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

As I told a few people a long time ago. Turn 51 your special paths will reach Level Five. You can assume you have 50 individuals at level 4 and 5 at level 5 in turn 51.

I updated the post in turn 50 to reflect the new abilities. I am heavily considering moving that off the main posts and leaving only much more simplified versions showing what they can be applied to in a turn rather than listing the skills

This introduces new actions they can do which makes several paths more useful (and terrifying) and also means the paths can now be taught to those that do not have an affinity.

The default is that things stay the same although it being possible means a few leakers will learn traits they shouldn't have this is technically against the rules.

You will have the ability to take actions to either spread the training out more to get more of these bonuses or to lock it down and absolutely prevent any non-affinity learning.

You haven't seen it yet but there are ways to secure these paths so they are safe. IE making it so how they fall or what they are weak to corruption wise is something you can control sort of like how some Psykers fall to Abraxus and become witches rather than exploding or swearing to chaos. One of the potential uses of the Hand of Darkness is along these lines.
 
Alternate Paths
So is this version of the Special Paths more comprehensible? I have included the improvements they will have going forward and tried to make it clearer how their AP can be spent, their effects when used in combat, and special projects that are potentially possible because they exist. If there is some approval of this and some editor work done I will threadmark this and delete the section from my normal turn posts.


Unless specifically mentioned AP derived from these special elements can only be used if the action already meets the minimum requirements to proceed.

Metalforger:

Realm: Metal AP can be used to in aid to create, repair, understand and reverse engineer technology and magical devices that depend on Autochthonian principles or metal. Does not help the normal crystal or vegetative tech of the Dragon Kings. DAoT, Admech, basic Necron and Tau Empire are examples. Eldar and advanced Necron tech are not.

Combat: If Metal users are committed to ground combat they can subvert technology used by Autochthonian enemies. There best use is assigned to naval units or heavy vehicles like warstriders or compatible war engines. Currently up to 50 ships may gain a Metalforger who provides an illusory -1, -2, crippled health level to their assigned vessel and the equivalent to ground war engines.

Special: You may currently recruit up to 5 "captains" who reduce the cost of maneuvers for vessels or ground engines IF recruited. Recruiting and training these is a special project.


Ghostwalker:

Realm: As their name implies they may travel the underworld as a Ghost, but one with access to special powers even ghosts lack, like path magic, and for the strongest Necromancy. Ghost AP may be used to aid any actions related to ghosts, any underworld adjacent actions like working with Lanka or Sheut, actions in actual Shadowland areas and are required to learn Necromantic spells. If an action comes up that involves finding or sorting of Psykers, Blanks and any other mortal with a "special soul" they may apply their AP directly and contribute to the minimum requirement to proceed. May convert the worshipfilled sacrifice of 10 million human or equivalent sapients into a general AP up to a max of 10 AP per turn.

Combat: Obviously heavily contribute to combat in Underworlds or Shadowlands. Outside they can produce a minor effect using Arcanoi and Necromancy but it will depend on the spells learned. If you have a group of Mortals that worship Dragon Kings and are willing to die for them and you are willing to let them do so, assigning the Ghostwalkers will get a lot more out of such a sacrifice.

Special: Ghostwalkers allow access to Shadowland circle Necromancy and thus you can research Necromancy now.


Slicktongues:

Realm: The may act as diplomats providing one full AP to diplomatic action, including contributing to minimum requirements. They may organize large groups with improved bureaucracy. One action per turn may have its Administrative efficiency improved one step. They may aid in actions that are meant to secure the loyalty of a non-Dragon King population.

Combat: They have little use in combat although they can potentially flip weak willed warriors against their masters.

Special: The most potent Slicktongues can use unnatural mental influence to flip the loyalty of individuals. Either turning them against their master or towards the Dragon Kings. You can perform projects now that involve such actions.


