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

Which reminds me.

@Slamu chose to apply their Omake reward for the Ulthwe seer omake.

[ ] Improved Hoop Staff: Between Attunement, Geomantic power supplies, and our far superior imaging artifice we can definitely better the Hoop abilities. AP Needed: 1. DC: 40. Success Needed: 3. Reward: Able to produce superior quality Hoop Staffs which use attunement to better channel the "danger sense" and incorporate Dragon King Imaging Crystals for improved clarity of the warning images.
completed by omake reward

Carefully analysis of the Hoop staff led to the principles of its enchantment processes and while we are not quite up to mass producing Irokane yet we can produce substitutes that provide the same divinatory flare even if they are less durable in the offering. Thus we can mass produce the staff in an Atelier manse if we want. Still it is blatantly a product of Thaumaturgic enchantment and divination and cannot produce effects more potent than such.

So we took that Enchant and scaled it up, adding magical components, essence attunement to the wielder, even a housing for Elemental cores (or Hearthstones). Specifically Air based ones are used to draw more information from the environment to give the divination more baseline information to work with. Finally the imaging system was gutted and replaced with our imaging crystals modified to work with the divination and its attuned users essence to provide greater clarity (at least for the user).

The results of this research have resulted in an Artifact we are calling a Khakkhara. Khakkhara counts as artifact staves or spears in terms of Martial Arts or weapon skills and are considered artifact 4 weapons which cannot benefit from the effects of steps to reduce the effective level of their construction. Aside from acting as a magical weapon they also count as +2 bonus for all attempts to perform crystal/mirror based divinations (the only one Dragon Kings remotely respect outside Astrology) with that becoming a +4 when trying to divine immediate danger. The user can make any image display inside the hoop as per a standard Dragon King Crystal Imager, usually used to display an envisioned danger to their colleagues. The weapon user is capable of learning Evocations, usually in tune with predicting dangers or enhancing the Khakkhara's effects as a Thaumaturgic focus (such as adding prayer strips to aide in spirit beckoning or elemental work). Every Dragon King user that learns Visions of Attack and Defense (and Air path favoring Pterok) automatically learns an evocation that means that as long as Visions of Attack and Defense is active they also counts as having Solar tier "surprise negation" active.

Reward: You can mass produce normal hoop staves, or make Khakkhara as a relatively expensive but useful tool. You can attempt to recruit crystal Diviners as a unit for Legion groups. If you gain access to Starmetal you may be able to develop a ship scale version of this predictive artifice.

[I will be honest I have not worked out what a unit of Khakkhara users assigned to Legion would do, especially since whatever it is must be scalable as they could use: a custom Martial Art, a custom spell, or a level 5 version of the Artifact, to grant a greater bonus. Thus whatever bonus it is should be scalable?

Best I can think is the ability to reroll one (and more with those add ons mentioned) of a given legions dice as representing the divination effects (plus occasionally allowing them a divination based special option of course). This would be fine on the small scale but when we are throwing dozens of legions around it would get pretty annoying for me to make all those extra rolls. Maybe just make an extra dice roll and drop the worst? So in mass combat of 20 Legions I would roll 160+20 dice and remove the 20 lowest results? Any other ideas? Cost will be based on how useful and or annoying the bonus they provide is. Keep in mind, most would be Pterok.
 
@StarJaunter Would a Templeship with Jade plating be sufficient to get through a warp storm? Would having a Navigator and/or Void Abacus help? Similarly, can we send ships through (either with supplies or reinforcements) with the Eldar after Turn 48? At what point do we say 'we want to add Magical Materials/Extra HLs to a ship'?
Has the price for the Stalking Mantis class gone down with the introduction of Factory-Cathedrals?
With the introduction of the Treel Templeship, what can we move 40 million colonists to Tocha in a single turn? Likewise, are Colonization Stockpiles useful for establishing a settlement on Jach'Uchil?
Can we have an information tab with 'approved' or 'in production' blueprints for ships? Likewise, can we get a shipbuilding tab with prices for various components, their costs and effects so we could pencil in our own designs?
How many Lumina contracts and/or Ark Infusions do our military planners advise for the Gothic War? Similarly, do Lumina contracts have any special bonus when combined with a Solar Templeship?
 
[x] Plan Gellar out of the left Field

Anklok
-[x] Bribing spirits to do their job. 1 AP
-[x] Little Beam Training Arc (part 3): 1 AP
-[x] Infuse Ark: 1 AP
-[x] Guided by a Dark Star: 3 AP
-[x] Temple ship research 3 AP
-[x] Improved Warbird 2 AP + Arc
-[x] Naval Phalanx Groups Training Ground + Ashlords + Sparks + Ecstatics

Keep feeding Little Beam, keep chipping away at Naval Phalanx groups (I'm hopeful this is worth 4 groups), try to complete Dark Star guidance while hopefully completing work on the Improve Warbird. I don't know what improvement I want to see, but I'm inclined to add a keyword (slightly favoring Essence Battlements over Power Claws right now) over making the craft cheaper, but I'm not counting anything out at this point. (Would it be possible to use martial arts through warbirds anyway? Because 'learn Pterok Breed Style' seems like a great way to make our Elites even more ded-killy in the sky)

Mosok
-[x] Thetis of Thessaly class Templeship [Treel Geomantic Templeship] 4 AP + factory cathedral + atelier manse + exotic + manta
-[x] Gemini Yards (Ophelis) 3 AP
-[x] Void Faring Hero Style: 2 AP + Dojo
-[x] Celestial Arena for [300 participants] 1 AP

Build the Treel templeship, chip away at the Gemini yards in the Ophelis sector, get some more CMA artists and hopefully complete the style. I have a rough plan right now that involves building some smaller ships to accompany the templeships into the Gothic Sector (a mix of lance boats making use of Ox-Body Hulls and Electrum plating to stay sturdy under fire and jade ramming ships in support), but they and the Templeship of Ryzla are pie-in-the-sky stuff right now. I'm open to feedback on those, by the way.

