Turn 51
Merela followed the xeno, no, the Terror Ork? Something like that. She followed the winged … person into the Archive. They called it the Library of Sperimin.
"Why am I coming here," she asked tentatively.
Her guide stopped on a bridge over a stream that made some kind of music as it rushed passed, "Your long term home will be within the city of Luthe, but preparations have to be made. So you will stay here a bit as things are readied. This place is chosen because it is the best equipped to teach you our language and basic history, and of course because it is free of Stalkers."
"Stalkers?" the girl asked.
"Hmm? Dragon King children are not like human children. We are born strong and grow to full adult size, strength and ferocity within a few years… but our minds?" She tapped her head.
"It takes as long or longer for a Dragon King to achieve the self control and resolve to control their instincts than a human's childhood. Can you imagine the body strongest adult human you have seen, one of your warriors if you have seen one, but controlled by the mind of a two year old child?"
She thought back to her time in the orphanage including the children even younger than her throwing tantrums and tried to imagine a Guardsmen in their place…"Scary."
The guide nods and starts them walking past some stone columns carved with what seemed to be a story. "And Dragon King bodies are stronger than humans, and our instincts much closer to predatory animals so its even worse. Being a place of learning and an Archive of Sperimin, this place has no value to such savagery and is vulnerable to it, so all Stalkers are kept away making it safe for you. Part of the preparation of Luthe is organizing a large section of the city to be free of Stalkers so you are safe, at least until you are strong enough to defeat one."
Merela's eyes widened, "You think I can?"
The pair walked into a chamber lit with violet tinged light and covered in gold engravings. There were comfy looking beds that had helmets.
"Your spirit is bright, I know you will be able to one day. Here is both where you sleep and where you will received language training. The helmets use your Dreams to teach you. We have set them up to teach you the languages of the Realm and instruct you in basic history and understanding of Dragon King equipment. During the day we can explore the Library, find topics that interest you, and go over any questions you might have."
"Thanks Mrs Terror Ork!"
"Pterok child, pterok. My name is Resplendent Matron, but you may call me simply Matron. It has been over 150 years since I have helped raise a human child and you will likely be the last, but I would be happy if you join the dozens of heroes who have called me matron."
Merela let a small fragile smile bloom on her face.
[X] Plan Housekeeping
-[X] Anklok (12 AP)
--[X] Bribing spirits to do their job AP Needed: 1. DC: 15. Success Needed: 1. 1 Anklok AP
Reward: +5 to any dice roll where it would make the difference
--[X] Continual Grace AP Needed 4. DC: 30. Success Needed: 0/26. 4 Anklok AP
DC: 30 > 06, 49, 81, 36
Initial steps go quite poorly, likely owing to distractions in the first year as warriors and priests go over what was learned during the Gothic Expedition. After that work begins in earnest as the lengthy rituals required are prepared. Ondar Shambol is cleansed and maintained until it shines like new in preparation.
Reward: 3/26 Progress
--[X] Skyweavers Training Zone AP Needed: 2. DC: 45. Success Needed: 3/9. 3 Anklok AP
DC: 45-10=35 > 92, 83, 64
Teams direct elementals to construct the rest of the zone's structures, including massive underground complexes meant to allow training in tight circumstances while the rest of the team install training equipment, simulators and class rooms.
Reward: 6+4/9 Complete. Your first ten percent or 100 Warbird Squadrons are considered elite and gain +3 dice. (Most squadrons will now roll 11 dice) Expanding this further will cost AP upkeep.
--[X] Reconstitute the QRF AP Needed: 1. DC: 25 Success Needed: 6. 1 Anklok AP + Training Grounds
DC: 25 > 99 + Auto x 3 = 6
Succeeding beyond our wildest dreams, the recruits flood into the positions and the decision is made to expand the program, doubling it in size and increasing the scope of their responsibilities.
As such every world we colonize will be set up with roughly one thousand ten dragon craft with high readiness and response times to any incident on the planet… even if they will be lacking in heavy or specialized equipment. The rapid response combined with increased numbers also helps to suppress the effects of raiding, feral orks and the like, if not quite as well as a full Legion with Realm level backing.
Reward: Critical Complete; QRF forces are composed of 20 Combat dice and any perform minimal suppression on their planet even without backing (ie Tocha now losses 1d3-1 AP a turn if no suppression action is taken, this will happen even if the raid is a one off surprise and thus no official suppression action was possible.)
--[X] Perfected Slayers need Gear AP Needed: Atelier Manse or Factory Cathedral. DC: N/A. Success: N/A. 1 Atelier
Auto
Gear provided and time needed to acclimate. We now have two full elite units. Only 198 more until we reach the peak of our prior capabilities.
Reward: Perfected Slayers are now considered a full elite unit, just like the Ruby Arrows.
