Honestly the names are the things I most want to take from them. Coming up with names is one of my big struggles as a writer.
So it looks like skyships are pretty settled on. The fight just seems to be whether Rocs are all NSI equipped or if you will pay the upcharge to make them modular.
Everyone who is voting for skyship FTL is also voting against having ships with the NSI tech and if anyone voted for ship tech they are voting against skyships having FTL.
Thank you for that my choice is now clear, this FTL is not suitable for small craft.
[x] Void Vessel Interface
- [x] Keep Wyld as Default
//Edit: Ok thank you
[X] Skyship Interface
-[X] Rocs are Modular: We redesign the Rocs so that the NSI can be removed and full troop capacity can be deployed with about 5 hours of work. This radically raises the cost but allows flexibility. +8 AP per ten roc squadrons.
The Skyship version of the NSI system is the only one I have planned to allow for such smallcraft, anything else will involve advanced technology that I have not even penciled down yet and costs to match.
The Ship version of the technology is the cheapest true FTL. It is also the safest and most reliable non-infrastructure based FTL technology present in my FTL possibilities.
NSI was essentially the best non-Warp drive I planned to introduce. Anything that is faster will be riskier or more expensive. Anything safer and more reliable will be slower or more expensive. And I have nothing else planned which I intend to work on smallcraft.
So I will let the vote stay open till the end of Friday. If there is a close race (and I count the current situation as that) I will put it off and treat it as being an unready to implement the technology until the collective can be more clear on its choice and post the next turn assuming NSI isn't ready yet.
I suppose but there is only so much space in your hangers and build queues. On the other hand I am not sure how much difference a 25 vs 50 guy load makes in the grand scheme of things anyway, ten trips to move a legion instead of 20?
Currently I am reading it as Modular Rocs 3 vs FTL Rocs 2.
If this is unchanged when I call the vote later today I will declare the vote closed as undecided. If anyone wants to change votes or make an actual vote instead of speculation, looks at @Slamu now is the time.
[X] Skyship Interface
-[X] Rocs are Modular: We redesign the Rocs so that the NSI can be removed and full troop capacity can be deployed with about 5 hours of work. This radically raises the cost but allows flexibility. +8 AP per ten roc squadrons.
The science of Synapse Interfacing has worked out to benefit skyship sized vehicles. After careful consideration we have decided to make our Assault Rocs (the smallest vehicle that can mount an NSI) modular so they can switch between full assault bays or their NSI systems.
Reward: Can design skyships with NSI based FTL systems. Assault Rocs are +8 AP per squadron and can switch between double passenger load or FTL usage in about three hours of hanger work.
Losses among our troops are just barely kept within the ability of our reserves to replace quickly. 4.5 Legions were killed but spread among 30 legions. By reorganizing with troops left behind we can spread the burden of undertrained reservists among all our Legions and allow the Reserve to restore its numbers naturally over time. Downside is that keeping our numbers that low bit hard into our stockpiles. Elemental stockpile used, most of our standard stockpiles used, and we used more than half of the logistics stockpiles that let the Nobz Gob conduct this mission. We cannot send it out again until we build more.
Reward: Draconic Legions are at full strength, although if attacked immediately your reserves would be a bit shy. Nobz Gob must return to Tokat at the end of the turn as you lack the Logistics stockpiles to let it keep operating at full pace. It could be used to shuttle orks around if you want.
You have time to completely withdraw or send at least 40 more legions to Tocha if you wanted to. Keep in mind you assume other orks "nations" will attack and try to claim Tocha if they can. Keep in mind the planet has not been cleansed and feral orks will appear, leaving ten thousand troopers on the planet is more than sufficient for suppression but may not be enough to hold against invasion.
[ ] Write in (moving troops around with transport)
[ ] Write in moving orks around (you can shift up to 400,000 orks either direction if you want)
Ankloks: Between calling on Lumina, empowering relics, infusing arks, and other forms of divine or military aide, if we have any intention on aiding against this Despoiler the faith we have in the Unconquered Sun will be critical. If. We may want to confirm with the Most High that Abaddon the Despoiler bears His condemnation. While he is a traitor and a vile fiend apparently in service of Dark powers, he may not be so atainted that he is inherently a creature of darkness... maybe. We also may beseech the Premises of a Dark Star for understanding in the forbidden rituals and artifacts Abaddon the Despoiler plans on using to depower and claim the Talismans of Vaul. With greater understanding we may be able to foil his plots. We also have created a Wrath Beyond Measure Ark which needs empowered before it can be utilized.
Mosok: We now have enough Data on humans and their Imperium to design a program to train spies against them. Some of our folk are also too impatient to wait on Pterok researchers considering how important an insertion vehicle would be to getting our infiltrators where they can work best, without relying on Raksha! Elsewise we will probably be building ships soon so shipyards would be a good thing. We have roughed out designs for transport craft and a dedicated spycraft for conducting infiltration missions. So we can move our spies to other ork or human worlds.
Pterok: The recent campaign has cut brutally into our stockpiles, something to keep in mind as we don't have enough logistics stockpiles to send out the Nobz Gob any time soon. Research into FTL technologies is prompting a debate over possible ship designs and what are the best technologies to pursue. We may also pursue divinations and visions of the Despoiler to better prepare for his Black Crusade.
Raptok: Some bitterness on Tokat's side for Ophelis completing the Gateport first, but Tokat had a lot of projects underway, including building the first Factory Cathedral, and developing Way Travel Navigators. Many are excited about possibly colonizing Tocha since its practically an ideal planet from their perspective. We made some breakthroughs through studying ork power systems and very much recommend pushing Essence Drive technology to unlock access to those before designing a new craft.
System Scan: Nothing new.
Onyx Court: no news.
Due to Gateport being completed on one side and partially completed on the other you can transfer 3 AP or 30 million colonists across the Gate in either direction.
Tokat has 27– 1 (Atelier Manse Upkeep) -1 (Nursery Upkeep)– 2 (fleet upkeep) – 1 (Gates)-3 (Colony) + 3 (Trade Goods)= 22 generic AP
Ophelis has 6 - 1 (Gate) = 5 generic AP and 3 raptok breed AP (other breeds will continue projects)
1x Free Success applied to Training Grounds projects (x3)
1x Free Success applied to Flawless Workshop projects (x3)
1x Free Success applied to any one Golem projects (x3)
1x Free Success applied to Thaumaturgy projects (x3)
1x Free Success applied to Stable projects (x3)
1x Free Success applied to Dojo Projects. (x3)
1x Free Success applied to Astrological Lines (3 Questions max)
3x Manta Class Aerial Skiff to assign to void projects.
3x (Technically Skyremes can also be assigned to void projects but not available for defense if done)
1x FTL vessel, can be assigned to assist in Way Travel research or missions to explore.
1x Atelier Manse may be assigned to appropriate projects. Unavailable due to supporting Rogue Trader
0/18 Resource AP limit
23 x Exotic Stockpiles (Master Grade)
Red Seed Count 18 turns
Metalforgers: Followers of the Metal Path who have reached this step can bond with vehicles, warstriders or even void vessels and while bonded can use their own bodies to absorb the damage they take. This damage is brutal, with one Hull level of damage representing serious wounds, two leaving them crippled and nigh helpless and a third killing them outright. But compared to the sheer power represented in blows dealing this much damage the power of the step is truly transformative in converting enough damage to wound nigh kilometer vessels into wounds barely a threat to a single individual. Each vehicle or vessel may only bond with one Metalforger at a time and switching takes 5 days. Still as long as you have enough every vessel or skyship may benefit, becoming uncommonly resistant to destruction. Standard policy is to absorb one level after penetrating the armor (ie first use between -1 and -2 Hull levels). A second use will occur before the ship is crippled is the blow aborbed in the first use only did one damage (ie right before -4 Hull level). Assuming both the first and second use were single blows the Metalforger can sacrifice themselves to save the ship from a finishing blow. Which may not save the Vessel itself in the long run, but may save the fleet as a crippled hulk keeps improbably surviving. You have 30 Metalforgers now. This will grow over time until its just assumed you have enough for all ships. You may eventually have enough to form elite warstrider units or heavy vehicles but such formations will easily consume your limited numbers right now.
Ghostwalkers: Followers of the Bodhisattva Path revolves around devotion and Matyrdom with users who can sacrifice their own health to insure the success of their goals. They can see the religious devotion of others (as well as IDing Essence users, psykers, blanks, immortals, necromancers and variants of undead status and the power of their essence). They can choose to enter a near death state and send their spirit out as a ghost who can interact in the world that way, including learning arcanoi and other ghostly arts from the Sheut. Their most powerful ability is inspiring religious fervor in others, bolstering their willpower and morale of anyone who hold the philosophical ideal or religion in their heart. If it's the Primary motivation they gain even more fervor but also take damage. Anyone who benefits from this may choose to sacrifice their life to the Dragon King, causing their life force to turn into Blue flame which may be used to power the first insure success ability without self-harm. Ghostwalkers may be assigned to any action that would benefit, usually actions aiding or negotiating with the Sheut or Underworlds but also other things like using them to detect Psykers or Blanks, such an action gains an Extra Dice rolled but it must have been a complete action without their aide. Eventually all such actions will just be easier to accomplish as enough Ghostwalkers become available.
Slicktongues: Those who follow the path of Oil are skilled in socializing and working with others. The greatest breakthrough allows them to speed the process of Bureacracy. You have one Slicktongue group which can be assigned as either a "free" Diplomatic AP or it can be assigned to a large project (50+ AP before other discounts) in order for their organization skills to aide the whole project. Effectively this converts a 16 AP admin discount to a 25 AP admin discount as long as the projects was big enough. They are stuck with the project until completed though unless you want the bonus lost. They must be assigned the whole project, not just at the end. Eventually your Administrative bonuses will just be flat out increased across the board and you will gain increasing "free" diplomatic AP.
Ashlords: Followers of the Path of Smoke can corrode metal, deal wounds that are slow to heal, and at the current peak they become so intimidating that even those without fear like golems are effected, and of course being able to more easily terrify those who can feel fear. A unit of Ashlords may be assigned to a military endeavor allowing the Ashlords to inflict morale checks on the enemy, even enemies normally immune to them, like Necrons and Tyranids. Ashlord enhanced Morale check against more normal enemies are almost certain to succeed, normally immune enemies are harder to break. Eventually as their numbers grow its assumed allow will have such support.
Hotbloods: Followers of the Path of Steam gain mobility enhancement, the ability to store things in elsewhere, and at the current peak the ability to emit a steam aura that provides environmental control to them and their allies and inflicts environmental penalties on nearby foes. The combined effects make Hotbloods great at exploring dangerous environments like ruins and derelicts. Any action doing somewhat like this may gain +1 dice from assigning Hotbloods as long as those available are assigned (and the project was assigned enough resources to proceed without them. Eventually as the numbers grow all such actions will simply be easier to accomplish.
Crystalweavers: Followers of the Crystal Path can see through illusions, gain an automata like laser focus on their mental tasks and even gain perfectly memorize things as well as use crystal to share those perfect memories with others. The combined effects makes Crystalweavers perfect for assisting in certain kinds of research (not Wyld, Warp, Chaos, or Psyker stuff of course). Any action doing somewhat like this may gain +1 dice from assigning Crystalweavers as long as those available are assigned (and the project was assigned enough resources to proceed without them. Eventually as the numbers grow all such actions will simply be easier to accomplish.
Sparks: Followers of the Lightning Path can investigate a scene instantly, avoid surprise, bolster the morale of their allies and even become a loud and obvious beacon of authority for their comrades. A single unit of sparks assigned in a conflict makes Dragon Kings immune to ambushes and morale checks not backed by a power equivalent to the Ashlord. Eventually as their numbers grow its assumed all will have such support.
Ecstatics: Followers of the Pyreflame path invigorate anger or hatred and give a group bonuses to fight against hated enemies. They can deal pyreflame based aggravated damage to a hated foe as well as throwing and even breathing the damned flames of hate and incidentally become immune to natural flames. One units of Ecstatics is available and may be assigned to a conflict when fighting against a group the Dragon Kings can be said to Hate. Such units gain +1 to their attack rolls from the Hate invigoration and the powerful flame wielders in their midst. Eventually as their numbers grow its assumed all will have such support.
Technomorphs: The followers of the Cracking Bone path can open themselves to power through scientific augmentation and cold logic. None of the new paths is more obviously a gift from the Great Maker! He can power artifacts with will instead of essence, build and repair artifacts as part of himself, adapt and fuse artifacts into himself and at the current peak, hide them from view! As such they are perfect to aide in researching cybernetic implantations and perhaps even Alchemical upgrades since they can test such things safely inside themselves, speeding research greatly. They may also be converted into Alchemicals more easily although that would cost their aide in research potentially if too many were converted. Being able to go in with multiple completely hidden artifacts may potentially be useful in diplomatic or espionage uses but that would be irregular. Any action doing somewhat like this may gain +1 dice from assigning Technomorphs as long as those available are assigned (and the project was assigned enough resources to proceed without them. Eventually as the numbers grow all such actions will simply be easier to accomplish.
Eucharist: Followers of the Path of Blood may absorb essence from blood and also sense the target's emotions, especially shameful lusts and fears. They may extend a physical, or metaphysical tendril of blood to a target to influence their emotions, especially lust and fear. At the peak they may gain a degree of control over the target as long as the tendril is connected. This only lasts a few days and once the control fades the target may be very angry indeed but during the time of control they will regard the Eucharist as their master. Currently its not known exactly how this might be applied but its assumed as we interact with others, being able to dominate our enemies in this way will be handy. Any action doing somewhat like this may gain +1 dice from assigning Eucharists as long as those available are assigned (and the project was assigned enough resources to proceed without them. Eventually as the numbers grow all such actions will simply be easier to accomplish. Some actions may be available with Eucharists that would otherwise simply not be possible.
Corpse-Eaters: Followers of the Path of Consumption eat corpses to heal themselves, gain their memories (HoHo its not Just space marines!), even enhance themselves if they manage to bring down a physically superior foe (improved attributes or physical mutations). Both memories and mutations only last a few days but the lastest ability allows them to instantly consume a corpse in one gulp and activate the previous powers. Again its not sure what benefits can be wrought but surely the ability to gain information from eating dead enemies would be useful, the use of infiltrators who can use stolen memories of language and culture and stolen physical abilities like appearance and specific alien physical features to seamlessly blend in with a targeting alien culture come to mind. Any action doing somewhat like this may gain +1 dice from assigning Corpse-Eaters as long as those available are assigned (and the project was assigned enough resources to proceed without them. Eventually as the numbers grow all such actions will simply be easier to accomplish.
Anklok (8 -1 AP): Zealot priests and barbaric warriors who deal with fire. Anklok inspire and lead, whether troops or religious gatherings. Basically Griffindors.
[ ] Chosen of the [Insert Name here]: The Anklok guide others through the rites and rituals that prompt a god to choose a Dragon King and how to find a compatible god to try to prompt. Chosen add the power and ability of the Spirit to the Dragon King making a superior being as long as the spirit decides to work with them. 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]
[ ] 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.
[ ] Moon Speak: Please review the rules for created Sorcerous workings under the Tokati Divinity Tab.
[ ] God of Ophelis: First we must segregate the population that will go to Ophelis and have them start self-identifying as a citizen of the colony. We can than work in the Abraxan temples to forge a God or Goddess representing the new colony of the Maiden world itself. This is slightly more effortful due to the need to organize so many people, but that alone will help when they move out as it will minimize the disorganization on both sides, preventing critical gaps from emerging. AP Needed: 3 DC: 50. Success Needed: 9. Reward: A community and god of Ophelis is forged.
[ ] More Angels are needed: If we are to colonize new worlds we will need more Aurichim and Argentim to defend them. Let us see it done. AP Needed: 1. DC: 35. Success Needed: 4/6. Reward: Enough Aurichim and Argentim to guard another planet.
[ ] Dogs of the States: Lion Dogs are fearsome celestial guardians, usually assigned to protect important locations. A few were loyal to Dragon Kings, but only a few. Even by the patchy standard of our current pantheon our numbers are far too low, especially for the valuable places that we will build in the Celestial City, such as Peaches of Immortality orchards and the Loom of Fate. Use the existing dogs as template to create an army of new ones. AP Needed: 1. DC: 35. Success Needed: 5/7. 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.
[ ] Lions of Justice!: Celestial Lions are the powerful arbiters of Divine Law. We have enough to investigate Teteocan and guard the gates to another world sufficiently. If we want to expand to further worlds we need to recruit more. AP Needed: 2. DC: 35. Success Needed: 7. Reward: Enough Celestial Lions recruited to increase number of possible gates to 5, currently two.
Note: Lion Dogs are basically street cops/city guards. Celestial Lions are like Detectives/City guarding knights. Lion Dogs are fearsome opponents as long as their foe can be considered an "interloper" Celestial Lions are more concerned with protecting the Celestial city as a whole and more potent all around.
[ ] Summon Nysela: With her Pagoda Shrine establish Nysela can be called upon to execute her purview of reminding the wayward of the true path of Righteousness and Heavenly Duty as a superb individual combatant and impressive social skills combined with the ability to shapeshift into anything. Only if she can be convinced its part of the Sun's Righteous Ideals or her Heavenly Duty. Convincing her to assist in captaining a Directional Titan or larger craft is much easier. AP Needed 1. DC: 25/75 (unless you have a good argument to stunt it). Success Needed: 1. Reward: Nysela is summoned to directly perform a task for the turn, lower difficulty for captaining a Battleship or larger warship or the higher for acting as a warrior or Diplomat unless you can come up with a way her task acts as part of the UCS's ideals.
