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

Woo just made major changes to my plan check it for more info.

May I ask why you're not giving it divination support to ensure its successes?
Because an exotic stockpile reduces the DC to 15 and since we're rolling D100s here there's not much point when we can use that support on projects with higher DCs.

May I ask why you're splitting your focus here? Development is closer to completion and doubles the number of TMA groups we have, while Encourage MA bumps up those numbers by 25%. I'm a little confused by your methods here.
I'm splitting focus because development raises the level that civilian dragons reach in martial arts that they practise while encourage raises the amount of people practicing in general so if we want everyone practicing we need to do the latter but development already has successes in it so I'm only splitting my focus here because of that or I would be focusing on encourage until that capstones and our whole population practises martial arts.

Imidazole Plantations make this more efficient, by the way. 3 Raptok AP for starting the process, 1 Pterok elemental support AP to complete it.
Your right it would I'll have to think on this and see what if anything I can move around.

I am completely confused why everyone is repairing the ork ships... we came pretty close to salvaging them last time to prvent their upkeep from draining this turn and now pretty much every plan is repairing them.
I'm not any more and I have to confess that the only reason I had them getting repaired in my plan was because I thought that I would get pushback if I didn't, not going to lie I don't like Ork ships at all and feel that if your using them then you are pretty desperate.

The shitboxes known as onslaughts shall be recycled and the martials recovered shall be used to do something worthwhile like building something of our own design.

Hey StarJaunter are you going to add the Leagues of Votann to this quest?
 
If we build a Prying Veil of Discretion, is it ready immediately to hide the Eye of Night, or would we have to upgrade the manse before using it for that?

I agree Ork tek is shitty, but we actually are kind of desperate right now. I'm not against salvaging the Onslaughts.
 
If we build a Prying Veil of Discretion, is it ready immediately to hide the Eye of Night, or would we have to upgrade the manse before using it for that?
It will probably be ready immediately after completion, but currently the Eye is in the Gothic sector and I am not sure if we can move it through the Gate of Auspicious passage.
 
Regarding unfinished projects, at some point the successes we have in them will decay but I'm not sure it'll happen in turn 50. I'm also not sure it won't.
We have 26 28 unfinished projects. 7 8 of them are more than half done, 3 4 are half done, and 16 are less than half done. I am not certain which all can be of immediate aid in the Gothic Sector, but many are probably of use in the immediate aftermath/Ork war/possible Chaos corruption reprisal. Here's the list of them all:
Anklok/Raptok: Improved Warbirds 5/6 = 83.3% done
Mosok: Commerce: Soulsteel Deal 3/4 = 75% done (for future magitech construction, i.e. speeding production of Wondrous Globes)
Anklok: Piety: Dogs of the States (Lion-Dogs) 5/7 = 71.4% done (for gods' city Teteocon defense)
Raptok: Architecture and Geomancy: Defense Grid (Tokat) 5/8 = 62.5% done (for planetary defense)
Pterok: Research: Lightning Ballista 3/5 = 60% done (does not make them, it just designs light and heavy versions to make later)
Mosok: Ship Building: Gemini Shipyards (Ophelis) 7/12 = 58.3% done
Raptok: SCIENCE! Navi-Gator 14/24 = 58.3% done (does not make them, it just designs the mutations)
Mosok: Espionage: Moar Fishies (Cuttlefish Monitors) 8/15 = 53.3% done (actually of immediate use as counter-espionage)
Raptok: Beasts of Resplendent Liquids 3/6 = 50% done
Mosok: Martial Arts: Encourage Development 6/12 = 50% done (we have a bonus to all martial arts projects but only until turn 60)
Pterok: Thaumaturgy: Grace Stockpiles 3/6 = 50% done (of immediate use for the Gothic War)
Raptok: Architecture and Geomancy: Ork Airfield 3/6 = 50.0% done (for planetary defense)
Pterok: Research: Mystic Tome - Crack the Code 3/7 = 42.9% done
Pterok: Divination: Map the Other Stars (Ophelian sector) 2/5 = 40% done
Anklok/Pterok: Military: Skyweavers Training Zone 3/9 = 33.3% done (reduces upkeep on maintaining 100+ elite Warbird squadrons)
Anklok: Piety: God of Ophelis 3/9 = 33.3% done
Raptok: Diplomacy: Golden Throne Aid 3/9 = 33.3% done (perhaps we should wait until we unlock the Golden Throne quest, which may change the options here)
Raptok: Ophelis Geomancy: Ophelis Basic Spread (cap basic demesenes) 3/11 = 27.3% done
Raptok: Pagoda Drive II 3/12 = 25% done
Raptok: Recruiting Dinosaurs: Razor-Beaks (upgrade Quetzalcoatlus mounts) 11/53 = 20.8% done
Pterok: Thaumaturgy: Logistics Stockpile 2/10 = 20% done (probably NOT of immediate use for Gothic War)
Raptok: Architecture and Geomancy: Silos (Tokat) 1/6 = 16.7% done (for planetary defense)
Raptok: War Engines and Golems: Analytical Engines (AI) 1/6 = 16.7% done
Anklok: Piety: More Angels are needed (sub-sector scale) (Aurichim and Argentim) 3/20 = 15% done (for planetary defense)
Mosok: Ship Building: Repairs (Lite Kroozer) 1/7 = 14.3% done (of potential use in the upcoming Ork war)
Raptok: SCIENCE! Magical Population Growth 3/24 = 12.5% done
Pterok: Thaumaturgy: Cleanse Tocha 4/50 = 8% done (completion will free up AP from the feral ork penalty)
Mosok: Ship Building: Minotaur class transport 1/16 = 6.3% done

Also we have a captured Psyker, Byron (taken at insane cost) who is only mortal and likely to die if we don't research him relatively soonish.