Pterok
-[x] Astrological Question "When is the most fortunate time to undertake the expansion of our naval capabilities?" free
-[x] Astrological Question "What are ill-omened days to learn to navigate Mercury's Ways through the Wyld?" 1 AP
-[x] Astrological Question "When will an alignment between Mars and Jupiter be auspicious for the investigations by the Dark Star?" 1 AP
-[x] Elemental Support: 3 AP
-[x] Wondrous Globe of Precious Stability: 15 AP
-[x] Sutra Batteries: 3 AP
-[x] Void Vessel Mini Turn [Solar Templeship] 2 AP
-[x] Logistics Stockpile: Atelier
-[x] Standard Stockpile: Atelier
-[x] Invocation Stockpile: 1 AP + Thaumaturgy
-[x] Birds of a feather [Assault Rocs 9/17]: 2 AP + Factory Cathedral + Atelier

The big project is obviously the Globe research, as that's kind of important to the whole 'Blackstone Fortresses no explode' part of the plan. Ideally we complete the research this turn (and thanks to @The Froggy Ninja our odds are better than average) and can produce them next turn, but we'll see. Investing in some basic stockpile actions, including getting started with improving some Grace stockpiles into Invocation stockpiles. If the astrological questions are unclear, they're supposed to be "templeship design and ship component research support" helping things like Essence Drives and Sutra Batteries as well as the design miniturn, "Support for Globe of Precious Stability (and Navigators as incidental support)", and "Guided by a Dark Star" support. I'm not sure how effective the last is going to be, but it's better than no support and if someone wanted to do a different divination now's the time to tell me as that's what I'd probably be swapping out. I think Birds of a feather completes this turn, but I'm a bit unclear on that.

Raptok
-[x] Call Ulthwe (call "Onroth"): 1 AP
-[x] Navigator: 3 AP + Technomorph
-[x] Essence Drive: 2 AP + Crystal + Metal
-[x] Colonization Package Ateliers x3
-[x] Temple of [Leeayta] 2 AP
-[x] Temple of [Final Hymn of Judgement] 2 AP

I'm calling Onroth because I'm curious as to whether that's going to unlock the possibility of grilling him, and near as I can tell it doesn't really matter who we call for the relations boost. Navigators are just chipping away at it but there is a (faint) chance we'll be able to complete it in time for the war. I doubt it, but...eh. Temples are a thing I've been wanting to do for some time now, but as before "better generals/admirals" and "supercombatant" seems a reasonable thing to invest in. Colonization packages should help complete the Ophelis colonization, which should hopefully free up both the slicktongues and a fair number of extra AP going forward. I'm similarly considering investing in Tocha next turn, but that's more wait-and-see right now. I'm...hopeful Essence Drive completes this turn, as it'd be dreadful to leave a Solar Templeship puttering around at a measly base level of speed, but that's something that can be addressed later if necessary.

Resource
-[x] Karmic Expedition 1 AP + ghost
-[x] Jach'Uchil Expedition 3 AP + Steam + ships

If all completes, we should come out to something like 16/19 'bonus' AP, but honestly if we hit 10+ I'll be happy. I'm investing so much into Jach'Uchil because I expect our skyremes to not be needed for defence right now.

Colonization
-[x] Ophelis (50 million) 5 AP + Slicktongue

Not a whole lot to say here, just hope to finish this up this turn. With the expected completion of the Thetis of Thessaly in time for Turn 47, we might be able to rush completion of Tocha as well, but that's...eh. Stretch goals, let's see how our other projects stand when that happens, hmm?
 
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@Slamu if you want to produce the globes next turn you need to complete the soulsteel deal this turn as well as we need a fourth material to be able to make it and soulsteel is the only one we can get at in time.

(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).
 
Would a Templeship with Jade plating be sufficient to get through a warp storm?

Storm? no. It makes the ship more stable in dubious areas, allowing you to travel further into say the Maelstrom or get closer to a tyranid targeted world.

Would having a Navigator and/or Void Abacus help?

If navigators would help the Imperium? If you are talking about the Storm around the Gothic Sector it is definately not going to be passable for like 5ish years.

Similarly, can we send ships through (either with supplies or reinforcements) with the Eldar after Turn 48?

Presumably. I won't make promises in case you botch a diplomatic roll or something.

At what point do we say 'we want to add Magical Materials/Extra HLs to a ship'?

In a miniturn version during that process. For the other kind give me an idea of what you want and I will do my thing where you get a couple options along those lines.

Magical material constructed ships are MUCH more expensive in both build cost and power demand so that would be important to include as its not going to be instinctive to add it.

With the introduction of the Treel Templeship, what can we move 40 million colonists to Tocha in a single turn?

Officially can manage 30 million a turn within the subsector but I am willing to handwave up to 40 to simplify things if there is a call for it. It will hold between 1.5 and 2 million sleepers on board depending on what ancillary equipment slash guards slash warbirds are bring brought along for a single trip if that ends up mattering (assuming its rigged for mass movement using sleeper pods and cramped conditions).

Likewise, are Colonization Stockpiles useful for establishing a settlement on Jach'Uchil?

No, for now assume colonization stockpiles are meant for habitable worlds and provide little to no aide in hostile environment settlements.

Can we have an information tab with 'approved' or 'in production' blueprints for ships?

Eventually, sure.

Likewise, can we get a shipbuilding tab with prices for various components, their costs and effects so we could pencil in our own designs?

Eventually, my list is kind of dymanic and includes a bunch of speculative or not researched yet stuff I have to strip out for the public version though.

How many Lumina contracts and/or Ark Infusions do our military planners advise for the Gothic War?

How many individual conflicts are you participating in? The Eldar are joining like two I think climatic battles? If you are keeping yourself to that making sure you have arks for both battles would be nice. You will almost certainly wish for more when you get there. In Theory you could bring one Lumina contract for every Naval Phalanx unit used in every battle you participate in. Probably overkill but would reach a hundred plus easily.

