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

I wonder if we could eventually just straight up hire him. I mean what we have is wealth and power beyond the dreams of avarice compared to even the standards of a rogue trader. Depends on how much he values the principles of the Imperium I guess.
Do you want immortality? How about safe, reliable superpowers? How about gods that won't screw you over for their own amusement and can still give you supernatural boons and powers? We have all of those. No human sacrifice required.
 
Do you want immortality? How about safe, reliable superpowers? How about gods that won't screw you over for their own amusement and can still give you supernatural boons and powers? We have all of those. No human sacrifice required.
Sounds like a way to eat into Chaos's market of cultists. "Join the Light Dragon Order we have better pay and our prices are more reasonable."
 
Do you want immortality? How about safe, reliable superpowers? How about gods that won't screw you over for their own amusement and can still give you supernatural boons and powers? We have all of those. No human sacrifice required.
Do we have immortality? We've definitely got better Rejuvenat but I don't think we can grant immortality to humans. Unless you're talking about Lanka.
 
Do we have immortality? We've definitely got better Rejuvenat but I don't think we can grant immortality to humans. Unless you're talking about Lanka.

The issue is immortal humans... which is impossible. Things that are immortal are not human beings. You can extend a humans life up to a maximum of 480ish years although this would be rare and expensive.

Making a being immortal isn't much harder... but it definitely stops counting as a human being. As the extended lives get longer, figuring out how to keep them human becomes trickier. Once they hit 500+ accidently removing their humanity becomes a greater concern than giving them another year of life.

You have not established how this works with existing human juvenat treatments or not. Juvenat treatments (At least my interpretation) scrape years off your life, removing the accumulated wear and tear. As you get older the things that have to be accounted for get more complicated so the treatments get more expensive. Your anagathics slow aging, better treatments just slow aging more. On the high end you are performing genetic modifications to increase lifespan that maximize the effect of anagathics.

I have not revealed how your stuff and juvenat will interact yet.

Remember though, getting to go through childhood again is basically how you guys take vacations. Your motivation to extend your own lives is low.

You could maybe arrange a bloodline blessing meant to boost his line for multiple generations?
 
Necron Harvester Ship


Well, this is a fine way of keeping me from getting too smug about our ships. Any chance we'll see similar info dumps on other fleets?

Just mathed up the cost

548 AP to build, 42 hearthstone equivalents to power. Not including the cost of continual re-researching component projects until gettting a natural 100 on each.

I mean, now I feel slightly better, but it's still a 'cruiser' weight ship that we're second-best to. Looks like our BuShips dragons have their work cut out for them.

Remember though, getting to go through childhood again is basically how you guys take vacations. Your motivation to extend your own lives is low.

I seem to recall posting how the anagathics plantation was unpopular just a few pages ago.

Rare and expensive is what rouge traders have for breakfast.

"We'll have to do some actual work in the next hundred and twenty years or we'd need to switch to a cheaper wine"
 
I mean, now I feel slightly better, but it's still a 'cruiser' weight ship that we're second-best to. Looks like our BuShips dragons have their work cut out for them.

Necrons: Oh you only have ONE physics defying super weapon on your ships instead of three... how quaint.

Imperials: Wait, you GET a physics defying super weapon on your ships! And you don't even have to negotiate with a machine spirit to fire it!

Tau: But muh physics. Magnets don't work that way!

Orks: The scalyboyz dakka is dakkaier and looks like shootn' teef. Is superior dakka. Us Dakka is bezt Dakka tho! Look how many gunz Iz got!

"We'll have to do some actual work in the next hundred and twenty years or we'd need to switch to a cheaper wine"
I had not seen this before and it was amazing so thank you.
 
So, a few thoughts on Warstriders. Or rather, a few Warstrider suggestions to feel out how people are thinking about them.

1) Noble Warstrider, Red Jade, with a Daiklave, Earthshaker [Firestarter] area of effect and the ability to teleport through sufficiently sized concentrations of flame (ie, 'warstrider-sized gouts of flame'). Intended to be paired with Fire Elemental auxilia who can function in what is basically a walking forest fire, it's great for area denial (provided you're not dealing with something immune to fire) and intended to handle peer opponents while the various fire elementals are (literally) in their element dealign with small fry.

