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

Was there anything we wanted to research on them?
Well Narrgle's power claw is on the kroozer with him so we probably want to research that, the kroozer it self might have something that would be worth study, other than those we really don't know enough about the ork ships we captured to know what we should research about them.

Honestly the acquisition of the power claw alone made this raid worth it.
 
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I do not think we are going to have time to research that power claw anytime soon alas, there is just too much stuff to cover especially in terms of weapons tech and I think ship weapons come first at least until we feel like we are on parity with the big powers of the galaxy (and with our focus n elites that means parity with the Eldar IMO, we do not have human waves to throw at these people)
 
Eh? Why do you feel this? Nothing in my read indicates it has something you cannot do at least as well already

And double checks

You still have not researched the tech tree unlocked by the last weapon you grabbed from him
We've been busy! As for why I feel this it is the acquisition of a new research tech option (plus I like power weapons, swords and claws :grin:😅 ), that I look forward to the DK utilizing.
 
Do we get short term astrology autos every mini turn since shorter time spent predicting just means proportionally shorter range prophecies?

So if you want to do something like this I would allow it but the consequence is that I would be much more strict in following what Astrology does best. Where is so and so and what is his condtion, easy. Stuff like lowering DC and playing guess when the planet is next visited involves a lot of behind the scenes support with grinding on various observatories that you would not have time for to manage for free with this method.

If you just want to use free divinations every turn to track where abaddon will be during a specific expedition season that would be fine.

Maybe send Feast to build a Gate of Auspicious Travel there too, if @StarJaunter says that's viable.

You are taking AP, I shook some loose for you cause I am nice. If you want to assign MORE to go with you you can, and than do whatever you want with it like build shipyards or manses.

Finding a place with a good manse that is out of the way and has other reasons to visit though? that sounds like a divination attempt option!

'where is Abbadon(and the rest of Chaos's forces) hoping to strike next?',

That is trickier with Astrology. Where is Abaddon now (or where will he be at [specific moment])? Easier. Going from a planet and checking when it will be attacked is harder but doable. Where will abaddon go NEXT is too vague, unless you are just grinding through checking where he will be at every given moment.

Plus wording. Abaddon is totally genre saavy enough to HOPE to strike one place. Plan to strike another, and than roll dice (or something else random) to decide where he really goes. And thats without bizarre rituals intended to thwart divinations or divining he has been divined and changing plans.

yea, the 'tempted to use OOC information' is because our divination is simply that good- as we can generally rely on it to shift the tide of this war though winning the information warfare side of it even while we are still holding our best pieces(outside of said divination)

It is something he deploys too though, he has a very good seer in his corner(ish) and who knows how many lesser ones.

I was not expecting that the AP cost to salvage the Kroozer would be so high, but I guess I should have.

You do not have shipyards and I think repairs costs in the tens and dozens applied to ships with multi-dozen to hundred plus build costs seems fair.
Building those Ork escorts would be like 30ish AP and so the repair of a almost completely destroyed hull is about 13.

Basic rule is repair is the added up penalties of the Hull levels damaged as AP baring some other effect involved. Plus 5 for crippled levels.

This can very of course if you get subjected to weird special weapons, assault teams targeting a specific component, astral phenomena and the like.

This does run into the classic Warhammer conundrum of Scry vs Scry. The more divination resources we use to counter Abbadon, the more resources he'll use to counter our counter. We can still fuck him over by making him take acceptable losses repeatedly and because resources he spends bribing Tzeentch are resources he's not spending elsewhere, but we can't full counter him.

I have mentioned he has minimum victory conditions that he will spend lavishly on to accomplish and you cannot really stop. You can restrict him to those minimums and make it costlier though.

Well, a draconic legion outnumbers a Space Marine Chapter 10:1

Er a legion is 5,000 and a full chapter is 1,000 so in pure numbers its 5 to 1

In value... Your current legions (which I remind you are wearing your equivalent of town guard armor (your town guards are wearing militia armor)) is worth about 8 combat die per legion. Actual front line military gear would bring that up to 10 dice per legion.
Your Ruby Arrows are 50 combat die for 5,000 Dragon Kings.
A Naval Phalanx is 25 individuals per combat die (in void circumstances, they revert to 100 per die in other situations)

A fully staffed space marine chapter (1000 marines) that has at least some experience but no superheroic guys or world quaking relics would be about 200 combat dice.