[ ] Beckon to Battle: Call upon the Martial Might and faithful fury that is Little Beam so that he is available to war in the upcoming turn. AP Needed 1. DC: 25. Success Needed: 1. Reward: Little Beam acts as a Hero unit available to be assigned to combat in the turn he is beckoned. Becomes an automatic success of there is a good chance of facing the Ork Boss named Nargle.
[ ] Little Beam Training Arc (part 3): Rather than summon him, put in some effort training him in the aspects of war he does not know in preparation for future conflicts. AP Needed 1. DC: 35. Success Needed: 1. Reward: Little Beam makes progress gaining martial skills outside of Martial Arts. Will likely be a repeated thing. If he manages to rematch Nargle and defeat him easily this project will go away.
[ ] Empower Relic: Relics carry concentrated Divine blessings for personal scale effects but when used need to be re-empowered. When used on Templeships some relics can be ritually boosted to enhance the whole ship. Empowering one costs one success, empowering 5 costs two success, empowering 25 is three success and 125 is four success, etc. Raptok Craftsman are needed to craft these relics. AP Needed 1. DC: 15. Success Needed: Varies. Reward: Empowers Personal Solar Relics. See Tokati Divinity for rules on making and types of relics.
[ ] Infuse Ark: Arks are larger artifacts meant to contain greater portions of a deity's Divine Might. They can be used to unleash region scale effects when deployed or, if deployed from a Temple of the originating Deity, can potentially have planetary effects. [Arks Available: Wrath Beyond Measure]AP Needed 1. DC: 25. Success Needed: 1. Reward: One Ark is Infused and ready to be deployed. See Tokati Divinity for rules on making and types of arks.
[ ] Grace Dawns Eternal: We now have a possible solution to our population issues. The Sun may bestow many blessings as long we his faithful stand within one [mile] of the ritual center. By conducting a large ritual to bear as much of the burden as possible and crowding in as many females as possible we may receive his blessing of fertility which ensures the next mating the blessed undertakes will certainly result in an off-spring. AP Needed 2. DC: 30. Success Needed: 10. Reward: Population increases by 10 million. +1 Generic AP. May apply up to one Exotic stockpile a turn as sacrifices. Each one applied lowers DC to 15 for the turn.
[ ] Continual Grace: Demand for more population is bearing down on us to conquer nearby planets and secure them against orks and other races. With that in mind perhaps a larger scale system of Solar blessings. Still a massive investment but increasing the scope will provide at least some saved efforts. AP Needed 4. DC: 30. Success Needed: 0/26. Reward: Population increases by 30 million. +3 Generic AP. +1 Breed AP. May apply up to one Exotic stockpile a turn as sacrifices. Each one applied lowers DC to 15 for the turn.
[ ] Highest of Holies: We can beseech the Unconquered Sun to declare a being or category of beings his enemy, adding them to the rolls of the Creatures of Darkness and allowing Holy effects to work against them. We cannot force him to make that choice, and the more limited what we ask and the more obvious unholy those we ask him to condemn the more likely he is to agree. For example he would never agree to condemn all of humanity, not matter how many examples of depraved humans you bring him, but may be willing to condemn say the Drukari if enough examples of Drukari being Drukari are presented. Based on what you know about Orks now he would NOT condemn them. AP Needed 1. DC: 20. Success Needed: 3. Reward: You ASK the Most High to condemn a being or category of beings to Creatures of Darkness status. The individuals are easier than groups, small groups are easier than whole races. If you fail you can try again after gathering more evidence.
[ ]Righteous Answer of Catechism: If you do intend to march on the Wyld it may be best to call upon the sun to provide at least temporary Divine resistance to the warping effects of the wyld. Each success allows ten legions worth to basically ignore the environmental dangers of being in the wyld if sent to fight there in the same turn. AP Needed 1. DC: 15. Success Needed: Any. Reward: Each success allows ten legions ignore Shaping effects and all the mutative and addictive properties of the Wyld for any combat that might be relevant in the same turn.
[ ] Skyweavers Training Zone: Expanding the Control Spire to include a dedicate training area for our elite pilots to keep their skills sharp and for new pilots to get onboard with elite status until our numbers of needed pilots exceed the limited supply of latent elites out there. AP Needed: 2. DC: 45. Success Needed: 9. Reward: You may maintain a large amount of elite Warbird squadrons without need for upkeep or constant battle experience. 100 Squadrons or ten percent of total squadrons (whichever is higher) can be kept at Elite status. More than this requires additional support. AP may also come from Pterok Breed AP.
[ ] Skyreme Crews (Tokitae, Tsuux): It may be a bit risky but with Relza's guidance we can choose to pull one or more Skyremes out of service and drill them to improve the quality of their crews responses. Obviously a ship under this drilling is assumed to be unavailable if a crisis arises and will underperform if forced to go to battle anyway. AP Needed: 2. DC: 40. Success Needed: 4. Reward: One Skyreme gains elite status and may add +2 to all sail rolls. May be taken more than once a turn as long as you have Skyremes available. Dice may also come From Pterok Breed AP.
[ ] Guided by a Dark Star: Abraxus is the mistress of forbidden, dangerous, and alien lore. So trying to figure out exactly what Abaddon the Despoiler is doing is with her purview. Call upon the aid of her and her clergy to analyze the visions we have attained to figure out Abaddons plan, and how WE might despoil it. AP Needed: 2. DC: 45. Success Needed: 5. Reward: Greater understanding of Abaddon's plans. Unlocks new project to work against him.
[ ] Draconic Legions (Tidal/Volcano/Storm/Jungle): A large mustering to bring our forces up another 10 Legions and outfitting them to Standard levels. These units will include artillery pieces and Dinosaur based mounts. AP Needed 3 DC: 35. Success Needed 0/22. Reward: Gain 10 Draconic Legions of the Chosen Host. Training Grounds, Stable and Flawless Workshop success can apply.
[ ] Infantry Thunders: Our primary force is a bit of a hodge podge. Its core is third rate equipment suitable for Rear Line units, but auxiliary forces like artillery, mounts, sorcerers, and moon blessed shikari act as force multipliers that are honestly out of place compared to the armor and equipment those soldiers are wearing. Originally our forces moved as potent individual warriors in groups called Thunders. These Thunder Warriors were might but undisciplined and were potent. Lacking the effect of mounts, machinery, dedicated units, or even much organization limited what they could do and we moved on in need of greater TOTAL power, individual warriors sacrificing some potential in order to perform better in their organized specialty roles. In honor of these ancient warriors we could produce a "Light" infantry only unit that equips that gear without any auxiliary forces and perhaps keep them even after the Draconic Legions receive their much delayed upgrades. Thus training Infantry Thunders which still have the same basic of effects of our legions but lack mounts, artillery, sorcerers or chosen shikari. AP Needed 3 DC: 30. Success Needed 39. Reward: Gain 50 Light Infantry Thunders. Training Grounds, and Flawless Workshop success can apply. Elementals can add up to 13 successes to total.
[ ] Militia: Take advantage of our new training ground to recruit a large number of Militia units. These would only have militia grade gear of course and would only be trained to a more basic level than expected of the Draconic Legion. In return they would spend most of their lives working normally rather than draining resources when they aren't actually fighting. AP needed 3. DC: 15. Success Needed 30. Reward: Two Percent of Dragon King Population is considered Militia Trained and has gear available to Muster. Training Grounds and Flawless Workshop success can apply. Unlocks projects to increase percentage.
[ ] We are LEGION!: Lets just skip the slow recruitment, test the capacity of our new training complex by trying to train and recruit 100 new legions simultaneously. With this we will have 100 Legions to bring to bear on our enemies. AP needed 4. DC: 35. Success Needed 126. Reward: Gain 100 Legions. Training Ground, Stable, and Flawless Workshop Success may apply.
- [ ] Legion Trainee: We can spend sometime committing the forces we have to speed up the training of additional forces as our existing force... takes trainees under their metaphorical (and not so metaphorical) wings. While this action is underway you lose access to 100 legions until completed. AP needed: 3. DC: 25. Success Needed: 63. Reward: +100 Draconic Legions.
[ ] Martial Legion: Recruit a solid Legion with just barely enough Martial arts knowledge to boost their combat in war. AP Needed 2 DC: 45. Success Needed 0/22. Reward: Gain a fourth and fifth battlegroup of Martial Legionaries. Completes ONE Martial Legion. Training Grounds, Flawless Workshop and Dojo success can apply.
[ ] Wash the spears: Now that we have experience putting a Legion through such vigourous training we can do so again with the Legion that next most needs it, the Quick Response Force! Let us bring our next best equipped and most mobile force up to Fine quality. AP Needed 2. DC 40. AP needed 12. Reward: Quick Response force up-rated to "fine" quality. In Exalted terms they will have on average four dots base in any relevant skill or attribute (current legion has three dots in the same before breed modifiers apply). Unlocks MORE training, but they will be allowed… grudgingly… to wield the elite gear when this is complete. Training Ground success provides a die, not auto, but successes are tripled.
[ ] You can Rest when you are dead: They have earned the right to wield the most sacred of our weapons and armors but there is still more that can be accomplished. Push the Ruby Arrows back into training to raise their quality to Excellent. AP needed 3. DC: 50. AP needed: 25. Reward: Ruby Arrow Legion raised to Excellent quality. In Exalted Terms they will have an average of five dots in any relevant skill or attribute. Unlocks ability to recruit additional Elite units.
[ ] Prayers for War: A major prayer to the Sun for Victory. To be done no more than 1 turn before starting a Conflict, may be done the same turn. 1 AP Needed. DC: 06. Success Needed 1. Reward: +1 to avoid rout checks.
Mosok (8 - 1 AP): Amphibious creatures who excel in deception. Martial Arts, Trade, Commerce, sailing, theft, blackmail, sabotage, infiltration, assassination, anything with water. Some call them devious and selfish. They just say they are cunning and Ambitious. Basically Slytherin.
[ ] Shining Inquisition: Spotting corruption often needs access. Allow the Shining Service to regularly access offices, records, warehouses and permission to conduct random interviews to improve the chances they will spot the unsavory signs of corrupting influence. Sadly this process will be somewhat disruptive and have an ongoing cost in both lost efforts and morale. AP Needed 1. DC: 40. Success Needed: 3. Reward: Shining Service gains some degree of freedom in hunting for corruption and is more likely to spot it earlier, side effect is loss of 1 generic AP a turn due to disruption of the economy and a small morale hit (roughly the same as setting up dangerous beats to hunt will boost it).
[ ] Moar Fishies: Current cuttlefish are basically limited to sweeping the offices of important people regularly and guarding meeting locations. This project will massively expand numbers so offices can be swept more often, more secure meeting sites, and more uniquely a group of hunters moving through civilization trying to find where they would be if they were infiltrating. AP Needed: 3. DC: 45. Success Needed 9/15. Reward: Cuttlefish Monitors improved. Basic Counter-Espionage service, by DK standards
[ ] Onyx Burglary: Just as we once stole from Beryl, now let us thieve upon the Creatures of Wyld that hound the local Wylds! Even though we just allied and fought a war together. AP needed 1. DC: 35/45/55. Success Needed 1. Reward: Gain 3 extra generic AP next turn for basic success weakening Beryl Court. Middle Success means gain an Exotic Stockpile. Avoid notice with the greater success.
[ ] Prepare for the Imperium of Mankind: Take what we have learned from Afterworld rumors and from the Rogue Trader directly to prepare some new Imperium specialists among our infiltrator. Taking human forms is not good enough for the average Croc-man to blend in with a human. They need practice in the language and culture, especially if we want them to adopt such roles as priest or tailor to nobility. AP Needed: 2. DC: 35. Success Needed: 6. Reward: Mosok Infiltrators gain greater option flexibility when interacting with Humans from the Imperium of Mankind.
[ ] Visit the Neighbors [Visit ******* mining colony, Visit ******* homeworld, visit ork world "name", visit empty world "name"]: 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: 6. Reward: Some basic information on the planet you visit.
[ ] Scouting Trip [where to go?] Requires the use of an FTL capable ship. Mosok can execute an exploration mission to another star system and acquire information of local resources and opposition. No guarantee they do not get into trouble they cannot get out of though. AP Needed: 1 (+logistics stockpiles suitable for chosen ship). DC: at least 35. Success Needed: 1. Reward: Going in a ship is a lot easier than sneaking in through a Wyld road trip guided only by dubious "allies" Also a lot more obvious, depending on the ship.
[ ] Onyx Trade: Onyx has collected a vast amount of treasures from their wanderings. You can trade from your collection of valuable exotics to acquire such treasures for either use or reverse-engineering. AP Needed: 1. DC: Varies. Success Needed: any. Reward: You can trade Exotic Stockpiles in any amount (or generic AP dice up to three) for a roll on the Gatcha wheel to gain 40k artifacts or archeotech.
[ ] Soulsteel Deal: Send Mosok to engage to trade in the Underworld and set up a route the results in a small but at least a somewhat steady supply of black Soulsteel becoming available to our Artificers. This would result in roughly the level of Moonsilver we have now in soulsteel. AP Needed: 2. DC: 40. Success Needed: 3/4. Reward: Minimal supply of soulsteel available to Dragon King Artificers.
[ ] Minotaur class Transport: Now that a prototype is built perhaps we should construct more FTL transports with full Wyld Chancels. AP needed: 1. DC: 30. Success Needed 16. Reward: Additional FTL Transport.
[ ] Maze Class Void Skiff: A transport ship derived from the Manta but with just enough modifications is simple enough we can build one without design work. It can be used as a Manta in system or a transport within a sub-sector. Cannot travel further than 6 Lightyears and return without being able to land on a planet. If it could count on a landing it could just about make 12 lightyears. AP Needed 2. DC 25. AP needed 10. Reward: Maze Class Void Skiff able to assist in orbital deployments and act as a sub-sector transport and the elemental cores needed to make it work, lowering DC 10 when assigned to appropriate projects or enabling trade with nearby colony. 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). Pterok Dice can apply cause its a skyships, but its a transport so Mosok dice can also apply. With the support of Ryzela you could build 6 Mazes for 33 AP.
[ ] Void Shipyard: Build a massive facility for building a single large void vessel, this version would NOT be protected by the armor and weapons of an Orbital Citadel but would be cheaper to get running. (But vulnerable to attack) Shipyards reduce the difficulty by ten (to a minimum of 10) and double the effect of successes earned as applied to the total needed. Each shipyard slip can only build one ship at a time. If you wish to have multiple ships under construction at a time you need multiple shipyards. Consumes 1 hearthstone or relay. AP Needed: 3. DC: 40. Success Needed: 9. Reward: One freefloating slip for constructing void vessels up to Conquest Platform in size. (No battleships or larger.. yet) Void yard can benefit from Skyship support, reducing DC by 10. Consumes 1 power.
[ ] Gemini Yards: Perhaps a large quantity of ships is what is needed. If so surely they would be smaller vessels, thus it might behoove us to build a shipyard that contains not one but two berths. Limiting the berths to ships of Sloop, Chariot, or Pennant size keeps the twin yard a reasonable cost and if we build two identical ships we can benefit from some shared facilities to save effort. AP Needed: 3. DC: 40. Success Needed: 12. Reward: A Twin Small Shipyard freefloating over Tokat. Can simultaneously build two of Sloop, Chariot or Pennant classes. If building two designs of the same class you may use a combined project to reduce cost slightly (enough that even one use of these feature covers the difference in price between this and a standard shipyard. Gemini yard can benefit from Skyship support, reducing DC by 10. Consumes 1 power.
[ ] Gemini Yards (Ophelis Orbit): Perhaps a large quantity of ships is what is needed. If so surely they would be smaller vessels, thus it might behoove us to build a shipyard that contains not one but two berths. Limiting the berths to ships of Sloop, Chariot, or Pennant size keeps the twin yard a reasonable cost and if we build two identical ships we can benefit from some shared facilities to save effort. AP Needed: 3. DC: 40. Success Needed: 3/12. Reward: A Twin Small Shipyard freefloating over Tokat. Can simultaneously build two of Sloop, Chariot or Pennant classes. If building two designs of the same class you may use a combined project to reduce cost slightly (enough that even one use of these feature covers the difference in price between this and a standard shipyard. Gemini yard can benefit from Skyship support, reducing DC by 10. Consumes 1 power.
[ ] Temple Forge: Surely though we will lean on the glorious might of various Templeships to be the mainstay of our fleet. So it would be best to build a yard dedicated only to this single class of ship and optimize it for doing so. While you could in theory build shipyards dedicated to other sizes of ship, why would you? AP Needed: 3. DC: 45. Success Needed: 8. Reward: A Void Shipyard dedicated to construction of Templeships (any manse ship really) providing a small discount in exchange for not being able to building any other ship type. Temple Forge can benefit from Skyship support, reducing DC by 10. Consumes 1 power.
[ ] Directional Shipyard: Building a massive shipyard capable of construction truly colossal vessels of 10 km long will take a bit more punch to it than a normal voidyard. In order to insure the yard is able to handle such massive vessels of course it losses some capacity to handle small ships and it can only build and repair Conquest Platforms and Directional Titans. AP Needed: 3. DC: 40. Success Needed: 15. Reward: A colossal shipyard suited to construct Direction Titans and Conquest Platforms. Consumes 2 power and two slots if installed in a Station.
[ ] 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: 8/9. 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.
[ ] Watchtower Class Void Redoubt Design: This project designs a complete fort, including all six slots specifically focused on a sensor station with a wide variety of very good sensing abilities to watch whatever system it is built in as well as solid communications links, and deep reserves of supplies so it can go decades without being visited if needed. At least basic weapons should be included. Intended to allow the Realm to learn about anything that passes through the star system, allowing the realm intelligence or simply warning them an enemy may be coming. AP needed: 2. DC: N/A Reward: Design Specs for a system lookout station that can be built in an unclaimed system.