Edit: Slamu's right, we also have sux in God of Ophelis
Edit2: Also there are 3 research projects in progress
 
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[X] Plan Gothic War Climax 2
-[X] Perfected Slayers
-[X] Bribing spirits to do their job: 1 Anklok AP
-[X] (RUSH) Ruby Arrow Recruitment Drive: 2 Anklok AP, 3 Training Grounds, 3 Stable
-[X] Moon Speak (Vault of Night): 9 General, 9 Anklok AP
-[X] Moar Fishies: 7 General AP
-[X] Repairs (Lite Kroozer): 6 General, 1 Mosok AP
-[X] Repairs (Onslaught 1): 7 Mosok AP, Gemini Shipyard
-[X] Repairs (Onslaught 2): 2 General, 5 Mosok AP, Gemini Shipyard
-[X] Skyweavers Training Zone: 6 Pterok AP
-[X] Naval Administrative Oversight: 11 General, 5 Pterok AP
-[X] Jach'Uchil Sulfur Exploitation: 2 General AP, 7 Raptok AP
-[X] Pay the Debt: 2 Raptok, 1 Ideal Workshop
-[X] (RUSH) Brass Legions: 2 Raptok, 2 Ideal Workshops, 3 Golem
-[X] Imidazole Plantation: 1 General, 6 Raptok AP
-[X] Obscure Dragon Kings Expedition: 2+Blood
-[X] (RUSH) 2 Standard Stockpile: 2 Atelier
-[X] (RUSH) Grace Stockpile: 1 Pterok AP, 1 Atelier
-[X] RUSH 2 Logistics Stockpile: 2 Atelier
-[X] (RUSH) 1 Human Care Package: 1 Atelier

Everything in my plan has a high chance of being finished this turn. I added Skyweavers Training Zone and Moar Fishies by removing Grox Ranch and Hand of Darkness Analysis.

Regarding unfinished projects, at some point the successes we have in them will decay but I'm not sure it'll happen in turn 50. I'm also not sure it won't.

I do not think they are meant to decay this or next turn. @StarJaunter do they? We are using 1 year turns for the Gothic War and have to put AP towards that war.
 
Do we need the Vault of Night to keep the Eye of Night hidden from Chaos?

No, I just did a post listing alternatives. Vault of Night would be best because its a uni tasker. If you have no plan to destroy or consume the artifact it would be best for very long term storage. If you imagine using the artifact or destroying it I consider it excessive.

Hey StarJaunter are you going to add the Leagues of Votann to this quest?

I have not dived deep into their lore yet but nothing I have seen yet seems offensive to adding to the quest, I still think its a while off. Between securing the local sector, Eldar quests, Emperor quests... you got a full plate for the moment.

If we build a Prying Veil of Discretion, is it ready immediately to hide the Eye of Night

Yes, although it will have to stay in the manse and likely not be messed with until add ons are made.

but currently the Eye is in the Gothic sector and I am not sure if we can move it through the Gate of Auspicious passage.

Probably safe to move, we can try putting a timeless veil or a stasis effect on it?

We are using 1 year turns for the Gothic War and have to put AP towards that war.
Nothing is decaying in turn 50, if it was going to you would see it in the stats available on the turn 50, but I didn't change anything due to decay. I will likely go over aged stuff in turn 51 to see if its old enough to start decaying.

I know there were a couple projects at risk that got a minimal investment in recent turns.
 
[X] Plan RUSHing forward
I like much of this but:

* Knowing what StarJaunter said above, I suggest moving 3 AP from Magical Population Growth into an Imidazole Plantation.
* I strongly advise moving all the AP from Encourage Martial Arts into Encourage Development
* I suggest making Grace instead of Logistics stockpiles
* Steam-path Hotbloods can help repair the Orkish Kroozer (I know I asked about this a long while ago, the answer was yes due to the hazards of Orky kraft)
* We should probably apologize to Ulthwe (with Slicktongue help) before expediting the Golden Throne Aid
* Why do you want a ship-design miniturn now? I would take Pterok AP out of that, Night Drive, and Cleans Tocha to create Lumina Pacts to send to the Gothic Sector. Plus I'm not sure we have an FTL transport available for cleansing Tocha.

Edit: Apparently we already used the Hotbloods and Slicktongues this turn although I'm confused about where.
 
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I like much of this but:

What about this plan?