Hell I will be straight with you. If you have a solar templeship in a climatic battle you still might not want to use Wrath Beyond Measure with it... because how else can you kill Planet Killer without boarding it WITH the ark and setting it off in the middle of the ship "Operation: UPPER CUT" style. So you might very well want two Arks for just Wrath Beyond Measure to use in the same bloody battle. Let alone what other Arks or Relic can accomplish. For example you might want an Incantation of the Invincible Army in order to aide in reclaiming a blackstone fortress.

Similarly, do Lumina contracts have any special bonus when combined with a Solar Templeship?

Not nearly as much as arks or relics. Technically you can potentially contract new lumina during a campaign but that will involve the same compromises you won't want to make that recharging arks mid campaign will entail.

if you want to produce the globes next turn you need to complete the soulsteel deal this turn as well as we need a fourth material to be able to make it and soulsteel is the only one we can get at in time.
Technically you could produce a globe with what you have but production will be very very limited. Like one per turn max.

If just materials were the issue getting the soul steel deal will up you to two per turn. after that you need both a better soulsteel deal AND a better source of moonsilver to increase production.
 
Technically you could produce a globe with what you have but production will be very very limited. Like one per turn max.

If just materials were the issue getting the soul steel deal will up you to two per turn. after that you need both a better soulsteel deal AND a better source of moonsilver to increase production.
So what is the main issue that is limiting globe production?
 
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So what is the main issue that is limiting globe production?
Combination of materials and workshops, mostly materials at this phase.

I consider the Magical Amber a poor substitute for soulsteel and you can only make very limited quantities of Moonsilver so you can only make one. WHen you get limited quantities of soulsteel you can make a second by replacing the poor substitute amber.

After you can make two you need more moonsilver AND soulsteel to up production until about 5 a turn at which point you need more factory cathedrals committed. Ideally Adamant would be replaced with Starmetal at somepoint but I am not actually willing to let that limit your production nor do I want to penalize you by offering a "mostly wondrous globe of semi-precious stability" due to substitutes so its handwaived.

I will rule a MWGoSPS will not protect the Blackstone fortresses from what Abaddon will do like a WGoPS will, so there is no point trying to figure out how to produce more lesser versions for this.
 
Whelp, looks like Valki and Therak need to be conquered soon. Should I be reading into this that in order to secure Blackstone Fortress protection Globes we need to get Soulsteel locked in before starting production?
 
Ship Components
Should I be reading into this that in order to secure Blackstone Fortress protection Globes we need to get Soulsteel locked in before starting production?
You can make one a turn now, if you get the soulsteel deal you can make two a turn.

Preliminary component list, not threadmarking this page, let me know if you see needed edits.

Components and Improvements

Slot-less Improvements

Essence Drive II
Unknown
Build Cost: +6 or -3
Power Cost: -1/+1
Logistics: none extra

Hard to Kill/Emergency Shielding
A series of minor upgrades such as adding bulkhead doors, rooms with independent life sustaining equipment and tertiary control terminals. If you need to call on this you are probably in big trouble, but not quite as big trouble as if you needed it but didn't have it. Each purchase adds a -4 Hull Level to the vessel. How many a ship can have is dictated by its size and matches the number of "Crippled" levels a hull has. Instead you can install small self powered shielding units that will spring up to prevent breaches and reduce damage from spreading around a ship. This replaces the -4 with a -3 Hull level and has the same maximum cap but does cost more.
Build Cost: +2 per -4 HL, +3 per -3 HL
Power Cost: none
Logistics: None

Toughness
Using higher quality materials and more sophisticated craftsmanship is no easy matter when discussing something as big as one of these vessels. If a source of the better material compatible with a hull type is plentiful than the ship can use the second cheaper price, such as using Ebonite on an Autochthonian style ship after securing an Ebon-wood plantation. Effect is to make a -2 HL into a -1 HL. This can be repeated until no -2 HL remain. Addendum: If those materials are available than the cost associated with their implementation can be supplied via Plantations, Atelier manses, trade, or whatever method is appropriate for a given material.
Cost: +10/+5 per HL converted
Power: None
Logistics: none

Hardness
It would be phenomenally expensive, but we can incorporate enough magical materials and enchantments into the hull to make the whole ship much more resistant to damage. However, to get the best effect the material must be imbued with essence, which will raise the power demand on the hull. The effect is to convert a -1 HL into a -0 HL. This can be used on -1 HL generated via the Toughness improvement. Addendum: Certain materials, such as Ka'anium and Ebonite (or eventually Adamantium), count as nigh-magical alloys when used on compatible hull types which make this slightly easier but more importantly avoid the increase in power cost and can be supplied via plantations, atelier manses or however the critical material is supplied directly.
Cost: +20/+18 per HL
Power: +1 per HL/ +0 per HL
Logistics: none

Magical Material
Incorporating enough Magical Materials into the spaceframe of a void vessel to make it an Artifact would be difficult enough, but the efforts the commander and crew must go to attune such a thing would also be legendary. Some may thing it is worth it though, perhaps. Every Magical Material, regardless of which material, vessel that is properly attuned seems to leap into action at its Captain's whim. Each gain +2 dice on every position maneuver to gain momentum. Furthermore, each material provides a unique bonus based on the material.

Orichalcum, sometimes called wishmetal, provides sublime resistance. Orichalcum ships downgrade every damaging attack they receive by one level. They cannot be harmed by basic attacks, Advanced attacks count as basic attacks, etc. Unless the attack is specifically designed to harm holy objects. In addition the ship counts as consecrated and creatures of Darkness are pained and unable to regenerate or recover essence aboard an Orichalcum ship. Orichalcum AP cost is double compared to other Materials

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

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

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

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

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

Cost: +15 Skyreme, +20 Sloop, +30 Chariot, +40 Pennant, +50 Wayfarer, +55 Templeship, +60 Dromon, +75 Conquest Platform, +100 Directional Titan, +135 Ark Draconis
Power: +3 Skyreme, +5 Sloop, +7 Chariot, +8 Pennant, +10 Wayfarer, +10 Templeship, +11 Dromon, +12 Conquest Platform, +15 Directional Titan, +20 Ark Draconis
Logistics: None

