors or crude calculations. Beware the newly forged Navigators must start from scratch building up the institutional knowledge of how to train themselves to chart courses through the Ways. AP Needed: 3. DC: 40. Success Needed: 24. Reward: May grant Navigator mutation.

[ ] Perfected Soldier: Of course an Army or Legion requires Soldiers; numbers not individual heroes. Thus we conceive not of the highest possible modification that could theoretically be applied, nor the most mass producible improvement but try to step along a path between them. Severe selection criteria, vigorous training, Mutative biogenesis and thaumaturgical implantations grant the Soldier inexhaustible natures, resistance to pain, enhanced senses, reduced cost of attuning artifacts, increased size and strength enough to wield two handed weapons single handedly, sutra-indoctrinated loyalty, resistance to the Wyld-shaping in general and mind affecting powers especially, prehensile tails able to wield an additional weapon. Make armor worthy of them and watch them conquer the Galaxy for you, if you can afford them. AP Needed: 3. DC: 40. Success Needed: 24. Reward: Gain the ability to train Dracio Astartes.

[ ] Chameleon Infiltrators: Essence cannot always be relied on for Stealth, especially as some sensors will be tasked to catch that very thing. To improve our ability we could employ our Genesis laboratories to copy the various strategies employed by beasts, Deva, and Behemoths to join the realms of the Hidden. Scentless bodies, unnaturally cool and quiet biologies, contorting joints, mutations for unnaturally small size about 18 inches tall and covered in chameleon scales to hide. AP Needed: 2. DC: 35. Success Needed: 22. Reward: Can found an order of sublime infiltrators and assassins.

[ ] Phoenix Lords: Potent divine, or perhaps damned artifact organs exist. They grant tremendous power in exchange for crippling the virtue of the holder. We wish to see if its possible to use sutra-indoctrination and sorcerously enforced intimacies and mental commands to allow us to control these brilliant but craven individuals. And of course consign them to stasis systems when their services are unneeded. AP Needed: 3. DC: 40. Success Needed: 24. Reward: Can recruit Phoenix Lords. Phoenix Lords gain +4 successes in every attribute roll in exchange for being unable to succeed in Compassion, Conviction, Temperance, or Valor rolls. To keep these super-Dragons from shaming the realm with their unvirtuous behavior they will undergo potent mind-control and indoctrination procedures.

[ ] Hearth and Flame Shells: We can forge Exoskeleton suits which bind Elementals to aide the Dragon King wearing them. What if we convert the exoskeleton into an endoskeleton and render the suit into a set of comprehensive and invasive implantations. Well the recipient would feel the pain of their soul burning when the Elemental embodied, which would have to be redone every season. In return they would gain access to the elementals charms and all the benefits the exoskeleton provides normally while still being able to where another set of armor. The constant need of maintenance and regular soul searing pain would render those so enhanced empty shells who would often while away time between being needed in stasis. But when needed they could unleash elemental fury akin to Emerald Circle sorcery. AP Needed: 3. DC: 40. Success Needed: 24. Reward: You can recruit Hearth and Flame Shells. Shell units gain the benefit of Dragon King and Elemental natures and can wield elemental powers on the scale of Terrestrial Circle Sorcery.

[ ] Devastating God-Beasts: Skirting the border between Genesis and more Essence derived power this project would grant their recipients a shapechanging mutations allowing them to access the Form the Terrifying Ancestors far earlier and more gloriously than they should be able to, reaching heights of 6 meters. To control the form they must take regular doses of alchemical solutions and learn a dedicated Terrestrial Martial Arts whose whole purpose is to utilize, control and fight with their God Beast forms. A breakdown shows that they would be roughly as dangerous as our current Elite units like the Ruby Arrows (bearing in mind they will not have mounts or machines) but cheaper to train and equip. And we could in theory improve their training with further martial arts and dedicated God-Beast oriented Artifacts. AP Needed: 2. DC: 35. Success Needed: 16. Reward: Can raise formations of God-Beasts.

As a reward for an earlier omake, I've been allowed to peek at some of the possibilities in transdraconian research and may select three to unlock. While the decision is ultimately mine, I'm willing to put this out there for people to comment on and make recommendations.

My initial inclination is for Navigators, Perfected Soldiers and Chameleon Infiltrators as they each support our efforts in distinct ways (Way travel without Ferryman aid, better soldiers and better infiltrators) and don't run into some of the ethical issues I imagine the Dragon Kings would be looking at (just living once for the Unconquered Sun? Is that really moral?)