[ ] Build Infiltration Ship (Stalking Mantis class?): Mosok do not want to wait until the Pterok get around to a design appropriate to allowing Mosok to infiltrate alien worlds, things are too urgent for that. Instead they will do their best and build something directly. It won't be as efficient but they will get it done quickly. It will a pair of a basic FTL ship with as much subtlety as possible and support facilities and hangers to coordinate stealth skyships inserting infiltrators onto a chosen planet. Considering the lack of specific cloaking technologies its methods of stealth will depend heavily on Water path magic and artifacts amplifying the effects. Thus if built and deployed it will cause upkeep to be paid out of the Mosok Breed dice as Mosok alone can handle the running of such a vessel. AP Needed: 4. DC: 30. Success Needed: 28. Reward: A small mosok driven stealth FTL ship containing a hanger and support facility for a planetary infiltration effort and the camouflaged skyships needed to insert and extract those infiltrators. Consumes 6 power and two mosok breed AP per turn, costs 3 logistics to deploy on a mission. 8 Success can come from a single exotic material stockpile, 7 successes may come from an Atelier manse assigned once, 7 successes may come from a Flawless Workshop assigned once. Assigning a skyship lowers the DC to 20.
[ ] Ork Style Chariot (Autochthonian Hull): Under the dubious assumption that the Orks know what they are doing with ships you have designed a ship to mimic their style as close as Dragon King Engineers are willing to come. It mounts cheap and basic Plasma weapons, a Ramming Prow, and a barracks for additional troops when performing boarding actions. Ship will have ongoing upkeep of 1 Generic AP per turn and 6 hearthstones/relays to keep active and will need to muster 4 logistic stockpiles to send on active patrols: AP Needed 4. DC: 35. Success Needed: 63 – 16(Administrative Clerics)=47. Reward: Basic Chariot. -0/-1/-2/-3/-4/Crippled. Basic Damage, Ramming Prow, Barracks. Consumes 6 Hearthstones to power. DC lowered to 25 by assigning a Manta Skiff. Locked until Plasma Weaponry,
[ ] Encourage Martial Arts: Mosok work with the cult of Eve to spread knowledge of and encourage individuals to learn 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.
[ ] Encourage Development: Mosok work with the Cult of Eve to encourage those with a Taste for Martial arts to keep going. AP needed: 3, DC: 30. Success Nedded: 12. Reward: 1 in 5 Dragon Kings go on the next step instead of one in ten, doubling useful numbers reach TMA battlegroups.
[ ] Train Celestial Martial Arts: With more time to work with we may be able to get more students settled into the power of Celestial Martial Arts. It will not be easy since one must master a complete Martial Style before even starting a celestial style. AP Needed 1. DC: 40. Reward: +5 CMA stylists per success. Successes are tripled of course so each success gained is +15 stylists. Dojo can now provide an auto-success.
[ ] Order of the Falling Blossom: Recruit an order of Dragon King Monks trained extensively in both Martial Styles and other things needed for a good body guard. These bodyguards will be available for protecting envoys, diplomats and ambassadors when needed. AP Needed: 2. DC: 40. Success Needed: 3/6. Reward: Order of professional Body guarding monks established.
[ ] Expand Martial Legionnaires to Golden Exhalation Style. AP Needed: 2. DC: 35. Success Needed: 6 Reward: Martial Legions also know a few charms of Golden Exhalation style. Increase cost of Martial Legion by 2 AP.
[ ] 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 6/9. Reward: Unlock Void Faring Hero Style.
[ ] Research Martial Art: Either request a known terrestrial martial art from the Exalted books or give a request of what benefits you hope the art gains in what conditions (usually something like +1 might versus enemy type or in some specific circumstances) and your Stylists will combine training with research in Sperimin on principles to create the style. For example: Seafaring Hero Style would assist in boarding or repelling boarders, Lightning Hoof Styles benefits mounted Martial Artists, Falling Blossom would benefit bodyguards, and Jade Mountain Style benefits all standing on the ground. (Note to the exalted experts: Pan-elemental styles are notoriously complicated, DC +5 and +2 success needed). If you wish to create your own consider the kinds of effects it might have, if you want an Anti-Ork style than how does that work? AP needed 2. DC: 45. Success Needed 6. Reward: Gain a new martial Art. Dojo Success may apply
[ ] Celestial Arena for [# of participants]: The Arena is Luthe has been outfit especially to train Celestial Martial Artists. Normally this can be accomplished through five years of meditative training. But when you are in a rush a bloody tournament is the answer. Participants must know at least 1 full Terrestrial Martial Art and 90% of participants die. The ten percent who survive find themselves Awakened to the Bulb of the Perfected Lotus and able to learn Celestial Martial Arts. AP needed 1. DC: 05. Success Needed 1. Reward: 90% of participants die and the remaining ten percent can learn Celestial Martial Arts.
[ ] Solar Hero Style: This is an honest battle art, for champions, gladiators and heroes. Little Beam has expertise in this art and it is relatively easy to pick up. AP Needed 2. DC: 40. Success Needed 6. Reward: Celestial martial artists may learn the Solar Hero Style.
Pterok (8 -1 AP): Flying bureaucrats. Pterok excel in scholarly pursuits, like research in terms of looking up information in a library (or adding info to a library) rather than making a new piece of tech. They are amazing scribes and academics, having knowledge of history, mathematics, geology, geomancy, alchemy, astrology and many other thaumaturgical arts. The also deal with spirits the most, including the native ability many have for summoning elementals, even without sorcery. Basically Ravenclaws.
[ ] Advanced Observatory: Enchantments will be applied to the domes to allow observation during the day and allows are vision to pierce cloud cover. More helpers and golem aides are employed. And an expensive network of communicators is established so observatories can keep each other updated on discoveries and cooperate on observing special projects. AP needed 2. DC: 35. Success Needed 6. Reward: Observatories upgraded, two free projects to astrology per turn, gain three additional lines of simultaneous questioning potential. Increase die bonus to Astrology to 2
[ ] Naval Administrative Oversight: Keeping massive moving structures filled with our most complicated and advanced technology maintained, crewed, stocked, and ready to go at any given moments with no risk of it crashing into anything else we care about is tricky enough. Pterok's want to organize the administrative and managerial tasks for transforming Policy and ambition into Naval power in an Administrative Clergy dedicated to such oversight. NAO costs 1 AP of upkeep to maintain but produces 3 AP of Void Vessel or Fleet upkeep. AP Needed: 3. DC: 35. Success Needed: 9. Reward: NAO adminstratum developed. Costs 1 AP but generates 3 for purposes of Void or Fleet upkeep. Cannot build more until at least one of Constellation Academy and Spare parts Atelier are constructed.
[ ] Repair Yard Auxiliary: One of the largest costs involved in this conflict is repairing our skyships. We want to expand our sky dock to facilitate repairs to skyships. (Void Vessels will have to use a ship yard like everyone else). AP Needed: 2. DC: 35. Success Needed: 6. Reward: Post action repairs to skyships (and only skyships) are half price. Fractions round up, so three base repair cost would be reduced to two AP.
[ ] Astrological Question "Insert Question here": You may invest in a line of questioning, which may be repeated usage of short duration questions or extended usage of long duration observation for a more distant Divination. Your Augury can see five times as far into the future as you spend observing. These can make a prediction about a target person or object's future, such as location, alive or death. Short duration questions will automatically go after secondary information. Questions that take a full turn or more cannot do this of course. And often Vision Questing may render superior results. Each line requires an AP (or astrological auto success) to the line until its answered. If AP must be diverted progress is lost, you cannot partially answer a question. You may maintain 3 questions with your current astrological infrastructure. AP needed 1 per question. DC: N/A. Reward: You pursue a line of questioning.
[ ] Vision Quest "Insert Question Here": We can prepare a team of experienced wyld explorers, loaded down with blessings, rituals and talismans to preserve them from the mutagenic effect and send them into the wyld with a question burning in their hearts and souls. The wyld is chaotic but is also influenced by sapient thought. A seeker holding a desire and keeping it ever in mind while dealing with the issues that exploring the wyld brings may, if they keep trying long enough, find their desire brought forth. Vision questing is the easiest and while true Divinatory knowledge is not possible, anything known to beings whose thoughts and dreams influence the Wyld can potentially be learned. Thus we could learn much about this new Realm we dwell in, but each question sought is fraught with peril. AP Needed 2. DC: Special. Success Needed: special. Reward: A team is sent on a vision quest with a question in mind, this is rolled as per Wyld Vision questing rules. Your team will stick to the bordermarches, barely dipping a claw into the realm of narrative chaos. Thus they will endure three rolls to check for mutation, addiction, and encounters (the massive stacking of prepwork and only going to border marches means its almost certain the encounters will be the only danger) and will get one roll of 15 dice to gain a vision. The more successes the more clear the answering vision, 7 successes which should be an average roll for this dice amount should give a clear answer. You may create the questions but be wary, vague wide reaching questions will produce vague wide reaching answers. Focused questions will usually do you more good.
[ ] Map the Other Stars: Stars are for the most part Suns that are very distant. Point our telescopes at the area we are informed a potential allied or at least anti-ork race exists and the sub-sector they supposedly control. AP needed 1. DC: 40. Success Needed 5. Reward: Map out the sub-sector of this other group.
[ ] Map the Other Stars(Ophelis Area): Stars are for the most part Suns that are very distant. Point our telescopes at the area we are informed a potential allied or at least anti-ork race exists and the sub-sector they supposedly control. AP needed 1. DC: 40. Success Needed 1/5. Reward: Map out the sub-sector of this other group.
[ ] Elemental Support: Dragon Kings in general and Pteroks in particular are adept at summoning elements which both provide general aid and have particular skills and special powers that Dragon Kings may not. Particularly with the elemental complex that aids in summoning elementals for longer or with greater power. May be taken more than once. AP needed 1. DC: 25. Success Needed 1. Reward: For every success I assign three AP dice to whatever project seems to need it the most, as long as elementals could help.
[ ] Supremacy of Elemental Advantage: This this project we focus on either the most powerful or most specifically chosen Elementals for a given task. When this project is chosen you must choose another project being supported by AP this turn that it is targeting. May not target things inappropriate for elementals like research or intricate magitech, may not apply to projects over DC of 50. 1 AP needed. DC: 25. Success Needed 1. Reward: Targeted Project gets two successes applied.
Note: Projects appropriate for Elemental Support or Advantage with the Aide of Exoskeletons. Keep in mind the project must still be valid to proceed assuming nothing from the elementals is happening, they are aides and if the project lacks baseline support they will lack oversight. Most of these are also limited to roughly a third of maximum successes can come from Elemental Aide, although some can be argued up to 50% such as plantations and manses.: We are Legion, Infantry Thunders, Militia, Advanced Shipyard, Advanced Observatory, Temple of [Divinity], Silos, Atelier Manse, Factory-Cathedral, Major Manses, Imidazole Plantation, Tree Spires, Open Plantation, Chaos Consuming Infrastructure, Archgenesis, A core for everyone, Expanding Teteocon, Skyweaver Training Zone.
[ ] [Elemental] Auxilia: Thunderbirds, Garda, and similarly martial elementals from the various courts can be recruited and put to service as troops. These elementals remain in service due to arrangements with their home court, jade payments, access to luxuries, and promises of sufficient worship during a time of battle to at least give a chance for the Elemental to be reborn when killed rather than dissipating into elemental essence. This does limit the number of such elemental Auxilia possible to max with our current population. 2 AP needed. DC: 25. Success Needed 10. Reward: Recruits 1000 war-like elementals from the chosen element. Special abilities and fighting tactics determined by the element chosen, for example Air elementals will certainly fly, whereas an Earth group will not.
[ ] Elemental Torpedo: One idea occurred after the encounter was to imbed a torpedo warhead with thousands of yasal crystals filled with minor non-sapient elementals. When it strikes the ship the crystals would be broken and release the elementals to sweep through the ship causing elemental havoc to the crew. Does not work against a ship with shields up though. AP Needed 1. DC 35. AP needed 0/6. Reward: Torpedoes can be equipped with Elemental Heads. Do not penetrate -0 HL nor does it cause any ship damage. But do roll 10d10, destroying a unit equivalent of troops or crew on the ship for every dice above 5. (certain troops will be more or less resistant to these effects and may gain bonuses or penalties to number rolled, like necrons are much more resistant. Orks and normal humans are default level).
[ ] Godspeed Motivators: The speed of your Divine Lord was considered basically instantaneous enough that the speed itself rarely mattered. Than you got here and realize that even the nearly instantaneous movement of your God's glorious light still seems to crawl when compared to the distance between stars. Still its not like taking years to travel would be an impossible feat for Dragon Kings. Work out how to build an Engine that could move a vessel (potentially of the scale of the Ork spess construct) at Godspeed and whatever else is needed for a ship that will take years to reach a destination. AP needed 2. DC: 35. Success Needed 10. Reward: Lightspeed Travel unlocked (note this takes the FTL slot on a ship, giving a ship both would be both costly and require volume, mass, and power that could go to other things)
[ ] Go fish?: You are not satisfied with risking chaos or taking the … slow?... route. Instead you will hit the books. Investigate odd phenomenon in the Library of Sperimin until you come up with something to test. Be warned, this may take a while and not every idea will work, once something is found it must be tested with projects comparable to Way Travel and Godspeed motivator. Only after those projects completed will you discover if it was a gem or lemon. Also keep in mind that every method will have issues, nothing should be flatly superior to other methods. AP needed: any. DC: Special. Success Needed: Special: Every AP assigned gets a hidden 1d20 roll. Roll of 3-17 results in nothing. If a 1,2,19,20 is rolled you will be given a successful project notice and offered a new FTL method to prototype. You will not find out if it was a good method until you complete the prototype.
[ ] Wondrous Globe of Precious Stability: A jade sphere the size of a human head covered in dozens of complex occult symbols inlaid with magical matertials (note at least 4 are required besides Jade, with orichalcum, Adamant, and amber you still need one more like moonsilver, starmetal or soulsteel to make the globe). The glob is pierced by a short shaft of jaid inlaid with orichalcum and can rotate freely around this axis. The top of the shaft ends in a hearthstone setting and the bottom a base that can be affixed to a vehicle or structure. When it is equipped with a hearthstone or geomantic relay and an essence wielder attunes to it the globe begins to glow and spin. As long as it does both globe and whatever vehicle or building it is attached to are all completely protected from the effects of the Wyld. In addition both structure and crew or occupants gain resistance to charms, psyker powers or comparable abilities used by fair folk or warp beings. Such beings can also not touch the structure or come within it. The structure is effectively a tiny pocket of crystallized creation even if traveling in the deepest wyld/warp. AP Needed: 4. DC: 60. Success Needed: 10. Reward: Wondrous Globe of Precious Stability, nigh perfect Gellar effect, level 5 magitech artifact that also requires at access to 4 different magical materials in addition to jade.
[ ] Void Abacus: A system that can take much more clear reading on local Wyld conditions and apply the collected knowledge of typical permutations and evolutions in the Wyld based on understanding of Wyld-Lore and the location to allow for far more distant "Calculated" wyld travel then could otherwise be condoned. A void abacus equipped ship without a true Vision Questing guide may travel roughly 5 times faster than a "pure" calculated travel user. Void Abacus are incredibly sophisticated pieces of magitechnology that require the specific attention of a Factory Cathedral to produce and will be almost as tricky and expensive as Wondrous Globes of Precious Stability. In the claws of a Navigator mutant, especially ones with implants that allow direct interface with the Void Abacus like ours will, it doubles the speed of Wyld Travel. AP Needed: 4. DC: 55. Success Needed: 9. Reward: Void Abacus, level 5 magitech artifact that requires the resources of the Factory Cathedral to produce.
[ ] Sutra Batteries: Prayer weaponry scaled up to the point of massive multi ton golden slugs covered in elaborate sutras praising the martial glories of the Unconquered Sun allowing damage to void vessels, especially those in service of Creatures of Darkness and their unholy vehicles. 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.
[ ] Magic Torpedoes: Don't get us wrong, the torpedo is definitely using Essence but its not really made AS a magical artifact. But we could change that. Artifact Torpedoes will be a lot more expensive to reload, but the damage they can do is potentially inspiring. AP Needed 1. DC 35. AP needed 0/6. Reward: You can build artifact torpedoes to equip on torpedo tube mounted vessels or Redoubts. Artifact torpedoes do Supreme damage and are fifty percent less effected by excessive amounts of defensive fire. They make one of your most expensive weapons more expensive.
[ ] Minion of Deadly Touch: We believe we can manage the feat of creating a highly loyal (by the standards of essence attuned golem standards) shapeshifting (12 shapes total) golem servitor but some research will be needed to work out the details. AP Needed 2. DC 35. AP needed 6. Reward: Minions of Deadly Touch can be constructed… you mad lads you.
[ ] Heavy Gunz: One of the Ork ships had much heavier gunz then normal and it has inspire a wave of research to unlock the potential in our own Weapons batteries. Heavy variants of weapons batteries are limited in firing rate. Perhaps the range is short. Perhaps the weapons need to be tended more carefully by savants. Whatever the explanation the weapon is more difficult to focus down on an enemy but has a chance of doing more damage than weapons normally of that type and scope can do. The combined effects of needing more maneuvering to deliver the shot and needing the salvo to be a nice clean hit to gain the heavy weapon bonus means the this should normally be installed on ships which will have a comparative maneuvering advantage over their enemies. Effectively it lets you kill enemies faster if your victory was a given anyway. Either because they are so good, because the heavy weapon platform is finishing off wounded enemies or multiple ships are outnumbering the target. AP Needed 1. DC 35. AP needed 0/4. Reward: You are able to design ships with Heavy variants of direct fire weapon systems, like Plasma, Sutra, or Implosion bows. Heavy Guns cost 8 momentum to fire but if you gain three or more successes beyond whats needed to hit the enemy it does an additional level of damage.