--[X] Void Guardian Training Wing AP Needed: 2. DC: 35. Success Needed: 3. 3 Anklok AP
DC: 35 > 74, 72, 67
The expansion onto the Naval academy to provide supplementary courses to allow interested legionnaires to get the cross training needed to be Void Guardians is complete. Now every ship whose crews come from a Naval academy will be assumed to be as stocked with Void Guardians trained to operate in shipboard void environments.
Reward: You gain Void Guardians for nine upkeep worth of ships, Naval Training Academies are 2 AP more expensive in exchange for adding another nine upkeep worth of ships each.
--[X] Suppression (Tocha) AP Needed 1. DC: varies, Orks is 10+Waaagh level. Success Needed 1 1 General AP
DC: 14 > 17
The legions left on Tocha are fully able to suppress Feral orks, aided by the rapid progress in de-sporing the planet currently underway.
Reward: Orks on Tocha are suppressed, preventing AP loss.
-[X] Mosok (15-2(upkeep stalking mantis)= 13 AP)
--[X] Merela(Mosok) Cost: 1 AP. 1 Mosok AP
82
Merela smiles, exploring a coral reef in the abyssal depths 2 kilometers under the surface. Her eyes, the dark Jade of Green Eye lenses, help her penetrate the darkness, although a shining crystal on her forehead takes care of most of her need for light they also let her sort color spectrum and zoom in ways normal vision could not. Her vivid red hair drifts around her head, the vines of a breath plant seen plaited into her hair and providing her oxygen at these depths. Her green body suit was custom made by an odd pterok who liked to explore the sea as well and made one for her to prevent crushing depths from hurting her and improve the speed she could cut through the waters. She kicks off a rock formation, fearless of the dangers of the sea.
It's her birthday and this is what she wanted to do, and her new family went out of the way to make it happen.
—
Living among the Mosok, she has learned to adapt to the mercurial people, the flow of river and tide can seem random at any given moment but with time and care you can learn the patterns and predicting the reactions of the most temperamental of the Dragon Kings becomes second nature to Merela.
Mosok host the most joyous celebrations and festivals of all Dragon Kings, taking great joy in their communal bonds and potent flowing emotions instead of simply following ritual. Many gifts both material and experiential are heaped on Merela and she has found family in the form of a "tribe" of Dragon Kings that go by the name Darkwater. Thus Merela now calls herself Merela Darkwater.
She learns to hide her possessions from theft, track them down if stolen, and steal them back, all in the form of slowly escalating children's games. She is taught to recognize the difference between belief, reality, and illusion and is learning to blur the lines to others.
She has become a talented martial artist, swimmer, and sailor. She is actually pretty good at fighting in the water when her size and strength are taken into account. She spends a large amount of time on boats, and spends at least 6 hours a day under water with her custom Breath vine. While they have mostly kept their distance, Water elementals seem drawn to her.
As she grows she will be introduced to politicians, mercantilism, criminality, and other institutions of Mosok culture. When she reaches adulthood she will likely be started on an ascetic path to awaken her essence and learn supernatural martial arts if she does not receive a blessing from a divinity beforehand. It's obvious she will learn Blacktide style almost as soon as possible.
Reward: Merela Darkwater raised at Luthe, being raised using the program developed for Dragonbloods and while you didn't expect much she has met and blown past every expectation that doesn't require essence usage.
--[X] Moar Fishies AP Needed: 3. DC: 45. Success Needed 8/15. 3 Mosok AP
DC: 45 > 45, 83, 46
The Cuttlefish monitors, concerned by various things seen during the gothic expedition that potentially servants of Chaos, or perhaps the Eldar might start spying on Dragon Kings have pushed hard to expand the program to at least the most basic level. If your protection system cannot deal with someone who can go invisible, shapeshift, walk through walls, and teleport than are you even trying?
Reward: 11/15 Progress
--[X] Raiding Trip [Khyral, Stalking Mantis + Nobz Gob + 5 squadrons of Assault Rocs] AP Needed: 1 (+logistics stockpiles suitable for chosen ship). DC: at least 35. Success Needed: 1. 1 Mosok AP + Logistic Stockpiles
---[X] sabotage and theft raid on the stronger side in order to extend the war
DC: 35/45 > 71
Stalking Mantis is used to launch raids on Valki to steal supplies intended for the war effort while the Nobs Gobz does a few false flag operations and squadrons of assault Rocs disappear some transports. Nothing that draws attention to our world but enough to slow progress to almost a halt during the time period you were working with.
Reward: Raids Successful, they did not realize you did it. Conflict has been drawn out, each side has gone up a Waaagh! Level. Currently 6. You gain +2 AP in Resources for Turn 52. Barring further interference the conflict will end late in Turn 53 and need most of Turn 54 to consolidate.