Ashlords

Realm: As long as you have enough Espionage contact to allow an Ashlord some contact with an enemy organizations you may commit Ashlords to locking down projects. You may currently lockdown five total projects in the Realm's enemies and doing so reducing the rate of progress for the enemy project by 50%

Combat: Ashlords are supernaturally terrifying, able to force morale checks even among fearless enemies like necrons and Tyranid and auto succeed at routing normal enemies like Imperial Guard. In personal combat they may deal wounds that do not heal as long as the Ashlord survives, corrode metal armor and weapons, and erode the intimacies that bind an individual to an organization terribly hindering many enemies that are strong willed enough to resist their Fear effect. Currently you may spread them out to a full host (ten legions) and have the full effects apply to that hosts enemies.

Special: As mentioned they can erode the loyalty an individual has to an organization in a way that takes time, which means it looks more natural and is less likely to be spotted as "Xeno Influence" Does not gain that loyalty to yourself but eroding the loyalty of a Daemon Primarch to the Ruinous powers may have possibilities.


Hotbloods:

Realm: Steam AP may aid the realm by aiding in resource expeditions in hostile environments. Steam AP may apply directly and count against project minimum requirements when it comes to expeditions to explore derelicts or dangerous ruins.

Combat: They have mobility advantages and the strongest have a powerful anti armor steam attack but overall their effect in combat is minimal so far.

Special: They have the ability to store things in a pocket dimension so they may be well placed for smuggling actions.


Crystalweavers:

Realm: Crystal AP may aid in actions involving research of many types, including all crystal tech and Perfected Calculation technologies. The most powerful gaining access to a Shaping defense allows this research to apply to Shaping technology as well.

Combat: They can see through illusions and defend themselves from Shaping attacks, thus a Host or Ten Legions may gain an edge against enemies that use these tactics if the Crystalweavers are on hand.

Special: So called Dark Magic (Use of the wyld as an energy to enact sorcerous effects without the framework of a spell purely through the users will) is dangerous due to several factors, but one of the Crystalweavers most contraversial steps neatly compensates for this, corruption of mind balanced by Clarity, Emotions by purity, hallucinations by illusion piercing and perfect memory, and mutations by their shaping defense. Thus in an odd turn of events, Crystalweavers are almost perfect for learning Dark Magic without negative repercussions.


Sparks:

Realm: Spark AP may be used in aid of actions that train others, research, or design artifacts.

Combat: A host (or ten legions) assigned Sparks gains perfect morale, resisting powerful terror effects and obvious horrors not at least the scale of the Ashlord counter ability. They are also immune to surprise and less vulnerable to infiltration type attacks like Lictors

Special: Supreme investigators, Sparks may attempt in depth investigations with a sparsity of clues that would preclude normal attempts.


Ecstatic:

Realm: Pyreflame AP may not be spent in any but a special action requiring it as they only fester with anger and hate.

Combat: A host supported by the Ecstatics gains strong bonuses against any enemy that stirs hate and anger in Dragon King hearts, they also have resistance to natural fire and produce a pyreflame which ignores other's resistance to natural fire.

Special: The most powerful can perform the Sermon of Elemental Ruination that forces all who fall to it to become consumed with a lust for destruction. All elements are corrupted, flame becomes pyreflame, water is diseased, earth crumbles, wind fills with ash, animals attack masters, and plants wither. This might seem like a tool of chaos... it isn't. This is a tool of Death and effects the forces of the Wyld and Chaos even more strongly than the natural elements.


Technomorphs:

Realm: Bone AP may be used to aid any project to design or recruit individuals with Cybernetic implants, including alchemical cyber dragons. They can be used for understanding and potentially stealing control of advanced technology and artifacts from others.

Combat: Other than being loaded down with implanted Artifacts they are not much more dangerous than most Dragon Kings.

Special: As eluded to a Technomorph can try to steal an Artifact, breaking attunement to its master, attuning and understanding it themselves in a very short amount of time. If the opportunity comes up.


Eucharist:

Realm: Blood AP may only be used when its possible to sample others blood or gift Dragon King blood to others. When and ONLY when these circumstances apply you may use Blood AP to aid diplomacy, cultural understanding, cultural integration, individual interrogations. If blood is not being shared assume Blood AP is useless.

Combat: On their own very little.

Special: Eucharists may share blood with others granting them a boon. They gain the bodies of exalted, healing, toughness, resistances. Their dreams are inflamed making them more willing to press on. And the Eucharist may inflict pain or pleasure to condition their subjects as well as using their inflamed dreams to impart their wills. When used on low essence mortals this has no commitment cost in motes allowing Eucharist to raise massive enhanced armies under their power.