Ramming Prow
Your ship is installed with a Ramming Prow which enables you to take the Ram maneuver without damaging your ship (or it reduces damage by ONE!). Plus, it's much easier to board a ship you have recently rammed!
Cost: +4
Power: +0
Logistics: +0

Wondrous Globe of Precious Stability
Your ship has been installed with one of these rare and precious wonders providing it grand protection while traveling in the Wyld or if attacked by those who draw on its energies. Such a ship has no risk of crew mutation or addiction unless something can sabotage the Globe. The ship cannot be boarded by Creatures of the Wyld nor possessed by them. Attacks made on the ship by Wyldspawn or Psykers against the ship or those aboard are resisted by +5 dice. Even effects that should just work employ an essence roll-off between the crew member attuned to the Globe +5 and the user of the effect.
Cost: +15
Power: +1
Logistics: 0
Special: Upkeep +1

Half Slot

Heavy Ramming Prow
The Heavy Ram is a component which should take up a half size component in volume. Heavy Ram reduces momentum needed to ram by 1. Heavy ram increases damage by +1 per 2 extra successes instead of +1 per 3 extra successes. Heavy Ramming Prows reduce damage taken by its ship when ramming by 3 health levels instead of 1.
Cost: +7
Power: +0
Logistics: +0


One Slot

Magitech Weaponry
Using a variety of Implosion Bows, Lightning Ballista, and Essence cannons, which in concert, allow a vessel to do Basic Damage in the smallest volume possible. Such weapons need power and maintenance, the magical materials and power density allow weapons like this to be installed on ships as small as a Skyreme.
Cost: +10
Power: +1
Logistics: +1 Stockpile

Torpedo Bays
Launching Torpedoes allows a small ship to deal greater damage at the expense of limited and expensive ammunition and vulnerability to point defense and interceptors. Plasma Torpedoes deal Advanced Damage, Artifact torpedoes deal Supreme Damage. Torpedoes are vulnerable to Advanced Point Defense but ignore Advanced ECM-like effects like Haze Shields. Plasma and Artifact Torpedoes can be fired from the same bays but Artifact Torpedoes cost more to replace. Each Bay stores three attacks worth of Torpedoes after which the ship may have to depend on back up weapons or withdraw. Larger vehicles can store more attacks. Chariots can store 4, Wayfarers can store 5, Templeships can store 6 and conquest Platforms can store 8. Larger ships have little call for the weapons but can presumably ignore limitations, although it should be noted restocking an aggressively torpedo using Titan may be expensive after the battle.
Cost: +5
Power: None
Logistics: +1 per turn, +1 per plasma torpedo and +2 per Artifact Torpedo used.

Amoth Smiting Cannon
The Lord of Tumbled Ruins has been re-cast as a divine weapon of all-encompassing power, especially considering the small size the weapon can be contained within. The Smiting Cannon can be contained in one slot on any ship of Wayfarer class or larger. The Divine weapon can only be used against targets which can potentially leave behind ruins or derelicts behind after being "Destroyed" and they always do so if the Smiting cannon did damage to them. To its valid targets the Cannon does Legendary Damage. The cannon makes a superb Orbital Bombardment weapon against cities which can become Tumbled Ruins. Oaths sworn by Dragon Kings mean they cannot repair derelicts, cast them into stars or eject them into deep space. They can be moved, boarded and searched but any salvage cannot be so thorough as to remove the Ruin from existence, nor can they be moved such that they are completely hidden from view. You are not sworn to keep others from performing those tasks but you cannot encourage them, you cannot even "sell" salvage rights or grant them as official gifts. At best you can say "Do as you wish." Amoth Smiting Cannon is Unique, only one can be installed anywhere.
Cost: +2
Power: +1
Logistics: None

Essence Battlements
Dense fields of hardened essence can protect our ship while still having the ports which allow outgoing fire and other systems to operate. One installation always costs one slot but larger ships may have more space and can expand an installation to provide multiple layers of battlements without costing more slots. Each layer of battlement grants a ship a -0 HL. Wayfarers, Dromons, and Templeships can install two layers, Conquest Platforms can install three layers, Directional Titans can install four, Ark Draconis can mount five layers of Battlements.
Cost: +3 for first layer +1 per layer for additional layers.
Power: +1 per layer
Logistics: +1

Extra Point Defense
All ships, even transports and larger skyships, have small weapons able to quickly track and shoot debris. These are used to provide the standard defense against Strikecraft and Torpedo style weaponry. Installing this means you have elected to ignore more useful equipment and cover your ship in anti-smallcraft weapons. For your sins your ship gains +2 dice to Maneuver when defending against a torpedo or strikefighter attack.
Cost: +10
Power: +1
Logistics: +1

Haze Shield
When this is adapted to operate in space it will allow uncertainty regarding the ships position by blurring its emissions. What might traditionally be called ECM. Unless a weapon system can adapt as it closes and potentially "fly under" the shield it will have a harder time hitting. When defending against weapon attacks that are not a Strikecraft or Torpedo based the ship will gain +2 bonus dice
Cost: +8
Power: +1
Logistics: +1

Cargo Bay
Your ship is installed with more storage, which allows it to be used for trade or potentially simply operating for longer before being forced to return to base. Cargo Bay Improvements scale with the size of the ship hull they are installed on, a Cargo Bay on a Conquest Platform may be enough to store a Transport, much less what cargo the Transport holds.
Cost: +0
Power: 0
Logistics: 0

Hanger Bay
All ships are equipped with a few shuttles and globes of Transport for interacting with the surface. Your ship has been equipped with Aeriel Bays and Hangers containing a variety of potential craft and in far larger numbers. You may have three "squadrons" worth per hanger. A Squadron can be an actual squadron of Strikecraft, or it can be Assault shuttles, exploration shuttles, cargo shuttles, boarding shuttles, etc. How much the Hanger costs will depend on what the ship is typically equipped with. One "type" can be replaced with Manta Skiffs. While numbers are not finalized the larger the ship the more vehicles it is assumed to have as replacements for losses in combat. Scouts (+2 to a position maneuver against a target you have accrued no momentum for), Assault Shuttles (allow boarding Stratagem as a hanger operation), interceptors (+2 dice to rolls to resist torpedo or Assault shuttles or strike craft), Strike Craft (Launch at 4 momentum cost, does Basic Damage on success, recovery of Strikecraft to try again costs 2 momentum). Cargo Shuttles (-1 Difficulty on relevant actions), Exploration Shuttles (-5 Difficulty in relevant actions).
Cost: +5 plus costs of vehicles
Power: 0
Logistics: +1