2) Noble Warstrider, mix of White Jade with Orichalcum inlay. Comes with dragonclaws and fires ardent embrace resin doped with red jade filings. A reduced-effect Globe of Precious Stability may be installed on a per-mission basis to provide a battlefield-wide dampening effect on psychic powers or general Wyld trickery but most missions do not call for that. Their common use is as a surprise boarding asset after an enemy ship's shields go down, but their intended use is against Legendary-scale Wyld Behemoths.

3) Royal Warstrider, Starmetal. Intended to be deployed either singly or in fangs, these Warstriders are built one Warstrider for every Temple site supporting the Loom of Fate. Upon delivery to the temple in question, a suitable pilot is divined and bonded with the Royal Warstrider, who then enter Elsewhere until needed. These Warstriders appear anywhere it is necessary within areas governed by Fate to see to the proper protection of the temples they guard.

4) Noble Warstrider, mix of Blue Jade and Adamant. Armed primarily with the Mk. IV Sonic Cannon and equipped with Thunderbolt Shields and Targeting Computers to make the most of its ranged capacity, it is said the final component of the commissioining process is for Final Hymn of Judgement to whisper the name of a specific foe of the Great Maker the machine spirit must kill before it is allowed to fail. Whether that is true or not, these machines have a special antipathy for Gremlins and like creatures of Void.
 
Tau: But muh physics. Magnets don't work that way!

I look forward to encountering the Tau. They're so...useful for us. Also we can help them with some kinda important things they need on a strategic scale (rapid communications and transport between friendly worlds, for instance).

I had not seen this before and it was amazing so thank you.

"Apparently they can't taste sour, which resulted in them disliking my food for its lack of zest. I've never been that close to shooting someone at a dinner table before."

This was inspiration for me to start making 'cooking' an important skill for all my characters. I'm currently in non-negligible danger of being kidnapped by my allies and chained to a guild kitchen rather than being sent out on missions anymore. For the Greater Good, you understand.
 
3) Royal Warstrider, Starmetal. Intended to be deployed either singly or in fangs, these Warstriders are built one Warstrider for every Temple site supporting the Loom of Fate. Upon delivery to the temple in question, a suitable pilot is divined and bonded with the Royal Warstrider, who then enter Elsewhere until needed. These Warstriders appear anywhere it is necessary within areas governed by Fate to see to the proper protection of the temples they guard.
Massively impractical to create. Possibly less so once we colonize that system with the asteroids. Also: Dragon Voltron! Either Noble Warstriders of each of the main magical materials or common of each Jade that use Fusion mechanics to become a single N/A Warstrider.
 
4) Noble Warstrider, mix of Blue Jade and Adamant. Armed primarily with the Mk. IV Sonic Cannon and equipped with Thunderbolt Shields and Targeting Computers to make the most of its ranged capacity, it is said the final component of the commissioining process is for Final Hymn of Judgement to whisper the name of a specific foe of the Great Maker the machine spirit must kill before it is allowed to fail. Whether that is true or not, these machines have a special antipathy for Gremlins and like creatures of Void.

Er the mark 4 Sonic cannon is like 100 meters long. Its intended to be mounted in an ordinatus or battleship scale vessel... not a warstrider/titan scale. I do like the background there though and it should be possible to make smaller warstrider friendly variants of these grand weapons.
 
Necrons: Oh you only have ONE physics defying super weapon on your ships instead of three... how quaint.

Imperials: Wait, you GET a physics defying super weapon on your ships! And you don't even have to negotiate with a machine spirit to fire it!

Tau: But muh physics. Magnets don't work that way!

Orks: The scalyboyz dakka is dakkaier and looks like shootn' teef. Is superior dakka. Us Dakka is bezt Dakka tho! Look how many gunz Iz got!
Chaos: What do you mean your Daemons don't require human sacrifice to give you awesome benefits?
 
Massively impractical to create. Possibly less so once we colonize that system with the asteroids. Also: Dragon Voltron! Either Noble Warstriders of each of the main magical materials or common of each Jade that use Fusion mechanics to become a single N/A Warstrider.

They're not going to be the only such site we find, and I think having dedicated Royal Warstrider forces defending what are, honestly, probably some of the most important strategic locations in the Realm is entirely reasonable. I hope to eventually Creationform Jach'Uchil, but that's not happening for some time yet anyway.