Corpse Eater:

Realm: If the Corpse eaters are not eating people than no AP may be provided. Assume they must eat ten million people to provide an AP worth, up to 10 AP per turn. The same sacrificed worshipers of the Ghostwalkers may be fed to the Corpse Eaters to double dip. Their AP may aid projects with less eaten people if the project centers on something like understanding those people or their special abilities as they gain their memories, normal and even special abilities, enhancing projects to research those traits or understand an alien culture... as long as you can eat them.

Combat: Corpse eaters can gain the strength and abilities of eaten corpses as well as recharging essence and healing via this process making them nigh unstoppable as long as they can "clean up" the battlefield. One host enhanced by their presence gains tremendous staying power when fighting edible enemies.

Special: Sometimes when corpse eaters are involved in combat they eat someone who knew something special and unlock special options or intelligence boons.
 
I've been meaning to ask is there any difference between general, resource and skilled labour ap?
Yeah

Resource AP is stuff like raw materials; food, ore, stuff like that. Your limit in the ability to accept said resources is equal to your AP generated from pure population ie 1 per ten million population. No Dragon King is especially excited to do these jobs and you don't care where you get them necessarily. Trade with aliens, super manses and robots can churn this shit out and you don't care.

Skilled Trade or Serve AP (gods I need a smoother name): is like basic materials; refined Alloy in ingots, low grade exotic ingredients like Perfected Water, the simplest of tools like shox devices, and services like data recording or administrative oversite or maintaining the facilities at Manses. Your ability to accept such skilled labor is equal to your AP generated from pure population, ie 1 per ten million population. There are Dragon Kings who are content performing said services even if its technically a waste of their potential, thus adding on to this trait is best done in slow increases especially as you get near the allowed maximum or there may be unrest as some Dragon King Janitor guild starts doing protests for losing their jobs to a Dire Roomba. Your best sources are trading for low grade exotics and simple tools and refined materials with aliens but using advanced automata, or an allied race like humans used to be, to handle maintenance and basic clerk jobs. While usually best to keep it under half your max potential you can with care work your way up to the max.

General AP is all the advanced work only a Dragon King can do, BUT it is also the time needed to mine ore, feed the work force, refine the ore, maintain the refinery, use a workshop to forge the refined material, maintain the workshop, transportation services, communication of orders, tracking inventories supply and demands, and more just so when a mad dragon scientist asks for a hyperion probe you can hand him one.

Thus the Resource and Labor AP are not NEW capacity on your part, the gained AP represent saving the time from a Dragon King having to handle lesser tasks.

A massive trade network and a servant underclass (or an army of robots of various intelligence, or other things) could in theory provide all these basics letting dragon kings focus on what they do best, which is represented as having the greater amount of AP available.
 
@StarJaunter what's the outside view's take on the fact that the Dragon Kings have a whole bunch of gods ... that they mostly view as lazy conceited assholes that need to be bribed to Do. Their. Damned. Jobs!
 
what's the outside view's take on the fact that the Dragon Kings have a whole bunch of gods ... that they mostly view as lazy conceited assholes that need to be bribed to Do. Their. Damned. Jobs!
I don't think there are outsiders they would talk about that with?

And the views of the 40k on gods are quite diverse.

Chaos Followers: Right!
Imperium: Which is why we place our faith in the God Emperor of Mankind
Tau: For the Greater Good
Necron: You should enslave their energy matrices to Hyperdimensional Manifold anchors.
Eldar: Wait... you can talk to your gods!
Ork: Waaagh!

Yep, such a diverse group we have.
 