Granted at the peak of your military might you had 1 million elite level Dragon Kings with a smaller population than you have now.

I say keep them, we want to develop a fleet of Ork ships for their use as a pocket-Waaagh, and while our upkeep goes up (and repairs) we can build methods to reduce the upkeep cheaper than we can build new ships.

You might want to consider a shipyard to halve the repair costs than?

Was there anything we wanted to research on them?

Not that I think? The escorts match the model of the other non kept ship before and the only thing they unlock is heavy weapons which is already unlocked. ditto for the lite kroozer.



This whole raid basically high lighted the advantages of a base with FTL capable bombers that has Divination abilities though. Basically scry and die, although its handy if a ship happens to be there to clean up the leavings and rescue the handful of pilots who die... although I will note the orks rolled really really badly on their point defense which is why only three were lost. It should have been like 8 or something with average dice rolls.
 
Could we use them to track down a Corsair? Also, do we know which planets are at risk assuming we don't do anything to change the simultaneous raid?
Yes, they gave you profiles sufficient for anyone among the Eldar's that would be worthy of a name. Basically the whole command crew of every known ship and anyone Eldar consider noteworthy that is not covered in that as well but believed to be part of this group.

I assume you mean from the initial 12 planet Chaos raid going through next season? Yes, although I will prefer not to have to pick 12 names out of a hat right now.

Still Abaddon (and even some other Chaos warbands) have access to divination and if you change enough it can be detected without some form of anti-divination measures... which you cannot deploy before its too late right now (and the best ones require doing all the planning in some kind of out-of-fate bunker which you do not have and could probably not convince imperials to go inside if you did).

So showing up at one or two and stopping the raids would probably slip. Telling the Imperials to heighten security at [these 12 worlds] is gonna result in 12 other worlds (or nine others i guess, Abaddon doesn't exactly have perfect control of these warbands... intentionally) getting targeted.
 
So showing up at one or two and stopping the raids would probably slip. Telling the Imperials to heighten security at [these 12 worlds] is gonna result in 12 other worlds (or nine others i guess, Abaddon doesn't exactly have perfect control of these warbands... intentionally) getting targeted.
Still more worlds saved, plus the IoM have divination and anti-divination resources as well which outsources our "make Abbadon spend divination resources" sub goal.
 
So if you want to do something like this I would allow it but the consequence is that I would be much more strict in following what Astrology does best. Where is so and so and what is his condtion, easy. Stuff like lowering DC and playing guess when the planet is next visited involves a lot of behind the scenes support with grinding on various observatories that you would not have time for to manage for free with this method.

But if we had an Observatory Ship with the fleet this would be more okay?

You do not have shipyards and I think repairs costs in the tens and dozens applied to ships with multi-dozen to hundred plus build costs seems fair.
Building those Ork escorts would be like 30ish AP and so the repair of a almost completely destroyed hull is about 13.

Basic rule is repair is the added up penalties of the Hull levels damaged as AP baring some other effect involved. Plus 5 for crippled levels.

This can very of course if you get subjected to weird special weapons, assault teams targeting a specific component, astral phenomena and the like.

If we could tow the ship to a system with a shipyard the cost would effectively halve, right? How difficult would it be to do that? In the future would it be effective to have something like an 'atelier ship' to handle repairs in-system for stuff, or would we need an actual yardship?
 
Sector Monitoring Metrics.

Just something I am playing around with to try to give you some insight into how progress is going without either driving me bonkers tracking everything, especially since I could not tell you everything since that would be unrealistic anyway. With a friendly and early approach directly to the Imperium you can probably gain a vague since of how they are doing which will be tracked by these metrics… maybe.

As turns progress you would get updates as well as some insight into how the actions you took changed things… at least direct changes. Indirect changes knocked on just from your interference will be up for argument.

I may develop concrete numbers which are reduced but most likely I will just use a percentage of Sector's normal level. Or if conquering a whole sector in a decade or less becomes a thing (like crusades?) maybe I can set it up as the expected potential of the sector with the percentage being how far along you are.