[ ] Power Ram: Seeing the ram of the Brute ramship has really inspired our designers and they want to move forward with magitech enhancements to this impressive things. Imbeding the ram with nodes of red crystal will let us cover the ram in a glimmering field of destructive red essence right before contact, maximizing the damage done. This will consume some power though. AP Needed 1. DC 25. AP needed 5. Reward: Power Rams add 1 to power consumption but cause base damage of ramming to increase to Advanced and improves how much damage the Ram absorbs from the hit by 1 as well. Your people feel compelled to remind you that Jade artifact ships would also have impressive ramming performance.
[ ] Essence Concussive Ram: Essence baffles are mounted on the ship and its ramming prow and set up to absorb the energies of impact and redirect them upon the target anew. Such a hit will not only hit the target but leave it vulnerable. AP Needed 1. DC 30. AP needed 6. Reward: Essence Concussive Rams add +1 to power consumption but reduce the damage the ramming ship can potentially take by two. When a normal ram is performed the target in addition to other affects also losses two momentum. A ship equipped with a Essence Concussive Ram that performs a simultaneous Ram and Board maneuver also automatically benefits from the effects of Drowning Tide without having to gather even more momentum.
[ ] Boarding Field: Your ship is equipped to help lock a tracta derived essence field onto a ship being boarded and extend crystal essence lifts towards the target in order to enhance the rate of boarding actions. Boarding fields consume additional power. AP Needed 1. DC 25. AP needed 4. Reward: Boarding fields consume one power. Whenever your ship successfully performs any variant of a boarding action the target ship losses two dice from any attempt to maneuver to break free and disengage. Whatever normal limits of crew exchange between the ships in this circumstance are considered doubled thanks to travel along claws and crystal lifts. This usually means going from two per turn to four per turn, but many exceptions exist. Narratively a ship with a boarding field is much better at towing.
[ ] Crucible of Tarim: With access to sorcery, mayhap we want a way to distribute it. We believe a combination of Ridiculous levels of Artifice, insanely finicky and expensive potion crafting and days of crippling essence Attunement may allow a spell to be "bottled". If it pans out a spell could be stored in a crystal vial to cast on target when drunk or unleash an area of effect spell when shattered. Skilled occultists and sorcerers themselves can shape the unleashed spell as if casting it with no time or energy wasting on casting. Note: Several spells you know are closer to rituals so you might want to research some less esoteric spells before getting this AP Needed 2. DC 45. AP needed 0/9. Reward: May bottle spells. Unlocks projects to produce effects for distribution.
[ ] Plasma Cannons: You have some interest in being able to upscale Plasma weapons up to space construct level giving you a cheaper alternative than using Heavy implosion bows. AP Needed 1. DC 25. AP needed 1/5. Reward: Starship scale Plasma weapons developed as "cheap" alternative.
[ ] Lightning Ballista: Studying the Lightning Gun used by Nargle we have gained insight into our Lightning Ballista. With this insight we hope to design Light and Heavy variants of the normal Lightning Ballista. With further research maybe even achieve ship Batteries or infantry carried versions. AP Needed 1. DC 35. AP needed 5. Reward: Can make light and heavy Lightning Ballista. Unlocks research into infantry carried versions and potential ship mounted batteries (which would work much like Lance weapons do in 40k lore, penetrating some armor ie -1 HLs)
[ ] Stellar Stabilization: We have learned that stars may be endangered by attacks from the Despoiler. Fully Astromantically engineering a star across the galaxy in less than a month is beyond us. A series of stabilizing monoliths combined with a Ritual invoking the Unconquered Sun should be enough. We just need to plan it all out before this Enemy destroys a star on our watch. AP Needed 1. DC 40. AP needed 4. Reward: Can build a system which a Solar Temple ship can deploy to stabilize a star unnaturally suffering expansion or nova risk as long as you have five days to work with.
[ ] Mystic Tome – Cracking the Code: The issue of course is that the work is in an unknown language and it is presumably filled with Obscure terminology and cognitohazards that make casual attempts to decipher it tricky. Careful perusal with much time spent in therapeutic sessions (hot mud baths, cures for so many ills) and monitoring by elders who themselves never touch the work and are monitored by other elders or spirits who will not contact the work or anyone who has direct contact. The whole collection of research will be isolated in case the cognitohazards are THAT pervasive or accidental mumbling of a half understood phrase unleashes something nasty. This DOES benefit from spiritual aid but the action has a double botch range and cannot be rerolled as the clinic would not be allowed access so it cannot avoid at least the chance of a botch. AP needed 3. DC: 45. Success Needed 7. Reward: You can understand High Gothic sufficient to read occult tomes. Without forming a cult that worships the author or unleashing a horde of sorcerous constructs to ravage the land, or sealing your best researchers into a realm of nothing but mushrooms, etc… hopefully.
[ ] Skyship Design: This project allows your savants to crunch the numbers for skyship design. Indicate what you want and its purpose and I will provide the one or more options (you only get to choose one) that fulfill your requests. AP needed: 1 DC: N/A Reward: SkyShip Design Choice.
[ ] Void Vessel Design (Sloop/Chariot/Pennant): This project allows your savants to crunch the numbers for ship design. Indicate the size you want and its purpose and I will provide the one or more options (you only get to choose one) that fulfill your requests. AP needed: 1 DC: N/A Reward: Ship Design Choice.
[ ] Void Vessel Mini Turn (Sloop/Chariot/Pennant): This projects also crunches numbers for a ship. The only difference is it starts a ship design mini turn working out new design as a group instead of me just doing it and presenting options. AP needed: 1. DC: N/A Reward: Ship Design Mini-Turn
[ ] Void Vessel Design (Wayfarer/Templeship/Dromon Artillery Ship): This project allows your savants to crunch the numbers for ship design. Indicate the size you want and its purpose and I will provide the one or more options (you only get to choose one) that fulfill your requests. AP needed: 2. DC: N/A Reward: Ship Design Choice.
[ ] Void Vessel Mini Turn (Wayfarer/Templeship/Dromon Artillery Ship): This projects also crunches numbers for a ship. The only difference is it starts a ship design mini turn working out new design as a group instead of me just doing it and presenting options. AP needed: 2. DC: N/A Reward: Ship Design Mini-Turn
[ ] Void Vessel Design (Conquest Platform): This project allows your savants to crunch the numbers for ship design. Indicate the size you want and its purpose and I will provide the one or more options (you only get to choose one) that fulfill your requests. AP needed: 3. DC: N/A Reward: Ship Design Choice.
[ ] Void Vessel Mini Turn (Conquest Platform): This projects also crunches numbers for a ship. The only difference is it starts a ship design mini turn working out new design as a group instead of me just doing it and presenting options. AP needed: 3. DC: N/A Reward: Ship Design Mini-Turn
[ ] Void Vessel Design (Directional): This project allows your savants to crunch the numbers for ship design. Indicate the size you want and its purpose and I will provide the one or more options (you only get to choose one) that fulfill your requests. AP needed: 4. DC: N/A Reward: Ship Design Choice.
[ ] Void Vessel Mini Turn (Directional Titan): This projects also crunches numbers for a ship. The only difference is it starts a ship design mini turn working out new design as a group instead of me just doing it and presenting options. AP needed: 4. DC: N/A Reward: Ship Design Mini-Turn
[ ] Orbital Redoubt Design: This project designs a complete fort, including all six slots (which makes building it a massive project). By locking in the design we can get reduced costs or improved quality for the same cost though. AP needed: 3. DC: N/A Reward: Orbital Redoubt Design Choice.
[ ] Noble Warstrider Design: A project to use the lessons learned from building and testing the Prototype warstriders to build more impressive 10 meter tall machines, laden with special equipment and magical powers and weaponry designed to scale. AP Needed 2. DC: 50. Success Needed: 5. Reward: Completed designs for several Noble Warstriders that can be built by the Warstrider Auxiliary Factorum.
[ ] Spell Research is contained in the Research tab.
[ ] Cleanse Tocha: Removing the spores that allow Feral Shroomborn to spawn will be time consuming project but possible, especially if we establish Imadozole plantations. Requires an FTL transport to be assigned to make any progress. AP needed: 2. DC: 30 (20). Success Needed 4/50. Reward: Tocha cleansed of Ork Spores. Thaumaturgy Workshop fully applies. Elementals can provide up to 10 (Which are tripled to 30 by workshop) successes to this project, any overage is lost.
[ ] Standard Stockpile: We are not quite ready to build one use consumable artifacts that are required for Primordial combat, but we can level up our stockpile quality. Combat Drugs, versatile Dust casters, and greater quantities of other potions and war paints to improve the bonus if has. Standard stockpiles allow a Legion to +4 (+5 for orks and Raksha) their Might and +2 to maneuvering rolls and effective size for a critical segment of the battle. This does not prevent a Botch. AP Needed 2. DC: 35. Success Needed 0/8. Reward: Gain 10 Standard Stockpiles. An Atelier assigned may complete this project on its own in one turn with no further input.
[ ] Grace Stockpile: Soldiers are handed prayer strips which can be easily activated to burn away and "automatically" pray to a certain spirit on behalf of the user. Normally the effect is minimal but the Pterok Shamans have pre-arranged things with the spirits in this case. They will apply a useful combat blessing to the soldier. Using Grace stockpiles cause effected rolls to ignore botches for a battle segment. After the battle, calculated losses of effected unit is halved. There is no effect to multiple uses of this stockpile in a single battle. AP needed 1. DC: 20. Success Needed 3/6. Reward: Gain 30 x Grace Stockpiles. An Atelier Manse may complete this project on its own in one turn with no further input.
[ ] Invocation Stockpile: By creating one use artifact prayer strips which are imbedded with a potent benediction or a power waiting to be unleashed from a greater god and making it available to soldiers to be used on demand for relatively little cost of essence during the battle (in exchange for all the careful work and negotiation dead ahead of time). These powers are varied, from summoning a war elemental in an instant, granting a militant gods panoply of divine armor and weapons to a soldier, getting a nigh fatally wounded soldier back in the fight, and unleashing potent battleground altering attacks. Invocation Stockpiles have the effect of Grace Stockpiles but also add 5 temporary Magnitude for the battle segment. Any damage on temporary Magnitude disappears with it. AP Needed 2. DC 35. AP needed 15. Consumes 10 Grace Stockpile Reward: gain 10 Invocation Stockpile.
[ ] 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: 9/10 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.
[ ] Elemental Stockpile: Elementals can be contracted through the use of luxurious element support rooms and comfort Yasal crystal to be available in mass and unleashed upon a situation. Not for combat directly as that would require the Elemental Auxilia, but to use their charms to benefit the Dragon Kings. This can be aide such as empowerment or healing but is often in the use of battlefield reshaping elemental powers. An elemental stockpile massively reshapes a battle as thousands of elementals are unleashed to shift the battlefield in our favor and restore or empower our troops. Having one available provides a military an "In case of emergency break crystal" extra option. Could be used to aide a colonial endeavour. AP Needed 2. DC: 35. Success Needed 5. Reward: Gain +1 Elemental Stockpiles.
[ ] Birds of a feather (Warbirds or Assault Rocs): Mass producing these light skyships is still beyond our magitechnology limits, but with the support facilities in flight towers we can start producing them at least. Warbirds are exquisitely built, with each feather and joint perfectly mimicking those of a living bird. These vehicles are made from a variety of magical metals with bright gemstone eyes. The metals are all colored vivid blues, greens, reds, blacks and purples. Assault Rocs are far larger and less exquisite looking. The need to mount howdahs for weapon mounts renders them looking more biomechanical looking than living moving jewled statutes. Still for delivering troops or weapon payloads they are superior to warbirds. AP Needed 2. DC 25. AP needed: 24 (+8 for rocs). Reward: +10 squadrons of Warbirds or Assault Rocs. AP Needed 3. DC 25. AP needed: 44 (+16 for rocs). Reward: +20 squadrons of Warbirds or 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.
[ ] 4th 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: Fourth 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).
[ ] Kireeki class Assault Skyreme: A 100 meter long craft of Jade and alchemically tricky brasses, the Kireeki is the largest skyship we can currently envision that can casually dock at a flight tower and still travel through the void. The current design uses a variety of Implosion Bow and Lightning Ballista based weapons in sufficient numbers to endanger vessels on the scale of Ork Spess Constructs and heavily reinforced hulls and framework to make up for a lack of shielding. It cannot mount an FTL drive even if one is invented but it can defend our system from adversity. Standard crew would be at least 5 essence channelers and at least 15 skilled crew members (which will probably also be Dragon kings but could potentially skilled mortals or clockwork servants). Cramped barracks allow a standard sky/void? Marine complement of two scales at all times (that's 50 marines). Cargo Bays on the craft allow it to support construction void projects as a Manta despite its weaponry, if focused on troop movement it can move an entire wing of troops and carry exterior cargo pods with all of the gear needed (that is 625 troops inside and equivalent of 8 Warstriders attached to cargo pods), although such cramped loading is not appropriate for long term travel or to support boarding actions. It REQUIRES two hearthstones or Geomantic Relays to power as well as one third of an AP dice for upkeep (IE you can build three per AP dice lost to upkeep). AP Needed: 3. DC: 30. Success Needed: 13. Reward: One Kireeki Assault Skyreme. Does Basic Damage in void warfare. -1/-1/-2/-4/Crippled. May be used as a Manta to support void construction. Current stats assume construction in a Skydock, ie it does not benefit from void construction boosters or shipyards. Flawless Workshop can add an automated success but success is NOT tripled. An Atelier Manse dedicated to assist would provide three Automatic success (no more than half total needed), only one allowed.
[ ] Buy two get one free: Careful analysis by Pterok Administrative Clerics reveals that in terms of mass production of the Kireeki it is best to build three at a time. Whether this is the best militarily is unknown, but economically and logistically, three at a time is best. Literally you can build three for the price of two. AP Needed: 3. DC: 30. Success Needed: 21. Reward: 3 x Kireeki Assault Skyreme. Keep in mind this will use 6 Hearthstones and consume one Generic AP dice per turn as upkeep. Flawless Workshop can add an automated success but success is NOT tripled. An Atelier Manse dedicated to assist would provide three Automatic successes per turn (no more than half total needed), only three allowed. May spend an Exotic Stockpile to lower Success needed to 17.
Raptok (8 -1 AP): The most civilized of all Dragon kings. Diplomats and socializers. Best at getting along with other races. City builders and masters of vegetative and crystal technology that is the hallmark of the Dragon King mastery. Inquisitive natures allow them to explore unknown technologies and debate philosophy with aliens. There are still Dragon Kings at heart though, even if they may sip wine and discuss great literary works while polishing and adorning the skulls of their enemies with elaborate crystals to display in a battle shrine. Raptoks are also sized to be the only Dragon King able to comfortably use Human sized tools and workshops. This combined with their social skills and love of technology makes them the most likely to meet other races, and some races may think Raptoks are it when talking about Dragon Kings.
[ ] Study [Blank] Policy Implementation: Sociological management is tricky but possible. We use the lore of Sperimin and our knowledge of a society, ours or others, to design a plan to manipulate or alter some facet of their culture or beliefs. The larger the society, the greater the divergence, and the more limited your access to that society the more difficult success will be and the more resources must be devoted to completing the plan. 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.
[ ] Make Contact (Onyx): Approach the Onyx Court a demand the GTFO. Will probably start a War. AP Needed 1. DC. unknown. Success Needed 1+. Reward: Intimidate Onyx into leaving to start a war.
[ ] Contact (Onyx): What did you want to say? AP needed 1. DC: 45. Success Needed 1. Reward: Interact with Onyx.
[ ] 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 4/9. Reward: Double production of Karmic Honey and Celestial Mead, starts better relations with the Golden Throne.
[ ] Call Ulthwe (Generic exposure): Use your magical Ansible to interact with your current contacts. Such friendly calls will give some insight into the situation and improve your relationship with Ulthwe more easily. You can only commit one AP per Ulthwe contact, limiting how fast you can improve relations unless you get new contacts. AP needed Maximum 1. DC: 35 Success Needed 1. Reward: Gains some gossip. Success means the interaction was a net positive.
[ ] Call Ulthwe (New Contacts): Use your magical Ansible to interact with Ulthwe contact new people and make new friendly relations. Additional contact will provide new angles of insight into Ulthwe as well as speeding up the rate you can establish good relations. 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.
[ ] 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.
Diplomatic Note: Your relations with Ulthwe are plus 8 right now.
[ ] Dino Breeder [Breed][Aspect]: Pick a dino mount we want to improve and the area you want to improve. For example Razor Beaks could have speed increased, or strength for better weapons and armor, or endurance so they can travel further from an Airbase and fight longer. This is a combination of improving the animal in general as well as how they adapt to their equipment. AP Needed 1. DC varies AP needed varies Reward: Selected mount gains selected trait. Stable Success may apply. See research threadmark for details.
[ ] 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 2/24. 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.
[ ] 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: 5/24. Reward: May grant Navigator mutation.
