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

(starting with stuff I was working on before the update)

I wonder how difficult it would be to equip our Starans as Imperial Guard. I bet they could probably pull off a respectable Krieger when viewed from a distance, and in addition to the defensive value of such a host I imagine they'd be useful as cover for espionage assets, getting moved around the Imperium on the Munitorium's dime. Besides, it's not like them being quiet and antisocial is considered out of character.

Can Ophelis develop a Realm Defense Grid? We're working with basically virgin territory, and having a score of war manses linked together to drop forest fires or literal rains of arrows on invaders seems like a strong defensive advantage. (I can see a more sophisticated version of this being unlocked with the 'planetary warfare is when the planet is trying to kill you' option, but Network Node was a one dot ability for manses and I can imagine war-manses dotting the surface of the world. Just saying.

As a long-term goal, I wish to propose a daring policy objective I call "Project: Fuck Commoragh". We're tentatively in cahoots (highly technical diplomatic term) with the Craftworld Eldar, or at least Ulthwe, who are torn in two directions; they want to 'survive as a race' (understandable) and 'we really don't like the Dark Eldar' (also understandable). Given that we currently know that a) the Dark Eldar exist, b) they're Degenerate and c) the Craftworld Eldar expect them to attack us at some point, it seems reasonable for us to spare at least some thought towards preparing for them, militarily. I suspect that we'll encounter them before we rid the Tokat subsector of Orks, and we aren't going to like them once we meet up with them (I know, a high probability prediction to make me sound smart). To that end, I observe that while we're not currently in a situation where we can do much about them beyond 'endure', we do have a few advantages in combatting them;
-They primarily rely on stealth and speed to do the damage they do. Our divination should at least partially counter that, and we're natively not soft targets anyway. (another reason for my 'everybody was kung-fu fighting' plant)
-Our Dragon Kings are directed reincarnators, we know that such things are possible. While I don't expect them to automatically intuit 'go after the Eldar's eggs', when that fact becomes known to them I suspect they'll start looking for the catch and be able to pick up on the 'stored essence(s)' they keep with their flesh crafters, and I imagine stealing those and gifting them to Craftworld Eldar, or at least the Harlequins, can both mitigate the damage the Dark Eldar do and keep from wiping out their race, meaning the Eldar don't become our enemy just because we fight back
-Also related to the above, captured Dragon Kings should be able to suicide to escape the various torments the city of Commoragh holds. I suspect Unconquerable Self is going to be a popular spell amongst our sorcerers.
-We also can probably loot the city once we find access, and I imagine 'we have an STC called Panacea' is a hell of a diplomatic carrot with human polities. One that I intend to use to turn sutra-batteries into Super Effective macrocannon shots against Nurgle's daemonworlds. "Ack, they're shooting penicillin at us! I'm melting!" etc.

How much of a legion can a barracks for a smaller ship hold, if we're looking at 'transport to a world for invasion' purposes. In the long run a Conquest Platform sounds splendid, but if we're to invade Tocha in the near future I daresay we're unlikely to get a proper Conquest Platform up and running in time (plus it's probably overkill). On a ship-related question;

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.

1) does a SRA take up a slot, or just add to the power and AP requirements? Similarly, Perfected Calculation Arrays (which I presume help with gunnery?)
2) What counts as 'direct fire weapons'; Lance attacks seem a reasonable supposition, but what about Implosion Bows, or Sutra Batteries?
3) Would adding some sort of stealth plating to the ship (I'm thinking based on the Notice-Me-Not tech once we get to researching it) be workable as something on the hull, or would we need to find space for it?

I ask because I'm looking at something that is either a Sloop or a Chariot ([FTL][SHIELDS][WEAPONS]+ extra HLs + Sympathetic Resonator Array) to act as our first dedicated scout/warship, and I want to know to budget research. So far I've got [Way Travel] and [Emergency Shielding], with Navigators an upgrade when we finally get them but probably not relevant to the ship itself.


My rough plan at the moment is to build a 'patrol fleet' of Sloops, Chariots and Pennants:
-Sloops acting as scouts and harrassers, Adamant & Motonic for the speed it offers. Independent duty is to sniff around worlds in a subsector and either deal with it if it's small enough, or communicate back home.
-Chariots acting as quick-moving muscle for the Sloops and support ships for the Pennants. Autocthonic Jade ramships offering both combat options ('melee in space!' counts as an option, right?) and troop ships as necessary for planetary invasions or raids that don't really merit a Conquest Platform
-Pennant is Orichalcum Geomantic, intended to serve as the designated brawler and patrol fleet flagship. Initial thought is [FTL][SHIELDS][WEAPONS][FLEET BRIDGE][OX-BODY] + as many HLs as StarJaunter will let me add on. If multiple Pennants are in a fleet, at least one should have the fleet bridge swapped out for logistical supplies for the smaller ships probably, or perhaps something else.

These three basic ships ought to be reasonably accomplishable in the near future (I want to get Emergency Shields for extra HL levels, FTL stills needs to be researched and there's the ramming upgrades for the Chariots to consider), and once built should also help slot into the larger fleet in case of major action.


I wonder if it would be possible to send a dream vision using one of our Truculee (perhaps Jadeite?) telling the attacking warboss that he can't win if he doesn't use his Boyz to attack us on the ground. I'd think that would, combined with the Arena of Gork & Mork, help make the warboss act stupid and belligerent so they just try to blow past our orbital defenses. We in turn use a variation of what we employed last time and played Hotel Tokat: Orks are free to check out any time they like, but they're not going to survive the attempt.

Can the Stables be used to juice up Orks into Nobs?

And now, onto the update:

-[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
DC: 30 > 81, 66

Construction is quickly completed and existing Phalanxes are pulled in to train instructors (and Little Beam). While there is ancillary facilities in all major manse cities the primary facility and Headquarters for the Naval Phalanx training is part of the Luthe Naval Institute, or LNI, compound.

Reward: Luthe Phalanx Academy, 5 teams were trained and placed on the Night Faring Gem. You can train a team for 1 AP, no roll needed. As a base assuming no special efforts to have large troops are made, Skyremes may have two teams, Sloops may have three, Chariots may have four, Pennants may have 5, Wayfarers and Dromons may have 6, Templeships may have 7, Conquest platforms may have 8. Directional Titans (and Redoubts) are large enough to have essentially up to 40 teams if you want to pay for them, even if you do not dedicate the space. Ships or stations with Barracks may be far, far greater numbers.

Would Training Grounds be able to apply to this, and if so would it be worth 1 team or 3?

-[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
DC: 45 > 05+5, 01, Auto

At first plenty of progress was being made, we had a TMA for void faring hero almost completed when Little Beam returned from his time Training with Naval Phalanxes and in Ork vessel boarding operations and took one look at what was going on and binned it all. With his actual experience and the knowledge of how the ones most likely to ACTUALLY need these arts will fight and what might be needed to move at their sides, he insists the whole project requires Celestial Martial Arts and the style be reworked from scratch with these higher requirements in mind.

He will dedicate the next several years to finalizing this art and is pretty much goading the entire Martial Art community into assisting him.