As to Voltron, the first warstrider mentioned was meant to be part of a set (a badger-shaped warstrider that swam through the earth, a Giant Enemy Crab built to support Tidal Host operations, a Mothra-scale flying Warstrider who would be partnered with a Storm Host that always marched under a storm....) but...I haven't figured out how best to make them synergize properly rather than just be a meme

That said, I kinda want to see how well researching Notice-Me-Not would work with the Jade Ramship idea. What's better than a blinged out chariot that does 3 HLs base of damage and primes the enemy for boarding? The same that the enemy keep forgetting about. The idea is that this helps them ambush when there's something more interesting nearby (wreckage, asteroids, space station, another ship actually shooting at them etc) and thus are occasionally caught comedically unawares. I don't know if I should expect this system to be something like the 'must spend Mosok dice on upkeep' or require component space, but as a benchmark I'm figuring it'll probably be something like the Globes; "You could run this on everything, but it'd get expensive fast"

Which synergizes with another ship type I'm planning on making, which is another Chariot that is built around being able to take a hit and keep on swinging; Elektrum with ox-body and extra purchased HLs and just enough gun to keep dance partners interested.

Now I can see shining flower becoming an enemy of chaos not because they are enemies of the Sun... but because their knife skills while carving out hearts are unworthy of the sacrifice being made. get gud scrub or your heart will be the next to be sacrificed.

I mean, you can think less of someone because they're Creatures of Darkness and their heart-carving skills were subpar, right?
 
Er the mark 4 Sonic cannon is like 100 meters long. Its intended to be mounted in an ordinatus or battleship scale vessel... not a warstrider/titan scale. I do like the background there though and it should be possible to make smaller warstrider friendly variants of these grand weapons.

I am perfectly okay with it being Mk. 4 in spirit if not in specifics.

Weird thought, I wonder if we can make Starmetal out of Tzeentchian daemons. They're fate themed and the closest thing this setting has to gods.

I think you need actual gods to make Starmetal. Unless I miss my guess, you'd probably get, like, conspiracy-flavored gossamer.
 
That said, I kinda want to see how well researching Notice-Me-Not would work with the Jade Ramship idea. What's better than a blinged out chariot that does 3 HLs base of damage and primes the enemy for boarding? The same that the enemy keep forgetting about. The idea is that this helps them ambush when there's something more interesting nearby (wreckage, asteroids, space station, another ship actually shooting at them etc) and thus are occasionally caught comedically unawares. I don't know if I should expect this system to be something like the 'must spend Mosok dice on upkeep' or require component space, but as a benchmark I'm figuring it'll probably be something like the Globes; "You could run this on everything, but it'd get expensive fast"

So my ideas for stealth ships were low end stuff that could be incorporated into normal designs like the night class low emission engines and possible hull coatings and such. These would grant bonuses to the ambush action and make it harder for sensors to notice you. Something like the Wondrous Globe add on that is super expensive but not needing a component I could see if you needed to protect a ship from Fate by rendering the ship outside of fate. Usually the benefit of the ambush is just one turn of garnering momentum without any opposition from your target, but the very maneuvering that lets you gather that momentum breaks your stealth.

A full fledged cloaking system would likely be a component and would allow feats like sneaking close enough to launch attacks before the enemy knows you are there, bypassing their chance to get a free roll for hanger operations or other long range systems. Depending on readiness they may not even be ready for combat. Ships don't move THAT fast considering the volume of space and thus no would expect to have to go into battle with less than half hour of warning. Unlike the previous a cloaked ship could keep in stealth until it had gathered the momentum for the first blow.
 
I mean, human sacrifice helps.
It helps, but if you break it out every time the gods get spoiled and lazy. They will start taking it for granted. Now, our god says you are all abominations, so we are still going to kill you all, but you should really think about getting better bargainers for your society.

In fact - What the hell is that? Daemonsword? That's awful! Intimidating? No. I mean awful in the sense of awful crafting. Dear gods, the horrific crafting. Did you just grab a sword and a spirit and shove them together or something? Oh, you bound the daemon first. You didn't even custom design the sword to hold this specific spirit.
 