Been bouncing around my head for a while

[ ] A Lunar Incarna: Two Eldar goddesses stand out, not for being notable but for being powerful without being notable. Atharti, Goddess of Seduction, Beauty, Pleasure and Romantic Love and Hekarti, Goddess of Conjuration, Dark Magic, and Forbidden knowledge. The Eldar barely mention them and see them almost as divinities they are glad to be bereft of. Well we happen to have a powerful Goddess tied to Seduction and Forbidden Knowledge respectively who happens to have a history of absorbing "sister" goddesses to evolve and become more powerful. We will help Abraxus, Premises of the Dark Star walk the path of herself by walking the paths meant for Atharti and Hekarti to Incarnate, absorbing their stories into her own... and reclaiming her title as Luna, Incarna of the Moon. As Luna this shapeshifting goddess can shift between herself as Abraxus and Herself as Atharti and Hekarti, including being in more than one place at a time and answering any prayers from Eldar to their gods. The Eldar will never know... and the probably wouldn't care. And the most powerful god currently on our side of the divide becomes a full incarna with more power and a wider purview and a proper link between the Eldar Pantheon and our Pantheon. AP Needed: 4. DC: 45. Success Needed: 32. Reward: Atharti and Hekarti absorbed into Abraxus remaking her as Luna, the Incarna. This Goddess would be one of the most Supreme seductresses and masters of Forbidden lore in the galaxy (Slaanesh and Tzneetch "Wait what?") in addition to Predator, Pleasure, Beauty, Romantic Love, Conjuration, Dark Magic, Mysticism, unknown, forgotten or alien lore, dreams, and Witches. Celestial Sorcerers would be able to more easily able to develop spells that call on these purviews.
 
Well, I still prefer my Void artifact idea but that seems to be non-viable and this is freaking great too. Especially since the Hand can apparently be used to mitigate Dark Path risks somehow and I want to use the Eye to skip Hoec or Morai Heg's rituals. @StarJaunter, I know Lileath's prophecy can be for independently useful goals, so do Morai Heg or Hoec's quests and rituals serve any secondary purposes we might lose out on by sacrificing an artifact?
 
-Divinatory knowledge for organizing ritual
-Traveling to far flung destinations across the galaxy
-execute grand ritual (having temples lower DC, most holy lowers it the most)

This all sounds like a lot of fun for Pteroks

-A series of five vision quests which each grant a Crone world and a mission to execute on said crone world
-execute the missions

It will heavily depend on rolls but you might get a lesser version of exploration benefits while doing all this travel. That being said it would obviously be better to to have dedicated explorer missions.

These missions to crone worlds are not making them purified or anything if that is what you are asking.
 
This all sounds like a lot of fun for Pteroks



It will heavily depend on rolls but you might get a lesser version of exploration benefits while doing all this travel. That being said it would obviously be better to to have dedicated explorer missions.

These missions to crone worlds are not making them purified or anything if that is what you are asking.
So morale and whatever we manage to loot from the Crone Worlds either for personal use (Dominion psi-tech to study, Chaos Artifacts to repurpose, etc) or Eldar trade (fresh Spirit Stones).
Marginal enough gains that the cost benefit remains "skip a chunk of the effort to rezz a god" vs "have a repurposed artifact for our own use".
 
A massive trade network and a servant underclass (or an army of robots of various intelligence, or other things) could in theory provide all these basics letting dragon kings focus on what they do best, which is represented as having the greater amount of AP available.

What milestones should we keep in mind before we attempt to create a servitor race? I'm thinking Skinks.

...actually, what does the Ork Civilians project get us exactly? Because if that's another +X AP in service dice I'm willing to be openminded about Ork waifu.

there may be unrest as some Dragon King Janitor guild starts doing protests for losing their jobs to a Dire Roomba.

Note to self; Golem auto-successes applied to Dire Roomba roll-out.

Also sometimes you just need to take a lifelong vacation, do some mental health work.

Going to be a hot minute before we can get to that but it's definitely one to go for.

I think it's probably doable now...if barely.

Astrology to find the best time to lower the DC to 20 (effective 15 with Bribe Spirits...maybe)
Probably either an Anklok + Pterok action or just pure Anklok, so ~12 AP to start with
If you're willing to throw 38+ AP towards a project in a single turn you're probably good. We can do it as-is, but we won't be doing much else that turn.

I've put 4 general ap and the hotbloods towards ap generation in my current draft.