Reward: No Progress. Must research next turn as a Celestial Style as part of "Training" Little Beam. New DC is 50, New Success Needed is 9 and Dojo can provide a die and triple it but not an auto success. Dojo cannot be used for anything else until this project is complete.

Does this mean we can use Mosok dice for 'Little Beam Training Arc', or does this mean 'dice spent on this count as time spent training Little Beam'?

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

If you have a [10] relationship with them by the 20 year mark (end of turn 47) they will approach you about potentially participating in some Galactic scale event. This is the event they plan on utilizing your gear as a surprise Trump card slash Out of Context problem against the Enemy and getting troops from you or further "surprises" will be what they are seeking.

While they likely will not ask they would be more than happy to escort ships or even a shipless mercenary force along assuming you have a good relationship with them. If your relationship is about the same as now they may just commission your for more Willpower boosting elemental cores to be delivered in turn 48.

Reward: Knowledge

Oh man, if this is a Black Crusade I'm all for showing up. It's like martial prom, and probably the best introduction to the Imperials we could ask for ("Hey, remember us? We helped defend Cadia?"). If it's some other event...well, that's what vision questing is for I suppose.

What's the thread vibe on making some more elemental cores to gift to the Eldar as a way to both contribute to (what I am assuming will be) the Black Crusade and to backdoor our relations up another notch?

Working under the assumption it is a Black Crusade, I see two ways forward:

One, we go all in on being terrors on the ground. Elite gear, Warstriders, Dinos, Lumina, Kung-Fu Dragons, etc. We're already approximately at Sororitas level competency in our martial forces and as we add more supporting elements we're going to get stronger. We show up with an eye towards impressing on the Imperium 'we are an Astartes-level threat that can throw down with Greater Daemons and stand a chance', trusting in Abaddon's desire to take Cadia to see us to victory.

Two, we throw our backs into making a Roit Proppa navy and do what we can to build an Ark Draconis (or some other Directional Titan scale force) to show up and challenge and kill Planetkiller. We have some type advantages and access to some good stuff like Orichalcum reducing damage and being inherently Holy, Sutra Batteries doing Supreme Damage against daemonships and Nysela being the best captain we could ask for. That said even if we had the proper naval technologies researched (which we do not), it will take some time to actually build the fleet, which is going to be tough and we'll need to consistently work to .

-[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
DC: 40/60/80 > 91

Contacting Miyuan this year with a bit of high pressure as lucked out for us, although considering the timing of the calls was guided by Divination perhaps it wasn't luck. Either way we now have some options available. Choose one.

[ ] Introduction to another Craftworld. Specifically they would arrange for representatives of the Craftworld nearest Ophelis to meet our people on Ophelis and start our ability to interact with them.

[ ] Request that you partipate in relief of the Exodite world you have heard mentioned. Starts a mini turn where you act as a Mercenary force supporting the locals that Ulthwe are backing. Gives your people experience in fighting Eldar and if you resolve the situation to Ulthwe's preference your relationship goes up.

[ ] Invite important Eldar to the first opening of the Gate of Auspicious Passage to Ophelis (Expected to occur next turn) to show it off. Rolls to produce relationship bonus for Ulthwe, may interest them with a good roll.

[ ] Offer sale of Astronomical Divination to Ulthwe. Each question asked on their behalf grants +2 Relationship to Ulthwe and you can offer as many as you can produce (three right now). In addition they have to provide data on target to start the Divination so we might learn things as well.

Reward: Options. + 1 Relationship with Ulthwe. Currently 4.

Some good options here, and I'm not sure I see bad ones. I'm inclined against being introduced to the other Craftworld Eldar quite yet just because we're struggling to get all the diplomacy done I'd like us to, and having a second Craftworld to talk to seems like it'd be a low key AP drain. Furthermore, I think if we get our relationship high enough we could probably ask for introductions anyway.

Providing relief in the Exodite matter is tempting, admittedly. I presume the threat is more 'they go Dark Eldar' than 'they fall to Chaos', but experience fighting Eldar is still worthwhile. I certainly won't complain if that gets chosen.

I'm inclined towards the inviting them to the grand opening of the Gate network however, and that seems to tie in better with them having granted us Ophelis in the first place. I imagine we can also talk shop while they're there, possibly including words like 'take these elemental cores as gifts for that party you're planning on in twenty years (when were you going to mention it to us?)'.

The sale of astrological divination is actually the one I'm iffiest about. Not because it isn't tempting, but because I fully expect to use that ourselves as much as possible. That said, it'll be interesting to see what kind of questions they ask.

-[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
DC: 30 > 38, 84

The Earth manse that was converted to Treel's templ gives off the impression of a massive scale ant or termite mound with huge portions of its existing being below ground where Treel maintains a large amount of minor insect spirits and insect like elementals which can be directed by whoever hold's his Hearthstone to aide in major construction projects. Projects like massive underground bunkers or expansion of the Tunnel Transport system are very applicable. In addition one project at a time with over 40 AP (and which represents a single large project instead of a collection of small things, such as building a ship) can be granted improved administrative support as blessings from Treel encourage teamwork and cooperation. His ideal size project is a natural 72 AP (before any admin bonuses).

Reward: Treel's Tunnel Temple is complete.

Good to see this completed. Should I assume that something like 'build Weyr, 4 AP + Treel clergy + Treel hearthstone' is how we'd want to indicate that? Also, could the holder help in massive construction projects like Orbital Redoubts or shipbuilding?

-[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
DC: 15 > 80, 24, 22, 48, 66, 34

Each Immaculate Blood plant is a tricky bit of vegetative artifice to make, but through the previously completed research efforts we have figured out how to spread the plant to hundreds of millions of numbers without immense time or effort.

While the primary purpose is for fulfilling the needs of Primordial Stockpiles, gathered Green seeds can be used for other purposes, including as exotic trade items.

Reward: Complete. Senzu Beans Green Seeds of Immaculate blood are available in large quantities and once very 100 years you gain enough Red Seeds to perform Arch Genesis on a planet.

Remember kids, the important part isn't so much that we can terraform or have emergency Senzu Beans, it's that our Raptok have access to coffee once more. Potential disaster averted.

(Also my next intended plantation project is 'open up a new plantation, then start on Tree Spires'. I want that Ironwood Girdle, and I suspect we're going to be doing a lot of shipbuilding soon.)

-[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
DC: 30 > 57, Auto x 3

With one final push from the Automatorium we have pushed out the First 10 legions of Clockwork warriors, each armed with "Yellow" jade weapons and armor, including Prayer casters, and melee weapons usually in the form of Spears or larger polearms.

Reward: Ten Legion of Clockwork Soldiers is complete. They are roughly twice as effective as a equal sized group of Staran Knights and since they can mostly maintain themselves and re-generate their own essence they can be built in far larger numbers than the elemental powered Golems. Keep in mind they are basically robots and may be subject to scrapcode and other dangers.

Will we have an option to research scrapcode and ways to defend against it once we bump up against it?

-[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
DC: 25-10= 15-10 = 05 > 15 +5, 40, 99

Armor reinforcement of the Redoubt goes troublesome at first but as time goes by it gets easier. We discover that two competing research teams are using the investment in armor and a competitive spirit between them to develop non-magical alloys that can still compete with them.