[ ] Chameleon Infiltrators: Essence cannot always be relied on for Stealth, especially as some sensors will be tasked to catch that very thing. To improve our ability we could employ our Genesis laboratories to copy the various strategies employed by beasts, Deva, and Behemoths to join the realms of the Hidden. Scentless bodies, unnaturally cool and quiet biologies, contorting joints, mutations for unnaturally small size about 18 inches tall and covered in chameleon scales to hide. AP Needed: 2. DC: 35. Success Needed: 22. Reward: Can found an order of sublime infiltrators and assassins.
[ ] Devastating God-Beasts: Skirting the border between Genesis and more Essence derived power this project would grant their recipients a set of shapechanging mutations, allowing them to access the Form the Terrifying Ancestors far earlier and more gloriously than they should be able to, reaching heights of 6 meters. To control the form they must take regular doses of alchemical solutions and learn a dedicated Terrestrial Martial Arts whose whole purpose is to utilize, control and fight with their God Beast forms. A breakdown shows that they would be roughly as dangerous as our current Elite units like the Ruby Arrows (bearing in mind they will not have mounts or machines) but cheaper to train and equip. And we could in theory improve their training with further martial arts and dedicated God-Beast oriented Artifacts. AP Needed: 2. DC: 35. Success Needed: 16. Reward: Can raise formations of God-Beasts.
[ ] Alchemical Design Solutions (Champion, Engineer, Rescue, Socialite, Spy): A proposal has been made to design all the charms needed to suit a specific need with several models conceptualized. Some suites of charms have carryover so as suites are researched the remaining suites may get easier to complete.
- Champions: Mighty warriors with implant excellencies boosting combat attributes and charm implants related to providing hard hitting attacks, improved toughness and healing, and enhancing mobility. AP Needed: 2. DC: 40. Success Needed: 19. Reward: Cyber Champions able to take and deal out shattering blows that are impossible to surprise and can react with blinding speed and which mount artifact armors and weapons in foldspace storage systems so they can be ready at a moments notice. Cyberizing a Dragon King will cost 12 AP per Champion.
- Engineer: Skilled crafters with Omnitool implants and systems for operating with transdraconic efficiency as well as synergy enhancers allowing the Engineer to work in teams with greater Synergy. AP Needed: 2. DC: 40. Success Needed: 9. Reward: Cyber Engineers can assist in reverse engineering personal scale complicated technology (where they provide a bonus die when assigned) or may be assigned to any mass manufacturing process in which case they increase the auto-success (or dice if auto success is not allowed for a given action) provided by Factory Cathedrals to two automatic successes per workshop assignment. Cyberizing a Dragon King will cost 9 AP per Engineer. You may only have as many as you have factory cathedrals in terms of benefiting a Realm turn, extra engineers cyberized may be assigned to combat or exploration missions to unlock options based on high speed production of custom artifacts, or understand alien technologies.
-Rescuer: Implants dedicated to repair and healing guide the design of Cyber Rescuers, with just a touch of being immune to fatigue. AP Needed: 2. DC: 40. Success Needed: 12. Reward: Cyber Rescuers provide an additional re-roll die from your Medicae. The max per turn is doubling your existing medicae rerolls. Extra can be Rescuers can be used to support combat or exploration missions to reduce casualties or enact repairs. Cyberizing a Dragon King will cost 10 AP per Rescuer.
-Socialite: Load a Dragon King down with social boosting implants and body sculpting and spirit emulating cybernetics in order to produce a Cyber Socialite who will have dedicated loyalty to the Realm and be extremely persuasive at need. Cyber Socialites each add a die to diplomatic actions, although they may no more than double AP assigned to Diplomatic actions (no including oilspeakers). AP Needed: 2. DC: 40. Success Needed: 11. Reward: Cyber Socialites may add a die to diplomatic actions, up to doubling AP assigned to diplomatic actions. Extra socialites may be assigned to combat or explorations missions to provide diplomatic options such as convincing bystanders to help, or at least stay neutral rather than join the enemy. Social actions may be possible with a Cyber Socialite that just are not possible without. Cyberizing a Dragon King will cost 9 AP per Socialite.
-Spy: Sensory enhancements, optical shrouds, sensory drones, and a Personality Override Spike with Identity Re-calibration Signal mark the critical Augmentations of the Cyber Spy. Espionage options may be possible with a Cyber Spy that are just not possible without. Each Cyber spy adds a die to espionage actions but may not more than double the amount of AP assigned to Espionage in a turn. Extra Cyber spies may be assigned to combat or exploration missions to provide options that may not be possible otherwise, like memory removal or making an allied mortal stronger willed and more temperate or making an enemy leader a memory loss riddled coward. AP Needed: 2. DC: 40. Success Needed: 12. Reward: Cyber Spy provide dice and unique options to espionage, but may not more than double natural AP assigned to Espionage actions. Cyberizing a Dragon King will cost 11 AP per Spy.
[ ] War Engines of Tokati: Bigger essence cannons, skimmers, war birds. Those are all known things we can try to build of course. But we just fought a ridiculously large scale war and now are in another dimension. While this has given our people many a sleepless night. Its time to turn horrors and nightmares into inspiration. Cut loose our designers to envision a new means of waging war! AP Needed 1. DC: ?? Reward: Gain options for new magitech designs inspired by the war and what you have seen. DC rolled will determine the number of options you are given. You may pick ONE of those options to pursue research on.
[ ] Essence Drive: While we can build an Essence Drive on the massive scale needed to mimic the ork construct we might want to improve the quality of our relevant occult mysteries. AP needed 2. DC: 35. Success Needed 3/6. Reward: Essence Drives II available, special ork effects like unlocking Ramship upgrades and ???
[ ] Essence Battlements II: Insights into Ork Powerfields have given us the inspiration needed to improve our shielding technology. Not that Powerfields are actually better than Essence Battlements but they are different and yet similar enough. Which means we can upgrade equipment to produce both. This will not be easy though. AP Needed 3. DC 45. AP needed 24. Reward: Ships with Essence Battlements can be equipped with one more layer than normal for a ship of their class.
[ ] Biothaumaturgical Research: See Research Threadmark for details.
[ ] Visions of the Perfected Warrior: Our shiny new lab is just waiting for us to perform some excessive surgeries and exploratory mutagen exposures. Let's get to it. AP needed 1. DC: ??. Success Needed 1. Reward: Gain options for new biothaumaturgical procedures inspired by the war and what you have seen. Cybernetics, controlled mutations, and artifice organs. DC rolled will determine the number of options you are given. You may pick ONE of those options to pursue research on. [Note with the influence of Autochthon you may gain options comparable to Alchemical Charms]
[ ] Temporal Manipulation: During the time of Glory a certain Primordial was able to casually use Time Dilation effects as a weapon. That is why normal mortals could not really fight as the being was able to deploy battlefield effects that aged the participants 100 years over the course of the battle. Such even if you won, your side might still die after the fight was over… of old age. Direct weaponry of course aged a target 1000 years upon a successful strike. Unlike most primordial weapons this effect bypassed the defense against shaping that worked against most comparable primordial effects. Thus the exalted needed longer lifespans and that primordial was made an urgent target early in the Revolution.
Many Twilights pondered the use of Time Dilation effects to benefit our side in the War but we lacked the insight into that primordial's methods until the war started and had no time to develop a new and intricate motonic science by that point.
We may not swim completely against the flow of time by changing the past, but we may, with a great deal of practice unlock Chrono-Entropic Weapons and Temporal Control Spheres. AP Needed: 3. DC: 60. Success Needed: 14. Reward: Knowledge of time. Unlock further research into Chrono-Entropic Weapons and Temporal Control Spheres.
[ ] Haze Shields: A martial adaptation of weather control thaumaturgy, haze shields cover and army, fort, small city in a dome or theoretically a bubble around an air ship or floating manse city. This device and fit into a backpack but unfolds into a relatively ungainly device with broadcast antennae. We plan on setting them up on Siege Lizards generally so we can keep moving. And will need powered by a hearthstone or a Third rank elemental. Each should be large enough for a legion, but they can be narrowed down to smaller units if needed.
When active the shield creates an insubstantial barrier that flickers and obscures vision. The shield glows with essence and brilliant opaque white. Anyone depending on essence sight must attack blindly through the shield. The shield has two modes in the lower cost mode the shield can last for up to 30 hours at a time as long as users supply essence or fuel. This mode penalizes incoming fire from outside the field as even those not using essence sight face flickering and obscured visuals but those from inside have no penalties. The second setting drains power ten times faster but doubles the protection, sadly it also impacts the attacks and visual observation of those inside (on the level the first mode causes enemies). Still for our primarily melee warriors it can be useful helping them get into claw range of the enemy if said enemy possesses artillery. This is explicitly stacking with other forms of obscuring such as summoned mists or darkness.
Haze shields can be upgraded to Storm shields which remove the penalty for shots in the second mode and charges the shields with a diffuse corona of lightning that strikes objects entering the shield from the outside. In the first mode it can vaporize all infantry scale physical projectiles, arrows and shuriken and Ork Dakka weaponry, that are not made of magical materials and damages anyone entering. In the second mode artillery scale projectiles are vaporized and the intruders suffer twice as much damage.
One issue with this shield will be adapting it to void use as it was based on weather manipulation principles, the assistance of air and lightning elementals should make it possible though.
AP needed 2. DC: 30. Success Needed 5. Reward: Haze shields unlocked to be built, as four dot artifacts you could only build a handful per project (And storm shields would be a major strain to them until Factory Cathedrals are available). In case its not obvious, installing them on a ship would be the equivalent of ECM.
[ ] Rolling Earth Rampart: A bit less sophisticated magitech and more channeling the Path of Enlightened Earth. Our people are relatively comfortable underground in tunnels (at least compared to humans) and we can fight there. A RER produces a radius effect around a legion that constantly churns the earth, actively hindering enemies and providing cover to our forces. In addition to churning the surface the whole area under the surface is riddled with tunnels that our forces can causally retreat to from the surface and jump out from to surprise enemies.
While there may be tunnel using enemies that can fight us in the tunnels, such would almost certainly be trying to tunnel up and surprise us if they could. Better to fight them where they have a slight advantage than let them surprise us. Because of our capacity to retreat into hardened defensive tunnels almost instantly we are fairly able to avoid bombardment, it would take weapons able to crater the whole region we are occupying with our rampart to defeat its protection. We can advance purely underground but this is considered hindering terrain for ourselves and NOT subtle.
Just to be clear, fighting with this lets our troops advanced under the cover of hardened stones protecting our people as they move. Even in melee, stones and minor quakes interrupt enemies and rocky spikes will punch up to provide cover to our Legionaire if some ranged enemy tries to line up a shot.
The issue is they provide minimal protection to a city and there seems no possibility of them protecting a void vessel. AP needed 2. DC: 30. Success Needed 5. Reward: Rolling Earth Ramparts available. Much easier to build then the shields and your armory can handle it. In case it's not obvious, installing them on a ship would be a form of anti-boarding tech, like being able to control gravity.
[ ] Essence Capacitors: A wire cage encompasses an inch wide crystal constructed of orichalcum and infused with the densest essence we can manage. A user must harmonize with it by committing one mote. They can only function one day before they shutdown depleted, although releasing the committed mote can shut them down early. Unlike an elemental core though their more sensitive design can pull energy from the environment, taking two days charging to provide one day of function. Tri-socket adapters can be built allowing three capacitors to provide uninterrupted power. Certain realms may cause a dead zone where they cannot respire. In theory they can be calibrated to charge in environments like the Wyld or the world body of a Primordial but we fear lingering contamination. Capacitors require annual service and cleaning from competent technicians to remove impurities that collect around the conductive filaments.
Essence Capacitors are more fragile than hearthstone and we could potentially design them to fail in massive geomantic explosions. Very expensive bombs. With some effort we could maybe design capacitors intended for this use that are cheaper to deploy. 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.
[ ] Geomantic Relays: A basic manse can be modified to shift its geomantic power to a Nexus, granting the nexus greater power. We already know how to build one, this research allows us to maximize the amount of relayed geomantic power we can pull from a given manse and how to build a Geomantic nexus without a manse of its own. We could potentially build ships as these Demense less Manses, 'fueled' through geomantic relays from Manses safe and sound in our territory while a ship goes off. If the ship is lost this way we do not lose Hearthstones and can rebuild the Geomantic nexus by realigning the relays even if our ship were captured. Such a ship would have to be fairly sizable, at least 100 meters long at a minimum and would probably require several relays to power itself. 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.
[ ] Emergency Shielding (unlocked by cheap shields): Because its become so relatively cheap to make essence battlements we have pondering modifying our vessel designs and possible fortresses to include a variety of areas where damage or void exposure will cause a protective Essence Battlement to rise and protect the rest of the ship. AP needed 3. DC: 35. Success Needed 5. Reward: You may buy extra -3 HL for ships for 4 AP each. Ships may only buy so many, with larger ships being able to buy more. (Since its not obvious you can already buy -4 Levels for 2 AP, this is an upgrade to that, you cannot get both extra -3 and -4)
[ ] Design [Component]: 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.
[ ] Design [Large Hangers]: AP Needed: 1 AP. DC: 15 Success Needed. 2/3. Reward: Large Hangers allows a 2 slot hanger design which allows 9 full "squadrons" of vehicles and allows ships with them to perform TWO rolls to gather momentum for hanger actions as long as both actions are hanger based and related. (IE strike plus escort of strike wing, or two strikes. Not invade planet and perform strike on a ship over there).
[ ] Draconic Weyr/Hive (Major City): Thus a design has been established for a sophisticated Geomantic mega-city. A major city has five more basic manses tied to it allowing it to massively expand in scale from an 8 km radius to about 200 km in radius. This region is filled with artificial lakes and rivers, mountains and canyons, plains and savannahs, forests and jungles. Massive territory for Dragon Kings to go hunting and be with nature but never technically leaving the boundaries Geomantic home, reducing the effect of the population on the planet's capacity. Thus it would technically reduce the morale of the population somewhat but every measure is being taken to minimize the loss as much as possible with this city. In addition to the massive improvement in terms of adding population capacity the Mega-Cities, sometimes called Hives, due to the numerous underground tunnels, add huge tracts of land where our enemies may not necessarily know that we have incredible advantages. We may be able to fight entire wars where we gain a massive homefield advantage due to the many benefits our Geomantic cities provide our civilization. Thus it may be in our interest to build these even if we don't need them for the population, simply due to the advantages to our ability to fight inside them. AP Needed: 3. DC 25. AP needed 24. Reward: Major City upgraded to Weyr, improving population capacity and defenses.
[ ] Defense Grid: We can use torpedoes to launch torpedo silos into orbit. These orbital silos will need crewed at this stage but we can put enough torpedoes into orbit to threaten any attackers. You can assign 5 Hearthstones to complete the project more quickly. AP Needed 2. DC 30. AP needed 3/9. Reward: A basic defense grid is built. It costs 1 generic AP per turn as upkeep. It will allow you to produce up to Five torpedo attacks with a default of four successes each against space vessels attempting to make orbit or land before being depleted. Restocking will cost one AP dice per attack made. Atelier Manse set to torpedo production can restock Nine AP worth of torpedoes per turn. Assigning a working Manta Skiff reduces the difficulty to 20.
[ ] Upgraded Orks: Orks are vegetative enough to be effected by our Vegetative artificing. Send some Raptok to work their magic and forcibly upgrade some of our boyz to nobz. However those who can do this are in high demand and we need to dedicate a lot to convert sufficient orks. AP needed 2. DC: 30. Success Needed: 8. Reward: A decent amount of Orks are upgraded to Nobz physiologically and given somewhat better equipment then other orks.
[ ] Ork Civilians: Orks don't really have a true civilian, not in the sense of something that helps out at home that they care about and don't expect to fight. The Orks Waaagh! prevents something like that. But we can make an artificial race designed to live alongside and maybe even "breed" with natural orks that takes over some basic tasks like cooking and constructions, is friendly to the Waaagh! driven orks, but not expected to fight. AP needed 3. DC: 45. Success Needed: 12. Reward: We are not calling them Lady Orks… but yeah basically create an Ork-Girl worth fighting for to inspire the rest of the Waaagh!
[ ] Ork Airfield: Orks use Dakkajets and Fighta-Bommers to engage in aerial combat. They lack grace while doing so but some degree of aerial support seems natural for the Tokat Bound Orks. (Tokorks, Orkati?) Their meks do not have room to work considering the boundaries of the Manse and the in-built limitations. Building them an Airfield will allow them to flush out their numbers of aerial vehicles. Something that may be useful if we plan on invading another ork world with them. AP Needed: 2. DC: 35. Success Needed: 3/6. Reward: Tokati Bound Orks gain access to Deffkopters, Fightas, Dakkajets, and Fighta-Bommers.
[ ] Ork Vehicle Bay: Orks build Bikes, Trukks, Trakks, and Wagons as mechanized support for their forces. Meks lack space and resources to construct enough vehicles to matter. We can give them space and resources and aide them in constructing Vehicle Bays to our standards so they can provide mekanized support to the Boyz. AP Needed: 2. DC: 35. Success Needed: 6. Reward: Tokati Bound Orks can build Light Vehicles, Wagons and Tanks. No walkers or Super heavy stuff yet.
[ ] Silos: Install in each capital city a set of silos with planetary range plasma missiles for performing strategic bombardment against planetary invaders. AP Needed 2. DC 30. AP needed 1/6. Reward: Each of your five capital cities can unleash a potent strategic strike. Replacing the missiles will cost an AP dice, depending on circumstance another might be spent on clean up after the strike.
[ ] Temple of [Divinity]: 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, Quetzacoatl. 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: 3. Reward: Temple built to appropriate god, some gods may warrant additional temples, especially as you expand to other worlds.