Barracks
Your ship has an unusually large number of troops kept at high readiness. Perhaps it's simply a defense against being boarded. Or perhaps your ship is meant to close and board the enemy. Or it can be paired with assault shuttles to attack a planet. Or maybe yours is simply a troopship for shifting troops around and you have no real ability to use them. A barracks allows carrying at least ten Legions and 30 stockpiles, but does not necessarily enable using them. Larger ships can carry more per Barracks for the same number of slots. Wayfarers can carry 20 legions per barracks. Templeships can carry 30 Legions per barracks. Conquest Platforms can host 40 Legions and 120 Stockpiles per Barracks improvement installed.
Cost: +3
Power: +0
Logistics: +0

Sympathetic Resonator Array
All of our long-range detection use Geomantic Pulses to detect things but most have minimal ability beyond a few "minor" telescopes and simple thaumaturgic instruments to make observations across the a star system. This improvement installs at least 25 scanning pools and works to maintain a large collection of powerful elementals insuring at least one pool of each element and often two of different Essence strength is available for discerning detection. Standard sensing devices are also uprated to use more magical material and more sophisticated enchantments in their artifice. Powerful Adamant lensed telescopes based on astrological infrastructure can rapidly map a planet from the outskirts of a system. White Jade orbs can triangulate the strength and position of not just stars and planets but moons and larger asteroids. Matrices of blue and red jade can map temperature within millions of kilometers of the vessel and vanes of filigreed orichalcum can pick up the faintest wisp of essence. Note: Generally, sensors will not be rolled, I simply will decide how well the sensor will work in a given situation and circumstance and dictate. That being said, ships with SRA installed will be given more information at greater distances and be more able to gain some information in difficult situations and circumstances (such as in systems with sensor occluding phenomena or stealth techniques).
Cost: +8
Power: +1
Logistics: +1

Temple
Temples can only be installed on Wayfarer or larger crafts, which typically means the upgrade to a Temple Ship is worth it. But just in case you want a Temple on a Conquest Platform or something it's given here as an option. Each temple is dedicated to one Divinity and allows relics, rituals, and summoning from said Divinity to occur as needed. Relics and Rituals that can operate without a Temple can usually be enhanced in scope when occurring near a temple anyway. With this its possible to use some Ark effects to at a Solar Templeship over a world to affect the whole of the world, and certain Relic effects may be stretched to benefit the whole of the Temple Ship. An Abraxan Templeship would allow the lorekeeping priests to decipher the mysteries of a new race being contested and actively produce countermeasures on the front.
Cost: +10
Power: +1
Logistics: +1

Observatory
Astrology is one of your passions and you have installed a ship with an observation dome just to practice it on the go. Observatories can be built as temples, requiring ships at least Wayfarer or larger but also allowing Observatory Ships that are mechanically identical to Temple ships. A ship with an observatory may start a combat with 4 momentum built up towards chosen maneuver against any target they want since they "knew" it was coming and are perfectly placed. They may give this up to invoke some kind of absurd starting advantage to combat that can derived from "lucky" timing, such as attacking a world when its strongest ship is down for maintenance, or just happening to be perfectly positioned to intercept ships coming out of the warp. The first benefit cannot be shared but nothing prevents other ships from following along when an Observatory ship goes and does something with absurd timing.
Cost: +10
Power: +1
Logistics: +1

Perfected Calculation Array
While every ship would install some form of Cognition matrix to aide in sensory analysis and target tracking, this ship takes to further. Massive scale crystal arrays keep track of targeting information and feed it to navigation allowing ships to chart a nigh impossible course. PCA allow a ship to perform multiple maneuvers (or resist the maneuvers of multiple enemy ships) unless the maneuvers are contradictory (like trying to escape and ram at the same time) without the same steep penalties normally invoked. Chariots and Pennants with a PCA can handle two maneuvers, Wayfayers, Dromons, and Temple ships can handle three. Conquest Platforms can handle four, and the big ships can handle five.
Cost: +10
Power: +1
Logistics: +2

Ox-Body
Toughening up a ship is a lot easier if you are willing to use up your precious interior volume to do so. Each Ox-Body installed grants one of the following options; 2 x -1 HL (Much thickened normal ship armor), 1x -1 and 2x -2 HL (balanced approach) and 4 x -2 HL (a lot of emergency bulkheads and redundant systems).
Cost: +1 per -2, +2 per -1
Power: 0
Logistics: 0

Vaults
Similar in purpose to a cargo bay, a vault is intended to protect precious or delicate cargo. First the vault hold itself is massively reinforced and will often survive the death of the ship. The Vault has only one door and it is a massively reinforced citadel meant to hold off boarding attempts to steal from the Vault. In aide of storing delicacies the various bays of the Vaulthold can be environmentally controlled. Delicate items can be stored in Stoneheart coffers to assure they survive. The most precious items can be crystalized by sorceries and stored with their release wands (locked in stoneheart coffers deep inside evershifting labyrinths and guarded by terrible biothaumaturgically crafted nightmares). Stasis tubes can be used if wounded/cursed humans or dragon kings need moved without letting their condition progress. The incredibly rare veil that holds back time can be used if a Moon-Blessed sorcerer is not available.
Cost: 8
Power: +1 (a Vault can draw power even if the ship dies, which should mean the vault is recoverable)
Logistics: 0

Way-Travel Chancel
Your ship has been installed with systems to enable the ship to enter the Wyld, equipment to protect the crew from Mutation, Madness, or Maliciousness, and the Guides and navigational aides needed to allow the ship to travel between stars in the Materium via the Wyld.
Cost: +10
Power: +1
Logistics: 0