Anyone have observations or differing opinions they'd like to share? The only one that comes to me is that if we pick up Navigators, I'd suggest putting a great emphasis on completing them so we could mooch trade for some instruction on Way travel from the Ferrymen so we're not quite working from scratch.
 
Conquering your way out of a lesser Ork subsection does make for an excellent introduction to the Galaxy.

Admittedly true. My colonization plans had been something to the effect of
-finish colonizing Ophelis Prime
-establish Jach'Uchil colony
-keep pumping out Continuing Grace once we have some population space
-send colony efforts to Atlaaki and Hatra to get them started
-look into how to rush colonization of Tocha practically overnight before systematically picking off Ork systems and adding them to our list of conquests

Approximately in that order.
 
ATTENTION @Thread



As a reward for an earlier omake, I've been allowed to peek at some of the possibilities in transdraconian research and may select three to unlock. While the decision is ultimately mine, I'm willing to put this out there for people to comment on and make recommendations.

My initial inclination is for Navigators, Perfected Soldiers and Chameleon Infiltrators as they each support our efforts in distinct ways (Way travel without Ferryman aid, better soldiers and better infiltrators) and don't run into some of the ethical issues I imagine the Dragon Kings would be looking at (just living once for the Unconquered Sun? Is that really moral?)

Anyone have observations or differing opinions they'd like to share? The only one that comes to me is that if we pick up Navigators, I'd suggest putting a great emphasis on completing them so we could mooch trade for some instruction on Way travel from the Ferrymen so we're not quite working from scratch.
Defiantly a yes for the navigators and Perfected Soldiers and Chameleon Infiltrators are very solid choices though I do find Perfected Warrior and Devastating God-Beasts rather interesting.
 
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Deffinatly no on navigators, we are planing on moving away from way travel using 'go fish', so navigators lose a lot of their value.
It's going to be a while before we can get anything useful from 'go fish' and anything that comes from it will have it's own down sides so I don't see warp travel losing importance for a good while so having navigators is to our advantage.
 
It's going to be a while before we can get anything useful from 'go fish' and anything that comes from it will have it's own down sides so I don't see warp travel losing importance for a good while so having navigators is to our advantage.
We haven't even tried 'go fish' yet so we do not know if it will take a while or not (we could get lucky) let alone if what down sides there are, but I will concead that warp travel is what we can certainly get at the moment.
 
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We haven't even tried 'go fish' yet so we do not know if it will take a while or not (we could get lucky), but I will concead that warp travel is what we can best get at the moment.
I know I'm basing the assumption on this:
[ ] Go fish?: You are not satisfied with risking chaos or taking the … slow?... route. Instead you will hit the books. Investigate odd phenomenon in the Library of Sperimin until you come up with something to test. Be warned, this may take a while and not every idea will work, once something is found it must be tested with projects comparable to Way Travel and Godspeed motivator. Only after those projects completed will you discover if it was a gem or lemon. Also keep in mind that every method will have issues, nothing should be flatly superior to other methods. AP needed: any. DC: Special. Success Needed: Special: Every AP assigned gets a hidden 1d20 roll. Roll of 3-17 results in nothing. If a 1,2,19,20 is rolled you will be given a successful project notice and offered a new FTL method to prototype. You will not find out if it was a good method until you complete the prototype.
Getting a 19 or 20 for something viable can happen but the chances are low so I have little faith in getting something good quickly.
 
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I'd like to have Navigators (Navi-Gators, if they're Mosok?) because it means we can use captured warp ships like Imperial pirates or Ork ships and add them directly to our fleet. It might not be the cornerstone of our fleets, but just being able save AP building ships should be worth it.

The Perfected Soldier plays into what I was looking for to help us keep our qualitative edge, and there doesn't seem to be too many ethical downsides.

The Chameleon I'm comfortable with, but I'm also curious about the Divine Beasts. Should I basically be thinking Sayins going Beast Mode? Because, while cool, that plays to the military angle already covered by PS whereas the Chameleons are a +spying buff.
 
Getting a 19 or 20 for something viable can happen but the chances are low so I have little faith in getting something good quickly.
We could try using astrology to increase our chances of success, even if it only improves the odds from 19-20 to 18-20 that is still an improvement. Whats more we have had some incredible and strange luck with our rolls hitting crits on a semi-regular basis with a d100, 95+ is 1/20 odds (or 90+ 1/5 odds) lower than what it takes to hit for 'go fish'. So even without astrology we have a decent chance of success.