I'm thinking of a 2 or 3 turn project that should see us improving our AP by ~19 AP or more.
Turn 1: Contiuing Grace (+3 general, +4 breed), build Mantas(/Mazes/other), generate Colony stockpiles
Turn 2: Settle Ophelis B(&C) (+2 general, +4 breed per planet)
Turn 3: Finish project as necessary
Assuming the colonization of Tocha was a reasonable benchmark, it's a 16 successes project to put 20 million Dragon Kings on a world that can take half its successes from elemental support and has a very low DC, and having proper stockpiles ahead of time both lowers DC even further and gives 4 autosux per 10 million people.

This isn't stopping a Mosok project on the Tau'va exchange (either dropping ~12+ AP all at once or chipping away at it cost-effectively by using as much Ghost AP as possible), the Endless Mine project (24 successes for ~DC 25 before astrology reductions, half of which can be elementals), the Legion of Servants project (also fairly cheap, especially if you don't mind throwing Factory Cathedrals at the job), olchiliké rituals, Treel's Tunnels or fleet logistics infrastructure.

Unless you see something I don't, this seems like a good way to boost our budgets going forward for comparatively little investment.

[ ] Void Vessel Design (Sloop/Chariot/Pennant): This project allows your savants to crunch the numbers for ship design. Indicate the size you want and its purpose and I will provide the one or more options (you only get to choose one) that fulfill your requests. AP needed: 1 DC: N/A Reward: Ship Design Choice.

Adamant Motonic Sloop
[FTL]
[Shields]
[Sensors]
- can fit through a Gate of Auspicious Passage when deactivated a plus (potential roll-well effect)
- sensors can be swapped out for weapons systems (type to be determined) (potential roll-well effect)

Intended to be paired with a cargo ship such as a Minotaur to allow exploration beyond a local sector (or be part of a subsector patrol force)

Idea is to build a pair of these, send one to Ophelis and have it poke around the local neighborhood while its friend helps against the Orks.

Ashlords

Realm: As long as you have enough Espionage contact to allow an Ashlord some contact with an enemy organizations you may commit Ashlords to locking down projects. You may currently lockdown five total projects in the Realm's enemies and doing so reducing the rate of progress for the enemy project by 50%

Combat: Ashlords are supernaturally terrifying, able to force morale checks even among fearless enemies like necrons and Tyranid and auto succeed at routing normal enemies like Imperial Guard. In personal combat they may deal wounds that do not heal as long as the Ashlord survives, corrode metal armor and weapons, and erode the intimacies that bind an individual to an organization terribly hindering many enemies that are strong willed enough to resist their Fear effect. Currently you may spread them out to a full host (ten legions) and have the full effects apply to that hosts enemies.

Special: As mentioned they can erode the loyalty an individual has to an organization in a way that takes time, which means it looks more natural and is less likely to be spotted as "Xeno Influence" Does not gain that loyalty to yourself but eroding the loyalty of a Daemon Primarch to the Ruinous powers may have possibilities.

Are Orks organized enough to have projects (such as 'build ship' or 'prepare to invade X') slowed down? Similarly, could we splinter Ork forces so the Orks on Valki decide they're no longer part of the Backroad Boyz and instead declare that they are *checks* Waaaaagh-for-wun, and by default at war with the Backroad Boyz and N'Krump?

Ghostwalker:

Realm: As their name implies they may travel the underworld as a Ghost, but one with access to special powers even ghosts lack, like path magic, and for the strongest Necromancy. Ghost AP may be used to aid any actions related to ghosts, any underworld adjacent actions like working with Lanka or Sheut, actions in actual Shadowland areas and are required to learn Necromantic spells. If an action comes up that involves finding or sorting of Psykers, Blanks and any other mortal with a "special soul" they may apply their AP directly and contribute to the minimum requirement to proceed. May convert the worshipfilled sacrifice of 10 million human or equivalent sapients into a general AP up to a max of 10 AP per turn.

Combat: Obviously heavily contribute to combat in Underworlds or Shadowlands. Outside they can produce a minor effect using Arcanoi and Necromancy but it will depend on the spells learned. If you have a group of Mortals that worship Dragon Kings and are willing to die for them and you are willing to let them do so, assigning the Ghostwalkers will get a lot more out of such a sacrifice.

Special: Ghostwalkers allow access to Shadowland circle Necromancy and thus you can research Necromancy now.