Godspeed Motivator
Your ship has been installed with systems that enable it to travel at the speed of light for sustained durations. This includes components to compensate for time dilation, stasis tubes, and methods for handling extended maintenance periods in case the system is needed to cross the gap between stars.
Cost: +6
Power: +1
Logistics: 0

Two Slots

Implosion Weapons
By using a lot of our heaviest model of Implosion bow we can put the hurt on the enemy to a far greater extant. Implosion Weapons deal Advanced Damage in exchange for consuming more space, power, and maintenance. Implosion weapons can be installed on any ship that can spare two slots.
Cost: +20
Power: +2
Logistics: +2

Sutra Weapons
Scaling up prayer weapon has led to golden slugs that weigh one hundred tons each. (This is often made using either alchemically transmuted gold or silver-gold alloys to preserve the amount of natural gold available for Orichalcum production). These massive gold slugs are beautifully engraved with epics regaling half the story of the forging and birth of the Unconquered Sun and his rise as the Guarding Star of creation while the other half is permanently engraved in the orichalcum barrels of the weapon. Each slug is capped with a unique masterwork sutra invoking awe in the Highest of Holies. Each master prayer crafter trying to bring about a unique and transcendent knowing of the phrase "for the Glory of the Unconquered Sun". Sutra Weapons do Advanced Damage to all targets, against Creatures of Darkness or their unholy artifice this weapon does supreme damage. If such a target has a spell or mechanism to repair their ship in combat scale time frames it fails before the rage of the Glory of the Most High.
Cost: +25
Power: +1
Logistics: +2

Capital Plasma Weapons
By scaling up both the barrels and amount of alchemical fuel we can produce Plasma weapons that can deal Advanced Damage. But what ship could possibly mount such ridiculous weaponry?! Capital Plasma weapons can only be installed on Dromon Artillery ship or true capital ships like the Direction Titan and the Arc Draconis.
Cost: +12
Power: 0
Logistics: +2

Guardian Defense
By using greater numbers, bigger weapons, and better Calculation arrays we can build ships which can provide enhanced point defense not just for themselves, but can protect another as well. This lets ships escort another which lacks the enhanced protection.
Cost: +18
Power: +2
Logistics: +2

Large Hanger:
By designing a hanger dedicated to have more space available (and thus only installable on larger vessels) we can combine certain elements and achieve a superior outcome than simply installing two normal hangers. A Large Hanger may have 9 unique squadrons and it may "position" for two unique hanger operations simultaneously as long as they are vaguely related. IE a strikecraft and its escort, not invading a planet while launching a strikecraft.
Cost: +9
Power: 0
Logistics: +2

Large Barracks
By designing a troop barracks dedicated to having more space available we can combine certain elements and achieve a superior outcome than simply installing two "normal" barracks. A Large Barracks may hold three times as many troops as a standard barracks installed in the same craft would. This includes three special units being assigned, like Warstrider units or Stalker Hordes.

Three Slots

Mark IV Heavy Sonic Cannon
100 meters long barrels of Adamant and Blue jade. Originally crafted to slay a crystalline Primordial by vibrating her to pieces, this cannon can also be deployed to wipe out whole towns and end enemy encampments even if not crystalline in nature. When used in an Atmosphere the vibrational energies produce the distinct sound that created its name but vibrational energies are carried via essence and need no medium. Weapons of this size can only be mounted on ships able to mount titanic weapon systems. This weapon does Supreme damage to any target and Legendary Damage to a crystalline (or something vulnerable to vibration) target.
Cost: +25
Power: +3
Logistics: +2
 
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[X] plan: Space Boats and related ideas
Anklok (10 AP)
-[X] Bribing spirits to do their job. AP Needed: 1. DC: 15. Success Needed: 1. Reward: You gain +5 to all other rolls which can prevent a botch or cause a critical success. 1 Anklok AP
-[X] Dogs of the States:
AP Needed: 1. DC: 35. Success Needed: 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. 4 Anklok AP
-[X] Little Beam Training Arc (part 3):
AP Needed 1. DC: 35. Success Needed: 1. Reward: Little Beam makes progress gaining martial skills outside of Martial Arts. Will likely be a repeated thing. If he manages to rematch Nargle and defeat him easily this project will go away. Training Grounds auto-success
-[X] Guided by a Dark Star:
AP Needed: 2. DC: 45. Success Needed: 2/5. Reward: Greater understanding of Abaddon's plans. Unlocks new project to work against him. 5 Anklok AP

Mosok (10 AP)
-[X] Soulsteel Deal: AP Needed: 2. DC: 40. Success Needed: 3/4. Reward: Minimal supply of soulsteel available to Dragon King Artificers. 1 Mosok AP + 1 Generic AP + Ghostwalkers
-[X] Build Infiltration Ship (Stalking Mantis class?):
AP Needed: 4. DC: 30. Success Needed: 24. 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. 4 Mosok AP + 1 Atelier Manse + 1 Factory Cathedral + Metalforgers + 1 Exotic stockpile + 1 Kireeki Class Skyreme
-[X] Void Faring Hero Style:
AP needed: 2. DC: 50. Success Needed 6/9. Reward: Unlock Void Faring Hero Style. 5 Mosok AP + Dojo auto-success