I'd like to have Navigators (Navi-Gators, if they're Mosok?) because it means we can use captured warp ships like Imperial pirates or Ork ships and add them directly to our fleet. It might not be the cornerstone of our fleets, but just being able save AP building ships should be worth it.
This is a good justification for Navigators.
 
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I'd like to have Navigators (Navi-Gators, if they're Mosok?) because it means we can use captured warp ships like Imperial pirates or Ork ships and add them directly to our fleet. It might not be the cornerstone of our fleets, but just being able save AP building ships should be worth it.
Don't forget the odd Eldar corsair.

The Perfected Soldier plays into what I was looking for to help us keep our qualitative edge, and there doesn't seem to be too many ethical downsides.

The Chameleon I'm comfortable with, but I'm also curious about the Divine Beasts. Should I basically be thinking Sayins going Beast Mode? Because, while cool, that plays to the military angle already covered by PS whereas the Chameleons are a +spying buff.
Like I said their solid choices and my only real argument for god beasts is that their interesting as I like the idea of elite units made of mini kaiju.

Reading the entry for Form of the Terrible Ancestors from the DK splat book I would guess it's more like a Lunas shapeshifting but locked to a single form rather then a Sayins barely controllable hulk mode.

••••• FORM OF THE TERRIBLE ANCESTORS
Cost: 5m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-Basic
Duration: One scene
Assuming the overtitle of the Dragon Emperor, the Dragon
King grows into an enormous reptilian killing machine. Her
Strength and Stamina scores both increase by an amount equal
to her Path rating, and she gains one -1 health level and two
-2 health levels. She also adds half of her Path rating to her
bashing and lethal soaks. The character's natural weapons
experience similarly deadly alterations, shown below. In this
state, the character cannot speak, use weapons or wear armor.
All clothing and attuned artifacts transform with the character,
with armor losing its armor properties and weapons losing their
weapon properties. The character may automatically succeed
on any Valor rolls and gains a dot of Valor for the duration.
Common Overtitle: Arilak, Leyata, Mokrelus
Speed Acc Damage Defense Rate
Anklok
Bite +0 +1 +7L +2 +0
Claw +0 +2 +5L +0 +0
Tail +0 +2 +4L +0 +0
Mosok
Bite +0 +3 +6L +2 +0
Claw +0 +1 +4L +1 +0
Tail -1 +3 +6B +2 +1

We could try using astrology to increase our chances of success, even if it only improves the odds from 19-20 to 18-20 that is still an improvement. Whats more we have had some incredible and strange luck with our rolls hitting crits on a semi-regular basis with a d100, 95+ is 1/20 odds (or 90+ 1/5 odds) lower than what it takes to hit for 'go fish'.
Can we apply astrology like that @StarJaunter ?
 
locked to a single form rather then a Sayins barely controllable hulk mode.

You are using a combination of Drugs and Martial Arts training to control basically turning into a Dinosaur version of Ozaru yeah.

The research bypasses some of the restrictions of the step, like having to get to the fifth step of the wood path. Users would effectively be treated as having sixth step of the path even if they have no steps on the path. It would also bypass weapons and armor being useless, although you would have to design special shapeshifting weapons that can be carried in normal form but still be useful in Kaiju form.

Can we apply astrology like that @StarJaunter ?
It will do something but won't be a slam dunk of auto securing it. You can use it to scan an unlocked option for whether it is a good one or dud tech which may save some time wasted on doomed research.
 
You are using a combination of Drugs and Martial Arts training to control basically turning into a Dinosaur version of Ozaru yeah.

The research bypasses some of the restrictions of the step, like having to get to the fifth step of the wood path. Users would effectively be treated as having sixth step of the path even if they have no steps on the path. It would also bypass weapons and armor being useless, although you would have to design special shapeshifting weapons that can be carried in normal form but still be useful in Kaiju form.
Just imagine it mini Godzilla with a chainsword and bolter.
 
Also keep in mind that psykers or faeblooded should be able to learn the charms that make Way Travel significantly easier and the Wonderous Globe makes it safer too. I'm not saying we shouldn't try our luck with Go Fish but travel time to pretty much anywhere in the galaxy on the scale of days or weeks is pretty hard to beat and still within the reach of our ability to get reliably and safely. Something to consider for military vessels if nothing else. @StarJaunter, would a Wondrous Globe of Precious Stability cost a slot on a ship or just AP?
 
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