Seems like we have something to research Byron the Divine(r) with!

This all sounds like a lot of fun for Pteroks

Would an action to plan for what a proper Dragon King exploration fleet should look like be Pterok or Mosok in nature?
 
What milestones should we keep in mind before we attempt to create a servitor race? I'm thinking Skinks.

... if you are willing to make a servitor race why wouldn't you just get some aliens to fill the roll?

...actually, what does the Ork Civilians project get us exactly?

Orks that are more motivated than their Waaagh level backs up and easier to get back under control if there stops being a need for fighting.

Are Orks organized enough to have projects (such as 'build ship' or 'prepare to invade X') slowed down?

Sorta. They are one of the most resistant. And its not because the project is not slowed down, its becuase it is slowed down by making the orks fight themselves which raises the Waaagh field and thus partially compensates... and potentially makes the orks stronger over all.

Basically do not use it on orks unless there is something specific in mind, like slowing a gargant yards from producing gargants comes to mind because its making the orks stronger as you do it.

Similarly, could we splinter Ork forces so the Orks on Valki decide they're no longer part of the Backroad Boyz and instead declare that they are *checks* Waaaaagh-for-wun, and by default at war with the Backroad Boyz and N'Krump?

They were at war, the war stopped because one side won and the other side is gone. Cannot force them to change loyalty to something that doesn't exist. Well maybe you can but its not valuable to do so.

Would an action to plan for what a proper Dragon King exploration fleet should look like be Pterok or Mosok in nature?
I am sure they would get into fight over it.

Intended to be paired with a cargo ship such as a Minotaur to allow exploration beyond a local sector (or be part of a subsector patrol force)

I feel the word exploration is being abused here.
 
What milestones should we keep in mind before we attempt to create a servitor race? I'm thinking Skinks.
I am thinking more bugs as servitors, they can be quite industrious. Thinking ants or beetles (ala Hollow Knight style bugs).

... if you are willing to make a servitor race why wouldn't you just get some aliens to fill the roll?
Because a newly created race does not have the baggage of an already existing alien race. You don't know all the intricacies of their beliefs, how they were shaped, what influences were imposed on them in their development. With a created race we have greater control and knowledge of such things, admittedly it also means more work but it can be worth it.
 
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... if you are willing to make a servitor race why wouldn't you just get some aliens to fill the roll?

If I'm being honest? Aesthetics and flexing. I could justify it with something like 'make sure the servitor race doesn't want to rebel and worships the Sun properly' but that's after the fact justification, not the reason.

The flex is 'you aren't a Big Deal in Warhammer or Exalted if you haven't made your own Servitor Race'.

Is this a priority? No. Is this a good idea? Probably not. Does that mean I'm going to come to my senses and stop asking periodically? Odds are low but not technically zero. /joke

They were at war, the war stopped because one side won and the other side is gone. Cannot force them to change loyalty to something that doesn't exist. Well maybe you can but its not valuable to do so.

I was thinking more 'turn 8 planet faction into 7 planet faction and 1 planet rebellion' rather than 'side A with 5 planets and side B with 4 becomes Side A with 4 planets and Side B with 5', if that makes sense? Basically with the growing Ork presence take some of the wind out of their sails by pulling the rug out from under them; if we conquered Khyral in the name of the Unconquered Sun (splitting Valki and Therak off from the rest of their budding empire) and convinced one of the 5 non Tokat subsector planets to declare that Big Mek Gobtoof doesn't think Warboss 'Eadsplitta has the stones to be Warboss ('so fite me!') that would cause Orks to fight more and raise their Waaagh but it'd also mean they're more disunited and buy us some more time to get our ducks in a row before we return to head cracking operations.

Does that make sense?

I am thinking more bugs as servitors, they can be quite industrious. Thinking ants or beetles (ala Hollow Knight style bugs).
Seems vaguely Treel-flavored too. Has potential, but I still like the Skinks for aethstetic rasons and the potential weirdness ('they come from spawning pools' instead of 'they hatch from eggs' etc)
I'm not opposed, I suppose, just variably in favor. Perhaps one is [Resources] working in mines or generating certain raw materials and the other is [Services], acting as artisans and house servants?