Pterok (10 AP)
-[X] Astrological Question "[Support for research critical to thwarting the Despoiler]": AP needed 1 per question. DC: N/A. Reward: You pursue a line of questioning. Astrological Line auto-success
-[X] Astrological Question "When are the best days to contact Ulthwe?":
AP needed 1 per question. DC: N/A. Reward: You pursue a line of questioning. 1 Generic AP
-[X] Wondrous Globe of Precious Stability:
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. 9 Generic AP + 2 Pterok AP
-[X] Sutra Batteries:
AP Needed 3. DC 40. AP needed: 5/7. Reward: Magitech Ship weaponry which does Advanced Damage normally but Supreme Damage against Creatures of Darkness or Unholy objects. 3 Pterok AP
-[X] Stellar Stabilization:
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. 3 Pterok AP + 1 Genric AP
-[X] Void Vessel Mini Turn (Solar Templeship):
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 3 Genric AP
-[X] Standard Stockpile:
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. 2 Atelier Manse
-[X] Logistics Stockpile:
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. Thaumaturgy auto-success + 2 Atelier Manse
-[X] Birds of a feather (Warbirds or Assault Rocs):
AP Needed 2. DC 25. AP needed: 9/17 (+6 for rocs). Reward: +10 squadrons of Warbirds or Assault Rocs. Ideal Workshop success may apply but cannot support project. Atelier Manse may supply at most half total needed successes for the project and do not support the project. 2 Pterok AP + 1 Atelier Manse + Ideal Workshop auto-success

Raptok (10 AP)
-[X] Call Ulthwe (call "Miyuan"): AP needed Maximum 1. DC: 35 Success Needed 1. Reward: Gains some gossip. Success means the interaction was a net positive 1 Raptok AP
-[X] Call Ulthwe (call "Onroth"):
AP needed Maximum 1. DC: 35 Success Needed 1. Reward: Gains some gossip. Success means the interaction was a net positive 1 Raptok AP
-[X] Navigator:
AP Needed: 3. DC: 40. Success Needed: 5/24. Reward: May grant Navigator mutation. 5 Raptok AP + 2 Generic AP + Technomorphs
-[X] Essence Drive:
AP needed 2. DC: 35. Success Needed 3/6. Reward: Essence Drives II available, special ork effects like unlocking Ramship upgrades and ??? 3 Raptok AP + Crystalweavers
-[X] Geomantic Relays
AP needed 2. DC: 35. Success Needed 4/5. Reward: Basic Manses can be upgraded to Geomantic Relays and you can build mobile Geomantic Nexus without a core manse. Note: This is the intended functionality for Dragon King Void Ships FYI, although it also allows creating major manses by combining the geomantic potential of five lesser manses. 2 Raptok AP
-[X] Temple of [Final Hymn of Judgement]:
AP needed: 2. DC: 30. Success Needed: 3. Reward: Temple built to appropriate god, some gods may warrant additional temples, especially as you expand to other worlds. 3 Generic AP
-[X] Colonization Package:
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. Atelier Manse may be assigned to construct two colonization packages per turn. 1 Atelier Manse
-[X] Essence Spiders:
AP Needed: 2. DC: 30. Success Needed: 5. Reward: Essence Spider Ranch created and able to produce enough steelsilk to work as a trade good. 1 Generic AP + Stable auto-success

Resource Action
-[X] Jach'Uchil Expedition: AP Needed 1. DC: 45/95. Success Needed 1. Reward: Every base success provides THREE AP next turn, every greater success provides an additional Exotic Stockpile. Skyships assigned can reduce the DC by 20, but one must be assigned per dice assigned to get the reduced DC to all dice. 2 Generic AP + Hotbloods + 3 Manta Class Aerial Skiffs
-[X] Colonize Ophelis:
Send more people through the gate to Ophelis. We can only send 20 million individuals or 2 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.
--[X] 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 5/25 with slicktongue. Reward: 40 Million transferred to Ophelis. +5 generic AP and +3 Breed AP for each breed. Full utilization of planet. 5 Generic AP + Slicktongues

A revised version of my earlier plan and to answer the question about why I'm working on the Infiltration ship rather then the Thetis of Thessaly, I flipped a coin.

@StarJaunter is there anything here that won't work or needs changing?

Anyone have any input?

EDIT: changed the first astrological question, couldn't think of a fancy way to word it though.
 
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Anyone have any input?

You seem to be overcommitting to a few projects, like Lion Dogs and Void Dancer Style. I understand the frustration with wanting to get them done, but perhaps putting even a single Anklok AP towards Naval Phalanx groups (which can also be supported by some of the martial alternate paths)? Also, not sure why you're making the Stalking Mantis ship when we have the Thetis class good to go. Are you wanting to do some spy missions before going off to the Gothic War? Also, if you could specify what kind of templeship you're wanting to design, that'd be appreciated. Kinda curious why you're not trying to finish the colonization of Ophelis this turn though. That'd free up the Slicktongues, get us more AP next turn and generally make life easier.
 
is there anything here that won't work or needs changing?

Your divination for research and Science is too broad. If you want I will let you say something about research critical to thwarting the Despoiler and it will cover Wondrous Globes, Stellar Stabilization and Guided by a Dark star, which I think is the bulk in terms of dice you are rolling.

But you cannot just say Research and cover stuff from Navigators to Geomantic Relays to Sutra Cannons to Reality engineering.

Anyone have any input?
Not input specific to you but it feels like a lot of AP is dripping towards divination, I haven't checked the math but I think you are getting close to the point where if you had spent it on upgrading your observatory you would have paid for it by now.

@Slamu

Please note you still have not asked your question and as I told you earlier I won't reward more questions like that while one is still hanging. Please use it.
 
I'd like to know about that mystery space station we have rough coordinates for, please.

Melbethe is a world of madness. Millions of years before the rise of the Imperium some xenos race carved or manufactured a world. Melbethe is more than half vacuum by volume; branching, winding coils of dark stone comprise the entirety of the world. From orbit, it looks like a mesmerizing tangle of smooth briars; a three-dimensional maze on a colossal scale. There is no atmosphere or life on Methelbe, or, at least, no habitable areas have ever been found. The maze of branches, some as thin as a human hair, baffles any attempt at auspex mapping or orbital scans. Marks on the dark stone soon fade, beacons malfunction or vanish, and tethers are mysteriously cut. No Rogue Trader has even reached even a tenth of the way into the heart of the Abyssal Maze, though a handful have died trying. The last Lord Captain to try, Amadeus Krydiss, attempted to use a focused lance beam to carve a path through the maze. His ship was found, decades later, shredded into a cloud of tumbling fragments, in Winterscale's Realm. Some say the Eldar protect this world, or wish to keep its secrets hidden from the prying eyes of man.
 