[X] Plan Gothic War Climax 3
-[X] Perfected Slayers
-[X] Bribing spirits to do their job: 1 Anklok AP
-[X] (RUSH) Ruby Arrow Recruitment Drive: 2 Anklok AP, 3 Training Grounds, 3 Stable
-[X] Dogs of the States: 3 Anklok AP
-[X] Suppression (Tocha): 1 Anklok AP
-[X] Continual Grace: 9 General, 5 Anklok AP + 1 Exotic Stockpile
-[X] Repairs (Lite Kroozer): 5 General, 1 Mosok AP
-[X] Repairs (Onslaught 1): 7 Mosok AP, Gemini Shipyard
-[X] Repairs (Onslaught 2): 2 General, 5 Mosok AP, Gemini Shipyard
-[X] Hand of Darkness Analysis: 7 Pterok AP
-[X] Naval Administrative Oversight: 11 General, 5 Pterok AP
-[X] Jach'Uchil Sulfur Exploitation: 2 General AP, 7 Raptok AP
-[X] Pay the Debt: 2 Raptok, 1 Ideal Workshop
-[X] (RUSH) Brass Legions: 2 Raptok, 2 Ideal Workshops, 3 Golem
-[X] Prying Veil of Discretion (Ophelis): 8 General AP
-[X] Imidazole Plantation: 1 General, 6 Raptok AP
-[X] Obscure Dragon Kings Expedition: 2+Blood
-[X] (RUSH) 1 Standard Stockpile: 1 Atelier
-[X] (RUSH) 2 Invocation Stockpile: 2 Atelier
-[X] (RUSH) 1 Grace Stockpile: 1 Atelier
-[X] RUSH 2 Logistics Stockpile: 2 Atelier
-[X] (RUSH) 1 Human Care Package: 1 Atelier

This is another modified version. I removed Vault of Night for Prying Veil of Darkness. That freed 9 Anklok AP to put towards Suppression (Tocha), Dogs of The State, and Continual Grace. Everything except Continual Grace has a high chance of succeeding on this turn.

[X] Plan God Bothering
 
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I hope that no one minds me answering these individually.

* Knowing what StarJaunter said above, I suggest moving 3 AP from Magical Population Growth into an Imidazole Plantation.
* I strongly advise moving all the AP from Encourage Martial Arts into Encourage Development
I have been considering stuff along these lines the martial one is on consideration a yes but the plantation will depend on where I'm willing to take AP away from.

* I suggest making Grace instead of Logistics stockpiles
I may move one Atelier but I've got the logistical stockpiles in my plan to make sure that we won't run out after a few rounds of heavy combat, I'll probably take the rush part off though on consideration.

* Steam-path Hotbloods can help repair the Orkish Kroozer (I know I asked about this a long while ago, the answer was yes due to the hazards of Orky kraft)
I'll defiantly be doing that.

* We should probably apologize to Ulthwe (with Slicktongue help) before expediting the Golden Throne Aid
Umm... why? No seriously why would they care about what we're doing with a bunch of mon-keigh souls to get more of the mead that they like? As long as it's got nothing to do with chaos and will not effect them negatively they have zero reason to care.

* Why do you want a ship-design miniturn now? I would take Pterok AP out of that, Night Drive, and Cleans Tocha to create Lumina Pacts to send to the Gothic Sector. Plus I'm not sure we have an FTL transport available for cleansing Tocha.
I'm doing it now because we need a ship design that the gemini yards can build that isn't an unshielded Orichalcum brick (which is the only frigate sized ship design we have right now) and I'm going with a mini turn because I think that it might be fun, as for the Lumina pacts where are they I've been looking and I can't find them in any of the options.
The night drive is to work on a more effective mass producible stealth ship rather then a hastily made bespoke prototype like the Stalking Mantis.
 
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I'm doing it now because we need a ship design that the gemini yards can build that isn't an unshielded Orichalcum brick (which is the only frigate sized ship design we have right now) and I'm going with a mini turn because I think that it might be fun,
Omake can also cover a ship design well, its where that one came from after all.

You will also get three designs for free when the war ends, two of which you already know as the Golden Scale class (fast response, scout, piracy/pirate hunter, and the Harmonic Resonance Class Templeship (cheap but powerful front line ship).

A third will be a choice you make between some things I designed, most of which are a bit quirky.
 
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Lumina Pacts are in the Divinity Tab threadmark.

Apologizing to Ulthwe is because we can't help them take a Talisman of Vaul now that the Imperium AND the Emperor personally are watching our every move. IIRC that was what we promised to help them with. I suggested that in place of Golden Throne Aid to redirect the AP and Slicktongues. Also I'm not sure if the Golden Throne Aid done now will matter or the action will change if we take on the Golden Throne Oath.
 
Apologizing to Ulthwe is because we can't help them take a Talisman of Vaul now that the Imperium AND the Emperor personally are watching our every move. IIRC that was what we promised to help them with.
Where did you promise to help them beyond:

Granting them an Army of Disposable soldiers (Already Done)
Granting them an Array of Holy Weapons (already done)
Granting them a cargohold of miraculous medicine (Already done)
Sending armies of your soldiers to fight their wars to free up their soldiery (already doing)


Everything you have promised to help with has been done right?
 
[ ] Magnetic Senses: Fighting the Perfected Warriors enhanced with Dysprosium implants we discovered they had magnetic powers and it has caused a line of thought. Some natural creatures have crude ability to detect magnetic fields and many semi machine autochthonic creatures can do even better. Let us study these fields and adapt to these senses so any enhanced soldiery or sensor equipment we design can detect Magnetic fields with greater facility. AP needed: 1. DC: 35. Successes Needed: 3. Reward: Any unit with better than normal senses adds magnetic senses.


Also though of this on a walk and added it to the research tab. Basically making your mag sensors as easy to add on to a being or vehicle as heat sensors currently are. Has minimal effect on most things of course, few targets that would have a magnetic fields without producing excess heat right?
 