First is the long known Ebonite material we have finalized the project for and can potentially plant Ebonite plantations. The competitor produced a organometallic crystal, which contains just enough organics material and crystalline structure for us to work with it while still being an advanced metallic alloy, we are calling Ka'anium (or Kaanium since I will not remember to put that apostrophe in everytime) One advantage of it is that complicated as the organic crystal component is to make it is technically completely non-magical which means it can be mass produced in Atelier Manses and we can theoretically teach its production to another race.

These can be used to reinforce Autochtonion or Jurai style ships, -2 HL can be improved to -1 HL armor for 18 AP each. (This generally means each HL improved consumes a year supply of Plantation or Atelier Manse assuming a shipyard or two without a shipyard). Normal reinforcement uses magical materials, costs 20 AP each, adds to power cost (since magical material must be attuned), and will not be amenable to Atelier Manse or Plantation production. (Not This is not the same as the Ox-Body component which of course uses large amounts of volume to cheaply improve the toughness of a craft.)

Reward: Amor reinforced on Night Faring Gem. Two "first age" allows available for reinforcing hulls. One can off put extra effort needed to Plantations, the other can off put the extra effort needed to Atelier Manses.

Oh, I like these two options. I certainly intend to dedicate a plantation on Tocha to stockpiling Ebonite, and depending on who we have access to trading Ka'anium for similar techs sounds juicy.

-[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
DC: 25 > 51, Auto
Reward: 6/53 Progress

A large breeding program is triggered. While only a thousand will be needed in the end we are assuming a certain loss and failure rate due to the genetic improvements and extensive modifications the mounts will eventually need so several thousand young Razorbeaks are know squawking around.

I belatedly realized this is probably a good candidate for 'slicktongues can reduce the successes required', oh well. Still, good to see this get started.
 
[ ] Study [Path Investigation] Policy Implementation: The new paths are useful and significant gifts besides but, by their very nature, are also dangerous to release to the general public without knowing more about them. We should investigate the properties of the new paths via non-invasive means such as divination commonalities between people who share a new path, asking Autochthonian spirits about his elements and whether they resonate with given Paths, asking Ratatoskr why he ate that guy during the creation of Lanka, doing deep scans on Stalkers as all their paths are equally balance or even imploring the Ignis Divine to share his judgement on the subject. AP Needed: 1. DC: N/A. Reward: Presented with a project for implementing the chosen policy, or at least told how and why its nigh impossible.
@StarJaunter, to be clear, the way we acquire new Paths is that a random percentage of the population treat them as Breed Paths right?
 
[ ] 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.

[ ] 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.
You forgot to remove these StarJaunter.
 

the plural was the issue. spoilers vs spoiler not caps. Also due to my master doc not being updating which fixing it now will not help but oh well. Hopefully I remember for turn 45.

Can Ophelis develop a Realm Defense Grid?

Potent weapons that tie into a large geomantic power source sure. Probably nothing on the scale as the Realm Defense Grid as you lack the Great Maker and solar twilights to make the thing and the vast reserves of geomantic power to power it. Something simpler, either smaller in scale or less flexible in purpose is probably possible. Mad science to unlock.

How much of a legion can a barracks for a smaller ship hold,

Vastly understated this I think. 40 Legions on a Conquest platform, 10 Legions on a small ship barracks, So Nobz Gobz should be able to hold a lot more, oops. 50,000 Draconic Legions with mounts and artillery pieces or 100,000 infantry in the form of Ork boyz or Thunderers per small barracks.

does a SRA take up a slot, or just add to the power and AP requirements? Similarly, Perfected Calculation Arrays (which I presume help with gunnery?)

It does take a slot. PCA definitely takes a slot and is what lets a ship shoot to targets at the same time. Part of the slot being more weapons, part extra maneuvering systems and targeting systems, mostly its the calculation arrays that allow you to dance with two partners at once.

What counts as 'direct fire weapons'; Lance attacks seem a reasonable supposition, but what about Implosion Bows, or Sutra Batteries?

Basically anything besides Torpedoes, Fighters, or Nova Cannon equivalents or very similiar concepts. Implosion weapons, Sutra Batteries, Plasma weapons... all count as direct fire.

Anything where all the targeting is on the ship side and once fired the path of the projectile cannot be modified by itself (or produce an area effect that renders "direct" meaningless).

Would adding some sort of stealth plating to the ship (I'm thinking based on the Notice-Me-Not tech once we get to researching it) be workable as something on the hull, or would we need to find space for it?

Making ships harder to detect could be a coating or a engine modification but true cloaking would end up using space.

([FTL][SHIELDS][WEAPONS]+ extra HLs + Sympathetic Resonator Array

FTL equals 1
Shields equals 1
Weapons equals 1 or 2
Ox Body equals 1
SRA equals 1

So only fits in a Pennant with basic weapons, advanced weapons would need a Wayfarer.
Can the Stables be used to juice up Orks into Nobs?

Improved Squigs maybe? I feel if you put orks in a stable and try to improve them using animal oriented technology and techniques the end result will be squigs.

Would Training Grounds be able to apply to this, and if so would it be worth 1 team or 3?

Counts as 1 team, no multipliers yet. Maybe some improved version later.

Does this mean we can use Mosok dice for 'Little Beam Training Arc', or does this mean 'dice spent on this count as time spent training Little Beam'?

Its part of a botch result so no. Little beam gets his training arc AND you have to invest in the void style martial art.

Should I assume that something like 'build Weyr, 4 AP + Treel clergy + Treel hearthstone'

Just saying treel will likely be enough. I would not imagine seperating these.

Will we have an option to research scrapcode and ways to defend against it once we bump up against it?

Yes, mostly in the form of increasing effective artifact level of your stuff because stuff resists with its artifact rating or the essence of its wielder whichever is higher.

to be clear, the way we acquire new Paths is that a random percentage of the population treat them as Breed Paths right?

one in a thousand DK have one breed path replaced with the alternate. for each so technically 11 in a thousand total have an alternate breed path.

You forgot to remove these StarJaunter.

Oops, thanks. Hopefully I update the master file.
 
one in a thousand DK have one breed path replaced with the alternate. for each so technically 11 in a thousand total have an alternate breed path.
So three or four hundred of each path each year. Neat. Did I format my policy suggestion correctly?
EDIT: Will one in a million have both breed paths replaced or is that impossible?
 
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Did I format my policy suggestion correctly?

Basically correct although you are covering too many specific things, most of which are either already current policy or I feel I have already answered you in other questions.

Based on previous conversations it sounded like you wanted to be more invasive in hunting for answers but you write non-invasively.

So basically with this action I am left unsure what you actually want your project to do.

Elementals and gods are not helpful because your essences are too muddled by the combination of exposure to death essence tsunami, dimensional transfer, blessing from Luna, blessing from Autochthon, and being in another dimension themselves.

Please understand ALL dragon kings, not just those with the paths have the muddled essence reflecting all these circumstances.

Will one in a million have both breed paths replaced or is that impossible?

Has not happened and if it did happen current policy would be to destroy the individual immediately upon discovering. If a new birth of the same soul had the same issue their soul would be destroyed just in case.
 