[ ] Vat Complex: A geomantic powered laboratory where autochthonian cybernetics are designed created and most importantly installed in Dragon Kings who have reached Essence 5 and agree to enter the Vat. The vat (each complex will have three) contains a nutrient broth which sustains the Dragon king while their flesh is flayed in complex surgeries that reweave their tissues and organs to contain the new Alchemical Charms and cybernetics. Each Vat Complex removed a Basic Manse and hearthstone from existence. AP needed: 3. DC: 45. Success Needed: 4. Reward: Vat Complex able to create and modify Alchemical Dragon Kings.
[ ] Atelier Manse: Such factories are wonders of mass production. At least in terms of Mundane artifice, as Mundane as an enchanted masterwork weapon or tool can be considered. The manse is turned into a grand machine which produces whatever the hearthstone bearer designates using the skill the bearer has as long as it has raw materials. In addition to the automated manufacturing at the skill of whichever Dragon King is the best at whatever we have it do, it also smooths production and allows things to be made in much faster intervals. Atelier manses will demand the raw materials to keep producing but switching tracks to a new run only takes a week or so to reset the machine, find a new bearer, and replace the raw materials. Thus Stockpiles can be mass produced in droves. In general a Atelier Manse consumes one Generic AP in upkeep every turn and produces effectively three successes worth of mundane products, this can be multiplies by Thaumaturgical or other workshops, allowing effectively Nine successes worth of appropriate production for each Atelier manse. Each Atelier Factory of course consumes a Basic Manse and its Hearthstone and as mentioned running it consumes an AP dice of upkeep. AP needed: 3. DC: 40. Success Needed: 4. Reward: Atelier Factory Manse established. Consumes one AP of upkeep per turn. Produces three success worth of "Mundane" Production every turn. This is how one can mass produce Stockpiles for servicing Void Vessels and Active armies.
An Atelier manse dedicated to spare part production can produce 3 AP worth of upkeep. You may not have more than one such more than your constellation Academies and Naval Oversite.
An Atelier manse dedicated to vehicle or ship production may produce no more than half the total AP for the project. Each one would produce 3 successes for the project per turn up to the half limit.
[ ] 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: 2/6. Reward: Gain a Factory-Cathedral. First one built converts Flawless Workshop Success to Ideal Workshop.
[ ] Teteocon Expansion: A sub-dimensional Dome of Adamant is forced into Elsewhere with portals connecting it to the Plaza Entry. The city itself will be the home of the gods, filled with Quintessence fountains and sublime palaces. Once built we can add on features like Celestial Wine vinyards and Orchards of Peaches of Immortality, and of course the Loom of Fate. AP needed 3. DC: 35. Success Needed 9. Reward: Celestial City in an Adamant Dome fit for Exploitation.
[ ] Teteocon (Ophelis Edition). Use a Sidereal demense on Ophelis to open a new "door" and wider base of metaphysical support for the celestial city. The more support in the real world the larger Teteocon can grow. We may want to save this expansion for worlds not doomed to be invaded in a few hundred years though. AP needed: 2. DC: 20. Success Needed: 3. Reward: Celestial Door between Ophelis and Teteocon opened. Will be guarded by Celestial Lions.
[ ] Wyld Aspect Manse: Three good choices, choose wisely. AP needed: 2. DC: 20. Success Needed: 3. Reward: Hidden Tabernacle, Wyld Marketplace [OOC note: choosing wyld marketplace will introduce three factions which will offer "trade deals" which you can choose one. That relatively positive relationship and continuing deal will be the benefit of the manse if wyld market is chosen.
[ ] 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 5/9. Reward: Gateport built around Tokat's Gate of Auspicous passage.
[ ] Chaos Consuming Infrastructure: We can incorporate the "heavy machinery" of the CCI into the existing capitals and spread out thousands of heavy White Jade Drills across the planet as power relays that spread the effect from the capitals to cover the whole planet. The effect will be to render all the local wyld Border Marches (this does NOT include any Onyx Court Territory), make crossing in this area harder for those who lack the "password" and will cause a boon on Tokat. Mortals who live here will have an easier time becoming heroic and or essence wielders (you don't know it yet but psykers would be more stable as well). Because you are already heroes and essence wielders it would slightly improve your birth rate as the essence that goes into the formation of Dragon King souls is more easily available. The most noticeable effect would be strengthening the planets Geomancy. Building it requires either a dedicated Major manse or flexible equipment at multiple major manses on the planet. AP needed 2. DC: 35. Success Needed 13. Reward: CCI completed would render all local space Border Marches (unpassable to ships and not long term livable for Wyld beings), Dragon Kings on planet gain a 50 percent improvement to population growth rates (ie .115 percent per year right now). Mortals that live on an CCI equipped world are more likely to become heroes, savants, and thaumaturges. Basic Geomantic potential of a CCI equipped world goes up by 50 percent. So Tokat gains +50 Basic Demense locations.
[ ] Jach'uchil Establishment: Time to spread our wings as it were. Build a Capital class city on the planet at the Mars-Aspected manse to support the population needed to try to exploit the other manses and resources on the planet. This will mean we cannot use it to make some form of mars manse though. AP Needed 3. DC 40. Success Needed 9. Reward: Establish a Capital and population on Jach'uchil. Assigning a completed Manta skiff reduces diff to 30.
[ ] Spread the wealth: Using Giant Adamant domes we can build five much smaller cities on smaller manses, connected with Tube Networks. This allows us to populate Jach'Uchil without locking out the use of the Major manse for something special. Does use up 5 Basic Manses though. AP Needed 3. DC 35. Success Needed 12. Reward: Establish a 5 small Adamant Domed cities and population on Jach'uchil. Consumes 5 Basic Demense on Jach'Uchil. Assigning a completed Manta skiff reduces diff to 25.
[ ] Blessed Legion's Bloody Halo: While it may be difficult to maintain on a non-habitable planet we believe it worth it to take advantage of the Mars-Aspected geomancy. The general who holds the Hearthstone should be able to call upon a fraction of Mars's own ability to command troops, blessing the troops they lead with +5 to all relevant statistics as long as the group remains together. Expansions can build training grounds for elite troops far beyond anything we can currently conceive. Also equipment can be built here to support the Loom of Fate and make it easier for that construct to affect the Destiny of Battles. AP Needed 3. DC: 45. Success Needed: 5. Reward: Bloody Halo built on Jach'uchil, unlocks third tier training grounds, unlock improved battle focused astrological infrastructure. Potential ongoing loss of one generic AP to upkeeping a major manse without any local population. Assigning a completed Manta skiff reduces diff to 35.
[ ] Far-Flung Moons: Using Giant Adamant domes we can build five much smaller cities on larger moons of Ajawo'Baxal. This allows us to tap into the Geomantic potential of the Gas giant as well as construct Asteroid fortress more easily. Some visions of the future include building well protected shipyards out here by placing all of them in Orbital Redoubts rather than floating freely, and turning the Ajawo'Baxal area into a major source for our future fleets. AP Needed 3. DC 50. Success Needed 12. Reward: Establish a 5 small Adamant Domed cities and population near Ajawo'Baxal. Consumes 5 Basic Demense moons. Assigning a completed Manta skiff reduces diff to 40.
[ ] Plasma Reactor: Us knowledge provided by the Rogue Trader Lockhart to incorporate a Plasma Reactor fueled by Promethium into a Basic Manse. When provided with fuel and turned on it would count as a Major manse for purposes of Geomantic Cities or Weyrs... assuming you can guarantee a source of fuel for such. Fuel is provided by Atelier Manses, each one dedicated to fuel production can support three Plasma Reactors or Nine reactors if it has access to Promethium Oil reserve fields. AP Needed 1. DC 30. Success Needed 3. Reward: Basic Manse gains a Plasma Reactor.
[ ] Militia Plantation: Militia Grade equipment is composed of a great deal of vegetative technology and artifacts. Setting up a plantation will allow production of much of the needed gear over time and reduce the costs associated with recruiting Planetary Guards and Militia. AP Needed 1. DC 15. Success Needed 6. Reward: Milita Gear Plantation. Reduces cost of recruiting a new Planetary Guard by 5 success and costs for recruiting Militia is reduced by a third. (as long as Militia is using Vegetative gear)
[ ] Imidazole Plantation: You can create a new plantation to instead produce the key ingredient in your spore suppression efforts magnifying the impact of your committed effort. AP Needed 1. DC 15. Success Needed 6. Reward: Every success committed to Spore suppression is double up to ten in one turn. Yes this stacks with the tripling effect of Advanced Thaumaturgy up to the "ten" limit
[ ] Tree Spires: Massive trees are grown from plantations penetrating deep into the sky. On the outside these trees will be about 18 km wide and 1000 km tall. On the inside a spatial distortion effect takes place. Near the surface of the tree things are closer to normal allowing movement of giant items albeit slowly. As you get closer the distortion increases, leading to less and less room but much faster movement. In the Heart of the Spire is a wide one story stair case which leads from the bottom to the 1000 km top in the effort it takes a Dragon King to climb some stairs. Build 5 Tree Spires but uses up an Industrial Plantation location: AP Needed 1. DC 20. Success Needed 24. Reward: Projects in orbit gain -10 difficulty and projects in the same system but not orbit reduce difficulty by 5 (cannot reduce difficulty below ten)
[ ] 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 3/5. Reward: Increase a planet's Plantation limit by one, reduces basic manses by five.
[ ] Primordial Standard: Build gear for our Draconic Legions up the standards of that the troops intended to be the bulk of our Armies fought the Primordial war in. Reinforced Twinning Leaf Breastplates, Crystal Warclubs (Power Swords), Ironwood Grand Goremauls, Crystal belts of Adaptation (ignore environment, no need to breath), Dragonfly Ranging Eyes (basically DBZ Scouters but better), Fire Lances, Crystal Hearthstone Bracers, Healing Orchids, and a variety of customized gear like elemental lenses for Anklok, Essence Thrust Drives for Pteroks, Perfected Greaves for Mosok, and the commanders of each Legion get a single Atlas of the Unconquered General. Soldiers often have essence manipulating artifacts like Aegis inset amulets and undergo meridian realigning thaumaturgical surgery to reduce the essence cost of attuning all this gear. AP needed 3. DC: 20. Success Needed 34. Reward: One Host upgraded to Primordial War Standard equipment. Choose Tidal, Volcano, Storm, Jungle, or ten standard legions. Flawless Workshop Success may apply but only counts as one of the two needed AP. May spend an exotic stockpile to reduce Success Needed by 16. Atelier Manse can be assigned once to assist this project adding 9 successes.
[ ] Standardization: Rather than creating a new layer by equipping some of your troops with better gear, you will upgrade all 100 legions in one go! AP needed 4. DC: 20. Success Needed 295. Reward: 100 Legions worth of Front-Line Gear is produced. Flawless Workshop Success may apply. High Grade exotic component may be spent to reduce total needed by 25 Successes. You may apply six stockpiles maximum to this action. Atelier Manse can be assigned to assist this project 10 times to add 9 successes from project each time.
[ ] A core for everyone: Most of our troops have a least some piece of equipment that contains a Hearthstone amulet. We could theoretically provide every single one of soldiers an elemental core to improve their essence recovery rate and provide them a useful secondary power. Still building several hundred thousand cores is no trifling matter and should be undertaken with care. AP needed 3. DC: 30. Success Needed 400. Reward: 100 Legions worth of Elemental Cores produced. Choose either a common power up all soldiers will have or accept a lesser generic boost from soldiers having a variety of abilities. Flawless Workshop Success may apply. High Grade exotic component may be spent to reduce total needed by 30 Successes. Up to three may be spent.
[ ] Archgenesis: Whereas Genesis the manipulation of a lifeform or a species, archgenesis represents the manipulation of ecosystems over regional and planetary scales. Our current schema for providing Archgenesis to a completely barren world like Jach'uchil would require production of Red Seeds of the immaculate blood in several tens of thousands of individual seeds. Lacking an established plantation and unwilling to wait a century we would have to mass produce these seeds as step one Archgenesis. Part two of course is an Ark of Benediction of Archgenesis and an onsite temple or orbiting templeship to propagate the effect across the planet after the seeds are buried. AP needed 2. DC: 20. Success Needed 100. Reward: Enough red seeds of immaculate blood to perform Archgenesis on a world. May use an Exotic Stockpile to reduce the successes by 20 once. You may apply four stockpiles maximum to this action. Atelier Manse can be assigned to assist this project 6 times to add 9 successes from project each time.
[ ] Colonization Package: Prep work for setting up a new colony, something that can be done in advance so they progress more quickly, or in a situation to assist a colony that does not have direct aide from an established world. Builder Bug nests have been added as standard equipment for colonization packages. This should speed things along at a new colony. A new colony can only benefit from one colonization package per 10 million inhabitants. AP Needed 1. DC 20. Success Needed 5. Reward: Colonization Packages provide 4 Auto success to establishment of colony, may only have one per ten million colonists and reduces difficulty for rolled dice by 5 until colony is completed.
[ ] Swift Riders: With access to elemental cores we can start building swift riders [hover bikes] for Raptok scouts. 25 per legion should be simple enough. AP needed 2. DC: 20. Success Needed 0/12. Reward: Each of your 40 legions is equipped with 25 swift riders to act as land based high speed scouts and response teams. Little Need with how advanced your Clawstriders are now.
[ ] 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: 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.
[ ] Treel's Refuge: Maximizing the aide providing by the god of Tokat a massive project is envisioned to dig out tunnels, barracks, workshops and even entire cities underground. It will have a side effect of increasing the population limit of Tokat if that matters. The primary purpose of course is to act as a refuge if you are forced to abandon the surface, allowing you to fight back… or in the case of a half hearted planet cleansing bombardment survive to rebuild eventually. Make no mistake there are still several methods of raining death on a world that will still wipe out those inside the refuge but there are some methods of destruction that would allow the Refuge to survive but would still destroy a normal city. AP needed 3. DC: 20. Success Needed: 36. Reward: Treel's Refuge is built. A massive planet scale underground with everything your civilization needs. This project's scope and nature is optimized for the aide that can be provided by Treel's temple.
[ ] Warstrider Auxiliary Factorum: Noble Warstriders are extremely complicated interfaces of Magic, Technology, Arcane workings and pure skill. They stretch the boundaries of what we are capable of and it would be best to build special facilities for handling their construction. (For those knowing Exalted, this is building a Flawless Workshop optimized for Warstrider construction to get bonuses). AP Needed 2. DC 30. AP needed 6. Reward: Major factory sites have a new workshop dedicated to Noble Warstrider production. Can build Noble Warstrider formations at rates faster than a century.
[ ] Orbital Redoubt (Sheltering Night Class/ built where): You now have settled on a method of building an orbital redoubt via slow construction. Now that the design is settled you can produce them all in one go. Redoubts built outside Tokat orbit raise DC by 10. AP Needed: 3. DC: 50 for first six successes than 30 Success Needed: 38 Reward: Gain one Sheltering Night Class Orbital Redoubt. Manta may be assigned to reduce the DC by ten. One exotic component stock may be expended to gain 6 successes once. Elementals may provide up to half the total successes in the project.
[ ] Staran Forces: Time to get that plantation cranking. Makes 300 million Staran Defenders to start with. AP Needed 2. DC 30. AP needed 0/12. Reward: 300 Million Staran defenders. Automatorium successes may apply.
[ ] Wood Striders: Build giant wooden war machines to attend the Staran Army. Mobile Ballista and Onager, Rams, Giant Cat Trees, all grown and assembled to be used by Staran and in suitable numbers for the whole Staran Army. AP Needed 2. DC 35. AP needed 8. Reward: Basic War Machines available to Staran Defender forces. Stable success may apply.
[ ] Stalker Horde: Dragon Kings eggs have been discovered to hatch in the presence of certain hormones. However these "children" are naught but savage beasts with no potential. Our idea is to hatch a bunch and use a combination of beast training and slave colors to control them and Aegis Inset amulets to drain their life spans to provide attunement costs for simple artifacts, tattoo armor and dragon claw weapons fused over their normal claws to make up for their lack of Steps or charms. Of course this would shrink their lifespan to only 50 years (60 if given anagathic drugs). This raises a legion dedicated to maintaining the Horde as well as hatching, gelding, training and equipping the horde. AP Needed 2. DC 35. AP needed 9. Reward: Horde of 50,000 Stalkers ready to be unleashed on foes, only counts as 5000 Dragon Kings under arms for purposes of upkeep limits. May be able to trade gelded Stalkers as slaves or Arena beasts.
[ ] Tyrant Lizards: We have controlled our beats with collars of clockwork diligence which suppresses the animals free will and forces them to obey orders from the attuned owner of the collar and ignore pain and fear. All other such are made of white jade for its simple plentifulness. Only the Tyrant Lizard do we feel compelled to provide an Orichalcum collar. This boosts its already might strength and intimidating appearance to something glorious. An armored harness is provides the rider who is equipped with our heaviest artifact armors to insure they are not the weak link, a fortified saddle, usually providing at least light cover on top of being far out of reach of melee weapons atop the Tyrant Lizard.
Still, Tyrant Lizards are fearsome beasts, and we keep our control as light as possible. In addition to the effects of the collar the beast's teeth and claws are treated to enable them to inflict damage and resist corruption as if they were magical material weaponry. Lorestones that can be activated by the rider are surgically inserted inside the Tyrant's chakra points. These grant the mount incredible insight into its savage techniques pushing them beyond what it could naturally manage.
[Tyrant Lizard is normal beyond being ridden and somewhat controlled by a heavily armored Raptok, All damage is +1, intimidation and feats of strength rolls are +3, combat movement, hiding and tracking rolls are +2, can attack dematerialized beings with teeth and claws and any target subject to an effect that might damage or corrupt what hits the target treats the Tyrant Lizards teeth and claws as Orichalcum. AP needed 3. DC: 35. Success Needed 16. Reward: 40 Draconic Legions each gain four Tyrant Lizards. Stable Success may apply.