Objectively false. I have already stated that any power system that is more efficient then a geomantic relay will be nerfed until Geomantic relay reigns supreme. The only reason to use gas giant power relays is because you cannnot or will not spare the manses to make them, not because cost wise it is more efficient.

My understanding is that we would be putting geomantic relays on the gas giants, that setting up the habitats on the moons was a prerequisite for that. Is this not so?

I am completely confused why everyone is repairing the ork ships... we came pretty close to salvaging them last time to prvent their upkeep from draining this turn and now pretty much every plan is repairing them.

For myself, it's the simple math of 'ships are easier to repair than build' meets with 'we can use Ork Ships alongside Pet Orks to do deniable actions at a later time'.
Also we have a captured Psyker, Byron (taken at insane cost) who is only mortal and likely to die if we don't research him relatively soonish.

He's in stasis, I imagine we get to him when we get to him.

[X] Plan Gothic War Climax 2
-[X] Perfected Slayers
-[X] Bribing spirits to do their job: 1 Anklok AP
-[X] (RUSH) Ruby Arrow Recruitment Drive: 2 Anklok AP, 3 Training Grounds, 3 Stable
-[X] Moon Speak (Vault of Night): 9 General, 9 Anklok AP
-[X] Moar Fishies: 7 General AP
-[X] Repairs (Lite Kroozer): 6 General, 1 Mosok AP
-[X] Repairs (Onslaught 1): 7 Mosok AP, Gemini Shipyard
-[X] Repairs (Onslaught 2): 2 General, 5 Mosok AP, Gemini Shipyard
-[X] Skyweavers Training Zone: 6 Pterok AP
-[X] Naval Administrative Oversight: 11 General, 5 Pterok AP
-[X] Jach'Uchil Sulfur Exploitation: 2 General AP, 7 Raptok AP
-[X] Pay the Debt: 2 Raptok, 1 Ideal Workshop
-[X] (RUSH) Brass Legions: 2 Raptok, 2 Ideal Workshops, 3 Golem
-[X] Imidazole Plantation: 1 General, 6 Raptok AP
-[X] Obscure Dragon Kings Expedition: 2+Blood
-[X] (RUSH) 2 Standard Stockpile: 2 Atelier
-[X] (RUSH) Grace Stockpile: 1 Pterok AP, 1 Atelier
-[X] RUSH 2 Logistics Stockpile: 2 Atelier
-[X] (RUSH) 1 Human Care Package: 1 Atelier

Everything in my plan has a high chance of being finished this turn. I added Skyweavers Training Zone and Moar Fishies by removing Grox Ranch and Hand of Darkness Analysis.

You're not using many of the Path dice like Cracking Bone or Slicktongues in your project.


[ ] Magnetic Senses: Fighting the Perfected Warriors enhanced with Dysprosium implants we discovered they had magnetic powers and it has caused a line of thought. Some natural creatures have crude ability to detect magnetic fields and many semi machine autochthonic creatures can do even better. Let us study these fields and adapt to these senses so any enhanced soldiery or sensor equipment we design can detect Magnetic fields with greater facility. AP needed: 1. DC: 35. Successes Needed: 3. Reward: Any unit with better than normal senses adds magnetic senses.


Also though of this on a walk and added it to the research tab. Basically making your mag sensors as easy to add on to a being or vehicle as heat sensors currently are. Has minimal effect on most things of course, few targets that would have a magnetic fields without producing excess heat right?

Is that a transdraconian project?

--[X] Supremacy of Elemental Advantage [Imidazole Plantation (Tocha)] May not target things inappropriate for elementals like research or intricate magitech, may not apply to projects over DC of 50. 1 AP needed. DC: 25. Success Needed 1. 1 Pterok AP

This will give 2 autosuccesses to the plantation (leaving it 1 success shy of completion). I suggest Elemental Support, which won't automatically go to the plantation but is very likely to and will provide 3 rolled dice against a very low DC project.

--[X] Legions of Servants AP Needed 3. DC 25. AP needed 27. 1 Raptok AP + 2 General AP + Golem autosuccess + 2 Ideal Workshop

You can probably put one Factory Cathedral and apply it to the Pay the Debt (FCx2 ought to give 6 AP of goods out of a needed five), let you put the 2 Raptok AP from the Debt project somewhere else and take the other Factory Cathedral, put it towards the Long Term Support spy ring toys and either expand the number of planets that can be supplied or assign the Mosok AP there elsewhere.

I also don't see the Ghostwalker AP in your plan, and I think they can do either Soulsteel or Golden Throne Aid.
 
Omake can also cover a ship design well, its where that one came from after all.

You will also get three designs for free when the war ends, two of which you already know as the Golden Scale class (fast response, scout, piracy/pirate hunter, and the Harmonic Resonance Class Templeship (cheap but powerful front line ship).

A third will be a choice you make between some things I designed, most of which are a bit quirky.
That's fair but I would still like to give the mini turn a try for fun.

Also StarJaunter I've been meaning to ask shouldn't the number of successes on Analytical Engines be three rather then one due to the golem workshops tripling effect?

This will give 2 autosuccesses to the plantation (leaving it 1 success shy of completion). I suggest Elemental Support, which won't automatically go to the plantation but is very likely to and will provide 3 rolled dice against a very low DC project.
Look one line up it's already in there.

