You probably already know this @StarJaunter but the Spoiler in brackets is supposed to be full capitals for the [-SPOILER="New Paths Society Aids"]New Paths Society Aids[/SPOILER] to show as
New Paths Society Aids
You probably already know this @StarJaunter but the Spoiler in brackets is supposed to be full capitals for the [-SPOILER="New Paths Society Aids"]New Paths Society Aids[/SPOILER] to show as
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.
-[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.
-[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.
-[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
-[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.
-[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.
-[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 BeansGreen 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.
-[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.
-[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.
-[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.
You forgot to remove these StarJaunter.[ ] 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.
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?)
What counts as 'direct fire weapons'; Lance attacks seem a reasonable supposition, but what about Implosion Bows, or Sutra Batteries?
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?
([FTL][SHIELDS][WEAPONS]+ extra HLs + Sympathetic Resonator Array
Would Training Grounds be able to apply to this, and if so would it be worth 1 team or 3?
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'?
Should I assume that something like 'build Weyr, 4 AP + Treel clergy + Treel hearthstone'
Will we have an option to research scrapcode and ways to defend against it once we bump up against it?
to be clear, the way we acquire new Paths is that a random percentage of the population treat them as Breed Paths right?
So three or four hundred of each path each year. Neat. Did I format my policy suggestion correctly?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.
Will one in a million have both breed paths replaced or is that impossible?
At first, but then you convinced me not to and I started asking questions about divinations and whatnot.Based on previous conversations it sounded like you wanted to be more invasive in hunting for answers but you write non-invasively.
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.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 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.
but don't Elementals always know if you know a step on a related Path,
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.
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.Not true. ALl dk have two breed paths and so far only one of the two is ever replaced by a dark path.
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.I am unfamiliar with this, do you have a page number because if that is a thing you may be right.
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.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.
Which would explain why it hasn't come up passively, but part of the proposed policy is to make specific inquiries about them.Three Alternate paths not being allowed near important ceremonies for the Unconquered Sun is just common sense.
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!"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.
Not only does this assume that they're paying enough attention to us to know what's up,
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.
but part of the proposed policy is to make specific inquiries about them.
Necromancers aren't inherently creatures of darkness but necromancy is still dark.
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.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'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.So. Solars were Necromancers. If righteous Necromancy was impossible the Sun would have to condemn himself.
its fine, just not twice in a row.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?
My mistake I thought we had to specify.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.
I KNOW!! CURSED! CURSED I SAY!!!!!!
Give me a moment I'll change it to something better.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.
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.
-[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
-[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] 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
-[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
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?
"But they was all mean an' green... 'cept the red ones"😆 Okay that just got me, oh man I needed that. Orks can be hilarious sometimes, Thank You Slamu for finding this.
I just double check the results of last turn and your right so I'll change it in a moment.My understanding is that the Dojo will only work on Void-Faring Hero Style until it is completed. Is that not so?
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).
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.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?
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.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?
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."But they was all mean an' green... 'cept the red ones"😆 Okay that just got me, oh man I needed that. Orks can be hilarious sometimes, Thank You Slamu for finding this.
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.I understand wanting to get the Mantas built, but doing so without the Flawless Workshop seems like you're wasting potential multipliers
The Dojo is not being used for Void-Faring Hero Style, it is being used on the "Encourage Martial Arts".My understanding is that the Dojo will only work on Void-Faring Hero Style until it is completed. Is that not so?
Where is this from because I can't find them in ether the assets or path info and I can't remember if they came up earlier.