Effectively these metrics represent the Health of the sector from a certain perspective… potentially if you have spies in the enemy you may learn more than one set of metrics. In the Gothic case you can learn how the Imperium thinks its doing, but potentially how Chaos thinks the Imperium is doing (given enough spies in their ranks), or use divination and other sources to develop your own independent view (not really valuable use of effort with another source unless you distrust it). In more complicated situations like say Jericho Reach, you could have multiple factions with their own status in the same sector as well as their intelligence on each other. IN Gothic Sector the Chaos, Pirates, Ulthwe, and Dragon Kings may be part of the expedition but most are either not possessing worlds in Sector or have so little skin in the game it doesn't matter so basically the Imperial one is the only one that matters. Although I suppose its possible Chaos or one of the Pirate factions may develop a need for Metrics.

So what do you think? Tweaks, some other completely different system to give you a sense of accomplishing things while keeping the details vague for my sake?

Territory: Represents health of planets, stations, and populations. IE the thing that both produces and is served by all the other categories. Damage to Territory is the result of ravaged infrastructure and slain populations. Level of Territory acts as a long term cap for other categories although those categories can temporarily be higher for one reason or another.

Stability: Represents the health of societies and workforces of Territory. Panic, riots, heretical cults, sabotage, and other forms of instability disrupt the flow of Supply. Loss of Stability can harm Territory but needs to be relatively intense for long durations to manage it. Loss of Territory (or threats of loss of Territory), can also reduce Stability, even beyond acting as a cap for it depending on how it was reduced, ie acts of terror. For example a planet being blockaded may reduce Territory for the sector due to lack of access to those resources but depending on what that planet produces and how needed it is the hit to Stability may be greater yet. Chaos forces are especially good at attacking stability directly using cognitohazards, cult formation, and horrific fear inducing tactics. Depending on specifics Stability can be improved by publicly defeating a threatening warlord. Keep in mind that this rating is a judgement from only one side of the conflict. Arising cults or Humans convinced to serve the Greater Good by the Tau would decrease Human stability even if potentially adding to or not effecting other groups.

Supply: Represents the logistics network of the Sector. This includes both production and transportation. Raids on stockpiles and piracy on transport ships can damage Supply directly without effecting Territory. Territory damage can be temporarily ignored by Supply assuming sufficient stockpiled resources and spare parts and the needed transportation are kept going. Stability can limit Supply as fearful workers are less productive and steal from warehouses or transports or have urgent requests that take up normal Supply limits. Damaged Supply limits Military ability to deploy.

Military: The fleets and armies available to a Sector. With Military maxed out the Sectors Generals and Admirals can bring their full force to bear. Military can be damaged directly in battle of course. It also can be limited by lost Supply as ships and armies run out of consumables. In longer term situations damage to Stability and Territory percolate up to Military from sheer lack of manpower and equipment support although stockpiled Supplies can keep a military going without for a time. Damaged Military means Admirals and Generals of the sector suffer penalties for deploying the forces needed to protect the sector. Repaired ships, healing soldiers, restored supply lines and out-sector reinforcements, Military is one of the traits most likely to bounce back in war relevant timescales. In very mechanical terms, damage to Military gets converted to penalties to Sector Force Commander's stratagem rolls each season as he lacks the forces to do what he wants (or his forces are unable to move due to lack of people or supplies).


For Chaos
There are nine warbands, Abaddon and Planet Killer's group in one and 8 others somewhat independent groups.
For a sense of authenticity can you guys help me name these 8 groups, their leaders and a one liner about their favored methods or aesthetics? For each one I adopt I will give a +1 to a die in a combat at a time that make it most effective, ie nudging a die to success when you needed one more success to achieve something.



But if we had an Observatory Ship with the fleet this would be more okay?

Mostly, ish, sorta.

If your expedition has an observatory ship you can spend time to get intel. So you could have your observatory ship hang out a season to get the scoop next season. Of course it also gains a nice combat bonus so you maybe don't want to keep it sidelined.

You can also spend AP and work it through the observatory ship and the results will have a bit more immediacy and local usefulness than one back home 10,000 lightyears away. Whether that is useful depends on the questions though.

If we could tow the ship to a system with a shipyard the cost would effectively halve, right? How difficult would it be to do that?