You can probably put one Factory Cathedral and apply it to the Pay the Debt (FCx2 ought to give 6 AP of goods out of a needed five),
Are we allowed to do this or do you want at least one actual AP in a project for it to start StarJaunter? because I remember you complaining about us funding things solely through autosuccesses before, also do we need to add a RUSH tag to Pay the Debt so that it will finish in time for the Eldar to arrive?

put it towards the Long Term Support spy ring toys and either expand the number of planets that can be supplied or assign the Mosok AP there elsewhere.
I'll think on this.

I also don't see the Ghostwalker AP in your plan, and I think they can do either Soulsteel or Golden Throne Aid.
Thanks I often don't quite know where to put the path dice.
 
My understanding is that we would be putting geomantic relays on the gas giants, that setting up the habitats on the moons was a prerequisite for that. Is this not so?

That can be done if your ship numbers grow so great you cannot use Geomantic Relay Manses to fulfill your needs.

Tapping a Gas Giant for Relays while there are any basic manses or potential basic manses you are willing to turn into Geomantic Relay manses is LESS efficient.

So I said something because your statement implied it was more efficient which is incorrect (because even if it is for some reason, I will retroactively fix it when I notice).

Gas Giant Relays is for when you have already tapped out your Geomantic potential and want to still keep building ships.

Is that a transdraconian project?

Kinda sorta not really.

Its understanding magnetic fields and using that understanding so any project that might involve improved senses, whether transdraconian or a ship sensor array will utilize them.

Its technically closer to the time travel or teleportation theory projects but with a much easier to grok subject and a much smaller scope.

Also StarJaunter I've been meaning to ask shouldn't the number of successes on Analytical Engines be three rather then one due to the golem workshops tripling effect?

No, its research that happens to involve golem building to get a minor boost from "endless free golems" Not something in which "endless free golems" is the point.

You can tie in Pterok dice if you want though as well as Crystalweavers.

Are we allowed to do this or do you want at least one actual AP in a project for it to start StarJaunter?

Yes, this is just building a stockpile of trade goods. You aren't doing anything with said stockpile so there is no need for actual AP.

also do we need to add a RUSH tag to Pay the Debt so that it will finish in time for the Eldar to arrive?
These Eldar are not the ones you owe so thats pointless. You have to arrange to pay back the actual owed Craftworld later, preferably in Turn 51 as if you wait longer than that it might get dicey. And of course most of the "money" is in the Gothic Sector at your asteroid base right now.

This Craftworld is Lugganath if you need to know (Before Steel Fang slaughters their inner council so "modern" information is not super super useful)

For those who don't want to look up the lore the Lugganath was a vaguely Corsair friendly Craftworld that had their inner council killed like 250~ years from now by a Drukhari messenger looking to make a name for themselves back home. AFter that Lugganath basically becomes Eldar Port Tortuga.

Outside of that was is known and still true at this early stage is
-They end up fighting Chaos Space Marines more than their fair share for some reason
-They want to escape back into the webway and maybe reclaim it from the Drukhari and are totally willing to ally with Cegorach to do so. Not sure why he isn't more on board with that plan... maybe doomed to fail?
 
Not sure how much interest you guys have in "Electronic Warfare" but I added these projects to the research tab.

[ ] Geomid Repelling Diagram (Requires Median Icon Progress): You develop techniques and enhancements to summoned Icons allow them to set up ephemeral wards of data around Data spirits or the much simpler essence lacking analogous existences. Programs and Executables can be isolated, keeping them from triggering but also potentially protecting them from malicious Geomids. AP Needed: 2. DC: 35. Success Needed: 6. Reward: Data elementals summoned into hardware can prevent programs from executing or protect said programs (up to and including Crafted Consciousness) from succumbing to viruses, scrapecode, or more blatant spiritual attacks. [IE Pterok "hackers" can spend Essence to "hold back" something digitally] Counts as Pterok or Raptok project.

[ ] Blessed Icon Arrangement (Requires Median Icon Progress): You can develop techniques to allow your Data spirits to bless the executables and hardware they find themselves in if the opportunity presents itself. AP Needed: 2. DC: 35. Success Needed: 6. Reward: Data elementals summoned into hardware can bless the programs, Crafted Consciousness, or hardware they find themselves in, augmenting the performance of allies (or allowing Pterok elementalists to boost a Brass Legion in house or Advisor class Automata). [IE pterok "hackers" can spend Essence to "boost" something digitally. Counts as Pterok or Raptok project.
 
Views of Melancholy
Melancholy is a strange emotion for a creature of civilised savagery, born of elemental might. And yet despite the tendency away from solipsism, a highly social and driven species, that listless and lost feeling persists. A war to end all wars, against the very primordium that shaped them and carved away the chaos for their world, and they lost. And yet, what does losing mean, when you can continue untouched by the foes that so tried to vanquish you?

-----
Tokat was not home, not truly, not yet. But it was rapidly becoming so, every piece of it shaped to the desires of those living there now. Hues of Earth and Stone thought about this, flittingly, in the quiet moments as she stalked her prey. One of the larger native creatures, a great spined porcine thing as tall and as broad as her own towering form, and a worthy thing to spend her idle time pursuing. No Paths, no equipment beyond a weighted club and a fanleaf shield, just the brutality she learnt as a Stalker and the mind then later gifted newly arrived on this world.