[ ] 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 12/53. Reward: Each of 40 legions gains a group of 25 Razorbeaks as organic support.
Resource Action: Actions which gather more AP in future turns. There are limits. Most actions acquire resources you would have gathered or made anyway but did so in a labor saving method, like food, or low end exotic components. While getting these helps there is only so much labor to go around to utilize them. Thus Resource expeditions, resource colonies, or trade focused on comparable resources has a limit. This limit is 1 per population Base Generic AP. IE 1 per ten million Dragon Kings, currently 15 AP per turn. Of course expeditions can also yield high end exotic components and other potential benefits and resources expeditions and colonies and especially trade may have products which bypass these normal limits and continue to allow additional AP to be added on, such as raiding or trading for slaves and employing slave labor, or purchasing/acquiring products that can be used directly somehow without additional manufacturing steps.
[ ] Resource Expedition: Various Dragon Kings can effectively magic up useful equipment from rocks and trees. But that doesn't mean its not easier if they have higher quality materials to work from. Use what you learned from the Mosok Exploration last season to go on expeditions to various places across Tokat to bring back more useful raw materials, if you are lucky maybe even something with enough potency to allow more powerful artifact creation. AP Needed 1. DC: 20/80. Success Needed 1. Reward: Every base success provides TWO AP next turn, every greater success provides an additional Exotic Stockpile.
[ ] Karmic Expedition: Send a group of Dragon Kings and Sheut into one Lanka's afterlives and hunt for resources there. We are less likely to get basic resources than if conducted on Tokat but MORE likely to get Exotic materials. Critical success may unlock interactions with the inhabitants of an Afterlife realm. AP Needed 1. DC: 30/60. Success Needed 1. Reward: Every base success provides TWO AP next turn, every greater success provides an additional Exotic Stockpile.
[ ] Jach'Uchil Expedition: Various Dragon Kings can effectively magic up useful equipment from rocks and trees. But that doesn't mean its not easier if they have higher quality materials to work from. Jach'Uchil has been identified as having high quality gemstones, high quality sulfur fields, and vast deposits of high grade iron ores. While we can certainly work with what Tokat has, perhaps we can tap into what this other planet in our system has as well. AP Needed 1. DC: 45/95. Success Needed 1. Reward: Every base success provides THREE AP next turn, every greater success provides an additional Exotic Stockpile. Skyships assigned can reduce the DC by 20, but one must be assigned per dice assigned to get the reduced DC to all dice.
[ ] Colonize Ophelis: Send more people through the gate to Ophelis. We can only send 30 million individuals or 3 AP a turn until the gatehouse is done. But the planet needs 50 million total sent to maximize our utilization so a larger scale project meant to operate over many turns may be appropriate. On the other hand a small project may complete faster and unlock resources to utilize that much faster.
-[ ] 10 Million: Brings total on Ophelis to 40 million. Quick and fairly valuable. AP needed 1. DC: 15. Success Needed 9. Reward: 10 Million transferred to Ophelis. +1 generic AP and +1 Breed AP for each breed.
-[ ] 20 Million: Brings total on Ophelis to 50 million. AP needed: 2. DC: 15. Success Needed 16. Reward: 20 Million transferred to Ophelis. +2 generic AP and +1 Breed AP for each breed.
-[ ] 30 Million: Brings total on Ophelis to 60 million. AP needed: 3. DC: 15. Success Needed 22. Reward: 30 Million transferred to Ophelis. +3 generic AP and +2 Breed AP for each breed.
-[ ] 40 Million: Brings total on Ophelis to 70 million. AP needed: 4. DC: 15. Success Needed 24. Reward: 40 Million transferred to Ophelis. +4 generic AP and +2 Breed AP for each breed.
-[ ] 50 Million: Brings total on Ophelis to 80 million. Completes exploitation of planet based on needed population. Only really recommend if you can commit the Slicktongues to the project. AP needed: 5. DC: 15. Success Needed 34 or 25 with slicktongue. Reward: 40 Million transferred to Ophelis. +5 generic AP and +3 Breed AP for each breed. Full utilization of planet.
[ ] Colonize Tocha: Send more people to our newly conquered world to prevent it from being retaken by other orks.. We can only send 10 million individuals a turn until more transports are built. But the planet needs 40 million total sent to maximize our utilization so a larger scale project meant to operate over many turns may be appropriate. On the other hand a small project may complete faster and unlock resources to utilize that much faster. This project MUST be assigned a transport. May benefit from building up colonization supplies first though.
-[ ] 10 Million: Quick and fairly valuable. AP needed: 1. DC: 35 (25). Success Needed 4/9. Reward: 10 Million transferred to Tocha. +1 generic AP and +1 Raptok AP
-[ ] 20 Million: A multi turn project at this point AP needed: 2. DC: 35 (25). Success Needed 4/16. Reward: 20 Million transferred to Tocha. +2 generic AP and +2 Raptok AP and +1 Mosok AP
-[ ] 30 Million: A multi turn project at this point AP needed: 3. DC: 35 (25). Success Needed 4/22. Reward: 30 Million transferred to Tocha. +3 generic AP and +3 Raptok AP and +2 Mosok AP
-[ ] 40 Million: Full exploitation... unless you turn Tocha into a Weyrworld. AP needed: 4. DC: 35 (25). Success Needed 4/24. Reward: 40 Million transferred to Tocha. +5 generic AP and +5 Raptok AP and +3 Mosok AP
Note: those four freebies only apply to the first one picked.
A lot is going on so if you think I missed something or want to propose a custom project to be added I completely understand.
Brief
Stockpiles are low, so low you cannot send out Nobz Gob
Tocha is probably going to be invaded soon so think about how you want to deal with that.
Colonization options posted for Ophelis and Tocha, keep in mind current limits of population movement, but even ten million more on either world would open up a lot of new AP.
Fumigating Tocha posted.
Projects for learning about the Despoiler posted.
Probably going to gain your first AP from naturally born Dragon Kings next turn.
You can do a Grace Dawns Eternal action and even complete this turn if you insist or start a Continual Grace action but no completing it until turn 47 at earliest.
I'll put together an actual plan going forward, but some observations
Questions for @StarJaunter:
-Red Seed count should probably be lower, we completed them Turn 43 IIRC.
-Can we get a diplomatic option to liase with the Eldar about the upcoming 12BC? Seems like something we'd be able to approach them about ("Hey, we've got some ways to interfere with Chaos' agenda, but we need some stuff to help make that happen. Also, apparently y'all want some prayer weaponry?" etc)
-Will we get an option to build storage tanks for promethium to use as a trade good?
-How does the status of the Gateport effect the Colonize Ophelis action? If we complete it this turn will the colonization happen automatically? Similarly, does the Colonize Tocha action incorporate supplying it with Logistical support or do we need to include that as part of any plan that tries to take advantage of that option? Can anything help the colonization options or is it just 'throw Generic AP at it'?
-Could you explain why the Grace Dawns Eternal/Continuing Grace moritorium is up? I had assumed that waiting 15 years (3 turns) between Grace actions meant we were in the clear. Do I misunderstand?
-If we send Nob's Gob to Tocha with a load of Tokorti, can we use that to both garrison the planet against invasion and train up our pet Waaagh/pick up trash mobs using the Orkenstone?
-Do Maze-class void skiffs require logistical support? And if we had one could we basically double our Tocha colonization rate? Do we already have Ryzela's support required to build 6 skiffs? Would our Skyship 'hangars' increase when Tocha was fully colonized?
General plan ruminations:
-given the number of low DC options we're going to want to get done I'd recommend we take advantage of the Elemental Support option again. Gateport and (if we can find the dice) Open Plantation are pretty clear winners there, and beyond that we can benefit in clearing out Orks
-We're going to want to put a lot of work into industrializing over the next few turns. We're low on stockpiles and have a number of important projects (Standardization, Birds of a Feather, general shipbuilding etc) that could really use the help. My general plan is "one dedicated Atlier manse per Stockpile option that auto-completes (Standard, Grace and Logistic, transition to using Thaumaturgy successes and 1 Pterok AP to chipping away at Invocation stockpiles), plus 1 for voidship upkeep and one 'spare' to throw towards projects. Similarly I think we're going to want at least two Factory-Cathedrals, and likely 'as many as we can get away with'.
--in support of the industrialization effort, I think special care and attention should be given to whether we should try to complete all or most of those ends in a single turn to benefit from divination support
-I'm concerned about a lack of progress towards Operation: Treel's got a gun!, and think having a colonization templeship would be just dandy right now.
- A reminder about Grox proliferation projects for the greater good
- Should we assume that asking about the faith of the Empire completed the 'spy on the Golden Throne' option for the Mosok?
- is sending 10 million to Tocha sufficient for them to set up a Gate of Auspicious Passage?
- is attaching Builder Bugs to Volcano Host units a worthwhile project? (Also, can we specifically say 'attach razor beaks to Storm/Jungle host'?) I get that a lot of the Volcano Host have Earth paths, but I imagine some don't and letting them contribute if only by building the outbuildings seems like it'd help the Host's siege focus.
- Will there be a project to summon Lumina for a campaign, or is that something that has to be done in the field? I know we were talking about 'stockpiling' actions like that, but I don't know if you decided anything yet.
Alright, putting together a prototype plan. It's meant to get discussion started, not be voted on by itself.
Plan Prototype
Anklok
- Bribe Spirits 1 AP
- Little Beam 1 AP
- Infuse Ark 1 AP
- More Angels 2 AP
- Dogs of the State 2 AP
- Naval Phalanx training; Training Grounds
[0]
Shouldn't be anything too shocking here, bribe spirits and Little Beam are sort of expected at this point, Infusing the Ark is classic DBZ 'screaming for five episodes before unleashing your attack' stuff (we can put multiple charges in the Ark, right?), and both More Angels and Dogs of the State are close to completion.
Mosok
- Temple Forge 10 AP + Manta
- Encourage Development 3 AP + Dojo
[6]
I want to do a trade action with the Onyx Court soonish, but not until we get the Wyld Marketplace built. Temple Forge is in preparation for building Treel Templeship/Solar Templeship, both of which seem like they'll be useful this coming turn. Encouraging Development stands to double our supply of Martial Arts Battlegroups and I suspect might help with its sister project Encourage Martial Arts (a greater supply of teachers to support a greater number of students). If I had to trim this plan I'd start by dropping Encourage Development to 2 AP + Dojo, then Temple Forge to 9, then (grudgingly) 8 AP.
Pterok
- Q1 Temple Forge support (Free)
- Q2 "will we be attacked/visited/other" question 1 AP
- Q3 Colonization support 1 AP
- Logistics 1 AP
- Design Treel Templeship 2 + Metal + Crystal
- Elemental Support 2
- Cleanse Tocha 1 + Thaumaturgy
[1]
One instance of Elemental Support I expect to be consumed by Open Plantation/Gateport, while the other I rather expect to go to spore hunting on Tocha. I'm going for designing the Treel templeship first so we can get it started and because I'm hoping to get additional
Raptok
- Eldar Diplomacy 1
- Colonization Package x2, 2 AP + Workshop
- Component [Large Hangars] 1 AP
- Gateport 2 AP
- Open Plantation 1 AP
The Colonization might be surprising, as really we 'should' be putting Atlier Manses towards that. We don't have any immediately available though, so I'm relying on the Workshop being the superior version of that to see us through. That should account for 9 successes, which is enough to complete two iterations of the project (hence the number). The Eldar I'm thinking we really should have some sort of Meeting of the Minds to plan our involvement in the 12BC, but if necessary I'm willing to
Resources
- Karma Expedition 1 AP + Ghost
- Jach'Uchil Expedition 1 AP + Steam + Ships
Fishing for AP, which we're going to need going forward.
Colonization
-Ophelis: 50 million colonists, 15 AP + Slicktongue
-Tocha: 10 million colonists, 1 AP+ Colony stockpile (if completed in time)
--Send over Volcano Host, remaining Brass Legions and Standard & Grace stockpiles early, followed by Realm Guard colonists before civilian colonists due to impending attacks
Volcano host because we know there's at least one suitable mountainous region for them to set up in and I sorta hope they can help with early stages of colonization. I'm lowballing Tocha as I want to see if they'll set up a Gate early, which if I understand things will help in a number of ways, starting with a lowered DC for colonization actions. I'm putting more emphasis on Ophelis as I hope to see it being fully colonized next turn (I calculated for '60% of successes needed' out of the 50 million colonists, I had assumed we'd be capped to 30 million until the Gateport was fully constructed. If we could in theory complete the whole project this turn I will revisit this consideration)
If putting that 1 AP towards completing the Logistics stockpile is sufficient to send Nob's Gob back to defend Tocha, I'd like to do that supported by a primarily Ork crew (ablative meatshields, level up the Waaagh of the Tokorkti, etc). If not either drop it to reduce the plan's cost (I think I'm 2 over?) or put it towards de-orking Tocha
Ophelis actions:
ANKLOK: Either "God of Ophelis" or Stellaforming the local star to be a proper Sun (I'm ~60/40 on this favoring the former)
MOSOK: Gemini Yards
PTEROK: 1 AP towards Map the Stars, the rest towards Stellar stabilization
RAPTOK: Plantation actions
Plantation I put in as a general thing because I expect they can put down a little of everything more efficiently than trying to complete any one crop. A bit of anagethics, starting on Seeds of Immaculate Blood from cuttings from Tokat, getting a starter crop for Imandazole production, etc. Probably some efficiencies to be had starting small and growing naturally rather than pushing it all along via essence expenditure. Only exception on that point is the Tree Spires project, but I don't think they'd start with that?
@Slamu you should put Guided by a Dark Star in there as knowing more about Abaddon and his plans will give us better options in the crusade and give us the evidence needed to get the Unconquered Sun to declare him unholy.
We can't use the Dojo on any other projects until Void Faring Hero Style (didn't that get renamed to Void Dancing Style last turn @StarJaunter ) is finished remember.
Put AP towards finishing the Factory Cathedral as it will allow us to finish projects much quicker.
My plan is to get colonization worked at this turn while building up a reserve of AP for next turn where I drop a whole lot of AP on *checks notes* 5 Atleir Manses and two Factory Cathedrals with divination and elemental support. That, coupled with having the Gateport finished(?) and hopefully recovering locked-in AP spent colonizing Ophelis should let us really double down on 12BC prep, and if we can get a deal with Ulthwe to help with that it could mean anything from "we will literally throw AP at you to get stuff done" to "we don't have materials to spare but we can tell you everything you want to know about Abbadon the Despoiler to get your sun-god to put him on the naughty list". I'm also hoping for a DC reduction to Wondrous Globes of Precious Stability due to its trolling ability being an important consideration to "how not to get blown up".
Thanks for the reminder about the Void style, I'll recalculate it in a bit.
I'm also hoping for a DC reduction to Wondrous Globes of Precious Stability due to its trolling ability being an important consideration to "how not to get blown up".
Keep hoping there is no certainty in this. My guess is that we learn more of what we already know in that this tech is something very good and useful to have, but no real insight in getting it done any easier of faster.
I don't want to keep track of fuel sitting in depots unused with you randomly assigning atelier to produce or not produce it. So if an atelier manse is assigned it has fuel if not you don't. Unless you can think of a more nebulous method to store fuel that doesn't keep track like that.
. It alredy relaxed restrictions? Colonization is the building of cities, mines and farms. Shifting guys over without cities puts thier population Ap production on the new world but does not exploit the planets AP unil you conduct the colonization project to build cities
Similarly, does the Colonize Tocha action incorporate supplying it with Logistical support or do we need to include that as part of any plan that tries to take advantage of that option?
Colonization packages. Raptok ap apply if you have them like the unassigned raptok on ophelis. Pterok can provide elemental support and astrological help, mosok build ships, anklok pray and protect
Could you explain why the Grace Dawns Eternal/Continuing Grace moritorium is up? I had assumed that waiting 15 years (3 turns) between Grace actions meant we were in the clear. Do I misunderstand?
If we send Nob's Gob to Tocha with a load of Tokorti, can we use that to both garrison the planet against invasion and train up our pet Waaagh/pick up trash mobs using the Orkenstone?
No, discount is the increase in scale and scope aided by blessings and administration from an involved god. More hangers won't help unless you want to have two projects started but not completed at the same time.
-Can we get a diplomatic option to liase with the Eldar about the upcoming 12BC? Seems like something we'd be able to approach them about ("Hey, we've got some ways to interfere with Chaos' agenda, but we need some stuff to help make that happen. Also, apparently y'all want some prayer weaponry?" etc)
As mentioned your relations is 8 and needs to be ten. you might also consider making new contacts which grants additional options and lets you assign two AP to Ulthwe in the same turn.
I will add to the next turn but if you really want it:
[ ] Grox Ranch [Planet]: The Grox is a large, fast and aggressive reptilian animal originating from an Imperial system. The Grox possesses many useful traits, such as the ability to survive in almost any planetary environment and the omnivorous ability to thrive on even the most indigestible food.
Grox meat itself is also extremely palatable and nutritious, and nearly every single part of the beast is edible. Because of their value as livestock they have since been introduced to other worlds throughout the entire galaxy, so that the Grox is now the most common type of livestock animal throughout the Imperium.
The Imperials claim the only drawback to the Grox is their aggressive and vicious temperament. That they will usually charge any creature in sight, including other Grox. They are also large, fast, and dangerous beasts, about five metres long and well-muscled and they are territorial and like their privacy, so attempting to herd Grox together would easily drive them into a rage.