I mean sure, easy enough within a sub-sector. more trying if crossing sectors or multiple sectors.

Where do you have this shipyard? Your only shipyard built right now is the templeforge which only services templeships. The gemini yard under construction might work but is on the wrong side of the galaxy.

In the future would it be effective to have something like an 'atelier ship' to handle repairs in-system for stuff, or would we need an actual yardship?

An atelier ship would be useful in manufacturing Logistics for an expedition which can produce jury rigged field repairs to get something running again albeit with compromises and still in need of full repairs.

Actual full repairs on site would need a shipyard, mobile or otherwise. Your advantages in quick building make the value of a mobile shipyard vs having the AP saved up to build them on site as needed dubious.

If you find a decent base location you can get a ramshackle (by your standards) base [which has a repair and maintenance shipyard, a storage facility and a torpedo launcher for defense] going for 12 AP. And you can build a naked shipyard for 9 as you know. You would not be proud of this base and treat it like a pirate depot but it could be done.
 
If you find a decent base location you can get a ramshackle (by your standards) base [which has a repair and maintenance shipyard, a storage facility and a torpedo launcher for defense] going for 12 AP. And you can build a naked shipyard for 9 as you know. You would not be proud of this base and treat it like a pirate depot but it could be done.

If the Eldar Corsairs are active in the region, presumably they have a shipyard, either in realspace or in a webway domain close by. Could we work with them to upgrade their facilities to service our own fleet as well as their's.
 
If the Eldar Corsairs are active in the region, presumably they have a shipyard, either in realspace or in a webway domain close by. Could we work with them to upgrade their facilities to service our own fleet as well as their's.

I would not be so sure of the fact that they have facilities. i mean for one they are eldar which means some of the most advanced ships in the galaxy so they would not need much simple maintenance if any and for the other they are corsairs, which means they are both risk takers and due to their hit and run tactics unlikely to take much damage unless they lose in which case they are dead already.

The facilities if they exist might be very basic and geared to the eldar and not to us
 
I would not be so sure of the fact that they have facilities. i mean for one they are eldar which means some of the most advanced ships in the galaxy so they would not need much simple maintenance if any and for the other they are corsairs, which means they are both risk takers and due to their hit and run tactics unlikely to take much damage unless they lose in which case they are dead already.

The facilities if they exist might be very basic and geared to the eldar and not to us

Well, there are eldar shipyards that Corsairs have as units in the Battlefleet Gothic game. And sure, they'll be geared for the eldar originally, but it still might be cheaper to extend an existing magitech facility than start from scratch.
 
Chaos Warband RNG
For a sense of authenticity can you guys help me name these 8 groups, their leaders and a one liner about their favored methods or aesthetics? For each one I adopt I will give a +1 to a die in a combat at a time that make it most effective, ie nudging a die to success when you needed one more success to achieve something.
Radically Numinous Group
Tzeentchian battlegroup led by Rear Namesman Soos, a Tzeentchian cultist even more heretical than the norm, in claiming that fate doesn't exist. All of their ship names are puns about randomness and he uses a vast assortment of random result generators (spinwheels, quantum randomness, decks of cards, dice, the flows of the warp etc) to make nearly every decision. Their difficulty in being predicted by means mundane or mystical and potent sorceries are somewhat canceled out on a strategic level by how crazy town bananapants any of their operations ends up being.
 
Chaos Warband Titled Ones
For Chaos
There are nine warbands, Abaddon and Planet Killer's group in one and 8 others somewhat independent groups.
For a sense of authenticity can you guys help me name these 8 groups, their leaders and a one liner about their favored methods or aesthetics? For each one I adopt I will give a +1 to a die in a combat at a time that make it most effective, ie nudging a die to success when you needed one more success to achieve something.
For sheer fun I want to name one "The Bearer Of Unoriginal Titles" (real name may or may not be Steve) Who is a member of the Thousand Sons.
Prefers attacking worlds with dense populations using mass possession rituals on the populous at large, followed closely by teleportation based decapitation strikes on the planets leadership and any centres of resistance.