A loud squeal, a crunch and snap, and the kick of a hoof impacting with dense scale sending the draconian flying into a nearby tree. The swing of her club had done far too little against the beast, snapping only a handful of dense chitinous spines and angering the Spineboar something awful. Images of her past life, a great warrior dedicated to guarding a ritual site in her final days, bedecked in armour literally hand crafted by one of those strange human champions of the Sun, wrought from soul artifice by the great maker. Humans twisted to eldritch purpose charged alongside deva of monstrous visage, their very appearance blurring even in immortal memory. Swing after swing did they fall to, and breath after countless breath uttered devotions to the Highest, even as the grace of the paths flowed through her.

It wasn't enough. Yet there was no time to think of the past when the present was rapidly sprinting toward her with viciously spiky intent. A powerful muscled leap brought her around the path of two thickly barked trees, upon with the boar was now angrily stuck and shaking with thickly muscled fury. The blood trickling from her chest, the cracked scale from a single kick, showed just how fragile they were, even leagues tougher than a human. But she was still alive, and so were her people. And with a single resounding crack, and then a few more repeated impacts when the squeal only somewhat quieted, the boar was dead. And she was not.

And they were not. Not yet.
-----
Flashes of heat and light shot past Scaled Ember Heart, familiar yet strange. Las weaponry, the Imperial humans called it, when they would speak with her and not shy away in barely concealed anger and terror. Moments like those were fewer now, after fighting through the heart of an ancient and alien cathedral of sorts. Fewer, but not few. The combat was comforting, surrounded by the heat of systems, of weapons and of hard haggard breath. Victory was all but assured now, everyone shunted into the same space leaving few of the cultists, heretics and demons left to clear up. And wasn't that a strange thought.

Scaled Ember Heart was one of those who survived the war, and held his head in a sort of shame at having lost. The greatest weaponry, the grandest army ever assembled, the panoply of The Unconquered Sun himself, and it amounted merely to a proving of the prowess of the Exalted, and a waste of time for the Primordials. Without creation, everything felt a little bit less real, like an extended solid dream. No dream however was this, nor a nightmare, merely how things were now. A conflagration shook him from his thoughts, focused on battle as he was, as it's prismatic tendrils licked across the walls consuming several of the humans in mutative coruscation. In reply a fusillade of las, bullet and prayer inscribed shell decimated the sorcerer, leaving behind scintillating pulp.

Can it truly be said that the war for all creation was lost? Certainly A war was lost, but a number of the gods, and a great many dragon kings still stand, not the subservient oblivion they believed would be promised should they lose, but instead an exile of unimaginable proportion. Perhaps that was something to consider, whether the war they thought they lost is in fact still being waged, and they are merely to prepare to fight once more?
---
Synbar Lockhart patted his chest proudly, examining the fit of his new armour. A daring combination of fashion and personal protection, a scaled flakweave coat laced with small adamantium plates, and with an inner lining of Cloth of Gold, decadence but not to the point of excess, not in comparison to some other more garish traders. The scales themselves were, subtly, modelled after Crentzir, who was swiftly becoming his favoured guardian of choice. Quick of mind and eye, and a dry sense of humour that Synbar was becoming well acquainted with, alongside the phenomenal strength and powerful holy weaponry, made the odd, wealthy man feel far more at ease. Except.

Crentzir was nearly impossible to read by the rest of the crew, which left them unnerved even more than just the otherwise ever-present form of a scaled sanctioned xenos would. This edge of unease, and paranoia in a few cases, meant that those around Synbar were always vigilant, yet entirely in the wrong direction. Still, none distrusted him to a great degree, just the regular level, and so the form of the oddly stealthy lizard became less of a shock every time someone entered the room he currently occupied.

Polishing and muttering prayer in thick and rumbling old tongue to perform maintenance on his afforded weaponry, while always keeping one eye on the rest of the bridge, especially it's most flamboyant occupant, left Crentzir time to introspect. To guard and shepherd the humans was a sacred duty, handed down from on Highest, and yet most here resented him at best, and at worst considered him something to be purged. It was a Duty he did with honour and fervour nonetheless, and slowly afforded him the respect necessary amongst the humans, and perhaps that was what mattered.

A violent lurching motion of the whole bridge drew the attention of the crew. It seems a job such as this is never ending,




Here we go, a selection of views from various Dragon Kings, including a brief look at Crentzir, as I didn't want to touch the character too much. I welcome feedback and suggestion.
 
Slamu, I do want to make all of the investments you propose, but not that many during the Gothic War itself.

What about this plan?

[X] Plan Gothic War Climax 3

This is another modified version. I removed Vault of Night for Prying Veil of Darkness. That freed 9 Anklok AP to put towards Suppression (Tocha), Dogs of The State, and Continual Grace. Everything except Continual Grace has a high chance of succeeding on this turn.
It's a very good plan although I'm concerned that it's missing some astrology I consider important:
* Astrological Q: Where will Abaddon be (when he clashes with Ulthwe at the upcoming big showdown) which is the best use of the Astrology auto-sux since it's got an unknown, probably high DC
* Astrological Question [Support Ruby Arrow Recruitment]

I think these two are more important for this turn than the Hand of Darkness Analysis since we have that thing locked down. Some freed up Pterok AP could be used on Lightning Ballista research (since we might as well use the Crystalweavers support). Some could go to Elemental Support (to amplify the successes on Imidazole plantations). Or to making Lumina Pacts for the war effort.

Although repairing the Onslaughts could be helpful, I think it's more valuable to produce long-term supports for our spy rings. Also remember each repaired Ork ship takes 1 upkeep that we would rather spend on our own ships someday.