Based on previous conversations it sounded like you wanted to be more invasive in hunting for answers but you write non-invasively.
At first, but then you convinced me not to and I started asking questions about divinations and whatnot.
Elementals and gods are not helpful because your essences are too muddled by the combination of exposure to death essence tsunami, dimensional transfer, blessing from Luna, blessing from Autochthon, and being in another dimension themselves.
And this also applies to the fresh souls that haven't experienced the death tsunami or dimensional transfer? And I get it if they generally can't get a perfect read but don't Elementals always know if you know a step on a related Path, even if they don't know which path/how many steps? So no positive ID on the Dark Paths but at least we lock in the Autochthonian ones. And any Stalkers born with a Dark Path would be Creatures of Darkness since they don't have the capacity to raise their non-Dark path above it. And, while I understand not being able to do a deep scan, we know we can draw the Unconquered Sun's attention to things and I doubt he'd miss active use of dark magic during a ceremony performed in his name near or (probably not) in Ondar Shambol. Also, again, we know Ratatoskr can detect something, and even if he lumps in Smoke because of a vaguely similar bad touch, that's still letting us know that those paths are dangerous to karma and the afterlives.
 
And any Stalkers born with a Dark Path would be Creatures of Darkness since they don't have the capacity to raise their non-Dark path above it.

Not true. ALl dk have two breed paths and so far only one of the two is ever replaced by a dark path.

but don't Elementals always know if you know a step on a related Path,

I am unfamiliar with this, do you have a page number because if that is a thing you may be right.

we know we can draw the Unconquered Sun's attention to things and I doubt he'd miss active use of dark magic during a ceremony performed in his name near or (probably not) in Ondar Shambol.

One! I didn't think of this

Two! But I can totally see the Primordials ordering the Sun not to warn the Dragon Kings about the effects of the Death wave so its covered.

Three Alternate paths not being allowed near important ceremonies for the Unconquered Sun is just common sense.

Four Plus I am pretty sure a DK that knows a Dark Path but isn't full blown lost to it doesn't suffer any from Holy effects.

Also, again, we know Ratatoskr can detect something, and even if he lumps in Smoke because of a vaguely similar bad touch, that's still letting us know that those paths are dangerous to karma and the afterlives.

He has definitely killed and eaten dudes that have no alternate paths. He is definitely effected by the muddling and has to hold himself back from attacking completely normal DK on a regular basis.

He is perfectly willing to kill a DK because they step incorrectly or speak incautiously, not just because they are "tainted" He is a myriad being and the rules for proper behavior around him are not always a fixed thing. This is normal and not considered aberrant behavior by the Dragon Kings or the Sheut.
 
[X] Invite important Eldar to the first opening of the Gate of Auspicious Passage to Ophelis (Expected to occur next turn) to show it off. Rolls to produce relationship bonus for Ulthwe, may interest them with a good roll.

We just have to remember to actually build a gate with 3 dice.
 
Not true. ALl dk have two breed paths and so far only one of the two is ever replaced by a dark path.
Yes but it only has to be equal to make you a CoD and Stalkers start with one step of each and are incapable of learning a second step.
I am unfamiliar with this, do you have a page number because if that is a thing you may be right.
Yeah, I remember reading it somewhere but a basic search of Scroll of Fallen Races, Rolls of Divinity and the errata didn't find anything. Makes sense but I could see it going either way.
Two! But I can totally see the Primordials ordering the Sun not to warn the Dragon Kings about the effects of the Death wave so its covered.
Not only does this assume that they're paying enough attention to us to know what's up, but the Primordials hate and fear the Neverborn just as much as the Unconquered Sun. Perhaps more so.
Three Alternate paths not being allowed near important ceremonies for the Unconquered Sun is just common sense.
Which would explain why it hasn't come up passively, but part of the proposed policy is to make specific inquiries about them.
Four Plus I am pretty sure a DK that knows a Dark Path but isn't full blown lost to it doesn't suffer any from Holy effects.
Necromancers aren't inherently creatures of darkness but necromancy is still dark. I'm saying that, while they may not be lost to the path enough for the passive effects to apply, if we did a ceremony saying "Oh Ignis Divine! We're kinda worried about these new paths, what do you think?" and then show off the early steps, I think he'd be able to eyeball the Path of Crystal or Smoke and go "Autism/Cancer? Sounds like Auto-kun," while also being able to look at Technomorphic Transcendence and say "HOLY ME THATS SOME FUCKED UP SHIT KILL IT WITH FIRE!"
 
Not only does this assume that they're paying enough attention to us to know what's up,

No it doesn't, it just has to be part of the initial orders placing limits on the Unconquered Sun when the war ended. Nothing continuing has to be occurring to still be effecting him.

Yes but it only has to be equal to make you a CoD and Stalkers start with one step of each and are incapable of learning a second step.

OK, I re-read the rules and you are right so this is a way in which I am explicitly stating my ruling as a GM/ST is not matching the rules as written in the Scroll of Fallen races. As long as the Draconic path dot is learned first the Dark path may match it with no penalty.

CoD status is only achieved if the Dark path exceeds the normal path. Again this is how I am running things and I acknowledge it is different from the rules as written.

No Stalker has been born as a Creature of Darkness- flatstop.

but part of the proposed policy is to make specific inquiries about them.

OK you could make a more focused policy request in line with that but

Necromancers aren't inherently creatures of darkness but necromancy is still dark.

So. Solars were Necromancers. If righteous Necromancy was impossible the Sun would have to condemn himself.

And as for the rest of your statement I already established the Sun has been forbidden from saying.
 
No it doesn't, it just has to be part of the initial orders placing limits on the Unconquered Sun when the war ended. Nothing continuing has to be occurring to still be effecting him.
That still ignores the fact that the Primordals hate and fear the Neverborn and absolutely don't want death cultists giving them power, especially from the race that are the best at forming and leading cults.
So. Solars were Necromancers. If righteous Necromancy was impossible the Sun would have to condemn himself.
That's the opposite of what I'm saying. I'm saying it's possible to use dark magic without tainting yourself in the way of becoming dark yourself, while retaining the darkness of the magic. The Sun does not condemn necromancers but he has protocols in place based on the darkness of necromancy. More relevantly, Necromancy didn't exist until after the Sun turned his face from Creation and he started constantly suppressing his virtues.
 
I'm sticking with this for now as no one has made any arguments that have changed my mind
[X] Request that you partipate in relief of the Exodite world you have heard mentioned. Starts a mini turn where you act as a Mercenary force supporting the locals that Ulthwe are backing. Gives your people experience in fighting Eldar and if you resolve the situation to Ulthwe's preference your relationship goes up.