For a more serious name Fidelis Filius "The Singular" Word Bearer (name comes from an idea I had for an hand of darkness omake that never got far) Though his forces consist mostly of Night Lords and some Alpha Legion.
Mostly lets the Night Lords do their own thing, as long as it at least doesn't hinder his objectives, and has the Alpha Legionnaires capture high ranking targets to break to his will who he then uses to spread chaos, misinformation and confusion amongst the defenders forces.
 
If the Eldar Corsairs are active in the region, presumably they have a shipyard, either in realspace or in a webway domain close by. Could we work with them to upgrade their facilities to service our own fleet as well as their's.

I mean if you had used the divination action to help connect to the Eldar instead of the Imperials than probably, now not so much.

The other issue being the stuff they would be able to have done already is the cheap stuff. Remember you basically magic rock to do what you want. So a facility lacking in the specific tools needed is basically an elder stamping his feet and elsa ing it out of an asteroid. All the useful tidbits are what you would need to install either asteroid base or sidegrading an eldar yard. So less of discount than you might want.

And as a not its really hard to talk about an elder and the eldar at the same time.
 
Chaos Warbands part 3
For Chaos
There are nine warbands, Abaddon and Planet Killer's group in one and 8 others somewhat independent groups.
For a sense of authenticity can you guys help me name these 8 groups, their leaders and a one liner about their favored methods or aesthetics? For each one I adopt I will give a +1 to a die in a combat at a time that make it most effective, ie nudging a die to success when you needed one more success to achieve something.

The Sons of Entropy
Leadership: Thornax the Vile (Death Guard)
Notable members: Severan Dox (Sorceror, Word Bearers), Snotgut (Nurgle Daemon of undetermined strength), Putrid Eloncor (Death Guard)
Origin: First sighted in the aftermath of the [REDACTED] incident in the Socol Sector in M37.016, theorized to be a Death Guard splinter with connections to a leading figure aboard the Terminus Est
Favored methodologies: Espousing a philosophy about social corruption and the inevibility of decay, the first warning that the Sons of Entropy are active in an area is pervasive cults among the lower strata of Imperial society seeking to topple local power structures. Assassinations of prominent figures of social stability, riots against traditional Imperial symbols of sovereignty and ideologies of 'reducing the high and bringing them low' are common. They rarely employ outside military force until the inevitable Imperial response is sent, at which point Traitor Astartes are invited amongst the fallen populace and ambushes against the reassertion of Imperial control and the inevitable grinding warfare of hive fighting occurs. Imperial forces are to be informed the local populace are not to be trusted. Ave Imperator.

The Khan's Unloved Bastards
Leadership: Atrin Khal (traitor of the Black Lightning chapter, White Scars successor)
Notable members: Siman Vragg (mortal sorcerer, unknown strength), Bors Na'al (World Eaters), Vainglorious Sven (Emperor's Children??)
Origin: Khal was aboard the Hymn of Solemnity when it was lost to a Warp Storm, positively identified two centuries by Deathwatch during the raid on [REDACTED]. Has splintered to form his own warband, their void transport remains unknown.
Favored Methodologies: Tactical methods primarily play to traditional White Scars strengths of hit and run attacks, though with a focus on the Khornite tradition of 'headhunting' champions. Sorcery is noted as being active during campaigns involving them, though to date no record of psyker powers of any sort have been described as being employed by either side during battles involving the Bastards, even in one incident where a Guard regiment with a detatchment of Primaris Psykers were known to be attatched.

Task Force Grissom
Leadership: ???
Notable members: Inoxil t'Brandi (Sorceror, Thousand Sons), Heretek Ingot 4899-b (Heretekal Archmagos, Cabal of the Stripped Gear), IxNik-a-Taq (Daemon, Tzeench, deceased)
Origin: First confirmed report of the cabal from [REDACTED] chapter during the Defense of Forge [REDACTED].
Favored Methodologies: Oddly lacking in sorcery for a distinctly Tzeenchian cabal, the self-titled Task Force Grissom employs techno-socrcerous means of information gathering, infiltration and sabotage, primarily using their militant arm as a distraction or blunt instrument. Their targets to date have primarily been either forgeworlds or sites of notable interest to the priests of the Omnissiah and have some sort of ongoing relationship with the Dark Mechanicus.
 