I also like Slamu's idea of Washing the Spears for Perfected Warriors. What about taking AP out of Continual Grace? Do you think it's possible to get both Ruby Arrows and Perfected Warriors done this turn? Also the Sulfur Exploitation needs more AP to succeed.

So this is my proposal:

[] Plan Gothic War Climax Mark IV
Plan made obsolete by sacrifice of orkish ships.

Alternative version, for those who don't want to repair or pay upkeep on a 'shitbox' Orky Onslaught: (added actions in bold)

[X] Plan Gothic War Climax Mark VI
-[X] Perfected Slayers
-[X] This is how its done (sacrifice lite kroozer and 2 ork onslaughts for Directional shipyard)
-[X] Anklok stuff
--[X] Bribing spirits to do their job: 1 Anklok AP (needs 1 AP, DC 15, 1 sux)
--[X] More Angels Are Needed (sub-sector scale): 3 Anklok AP (needs 3 AP, DC 40, 3/20 sux)
--[X] Dogs of the States: 3 Anklok AP (needs 1 AP, DC 35, 5/7 sux)
--[X] (RUSH) Ruby Arrow Recruitment Drive: 2 Anklok AP + Stable auto sux + Training Grounds (3) (needs 2 AP, DC 55, 6 sux)
--[X] Wash the spears (Perfected Slayers): 2 Anklok AP, 6 General AP (needs 2 AP, DC 35, 6 sux)
--[X] Suppression (Tocha): 1 Anklok AP (needs 1 AP, DC 10+Waaagh!, 1 sux)
-[X] Mosok stuff
--[X] Taking the Shine to Known Threats (Tzneetch, +Slaanesh w/ any extra sux): 3 Mosok AP, 3 General AP (needs 1 AP, DC 40, 3 sux per threat)
--[X] (RUSH) Long Term Support for (Bhein-Morr spy ring, +Orar & Elysium w/ any extra sux) 5 Mosok AP +1 Ideal Workshop +1 Atelier (plan commits to sending supplies w/ Ulthwe to Gothic Sector, intends for Stalking Mantis to distribute afterwards) (needs 2 AP, DC >25, 3 sux per planet)
--[X] Soulsteel Deal: 1 Mosok AP, 1 General AP, + Oil (1 Slicktongue AP) + Ghostwalker die (needs 2 AP not counting Oil, DC 40, 3/4 sux)
--[X] Gemini Shipyards (Ophelis): 3 Mosok AP (needs 3 AP, DC 40, 7/12 sux)
--[X] Train Celestial Martial Arts: Dojo (needs 1 AP, DC 40, any sux)
-[X] Pterok stuff
--[X] Naval Administrative Oversight: 1 Pterok AP, 10 General AP (needs 3 AP, DC 35, 9 sux)
--[X] Astrological Question 1: Where will Abaddon be? (Which Blackstone Fortress will Abaddon attack next in turn 50?) 1 Pterok AP +1 Astrology sux (needs 1-2 AP, DC ?, ? sux)
--[X] Astrological Question 2: When will Abaddon attack that particular Blackstone Fortress? 1 Pterok AP +1 Astrology sux (needs 1-2 AP, DC ?, ? sux)
--[X] Astrological Question 3: Under which stars should we begin recruitment to restore the Ruby Arrows to full strength before the Ulthuan return to ferry them? 1 Pterok AP (needs 1 AP, DC N/A, any sux)
--[X] Obscuring Fate (Astrology #4): Dragon Kings Gothic Expedition Plans: 1 Pterok AP, 1 General AP +Blood (if applicable and available on Tokat) (needs 1-2 AP, DC N/A, any sux)
--[X] Astrological Question 5: What should we do to counter the most likely contingency of Abaddon's to be triggered at the battle for the said Blackstone Fortress? 1 Pterok AP, 1 General AP (needs 1 AP, DC ?, any sux)
--[X] Map the Other Stars (Ophelis) 1 Pterok AP (needs 1 AP, DC 40, 2/5 sux)
--[X] Elemental Support: 1 Pterok AP, 2 General AP (needs 1 AP, DC 25, any sux) 1 intended for Imidazole Plantation and 2 for Jach'Uchil Sulfur Exploitation
--[X] Supremacy of Elemental Advantage (Prying Veil of Discretion): 1 Pterok AP (needs 1 AP, DC 25, 1 sux)
--[X] Supremacy of Elemental Advantage (Naval Administrative Oversight): 1 Pterok AP (needs 1 AP, DC 25, 1 sux)
--[X] Supremacy of Elemental Advantage (Gemini Shipyards): 1 Pterok AP (needs 1 AP, DC 25, 1 sux)
--[X] (RUSH) Lumina Pacts: 1 Pterok AP, 4 General AP (need 1 AP, DC N/A, any sux per Pact)
--[X] (RUSH) Standard Stockpiles: 1 Atelier
--[X] (RUSH) Invocation Stockpiles: 2 Ateliers
--[X] (RUSH) Human Care Packages: 3 Atelier +Thaumaturgy sux
-[X] Raptok stuff
--[X] Pay the Debt: 2 Raptok AP +1 Ideal Workshop
--[X] Magical Population Growth: 3 General AP (needs 3 AP, DC 40, 3/24 sux)
--[X] Jach'Uchil Sulfur Exploitation: 4 Raptok AP, 4 General AP +Steam +2 Manta Skiff (needs 2 AP, DC 25, 12 sux)
---[X] if we get extra successes, please put them into Jach'Uchil Expedition
--[X] Prying Veil of Discretion (at Ophelis): 2 Raptok AP, 3 General AP (needs 3 AP, DC 35, 5 sux) + Elemental Supremacy
--[X] Imidazole Plantation (on Tocha): 3 Raptok AP (needs 1 AP, DC 15, 6 sux)
--[X] Analytical Engines: 2 Raptok AP, Golem sux, Crystalweavers (needs 2 AP, DC 35, 1/6 sux)
--[X] Void Kraken Collar of Clockwork Diligence: 4 Raptok AP, 1 General AP +1 Ideal Workshop (needs ? AP, DC ?, 5 sux) (not using omake bonus)