So my ideas for stealth ships were low end stuff that could be incorporated into normal designs like the night class low emission engines and possible hull coatings and such. These would grant bonuses to the ambush action and make it harder for sensors to notice you. Something like the Wondrous Globe add on that is super expensive but not needing a component I could see if you needed to protect a ship from Fate by rendering the ship outside of fate. Usually the benefit of the ambush is just one turn of garnering momentum without any opposition from your target, but the very maneuvering that lets you gather that momentum breaks your stealth.

A full fledged cloaking system would likely be a component and would allow feats like sneaking close enough to launch attacks before the enemy knows you are there, bypassing their chance to get a free roll for hanger operations or other long range systems. Depending on readiness they may not even be ready for combat. Ships don't move THAT fast considering the volume of space and thus no would expect to have to go into battle with less than half hour of warning. Unlike the previous a cloaked ship could keep in stealth until it had gathered the momentum for the first blow.

What do you have in mind for the Notice-Me-Not tech? Either way I can see the Mosok loving an stealthy ambush ramship, but I'm unclear how a hull coating would work with something like 'jade ship with lots of red jade in the prow, and also paint the ship red'.

Would the NMN tech also help with the Stalking Mantis ships, easing the restrictions on crewing them from 'Only Mosok Dice' to 'at least one upkeep may be from General AP'?

Also, teleportation pads; are they going to require slots or are we looking at slotless components?
 
A full fledged cloaking system would likely be a component and would allow feats like sneaking close enough to launch attacks before the enemy knows you are there, bypassing their chance to get a free roll for hanger operations or other long range systems. Depending on readiness they may not even be ready for combat. Ships don't move THAT fast considering the volume of space and thus no would expect to have to go into battle with less than half hour of warning. Unlike the previous a cloaked ship could keep in stealth until it had gathered the momentum for the first blow.
Question could alchemical stealth methods be used? I understand that to a certain extent Alchemical charms can be replicated as artifacts and that in this quest the dragon kings took the can instal alchemical charms option.

I'm thinking of the two main stealth charms, Optical Shroud (which has some fun sub-modules including one that you can instal multiple times until it you can move at dashing speed, and charm enhanced speed, the standard ignore different senses sadly the unexpected attack boost and essence sight stealth won't apply) and Hidden Assembly Conclave which allows you to hide a small group of people or in this case ships (I think you limited alchemical charms and submodules to three dots, so no massive formations), with the extra ships not needing their own cloaking system. Finally combining Optical shroud with the momentum booster charms from the alchemical line up (plasma thruster assembly and shockwave driver barrage) for ramming attacks.
I know that there are other ways to boost ships but it seems like a fairly simple way to enhance dedicated ramming or stealth ships… once we have the needed knowledge on alchemical charms at least.



So are my thoughts processes valid in this case?
 
Would the NMN tech also help with the Stalking Mantis ships, easing the restrictions on crewing them from 'Only Mosok Dice' to 'at least one upkeep may be from General AP'?
Basically yeah, it makes it more efficient and lets you actually design and infiltration ship instead of a "infiltration" ship. Ie a ship that can do ship things including infiltration and a "ship" whose only purpose is to allow infiltrations
Also, teleportation pads; are they going to require slots or are we looking at slotless components?
Definitely slot. Anything slotless would be too slow, imprecise or low mass to do anything mechanically in a fight. You already have sunburst portal evocation for that if you insist

Regarding optical shroud that is one of the routes to achieve cloaking device tech. The other is pushing mosok based stuff as slamu suggested. Their charms are not exactly slouches for invisibility. Their is also reverse engineering something similiar and the tech gatcha project.
 
Definitely slot. Anything slotless would be too slow, imprecise or low mass to do anything mechanically in a fight. You already have sunburst portal evocation for that if you insist
So half-slot minimum then, but considering most heavier (cruiser weight and above I think) Imperial, Chaos, Eldar, and even Ork ships have teleportariums we may need our own equivalent if we are to stand par. Although I think I remember us learning about Ork Teleportation tech and gained an option to research it, but I maybe wrong.
 
So half-slot minimum then, but considering most heavier (cruiser weight and above I think) Imperial, Chaos, Eldar, and even Ork ships have teleportariums we may need our own equivalent if we are to stand par. Although I think I remember us learning about Ork Teleportation tech and gained an option to research it, but I maybe wrong.
That is correct. You have at least two technologies, Time and Teleportation that need researched as basic sciences to unlock projects for stuff you can actually do that is relevant.
 
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