I wish to engage in the most basic of discoveries with Melbethe now; poking it with a stick to see if something happens. On a related note, would a motonic scout sloop's deactivated frame be small enough to make it through a Gate? Because I kinda want to do a two-for-one deal making scout sloops in Ophelis and move one to Tokat, but I don't know if that's workable or not.
 
Your divination for research and Science is too broad. If you want I will let you say something about research critical to thwarting the Despoiler and it will cover Wondrous Globes, Stellar Stabilization and Guided by a Dark star, which I think is the bulk in terms of dice you are rolling.

But you cannot just say Research and cover stuff from Navigators to Geomantic Relays to Sutra Cannons to Reality engineering.
I thought as much thank you for letting me know I'll come up with something better later.

You seem to be overcommitting to a few projects, like Lion Dogs and Void Dancer Style. I understand the frustration with wanting to get them done, but perhaps putting even a single Anklok AP towards Naval Phalanx groups (which can also be supported by some of the martial alternate paths)? Also, not sure why you're making the Stalking Mantis ship when we have the Thetis class good to go. Are you wanting to do some spy missions before going off to the Gothic War? Also, if you could specify what kind of templeship you're wanting to design, that'd be appreciated. Kinda curious why you're not trying to finish the colonization of Ophelis this turn though. That'd free up the Slicktongues, get us more AP next turn and generally make life easier.
With the training ground going to Little Beam the DC for Void Dancer Style will drop though I could move 1 AP around so I'll think on that.

I don't know why your complaining that I haven't put enough effort into Ophelis when I'm putting in the same amount as you.

As for the Ship as you seem to have missed what I said I have no real preference for ether ship right now so I flipped a coin to decide which to work on this turn and as usual I'm willing to hear people out if they give me a good argument for switching over to the other.
 
I don't know why your complaining that I haven't put enough effort into Ophelis when I'm putting in the same amount as you.

I'm putting more Atelier manses towards producing colonization packages. Between the packages and the elemental summonings I expect my plan to complete the Ophelis colonization (honestly the packages themselves ought to do the trick, but I'm willing to wait and see right now)

As for the Ship as you seem to have missed what I said I have no real preference for ether ship right now so I flipped a coin to decide which to work on this turn and as usual I'm willing to hear people out if they give me a good argument for switching over to the other.

I'm assuming the Stalking Mantis class has trouble fitting the god-cannon onboard. I'm certainly not opposed to sending an infiltration ship along, but it's like, third or fourth on my preferred order of battle (which is 1. Treel templeship (BFG), 2. Solar templeship (Rituals/combatant), 3. Ryzla templeship (carrier), 4. Mantis (stealth/infiltration)). In there as well I'm looking at sending along our Minotaur transport to help with logistics.
 
So just in case there's anyone following this thread who likes Exalted but doesn't follow news from Onyx Path to closely they are currently running an Exalted kickstarter


@StarJaunter can a single project benefit from multiple astrological questions?
 
can a single project benefit from multiple astrological questions?
no but you can gain greater benefits for planning ahead. Like when is the best time to start so and so project in the next 25 years. And I will be like you should start it in 15 years and if you do you get -20 DC instead of just -10. You could plan centuries ahead to make "impossible" projects possible because you divined the best moment to work on it and spent decades or centuries prepping to do it then. Obviously this cannot go negative and if you spend that much time planning ahead something super easy you aren't doing it right.
 
Incidentally, how high a priority does the thread feel another round of Continuing Grace is in the face of preparing for the Gothic War? Because part of me wants to double down on ship construction and securing all possible required assets needed to persecute prosecute a holy war, while another part of me won't shut up about how we're behind schedule in our Sun-Praising-for-population and we have maybe half of the population we need to really secure the Tokat sector and its attendant resources (namely the theorized five sites necessary to build astrological server racks linked to the Loom of Fate).

Unrelated, but @StarJaunter for a hypothetical project to create multiple Alchemical-ized Dragon Kings in a pseudo-Circle, do you prefer the name "Heroic Assembly" or "Alchemicals, Assemble!" better?
 
I want to say ships are more important but that may be me not understanding what the grace thing does. My 40k knowledge says ships are a required bit of the stick waving package and my exalted knowledge is limited to "wow that's cool but I don't understand how it works."
 
Unrelated, but @StarJaunter for a hypothetical project to create multiple Alchemical-ized Dragon Kings in a pseudo-Circle, do you prefer the name "Heroic Assembly" or "Alchemicals, Assemble!" better?

I kind of want Cyberize and Roll Out but understand that you lack the use of wheel based technology. It kind of made me sad honestly.

I want to say ships are more important but that may be me not understanding what the grace thing does. My 40k knowledge says ships are a required bit of the stick waving package and my exalted knowledge is limited to "wow that's cool but I don't understand how it works."

The ritual in question can be used to heal and restore millions of individuals, in this specific function its been used as a fertility blessing to generate a massive increase in population without normal slow growth.

So ships which project power or defend from projections of power at the cost of draining economy (via upkeep) or population (which generates economy) but need a place to live and to be protected.

Debate is that population is needed to make the AP which make (and upkeep) ships as well as enabling colonization which allows even more AP per population (from exploiting planetary resources). Downside is there is a big even going on in 40k that the Realm has become aware of and there is a desire to partipate in. This requires military units, especially full scale ships, just to travel the several thousand lightyears needed to get there and the dozens of lightyears needed moving around the sector during the campaign.

There is also a debate between building light infiltration ships which can move espionage teams to counter the deadly cult building work of Team Chaos or the warships needed to fight the Despoiler in the sky.

The whole time knowing that focus and attention spent on the 12th Black Crusade will mean attention drawn from the local sub-sector which is filled with Orks growing increasingly aware and 'concerned' with your existence.

TL;DR, do you focus on the growth of your Realm to insure you do not fall or do you try to better the eventual fate of the galaxy as early and as hard as possible.

Or in Exalted terms, Temperance or Compassion (conviction and Valor will be found in either).
 
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