Not saying it's not a good name, but 'unloved bastards' is not even trying to hide the daddy issues. I like to think that makes them particularly savage in the face of the obvious taunts. :V
 
Not saying it's not a good name, but 'unloved bastards' is not even trying to hide the daddy issues. I like to think that makes them particularly savage in the face of the obvious taunts. :V

It's not like "The Emperor's Children" legion doesn't demonstrate a degree of daddy issues, but I see your point. I was mostly thinking of the Bastard Sons of Johnny Cash when coming up with the name.

Not sure if that sort of thing is what StarJaunter's looking for.
 
OK, tagged a few

So I have no plans yet. I will be too busy to work on it this weekend but kinda wanted the plan locked in by the end of the weekend so I can work on through the week.

Does that sound doable?
 
so... is anyone actually going to make a plan? or are you going to leave it to the newcomer who barely knows anything at all about Exalted(beyond what reading a few fanfictions and a single read through of the rulebooks for 3rd edition can get you) to get the ball rolling?
 
I'll try my hand at it come Saturday but theres a lot of moving parts and I'm not exactly sure what the plan IS, since RL has been pretty hectic for a bit and I can't keep up the old levels of activity.
 
I will not deny it feels a bit like:

Starjaunter: Hey guys you can participate in the Gothic War and change canon but its really far away and will be a major distraction so you might not.

Everyone: No no we totally have to do it.

Starjaunter: Are you sure? I mean you could probably conquer your local sub-sector for less effort and be in a better position long run. Besides you are small potatoes compared to the forces involved. Only your OP Out of Context powers lets you have an impact at all. It will totally be a drag on both the Realm in game and the Quest itself.

Everyone: Totes, its such a big deal we have to have whatever impact we can.

Starjaunter: OK if you are sure, tell me how you are going to effect the Gothic War with the forces involved?

Everyone: ***Chirping cricket noises***

Believe me I understand. I am busy this weekend myself. and will start having halloween and housework stuff to do (we just replaced the roof, and now that the roof doesn't leak I need to replace the damaged drywall). The only reason I am pushing is the whole 50 mini-seasons to get through. Otherwise I would be content to take a couple weeks each.

But guys if we take two weeks per mini turn... that locks us into Gothic War mode for like two years and that seems optimistic at this rate.

I am just not sure I can do the contribution you are making the justice you want if I don't give you some level of control and agency, which means needing input.
 
More that theres enough factors involved to make for several hours to do a plan justice and prying loose 3 continuous hours in a day is a lot harder than it used to be.
 
let's look at our main assets: 1 anti-chaos Cruiser-battlecruiser equivalent with exotics, a couple of semi-armed transports, a stealth transport, and a likely cruiserweight lander... and three minor Exterminatus level weapons that are rechargeable. ground asset wise we have a decent number of troops that can't really be matched on the opposing side by anything less than absurd numbers or Astartes, with decent vehicular-equivalent support.

when it comes to more esoteric assets we are competing with the Eldar for who is better at divination and are very much an outside context problem.

the main problem that we seem to have is a general lack of combat focused ships in the region, as that very much limits what we can respond to ourselves and how effective we can be in some of the larger fights that are due to occur later on in the campaign.

luckally for us, these first few turns will be mainly setup, so let's just take things step by step instead of trying to dive into the deepend right away

things that we need to do this season:
1. find a well positioned sunlike star to act as a FOB(Forward Operating Base)
2. get in contact with and get on semi-good relations with an Inquisitor so that we can notify the local Imperial forces about the pending chaos raids
3. start looking for the coursairs

anything more than that might be playing cards that we still want to keep in reserve, or might be too big of a commitment for us to want to make this early on to a non-keystone battle.

after the coming chaos raids, the next big linchpin isn't for four more seasons, and it is there where we will probably want to do more than establish ouselves, make 'allies', and play divination tag with Abadon.

as for the plan itself, I'm not going to write one up myself without it first reaching Sunday without anyone who has been involved with this quest longer than me contributing one, as I do not consider myself qualified on the Exalted end of things and I have no actual idea of where our ships actually line up to imperial ones, as ork freebooters who are wielding fleets that number in the single digit number of ships(without something like a weaponized space hulk to somewhat even the odds) do not a good comparison point make.
 
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