--[X] 9 Maze Class Void Skiff AP Needed 1. DC 25. AP needed: 36. 6 Mosok + 1 Ideal Workshop + 2 Atelier
DC: 25 > 09, 23+5, 76, 84, 78, 36, x 3 = 15 + 18 + 9 = 42
Mass production, diverting several factory complexes and a major effort from Luthe to finish up production, but we have managed, creating 9 full NSI capable void skiffs with one more half built.
Reward: Complete. Gain 9 Maze class Void Skiffs 6/8 progress on building a tenth unit.
I will default to 6 in Tokat Subsector and three built at Ophelis. If there is another intended distribution let me know in a turn plan before any are utilized for something.
--[X] Harmonic Resonance Class Templeship (Tokat) AP Needed: 4. DC: 28. Success Needed: 73. 4 General AP + 3 Atelier + 1 Ideal Workshop + Temple Forge + Final Hymn of Judgement
DC: 28 > 97, 45, 74, 79 x 2 = 10
Brass plates grind, cogs churn through oil slicks, and tubes of crystal channel lightning. A symphony that is a prayer to the Great Maker and a series of nightmarish tunnels difficult for even Dragon Kings to thrive in. Most things will fare even worse as tests with orks prove.
The vessel completed so easily we were able to divert some effort to recruiting additional Naval Phalanxes to help protect it.
Reward: 82/73 Complete. You gain a Harmonic Resonance, 8 Hearthstones taken for power, 2 vessel upkeep used. Vessel is equipped with (10 Combat Dice of) Void Guards and 5 Phalanx units (what the extra successes were spent on). Has Barracks for an additional 10 Legions, don't forget to assign them when deploying.
--[X] Standard Light Realm Flotilla (Tokat) AP Needed: 4. DC: 22. Success Needed: 448 1 Mosok AP + 4 General AP + 6 Atelier + Gemini Yard + Slicktongues + 1 Ideal Workshop
DC: 22 > 83, 50, 03, 63, 22 x 4 = 16+ Workshops(18)*7 + Elemental: 82, 90, 92, 91, 37, 19+5, 16, 28, 75, 90 x 2 = 18
Arrow Point hulls forged from Organometallic Crystal Alloys take shape. The first Sympathetic Resonance Array is a sight of much attention. Dozens of pools designed to pacify elementals into a shapeless form and use them to pick up resonance effects across a massive area. Every element is represented and many have elementals of different strengths which are observed together to fine tune the estimated strength of the resonance response.
Apart from that scrying mirrors used in normal ships but with far greater arrays and with at least three distinct systems instead of only one. And an entire science bay filled with bizarre instruments for monitoring phenomena like heat, gravity, electromagnetism and more.
Still much more work needs to be done to complete the Flotilla.
Reward: 158/439 (Oil committed to reduce total) You may still apply 3 Atelier Manse, 8 Factory cathedrals, 27 successes from Elemental dice, and all exotic stockpiles.
--[X] Encourage Development AP needed: 3, DC: 30. Success Needed: 6/12. 1 Mosok AP + 2 General AP + Dojo
DC: 30 > 06, 77, 82, Auto x 3 = 9
A series of small localized tournaments across the Realm work to encourage interest in the Martial Arts.
Reward: Complete, 4 percent of the Dragon King population knows up to at least a form charm. 0.04 percent of the population joins a TMA Battlegroup.
-[X] Pterok (12 AP)
--[X] Administrative Oversite Revisions AP Needed: 2. DC: 40. Success Needed: 8. 3 Pterok AP
DC: 40 > 86, 62, 86
The Pterok clergy have started the process of overviewing their administrative processes, all in preparation for creating alternate processes to kick in when projects are simply too large to be managed normally.
Reward: 3/8 Progress
--[X] Divination support: Skyweavers Training Zone 1 Pterok AP
18
Reward: -10 DC to Skyweaver Training Zone Projects
--[X] Divination [25 year plan]: Magical Population Growth 1 General AP
54
Reward: -20 DC to Magical Population Growth project if undertaken in turn 53.
--[X] Divination [25 year plan]: Navigator 1 General AP
18
Reward: -15 DC to Navigator project if undertaken in turn 55.
--[X] Best Place to Build an Emperor Shrine AP Needed: 1 Divination AP. DC: n/a. Success needed: 2 Divination AP. 2 Divination auto answer
Auto
Roll: 7 successes Prayer successful
Upon engaging in astrology with minimal success we turn to prayer and eventually call up the two headed eagle, the Aquila. He informs us of a world that would function as the perfect compromise between the Emperor of Mankind's needs and our own.
The world is reach in material resources which have not yet been exploited due to be a particularly savage death world with an aggressive ecosystem.