[X] Plan: Don't Forget To Name Your Plan Before Posting It
Anklok
-[X] Chosen of the [Insert Name here]: AP Needed: 1. DC: 30. Success needed: 10. Reward: You gain enough chosen to gain a generic AP. [You may repeat this project but the DC goes up each time though] 1 Anklok AP
-[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. 5 Anklok AP + 3 Generic AP
-[X] Little Beam Training Arc (part 3):
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. Training Grounds auto-success

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] Acadamia of Constellations:
AP Needed: 3. DC: 35. Success Needed: 5/9. 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] Encourage Martial Arts:
AP needed 3. DC: 35. Success Needed 15. Reward: 1 in 4 Dragon Kings knows a martial charm instead of 1 in five. 2 Mosok AP + 1 Generic AP
-[X] Void Faring Hero Style:
AP needed: 2. DC: 50. Success Needed 9. Reward: Unlock Void Faring Hero Style. 1 Generic 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 best days to contact Ulthwe?":
AP needed 1 per question. DC: N/A. Reward: You pursue a line of questioning. 1 Generic AP
-[X] Astrological Question "Will there be any more attacks on Tokat in the next [5 turns]?"
: 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 Pterok 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] Sutra Batteries:
AP Needed 3. DC 40. AP needed: 5/7. Reward: Magitech Ship weaponry which does Advanced Damage normally but Supreme Damage against Creatures of Darkness or Unholy objects. 3 Pterok AP
-[X] Logistics Stockpile:
AP Needed 1 or Atelier. DC 20. AP needed: 6/10 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] Birds of a feather (Assault Rocs):
AP Needed 2. DC 25. AP needed: 24. Reward: +10 squadrons of Assault Rocs. 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. 4 Generic AP + Atelier Manse + Flawless Workshop auto-success
-[X] 2nd Manta Class Skiff:
AP Needed 2. DC 20. AP needed 6. Reward: Second Manta skyship able to assist in orbital deployments and act as an intrasystem transport and the elemental cores needed to make it work, lowering DC 10 when assigned. Flawless Workshop success may apply but this project may NOT be supported by a Flawless Workshop dice. Atelier Manse may supply half the successes if assigned (ie one turns worth). 2 Generic AP

Raptok
-[X] Call Ulthwe (Generic exposure): AP needed Maximum 1. DC: 35 Success Needed 1. Reward: Gains some gossip. Success means the interaction was a net positive. Slicktongue AP
-[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. 2 Raptok AP
-[X] Tougher Clawstriders:
AP Needed 1. DC: 35. Success needed 3/5. Reward: Claw Striders equips and their riders can carry heavier armor with no penalties. Stable auto-success
-[X] 6 million obal dragon:
AP Needed 1. DC: 45. Success needed 3. Reward: Basic soldier improving implants. +1 strength, dexterity, stamina, and perception both currently and as an increase to maximum potential. 3 Raptok AP + Crystalweavers AP
-[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 [Quetzacoatl]:
AP needed: 2. DC: 30. Success Needed: 3. Reward: Temple built to appropriate god, some gods may warrant additional temples, especially as you expand to other worlds. 3 Generic 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 Generic AP + 1 Exotic stockpile
-[X] Open Plantation:
AP Needed 1. DC: 15. Success Needed 5. Reward: Increase a planet's Plantation limit by one, reduces basic manses by five. 5 Generic AP
-[X] Razor-Beaks:
AP needed 2. DC: 25. Success Needed 6/53. Reward: Each of 40 legions gains a group of 25 Razorbeaks as organic support. 2 Generic AP

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. Hotblood AP + Manta Class Aerial Skiff

Ophelis
Anklok
-[X] God of Ophelis: AP Needed: 3 DC: 50. Success Needed: 9. Reward: A community and god of Ophelis is forged. 3 Anklok AP + 3 Generic AP
Mosok
-[X] Moar Fishies: AP Needed: 3. DC: 45. Success Needed 9/15. Reward: Cuttlefish Monitors improved. Basic Counter-Espionage service, by DK standards 3 Mosok AP
Pterok
-[X] Conversion Fields: AP Needed: 1. DC: 35. Success Needed: 3. Reward: Able to produce "normal" conversion fields, such as Iron Halos and Rosarius. 3 Pterok AP
Raptok
-[X] Essence Capacitors: AP needed 2. DC: 30. Success Needed 2/4 Reward: Essence Capacitors are available to power magitech equipment like swift riders, warbirds and warstriders. Unlocks Motonic Warhead research. 3 Raptok AP
-[X] Gate of Auspicious Passage 3 Generic AP


Hey @StarJaunter I know it's a little cheeky to use the training grounds on Little Beam again but you did say not to use it that way two turns in a row so is it okay to use them like this again?

Anyone have any input?

EDIT: fixed Chosen of the [Insert Name here] and changed the Astrological Question "Will there be any more invasions in the next [5 turns]?" to "Will there be any more attacks on Tokat in the next [5 turns]?"
EDIT2: swapped the Dojo auto-success from Encourage Martial Arts with an AP from Void Faring Hero Style
EDIT3: changed "When are the best days to look for new contacts on Ulthwe?" to "When are the best days to contact Ulthwe?"
 
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Chosen of the [Relza]

Er, why do you have Relza here. The action is to encourage thousands of new chosen pairs to form up and make Dragon Kings more effective, not target specific gods.

5 Anklok AP + 3 Generic AP

Maybe this project will make some progress!

"Will there be any more invasions in the next [5 turns]?"

Tokat only or Tokat and Ophelis?

What is an invasion, I would not have termed either of the Ork raids that happened or will happen as invasions.

I know it's a little cheeky to use the training grounds on Little Beam again but you did say not to use it that way two turns in a row so is it okay to use them like this again?
its fine, just not twice in a row.
 
Er, why do you have Relza here. The action is to encourage thousands of new chosen pairs to form up and make Dragon Kings more effective, not target specific gods.
My mistake I thought we had to specify.

Maybe this project will make some progress!
I KNOW!! CURSED! CURSED I SAY!!!!!!

Tokat only or Tokat and Ophelis?

What is an invasion, I would not have termed either of the Ork raids that happened or will happen as invasions.
Give me a moment I'll change it to something better.
 
@StarJaunter, wholly to clarify if what I'm attempting is even possible, I'm going to summarize my understanding of the situation with the Dark Paths:
Elementals can't detect if someone has steps in a related Path, presumably because I imagined that in a fever dream. No one can get a solid scan on anyone, including the fresh souls who haven't gone through the Blind Eternities, presumably because the warp is somehow inheritable. Active, external uses of death Essence are not detectably profane. The Unconquered Sun has been ordered by the uncrippled Primordials not to prevent the rise of a Neverborn cult, presumably because the Primordials are fully crazy and haven't been taught fear by losing the war. We currently have very good reason to stop people from progressing the new Paths past the traditional ones, and even if I pushed for doing so for the sake of science that would be condemning at least 11 people to the social stigma of breaking from tradition, and at least five to being warped into creatures of darkness before their summary execution. To be clear, I don't have an issue with the summary execution part but I worry that turning into a CoD would taint their souls to the point that it would affect future incarnations.
Is this an accurate summary of the situation?
 
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[X] Invite important Eldar to the first opening of the Gate of Auspicious Passage to Ophelis (Expected to occur next turn) to show it off. Rolls to produce relationship bonus for Ulthwe, may interest them with a good roll.

[X] Plan: Don't Forget To Name Your Plan Before Posting It
 
Improved Squigs maybe? I feel if you put orks in a stable and try to improve them using animal oriented technology and techniques the end result will be squigs.