Something to think about I suppose.

I am sure they would get into fight over it.

So such a project could presumably include both Breed AP and please each?
 
Does that make sense?

Vaguely. I immediately went to 'Um but orks'

Making orks fight each other may buy time but definitely makes the orks stronger when you get back around to them.

If done soonish you could set up a three way war between Therak, Valki, and Khyral. If there is interest I will add it as an espionage item in turn 51. As mentioned the orks may be too busy to bother you but when it IS settled will be stronger.

So such a project could presumably include both Breed AP and please each?

Probably.
 
Seems vaguely Treel-flavored too. Has potential, but I still like the Skinks for aethstetic rasons and the potential weirdness ('they come from spawning pools' instead of 'they hatch from eggs' etc)
I'm not opposed, I suppose, just variably in favor. Perhaps one is [Resources] working in mines or generating certain raw materials and the other is [Services], acting as artisans and house servants?
Maybe instead of having the Skinks act as artisans have them work are bureaucratic aids and research assistants, handling some of the paper work and organization, as well as caring for our eggs before they get close to hatching. I was not kidding that the bugs are industrious, think additional skilled labor that we can also raise an army out of.
If there is interest I will add it as an espionage item in turn 51.
Well I am interested in such an espionage act.
 
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Hey gang, I'd like to revisit my stress testing proposal now that we're reaching a turning point in the New Paths. I've eased up somewhat on the whole "cull the dark pathers" aspect but I still think we should try to be informed before making policy decisions.
 
How's this look for a plan?

Gothic War Finale

Plan: Favored parties and party favors
Bring: All Probable on list
Celestial Martial Artists to go with Eldar
Additional Legions assigned to Eldar at their request (ie, 'if they want for three troop ships filled with Dragon Kings they need to say but it's pre-approved). All Brass Legions available to Eldar at their request.

Herald: Search for Void Kraken, train Void Kraken. Bully Abbadon when the time comes
Feast: Aid Forgeworld, search for Void Kraken, train Void Kraken. Join in bullying Abbadon when the time comes
Mantis: Seach for Void Kraken, supply spy rings. Do not partake in big battle. Support spy rings in shaking down Imperial worlds of interesting bits and bobs to pillage tactically acquire as part of the Imperial gratitude for our heroic efforts.

If Void Kraken is only effectively trained by one ship at a time, task the Feast with that, have the Herald coordinate with Imperial efforts to find Chaos supply depot or other logistics base.

Lumina attached to the Herald and the Feast. In the fight the Herald is to tank the initial damage, with the Feast attacking anything that looks like it could take a hit from the Herald's sutra batteries. Odds of losing the Feast are high, but not guaranteed. This is considered acceptable though not ideal.

Mention to the Eldar commander that our divinations tell us that Abbadon really seems to dislike the Herald, take that as he will.
 
No additional legions for your own purposes?

Additional Legions assigned to Eldar at their request
I will point out that this increases the chance Humans will See Dragon King working with/for Eldar. Considering you know the Eldar are perfectly willing to screw the humans over soonish, are you sure you want to be associated with them?

Odds of losing the Feast are high, but not guaranteed. This is considered acceptable though not ideal.

A bit surprised you are willing to risk the Feast but its an allowed action, needed if you want to actually want to board either stations or chaos vessels. The nice thing with only the Luminous Herald is your ability to peace out.
 
The idea with the Feast is to bring Amoth City-Smiter to the party. I'm honestly a bit on the fence as regards that, but this is less me going "this is the final plan" and more "here is my opening offer, talk to me about holes the thread at large sees in this".

I was also thinking about how we might disguise the Dragon Kings going in and...honestly I don't see a good option. With the CMA forces we could probably have done an emergency batch of Mask artifacts (assuming they'd let us disguise ourselves as something like an Eldar or Wraith construct) but that's a bit too late to do now and perhaps difficult to accomplish for a few thousand Dragon Kings.

We might feasibly second the Brass Legionnaires to the effort (though I recall the Eldar being less than enthusiastic about automatae) but then we're likely not using the Brass Legions anywhere the Imperials can see for a while. You know, until they calm down and decide it's not worth holding a grudge over.


....that may take a little time.
 
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