We are still trying to figure out why this is considered a drawback, debates abound but the only conclusion we can reach is that humans are odd.
A Planet may sustain as many Grox Ranches as its base Plantation limit without penalties. Further Grox Ranches lower planet productivity but may be worth the cost if enough Dragon Kings are present (or the need to feed humans on mass)
AP Needed 1. DC 15. Success Needed 6. Reward: Grox Ranch opened. Raises population limit of planet by 20 million and raises morale of 120 million due to improved food and opportunities for glory. This would feed 600 million humans fed on pure Grox meat, which is almost certainly not something humans do... we think.
Yes... more like its made easy enough that finishing the project is just folded into the next stage, training Dragon King Infiltrators to use that knowledge to successfully blend in among imperial societies, especially as Priests or Tailors since those, especially the priest one is the easiest for you to manage with what you know.
Specifically if they are truly colonized, ie have Geomantic cities and infrastructure set up. Dropping DK on a planet does not let them build one of the most sophisticated Geomantic devices you know how to create with their bare claws. Its why Ophelis built their cities first... than built the gate and gateport.
- is attaching Builder Bugs to Volcano Host units a worthwhile project? (Also, can we specifically say 'attach razor beaks to Storm/Jungle host'?) I get that a lot of the Volcano Host have Earth paths, but I imagine some don't and letting them contribute if only by building the outbuildings seems like it'd help the Host's siege focus.
In general their is a Anklok/whatever breed seems most appropriate project for developing new units or modifying existing ones which is three success with AP variable based on concept and will be unknown until at least one is invested. Once completed I will present the effects of the unit or modification and how much it will be to implement it.
Some innovations will complete this automatically, like if you invented Siege Striders I would probably give a project to add them to Tidal Hosts. Other ideas you have can be requested with this generic project. Essentially invest enough resources to convince me to stat out and cost the project you want.
- Will there be a project to summon Lumina for a campaign, or is that something that has to be done in the field? I know we were talking about 'stockpiling' actions like that, but I don't know if you decided anything yet.
huh I did not add a project but there is a generic zero difficulty thing where Anklok/Pterok/or general AP can be used to store up a summoning of Lumina, which represents Dragon Kings undergoing challenges to prove their worth to call upon the Lumina. each stored AP can summon 25 Jina, 5 Bodhivista or 1 Arhat. This is usually stored via a prayer strip like thing, although my personal conception in my head is a yugi oh esque card which you use to call the Lumina into existence in a short ceremony praising the Unconquered Sun in general and the specific (short being related to the power level, Jina can come in 5 seconds, Bodhivista in 5 minutes, or Arhats in 5 Hours). But for purposes of Omake can be prayer strips, mosaics, statuary, or even triptychs. Any physical Icon representing the Lumina.
As usual I will not make you decide which you are getting in advance, its assumed that divination and advanced Dragon King administrative practices allow them to have perfectly predicted what you will need when you choose to call upon the Lumina.
Any ideas on what to call it cause Lumina Stockpile feels especially disrespectful of the Righteous dead.
Keep in mind Jina are equivalent to Lesser Daemon, Bodhivista are about as strong as Little Beam which is challenging a Greater Daemon but no sure thing, and Arhats are Oh god why. They can fight specific named Greater Daemons or Greater Daemons in areas where the Ruinous power of said Greater Daemon is ascendant.
Just like Daemons, one of these showing up "taints" the environment, amount corresponding to their power. Things like bleaching stuff as if left out in the sun is common. This shouldn't have a mechanical effect at the time but is something that can be ... tracked? not sure thats the right word but something like that.
I am interpreting this along the lines of, "Will a star system claimed by the Tokat Realm be visited by a foreign power within the next 25 years?"
This includes Rogue traders, ork raids, random lost merchant ships, Eldar showing up on webway gates, everything. Answer will likely give a date(s) and you will need further divinations to learn more.
These require training. Colonization actions for Tocha did not include these only because you already had troops on Tocha. I decided its a relatively discounted 6 AP added to the colonization action or a separate Anklok action if want to train a Planetary guard as long as its only used as a planetary guard.
I would suggest investing this in the colonization project from their side as well. And did you assign the generic AP of Ophelis to this as well? I am a little confused. I counted your budget twice and got you using three more AP than Tokat alone can produce... but Ophelis has 5 generic AP available. So you could spend two more on the colonization project plus the three Raptok AP.
Unless I botched my count, but I did it with two different methods and got the same answer so hopefully not.
I was thinking Ophelis's efforts, but come to think of it Tocha needs a god and angels too, doesn't it? What could be done to lower the DC for god-forging, anything other than divination support? Would, say, stellaforming be helpful in doing so?
As mentioned your relations is 8 and needs to be ten. you might also consider making new contacts which grants additional options and lets you assign two AP to Ulthwe in the same turn.
I had thought surprising them with "here are the things we are already doing/have uncovered about the Despoiler's plans" would be enough to jumpstart the process. Could we, say, use the Flawless Workshop to produce a number of Prayer weapons suited to Eldar ergonomics and gift them to Ulthwe as a way to bump our relations further and show we're being serious?
My thinking was that each system we colonized would have a Gate, but it seems like you're imagining a less tightly woven system. What were you thinking for Gate density? Every sector? Subsector? "anywhere you can't get to in a single turn"? (Trying to ask here, not be belligerent. Tone over internet issues and all that).
[ ] Grox Ranch [Planet]: The Grox is a large, fast and aggressive reptilian animal originating from an Imperial system. The Grox possesses many useful traits, such as the ability to survive in almost any planetary environment and the omnivorous ability to thrive on even the most indigestible food.
Grox meat itself is also extremely palatable and nutritious, and nearly every single part of the beast is edible. Because of their value as livestock they have since been introduced to other worlds throughout the entire galaxy, so that the Grox is now the most common type of livestock animal throughout the Imperium.
The Imperials claim the only drawback to the Grox is their aggressive and vicious temperament. That they will usually charge any creature in sight, including other Grox. They are also large, fast, and dangerous beasts, about five metres long and well-muscled and they are territorial and like their privacy, so attempting to herd Grox together would easily drive them into a rage.
We are still trying to figure out why this is considered a drawback, debates abound but the only conclusion we can reach is that humans are odd.
A Planet may sustain as many Grox Ranches as its base Plantation limit without penalties. Further Grox Ranches lower planet productivity but may be worth the cost if enough Dragon Kings are present (or the need to feed humans on mass)
AP Needed 1. DC 15. Success Needed 6. Reward: Grox Ranch opened. Raises population limit of planet by 20 million and raises morale of 120 million due to improved food and opportunities for glory. This would feed 600 million humans fed on pure Grox meat, which is almost certainly not something humans do... we think.
Yes... more like its made easy enough that finishing the project is just folded into the next stage, training Dragon King Infiltrators to use that knowledge to successfully blend in among imperial societies, especially as Priests or Tailors since those, especially the priest one is the easiest for you to manage with what you know.
I am interpreting this along the lines of, "Will a star system claimed by the Tokat Realm be visited by a foreign power within the next 25 years?"
This includes Rogue traders, ork raids, random lost merchant ships, Eldar showing up on webway gates, everything. Answer will likely give a date(s) and you will need further divinations to learn more.
Yes, that's the general thrust of the question. I know you said we're expecting Tocha to be hit basically immediately next turn, but I presume that's not stopping the astrologers from going "aside from this event that's happening in, like, two months we're also due for some alien beetles to sneak in and try to pilfer all our denim pants. At least that is what we can figure out about these 'jeans stealers' and their connection to a 'hive' is."
Reward: Draconic Legions are at full strength, although if attacked immediately your reserves would be a bit shy. Nobz Gob must return to Tokat at the end of the turn as you lack the Logistics stockpiles to let it keep operating at full pace. It could be used to shuttle orks around if you want.
I would suggest investing this in the colonization project from their side as well. And did you assign the generic AP of Ophelis to this as well? I am a little confused. I counted your budget twice and got you using three more AP than Tokat alone can produce... but Ophelis has 5 generic AP available. So you could spend two more on the colonization project plus the three Raptok AP.
Unless I botched my count, but I did it with two different methods and got the same answer so hopefully not.
I made that when I was operating under ~4 hours of sleep, I'm not surprised the count was off so much as 'I remember thinking I was two over, not three'.
That said, I'm going to make a few more plans emphasizing:
First three aren't likely to change between plans, but 'include Realm Guard on colony' and 'get more angels to contest landings' seem like they're good options in such a security-conscious area.
Mosok 7
-6 Mazes 6 + Workshop + Metalforgers
-Void Dancer 1 + Dojo + Crystal
[0]
I didn't see a whole lot to directly support colonization, but dropping a lot of effort into building transports helps later, and that should bring us to ~halfway done. Taking on AP off to put towards completing Void Dancer Style is just freeing up the Dojo for other stuff next turn. Crystal paths added as a way to gild the lily. Metalforgers I'm not sure really benefit the transport construction, but it's not like we're missing out on them somewhere else.
Pterok 7
-Q1 Colonization support (free)
-Q2 ? 1
-Q3 ? 1
-Elemental support 4
-Cleanse Tocha 1+thaumaturgy+Ashlords
[0]
Mostly putting emphasis on elemental summoning, but given this plan's monofocus that frees up divination questions for other things. Not really thinking the Ashlords will help with cleansing Tocha, but if you're going to make sure Orks die might as well go the extra league and ensure they die scared. Or something.
Raptok 7
- Eldar Diplomacy 1
- Gateport 2
- Colonization support 4
- Tougher clawstriders + Stables
[0]
Colonization
-Ophelis Fifty Million 17 AP + slicktongue
-Tocha Forty Million 5 AP + ship + completed stockpiles (as they're made available?)+steam
[22]
By my mathology, that should be enough to auto-complete the Ophelis colonization (provided 8 AP of summoned elementals are diverted towards it, which seems likely). Given the low DC for Gateport, that should mean that's...more or less taken care of. Tocha is a bit more bottlenecked, but that should still get most if not all of the first 10 million colonists downrange. Not sure adding the Steam path guys to help settle Tocha (because honestly the only place less inimicable to Raptok colonists I can think of is a well-tended agri-world, so...) but on the off-chance it is helpful, they're there.
OPHELIS actions:
Anklok: as before
Mosok: as before
Pterok: as before
Raptok: Colonization stockpiles, draw on general AP
That's just tapping into other sectors to prepare colonization stockpiles, should...probably get some good to go in time to support ongoing colonization efforts in Tocha.
Plan No AP Wasted prototype
22
Anklok 7
-Bribe spirits 1 AP
-Little Beam 1 AP
-Infuse Ark 1 AP
-Dark Star 2 AP
-Improved Warbird 2 AP + Arc + Crystal + Metal + Spark
-Realm Guard Training Grounds
[0]
I figure the Arc and Crystal involvement is pretty clear, and the 'metal' involvement comes from the fact that these are made with jadesteel and the Iron Hull Union may be called upon to help with repairs at some point. The Sparks I expect to be drawn to actually flying the darn things, so getting their input as to how to make use of their high reaction time seems appropriate. The Guided by a Dark Star project I'm actually most willing to work around right now (I was strongly considering throwing it towards more god-forging to get some angels or a God of Tocha up), but it seems like the sort of thing other people are wanting to see done.
Mosok 7
-Imperium Spycraft 2 AP + Ecstatics + Eucharist + Corpse-Eaters
-Six Mazes 4 AP + Workshop
-Void Dancer 1 AP + Dojo
[0]
Get the dojo online, and I figure the Ecstatics, Eucharists and Corpse-Eaters are likely to be assigned to any infiltration projects anyway so having them sit in on the spycraft project just makes sense. I was also considering applying the Corpse-Eater AP to a 'research Teleporter tech' option but that was a bit out of the way.
Pterok 7
-Q1 "colony support" free
-Q2 "maze support" 1 AP
-Q3 "will we see more visitors" 1 AP
-Elemental support 3 AP
-Elemental Supremacy (Mazes) 2 AP
-Six Mazes 2 AP
-Cleanse Tocha 1 AP + Thaumaturgy
[3]
Throwing more dice after completing the 6 Mazes, but I figure that's just going to help keep things moving on the colonization front next turn. It was a tough choice on Elemental Supremacy for the Mazes, but I think that's the right one as it locks in having the transports going forward whereas just summoning more basic elementals would be pouring AP into colonization which, while helpful, isn't going to complete in one turn.
Raptok 7
-Eldar Diplomacy 1 AP
-Gateport 2 AP
-Open Plantation 1 AP
-Tougher Clawstriders Stables
-Brass Legion 1 AP + Automatorium
-Alchemical (Engineer) 2 AP + Bone
-Colony package 1 AP
[1]
So, shifted to working on the Alchemical Solutions (Engineer) because Navigtors require 3 AP and the Engie only requires 2, meaning I can put a Raptok AP somewhere, like 'colonization packages'. Between this and the Ophelis focus I'm thinking we should be able to complete one, maybe two packages for next time.
Nothing too surprising here, fishing for AP next turn and getting to use the steam paths.
Colonization
-Ophelis Fifty Million 12 AP + Slicktongues
-Tocha Forty Million 4 AP + Ashlords (sent to assist garrison while Ork invasions keep happening)
[16]
This is intended to chip away at both of these and allow stray AP (from, say, Elementals) to come here as necessary, but the primary colonization drive comes later. The Ashlords sent to attack Ork morale seems like a decent use of their abilities, as we don't really need their help corroding metal somewhere. I put an emphasis on Ophelis to help it complete sooner, as that should get most if not all 30 million colonists over we can in this turn but we'll still need at least 5 more AP next turn to complete that.
OPHELIS
Anklok: as before
Mosok: as before
Pterok: as before
Raptok: Colonization stockpiles, draw on general AP
As mentioned previously, just tapping Ophelis Raptok community to make care packages for colonists.
I have plans for an Ophelis side Manse that specializes in God-Forging allowing easier creation of existing divinities or "leveling" up to Essence 7 gods being possible if difficult.
Well each one costs an upkeep and major manse site while transports wouldn't necessarily cost upkeep or manse sites.
two, a gate network as it stands can only support 5 gates (without shared connection times meaning they cannot properly share materials). meaning if you want say nine world network, two gates have to be on the same planet with each supporting four other planets and being connected to each other through transport tunnels, and so on and so forth so you need a world to act as a Gateworld if you want a massive gate network.
This can be bettered by getting a Gate-God but I am not unlocking that until you get to nine gates, and even then will still be a thing just with larger possible networks.
You can assume you shuttled around orks at the end of last turn if you wished. You can move 400,000 orks either direction. You have 4.5 million bound orks on Tocha and 1 million bound orks on Tokat right now.
In terms of turn 45 it is beached. It can fight if Tokat is attacked but not do journeys or even elaborate battle plans in system.
A true temple ship with an actual temple I will allow. They would not help with say an Observatory ship, Atelier ship or comparable things that are basically a templeship variant though.
I made that when I was operating under ~4 hours of sleep, I'm not surprised the count was off so much as 'I remember thinking I was two over, not three'.
I am not sure about the dice limits on the gate... did you send 30 million through the gate and than count their dice as part of the colonization action?
5 Ophelis Generic AP + 3 Ophelis Raptok AP + 3 Generic AP from moving people + 1 Raptok AP from moving pepople = 12 AP
Thats what you did right? Its ok, I am just trying to make sure the upper most limit isn't broken, until you get the gateport running anyway.
I am not sure about the dice limits on the gate... did you send 30 million through the gate and than count their dice as part of the colonization action?
5 Ophelis Generic AP + 3 Ophelis Raptok AP + 3 Generic AP from moving people + 1 Raptok AP from moving pepople = 12 AP
Thats what you did right? Its ok, I am just trying to make sure the upper most limit isn't broken, until you get the gateport running anyway.
I have plans for an Ophelis side Manse that specializes in God-Forging allowing easier creation of existing divinities or "leveling" up to Essence 7 gods being possible if difficult.
A true temple ship with an actual temple I will allow. They would not help with say an Observatory ship, Atelier ship or comparable things that are basically a templeship variant though.
Idea for an 'ark' for Ryzala; something akin to the combat version of Grace Dawns Eternal, but instead of buffing the pilots (who presumably are already Elites given whose ships they're serving on) it buffs the Least Gods of their craft who are subject to Ryzala's authority. In Imperial terms I'd say it'd be the equivilent of making all of a ship's smallcraft complement behave as though they were all mastercrafted archeotech, but not sure how that'd pan out with Artifact ships.
If you do not understand me than explain where exactly the 12 AP assigned to ophelis colonization come from... keeping in mind the limits of AP transfer with the incomplete Gateport?
When it seems like you can spare attention to the project?
I know basic capping of 1000 manses will be like 24 AP after various discounts.
I know you will have enough spare elemental Major manses that I have to come up with ideas for them.
I know you will have more than one solar manse so not sure what to do other then make another ondar shambal.
The god-forging one
Many Eldar gods will have one which will have odd options compared to normal, like Vauls being either a next step beyond Factory cathedral OR multiple factory Cathedrals or a temple to Vaul (which also has a normal factory cathedral cause... vaul)
A place to expand Teotochan too.
Those are just the basics so ideas are welcome, especially for what you want to do with the "spare" elemental manses.
Arks from her would work more like teleporting a wave of Strike or Assault craft across a star system or auto returning them to the hanger after a strike. She could also repair damaged ones with a grace like effect but empowering craft would be outside her wheelhouse.
Honestly, I want to divine where Abbadon will be at a specific time and then have a solar temple ship with an Ark of Wrath to nuke him when he shows up.