I saw this and figured that it could work as a project akin to the Trukks project, boosting mobility and combat capabilities. And, should we desire to make the Tok-Orkti even krumpier, there's always da Squiggoth, so, you know, there's that.

-[X] Encourage Martial Arts: AP needed 3. DC: 35. Success Needed 15. Reward: 1 in 4 Dragon Kings knows a martial charm instead of 1 in five. 2 Mosok AP + Dojo auto-success
-[X] Void Faring Hero Style:
AP needed: 2. DC: 50. Success Needed 9. Reward: Unlock Void Faring Hero Style. 2 Generic AP

My understanding is that the Dojo will only work on Void-Faring Hero Style until it is completed. Is that not so?

-[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] Sutra Batteries:
AP Needed 3. DC 40. AP needed: 5/7. Reward: Magitech Ship weaponry which does Advanced Damage normally but Supreme Damage against Creatures of Darkness or Unholy objects. 3 Pterok AP

I would personally encourage leaving Sutra Batteries off for another turn and putting greater efforts into getting Way Travel completed instead, as I don't see any particular advantage in doing either project piecemeal. I get wanting Sutra Batteries done, but I also don't think it's important to have completed yet while 'acting in the subsector' requires some kind of FTL.

-[X] Birds of a feather (Assault Rocs): AP Needed 2. DC 25. AP needed: 24. Reward: +10 squadrons of Assault Rocs. 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. 4 Generic AP + Atelier Manse + Flawless Workshop auto-success
-[X] 2nd Manta Class Skiff:
AP Needed 2. DC 20. AP needed 6. Reward: Second Manta skyship able to assist in orbital deployments and act as an intrasystem transport and the elemental cores needed to make it work, lowering DC 10 when assigned. Flawless Workshop success may apply but this project may NOT be supported by a Flawless Workshop dice. Atelier Manse may supply half the successes if assigned (ie one turns worth). 2 Generic AP

I understand wanting to get the Mantas built, but doing so without the Flawless Workshop seems like you're wasting potential multipliers, which in turn means that those dice could be more efficiently spent either directed towards Birds of a feather (possibly allowing the project to complete this turn) or towards a project that doesn't benefit from multipliers (like research, or building up institutions).

-[X] Razor-Beaks: AP needed 2. DC: 25. Success Needed 6/53. Reward: Each of 40 legions gains a group of 25 Razorbeaks as organic support. 2 Generic AP

Mind if I ask why you're putting dice to this? It's something I started so I don't mind per se, but doing it without Stables seems a waste and you've got that elsewhere (completing a project, which I don't mind). Raptok AP is some of the tightest we've got, surely there's some other project that could use the support?

Ophelis
Anklok
-[X] God of Ophelis: AP Needed: 3 DC: 50. Success Needed: 9. Reward: A community and god of Ophelis is forged. 3 Anklok AP + 3 Generic AP
Mosok
-[X] Moar Fishies: AP Needed: 3. DC: 45. Success Needed 9/15. Reward: Cuttlefish Monitors improved. Basic Counter-Espionage service, by DK standards 3 Mosok AP
Pterok
-[X] Conversion Fields: AP Needed: 1. DC: 35. Success Needed: 3. Reward: Able to produce "normal" conversion fields, such as Iron Halos and Rosarius. 3 Pterok AP
Raptok
-[X] Essence Capacitors: AP needed 2. DC: 30. Success Needed 2/4 Reward: Essence Capacitors are available to power magitech equipment like swift riders, warbirds and warstriders. Unlocks Motonic Warhead research. 3 Raptok AP
-[X] Gate of Auspicious Passage 3 Generic AP


Hey @StarJaunter I know it's a little cheeky to use the training grounds on Little Beam again but you did say not to use it that way two turns in a row so is it okay to use them like this again?

Why are you having Ophelis Dragon Kings working on research? I can get the fish and suggested the god, but while I want Conversion Fields and wouldn't mind Essence Capacitors, wouldn't 'eye to the sky researching the neighborhood' and 'supporting the Ophelis-side gateport' make more sense?

@StarJaunter Assuming the 'invite Eldar to watch the ribbon-cutting ceremony' wins, will there be options to wine & dine them properly (ie, diplomatic options to throw a proper party/have a social mixer sort of stuff) kinda like the centennial celebration? Also, would an Astrological question like "What days favor the creation of guardian divinities?" encompass both Lion Dogs, Celestial Lions and Argentim/Aurichtim?
 
My understanding is that the Dojo will only work on Void-Faring Hero Style until it is completed. Is that not so?
I just double check the results of last turn and your right so I'll change it in a moment.

I understand wanting to get the Mantas built, but doing so without the Flawless Workshop seems like you're wasting potential multipliers, which in turn means that those dice could be more efficiently spent either directed towards Birds of a feather (possibly allowing the project to complete this turn) or towards a project that doesn't benefit from multipliers (like research, or building up institutions).
Mind if I ask why you're putting dice to this? It's something I started so I don't mind per se, but doing it without Stables seems a waste and you've got that elsewhere (completing a project, which I don't mind). Raptok AP is some of the tightest we've got, surely there's some other project that could use the support?
Do I have to remind you again that the multiplier doesn't just effect the project the auto-success is applied to but all projects that the auto-success can be applied to as well, @StarJaunter can you remind us whether or not this is true.

Why are you having Ophelis Dragon Kings working on research? I can get the fish and suggested the god, but while I want Conversion Fields and wouldn't mind Essence Capacitors, wouldn't 'eye to the sky researching the neighborhood' and 'supporting the Ophelis-side gateport' make more sense?
Well considering that the gate has yet to be finished on the Ophelis side then there's no point in putting AP towards a gateport rather then the actual gate which I've allocated three AP towards and it only needs two successes to finish.

As for conversion fields and essence capacitors, I feel that the capacitors have been left alone long enough and the fields are to, at long last, get started on the reverse engineering projects.

"But they was all mean an' green... 'cept the red ones"😆:rofl: Okay that just got me, oh man I needed that. Orks can be hilarious sometimes, Thank You Slamu for finding this.
I'm beginning to wonder if GW is moving towards dropping the Ork Klans as those seem very much to be exactly the sort of things the Snakebites love and there was no mention of them in the announcement.

I haven't read any of the recent Ork codexs does anyone know if the Klans (Goffs, Evil Sunz, Blood Axes, DeathSkulls, Snakebites and Bad Moons) are still in the current lore?
 
I understand wanting to get the Mantas built, but doing so without the Flawless Workshop seems like you're wasting potential multipliers
We've been told that the multipliers will apply wherever they can apply as long as they are used, what is being applied here is the auto success it gives.
My understanding is that the Dojo will only work on Void-Faring Hero Style until it is completed. Is that not so?
The Dojo is not being used for Void-Faring Hero Style, it is being used on the "Encourage Martial Arts".