I would have put the Mosok dice into Moar Fishies, but we don't have enough to complete it this turn. Encourage Development is another thing we can't finish this turn with the AP I have. Likewise, upgrading the Shining Inquisition is valuable but will cost us 1 General AP upkeep. I think plan Mark V uses every bonus except the Dojo, Technomorphs, Jadeite, and Beryl. I'm not sure I'm using all the Factory Cathedrals, however.

Edit: +2 AP to Lumina Pacts, removed unneeded AP from Ruby Arrow Recruitment
Edit 3: changed astrological question to be legitimate, also changed Prying Veil of Discretion to Hidden Tabernacle since Wyld Marketplace is off the table, and added 3 AP to Encourage Development.
Edit 4: Trying to fix astrological Qs.
Edit 5: math fixed
Edit 6: Switched back to Prying Veil of Discretion, removed Encourage Development, shifted some AP and added Supremacy of Elemental Advantage for the Prying Veil
Edit 7: I can't use Slicktongues as a free AP on commerce, only an add-on, so I took an AP out of Naval Administrative Oversight which likely had more than needed. Frankly 15 AP is still likely more than necessary for 9 sux at DC 35 so I'm moving another AP to support astrology vs. Abaddon.
Edit 8: specified imidazole plantation should be on Tocha
Edit 9: replaced some imidazole plantation AP with Elemental Supremacy, removed 1 AP from Naval Administrative Oversight, added dojo for Train Celestial Martial Arts, adding another Where Will Abaddon Be? astrology Q
Edit 10: Changed that last astrology question to "What contingencies does Abaddon have to stop us and Imperials from stopping him from stealing that particular Blackstone Fortress?"

Edit 11: Removed Brass Legions, Logistic and Grace Stockpiles, and Lightning Ballista. Shifted around AP and Atelier manses and Factory Cathedrals, increased # of Human Care Packages. The Assets post was updated June 17 and lists 86 Grace stockpiles and 70 Logistics stockpiles so any we're lacking in Gothic Sector can probably be shipped from existing stock.
Switched Elemental Supremacy (Imidazole Plantation) to Elemental Support (Imidazole Plantation).
Jadeite can't help Obscuring Fate, removed from project.
Last Astrological Q reworded.
Added Analytical Engines, Void Kraken Collar of Clockwork Diligence (RUSH), and support for oldest projects most likely to decay soon {More Angels are needed (sub-sector scale), Map the Other Stars (Ophelis), Gemini Shipyards (Ophelis)}

Edit 12: Removed Repairs and Salvage on orkish ships, scrapping them for the shipyard. +2 AP to Wash the Spears, +1 AP to Taking the Shine to Known Threats. +2 AP to Elemental Support (intended for Jach'Uchil Sulfur Exploitation), +2 AP to Supremacy of Elemental Advantage (for Gemini Shipyards and Naval Administrative Oversight) -2 AP from Naval Administrative Oversight. Jach'Uchil Sulfur Exploitation +1 Manta Skiff and +Hotbloods and reduced to 8 AP. +1 AP to Void Kraken Collar of Clockwork Diligence. Added Magical Population Growth at 3 AP.

Note: Map the Other Stars, Dogs of the States, More Angels are Needed, and Gemini Shipyards are some of the oldest unfinished projects and most likely to decay in Turn 51 if neglected them this turn.
 
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Here we go, a selection of views from various Dragon Kings, including a brief look at Crentzir, as I didn't want to touch the character too much. I welcome feedback and suggestion.


Nice, I appreciate gathering enough snippets to make an Omake.

I will send a minor bonus to Lockharts survival roll and you get an omake reward. You may gain One success on anything (which can include a DIvination, or Ship design) or three assigned to one of (Continual Grace, Golden Throne Aide, Magical Population Growth, Teteocon Expansion, Going Fishing for Known Threats (imperial Inquisition), Patrol Armors, Unconquerable Self, or Human design methodology for Crafted Consciousness, aka Understanding Machine Spirits)
 
Nice, I appreciate gathering enough snippets to make an Omake.

I will send a minor bonus to Lockharts survival roll and you get an omake reward. You may gain One success on anything (which can include a DIvination, or Ship design) or three assigned to one of (Continual Grace, Golden Throne Aide, Magical Population Growth, Teteocon Expansion, Going Fishing for Known Threats (imperial Inquisition), Patrol Armors, Unconquerable Self, or Human design methodology for Crafted Consciousness, aka Understanding Machine Spirits)
I'll go with Teteocon Expansion, as I'd love to see the heavenly city fully start forming. I am highly tempted to write another omake on something but I'd probably want to write something a bit longer and more detailed.
 
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