//Edit: and F0lk ninja'd
 
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[x] Plan: Heavenly Stars, Stars in Heaven v.01

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.
-[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. 8 AP
-[X] Lions of Justice!:
Celestial Lions are the powerful arbiters of Divine Law. Originally created directly by the Unconquered Sun as Orichalcum lions uplifted from 100 mortal laborers as a constabulary if we gained control of Yu-shan. Before hand they tended to act as bodyguards for Celestial Gods and young Celestial Exalted (and a few bounded as Chosen with Dragon Kings which is why any are here) We need to use these few to raise new Celestial Lions, deputized to investigate crime and violence among the gods of Teteocan. . AP Needed: 2. DC: 35. Success Needed: 7. Reward: 20 Celestial Lions recruited to dispense Justice and root out heretical gods. 8 AP
-[X] Little Beam Training Arc (part 3):
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. Training Grounds auto-success

Alright, so this is actually a few AP shy of what I was intending originally, as I was putting 9 AP towards Lions & Dogs and 6 AP towards Angels, but, well...Magical Population Growth needed help. I'm pleased with this as-is, and I hope that both of the big ticket items complete without complication. I'd like to thank F0lkL0re for the idea of using Training Grounds for Little Beam, that freed up an AP to put towards Way Travel.

Mosok
-[X] Visit the Neighbors [Visit Tocha]: Make a short terms deal with the Onyx Court to guide a group of Dragon Kings to a conduct a recognizance mission to another planet we are familiar with. AP Needed: 2. DC: 40. Success Needed: 3/6. Reward: Some basic information on the planet you visit. 2 AP + Hotbloods + Corpse-Eaters + Eucharist
-[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: 5/9. 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 AP
-[X]
Void Faring Hero Style: Thanks to Little Beam this project has evolved to develop a dedicated Celestial 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: 50. Success Needed 9. Reward: Unlock Void Faring Hero Style. 2 AP + Dojo

Ah, Mosok. You've actually been the least squeaky wheel for some time now, AP-wise. I was tempted to put dice towards Soulsteel Deal this turn, but opted not to in favor of pouring that support into espionage which is something that seems to have been neglected of late. I kinda hope that having Nob's Gob will let us go raiding for gubbinz going forward. Anyway, as was pointed out to me assuming Nob's Gob doesn't suffer too much damage during the battle turn, we can use it to ship over 10 legions of Dragon Kings which, honestly, should be entirely sufficient to take Tocha unless there's something surprising there (in which case I hope we spot it with our advance scouts). The Hotbloods I'm honestly thinking mostly is 'in case of Sudden Inevitable Betrayal by Onyx Court emit steam from pores and make to nearest Waypoint' more than a concern that Tocha is dangerous (aside from, you know, a few million orks). Honestly I wish it occured to me sooner, but we're going to need (well, want) to put a bit of investment in colony packages for Tocha in the near future. I kept thinking we had more time, but it's sooner than we think, so just using Atelier successes isn't going to complete it in time. (Also, I am thinking we need more such manses going forward but want to complete the Factory-Cathedral before getting too caught up in that)

Pterok
-[X] Astrological Question "What days favor the creation of guardian divinities?": Free AP
-[X]
Astrological Question "Which individuals are sufficiently favored by Mercury to seek to walk Wyld paths?": 1 AP
-[X]
Astrological Question "When shall the Sword cross before the Captain next?": 1 AP
-[X]
Vision Quest "What is the galactic event the Eldar would invite us to?": 2 AP
-[X] Supremacy of Elemental Advantage [Factory-Cathedral] 1 AP
-[X]
Supremacy of Elemental Advantage [Gateport] 1 AP
-[X]
Supremacy of Elemental Advantage [Open Plantation] 1 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. 6 AP
-[X] 2nd Manta Class Skiff:
Builds one true void capable sky ship. 20 meters wide and 30 meters long the vehicles are tiny by the standards of the Ork Spess Construct but by the standards of skyships, well it finally starts looking like a ship in the sky. Manta's require at least a pilot and co-pilot able to wield essence and three other crew (which could be clockwork servitor class servants or mortal assistants) besides, all inside a cramped forward bridge. The rest is a massive cargo hold able to hold 125 armored troops are equivalent cargo. The ship is tough enough to practically ignore weapons meant for infantry and vehicles but pretty much any hit from something mean to damage a space vessel will cripple or kill it, nor does it mount weapons able to do more than act as basic point defense and landing zone clearing. However it both allows much larger parts to be ferried back and forth to orbit and the deployment of effectively a large mobile forward base to aid exploration or construction in system. AP Needed 2. DC 20. AP needed 6. Reward: Second Manta skyship able to assist in orbital deployments and act as an intrasystem transport and the elemental cores needed to make it work, lowering DC 10 when assigned. Flawless Workshop success may apply but this project may NOT be supported by a Flawless Workshop dice. Atelier Manse may supply half the successes if assigned (ie one turns worth).
--[X] 2 Mantas for 11 successes: 2 AP + Atelier Manse + Flawless Workshop
-[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: 6/10 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

The 'favored of Mercury' bit is supposed to support Way Travel and Navigators. If Astrology can't support things that touch on the Wyld I'll reorient the question to something else. Likewise, the Sword and the Captain are the constellations in Creation relating to Martial Arts and Sail, respectively. Seems like a reasonable way to ask 'when is a good time to research for shipboard kung-fu?'. The 2 Mantas project seems like a way to build up a Manta in a single turn, which coincidentally also gets a second one basically for free. (If I should rework the way that's formatted let me know). I'm keeping a fairly light hand on the elemental summons, only using them for geomancy projects and then only the once. Logistics stockpile, we're mostly done and it seems like a reasonable investment so shouldn't be too controversial. The Vision Quest OOC I am reasonably certain is going to be a Black Crusade, but OOC for all we know it could be the Eldar asking us to prom. (We'd still say 'yes' of course, but we still want the heads up to figure out what to wear, sartorial insight is a cutthroat business for the Raptok)

Raptok
-[X] Golden Throne Aide: During our last expedition into the Golden Throne of Lanka we discovered a large subset of the trillion plus population were ready to adapt to their new situation, being guided by Sin-Eater bees and the Sheut in ways that both fulfill their beliefs and make them more useful as a source of Karma in the Tree of worlds. AP Needed 2. DC 35. AP needed 0/9. Reward: Double production of Karmic Honey and Celestial Mead, starts better relations with the Golden Throne. 1 AP + Slicktongues + Ghostwalkers
-[X] Magical Population Growth:
Now that we have established the mundane factors that can address the likely hood of hatched eggs we can start working on magical solutions. Geomancy, Thaumatuergic rituals, alchemical baths, artifacts and possible other things need tested in conjunction with each other and mundane factors to figure out improved growth rates. However magical solutions are more expensive so expect implementation to demand upkeep. AP Needed 3. DC. 40. Success Needed 24. Reward: Stage 2 of how to grow more population. Requires at least six turns so even if successes achieved will not complete until six turns after project started. 3 AP + Crystalweavers
-[X] 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. 3 AP + Bone-Breakers
-[X] Design [2 Hangar Bays]
: While many basic components are available for the asking some thing are trickier. Often this takes the form of properly installing an alien components mountings to get the most use out of it, if the component is THAT good, you have a reliable source so you have a lot, or you want to install them in non-autochthonian ships. Others can be used to create variants of existing components, such as a half hanger half barracks for launch small groups of elite fighters with minimal space used on a ship. Or a ship with two hangers that synchronize their effects to get more out of them than you would normally expect of two hangers. Generally speaking a half sized component is one third as effective. So modifications of components can occur when designing a full ship so this need not be invested in, on the other hand having the components pre-prepared means a good roll can go into making a ship cheaper or stronger rather than squeezing an extra feature aboard somehow. AP Needed: 1 AP. DC: varies but usually low. Success Needed. 3. Reward: Variant of Component or streamlined mounting of xeno component installation. 1 AP + Metalforger
-[X]
Factory Cathedral: Faith, magic, and technology come together in the factory-cathedral. Within its walls are produced glorious wonders. Such a splendiferous workshop enables mass construction of normal artifice and magitechnology but also unlocks the creation of true wonders. A Factory-Cathedral may act as an Atelier manse although that is usually an under use of its power. The ideal workshop that is a Factory-Cathedral can make Magitechnology and Artifice of any level, including legendary N/A assembled from multiple high level individual components.

Everyone who enters the facility must undergo purification rituals, lest unclean Essence contaminate delicate machinery. Sacrifice of great value must be used to kindle a Primordial Furnace inside a factory-cathedral and every year lesser ingredients must be fed into the Furnace to keep it burning. In addition, over the course of the year various components being replaced consumes 10 talents of Jade in incredibly delicate parts, a frozen lightning bolt (tricky but doable with some lightning and air elementals), and the blood of a potent diety (or daemon). Luckily there are plenty of crafting gods perfectly jazzed to enable production in such a facility for only minor prayers and services. All told this means each Factory cathedral must receive at least one die in upkeep every turn, even if not being used.

The first Factory-Cathedral built will convert Flawless Workshop bonus into an ideal Workshop bonus. This will change many prices as mass production gets easier and act as one of the most critical bottlenecks for production of the greater wonders of Legendary Artifice. Additional Factory-cathedrals CAN be used as an Atelier Manse is used, requiring an additional AP dice to provide the needed raw materials, but also enables similar projects for mass production of magical weapons and tools. This includes providing additional auto-successes that may be applied to appropriate projects.

Each factory-cathedral consumes a Basic Manse and its hearthstone AND a high quality Exotic Component, each will consume one Generic AP per turn even if not used as needed maintenance must be performed, fixing a "shut-down" Factory-cathedral is a project roughly the scale of building an Atelier Manse but also needs a new Exotic Stockpile to re-start the Primordial Furnace. AP needed: 3. DC: 45. Success Needed: 6. Reward: Gain a Factory-Cathedral. First one built converts Flawless Workshop Success to Ideal Workshop. 4 AP + Exotic Component
-[X] Gateport
: Build large and geomantically powered facilities around the Gate of Auspicious passage to assist in moving cargo and passengers between worlds. One on both sides is needed or the amount of AP that can pass through the gate is limited. AP needed 2. DC: 15. Success Needed 9. Reward: Gateport built around Tokat's Gate of Auspicous passage. 3 AP + Treel
-[X] Open Plantation
: We have needs for more plantations then we have space and ecological support for. Harness five wood and Earth manses and channel their geomancy to make a new region incredibly rich for Plantation Production. Removes five basic manses and Hearthstones. AP Needed 1. DC: 15. Success Needed 5. Reward: Increase a planet's Plantation limit by one, reduces basic manses by five. 1 AP
-[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 6/53. Reward: Each of 40 legions gains a group of 25 Razorbeaks as organic support. 1 AP + Stables

I'm planning on having the Gateport done on both sides next turn, which will include getting started this turn. We could probably work to complete it this turn, but given that it's not that helpful on its own I'm willing to wait until the Gate is open and see what happens if we try to combine the project. (I'm not sure if Treel's really that helpful here, but it seemed like a reasonable starting project). Factory-Cathedral itself should be uncontroversial, but I confess it's unlikely to finish this turn. I'm willing to see if it does, and try again next to complete it. Similarly the Magical Population Growth isn't really to get somewhere this turn so much as start the timer for when it can be completed, and the Design Component project is a little bit 'trying to make the shipbuilding go smoother' and a little bit 'putting Metalforgers to use when there's nothing to repair right now'. I'm perfectly willing to swap out components, but most of the ideas I've had aren't really researched yet (like synergizing 'Ox-Body' module with 'Emergency Shielding' and maybe even whatever these new armored plates we accidentally discovered do in combination with the above, or 'Essence Concussive Ram + Power Ram + Barracks + Boarding Field' which might be trying to stuff too many marbles in my mouth but dangit I want me some rammy-bois, or even just trying to eke out a little more juice from the SRA + Adamant combination because a +4 to sensors isn't absurd enough. Oh, would Gemini Yards take up one slot or two in an Orbital Redoubt? Because I kinda want to see what 'two Gemini Yards in an orbital redoubt' does as far as bonuses to design goes). Razor-Beaks shouldn't surprise anyone, and while I'm perfectly happy with Golden Throne Aid I want it known that if it turns out that we can put diplomatic dice towards schmoozing with the Eldar I'm dropping it faster than a Krieger drops a Senzu Bean. Navigators are both useful for Warp Travel and something we can apply Bone-Breakers towards, but I don't expect a quick turnaround and I kinda wish I had the dice for putting together some Alchemical Engineers. Will the costs to create them go down once we get a Vats complex up, or will it just mean 'you can now invest 3 Dragon Kings with Alchemical charms/turn'?

OPHELIS DRAGON KINGS

Anklok
- More Angels are needed 3 (if astrology question worked on them)/God of Ophelis (if not)
Mosok
-Gemini Yards 3
Pterok
-Supremacy of Elemental Advantage [Gate] 1
-Map the Other Stars [Ophelis Sub-Sector] 2
Raptok
-Gate 2
-Gateport 7

Idea here is that the Ophelis colonists have been cut off from the rest of their civilization for decades, and while that's not a whole long time for them it's still better both psychologically and strategically to be united. To that end, they're doubling down on getting that darn gate up and then putting the gateport together while other projects are ongoing. I imagine their preference being to get God of Ophelis up, but if More Angels benefits from astrology it seems like a no-brainer to work on that. Gemini Yards I'm intending to put around Ajawo'Baxal in Tokat (requiring completing a project or two to become an option first) but no such constraints apply in Ophelis.


@StarJaunter I'd like to submit a project. It's not supposed to do anything on a national level, just make me feel better for not finding AP for the Automatorium.
[E] Toys for Tots: Young Dragon Kings are impious, impetuous, imperious, and like mauling things. Somewhat like cats in that regard come to think of it. Let us devote our golem workshops to creating prey-automata for them to hunt to help train them. We can even give them tricky puzzles like laser eyes or prerecorded messages. AP Needed 1. DC 05. Successes Needed 1. Reward: Warm fuzzy feelings watching the little monsters rip their toys apart trying to get the sweetmeat treats hidden in the chassis.

Unrelated, will there be projects to improve the Speed & Maneuverability of a ship?

Oh, and lest I forget
[X] Invite important Eldar to the first opening of the Gate of Auspicious Passage to Ophelis (Expected to occur next turn) to show it off. Rolls to produce relationship bonus for Ulthwe, may interest them with a good roll.
 
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