The world acts as a basically the middle of a zone that has been out of contact for over a millennia. HIM on Terra is making arrangements to retake the Zone for the imperium but it will take centuries. Claiming this world for the Dragon Kings will bring you resources, and almost anything you can do in the region will stabilize it, and of course building the Shrine here will let HIM support his eventual crusade to retake the region.
If you cannot get the shrine built before the Crusade is planned to kick off then you should ask again for a new target later.
Reward: You are given a far away target world (Joura) in the Pacificus Segmentum of the Imperium which should be completed by Turn 98. What little you have been told is that the planet is a horrid death world and if you tame it and build his Shrine he will ensure the crusade HE hopes will be launched, will pass you by. Its like 30,000 light years away though.
Note: The Macharian Crusade if you want to look up the region OOC, basically halfway between Macharius and Ultima Macharius on the maps.
--[X] Map the Other Stars AP needed 1. DC: 40. Success Needed 5. 1 Divination auto answer + 1 General AP
DC: 40 > 62, Auto
We begin reviewing the sub-sector we are vaguely aware of the presence of non-ork aliens in. Yep, there is at least one world with a major population in a system with lots of industry and what appears to be Wyld travel between it and several other systems in the sector.
Reward: 2/5 Progress
--[X] Map the Other Stars(Ophelis Area) AP needed 1. DC: 40. Success Needed 3/5. 2 Divination auto answer
It was a bit disturbing to realize how alone Ophelis is. Ophelis is effectively part of what the Imperium would call a Sector. That Sector contains 4 stars, not four sub-sectors. Four stars total. Worse it is an area of churning warp energies that mean bypassing it adds over a thousand light years to a journey. Ophelis is at one edge of this sector space further from both the Galactic core and Tokat. The next sector out from it has normal travel conditions and seems to be filled with a Vital well populated if somewhat frontier oriented Imperial population.
We would have no interest in the Nebula on the far side of the dead zone if not for faint emissions which we have translated as being of Tau origin. Talks with the fallen within the Tauva reveal that we are apparently looking at the farside of a Nebula which hosts the Tau's homeworld on the other side. If only there wasn't a nigh impassable abyss in between.
The nearest human subsector, some 30 lightyears away is host to five human populated worlds, two worlds which are allowed to teem with ork life for some reason, and two systems with worlds so marginal that neither ork nor human have set up so much as a mining colony. The five human worlds can be classified as two civilized worlds with roughly 2 billion humans each, one mining world/colony, one feudal world that seems to be recruited from occasionally based on the visitors and one world which we think would be called a knight world. At the very least it seems to use large numbers of non-combat exoframes to facilitate its economy in purposes of agriculture, mining, logistics, and industry.
Deeper into the sector we pick up typical traffic of many worlds, including hives, agricultural worlds, and forge worlds. One signal seems especially potent, bearing the identification signal Triphex Phall, a major Forge world that we have seen the maker's mark for even in the Gothic Sector.
Reward: Information gained.
--[X] Elemental Support AP needed 1. DC: 25. Success Needed 1. 5 General AP
DC: 25 > 24+5, 17, 51, 47, 40
Reward: +12 Elemental Dice.
--[X] Supremacy of Elemental Advantage [Orichalcum Refinery Expansion (Ophelis)] 1 AP needed. DC: 25. Success Needed 1. 1 General AP
DC: 25 > 92
Reward: +2 Successes to Orichalcum Refinery.
--[X] Supremacy of Elemental Advantage [Skyweavers Training Zone] 1 AP needed. DC: 25. Success Needed 1 2 General AP
DC: 25-10 = 15 > 58, 25
Reward: +4 success to Skyweavers Training Zone.
--[X] Supremacy of Elemental Advantage [Cleanse Tocha] 1 AP needed. DC: 25. Success Needed 1 3 Pterok AP.
DC: 25 > 78, 23+5, 35
Reward: +6 Successes to Cleans Tocha
--[X] What is Merela AP Needed: 1. DC: 20. Success Needed: 1. 1 General AP
DC: 20 > 96
The savants and occultists waved out the cheerful Merela and only after the door closed and the anti-scrying wards engaged did they begin discussion.
"So to be clear. Every Elder and every divinity of that power or greater at least noticed something off about her even if they had the self control not to react."
"And Truculee and chosen of Truculee also can tell regardless of power and react far more poorly. When you consider the oldest are only 150 they lacked the self control not to react."
"Sheut see something. Most had the self control not to react but the term "Dark Majesty" came up more often than I like. All ghosts in her presence reacted as if she was some dark and terrible goddess. Specifically Their goddess, regardless of what they worshiped normally before hand.
One slides up an image on the wall, an artistic impression of what can be seen with arcane senses when observing Merela's soul. "Not sure whether its the cause or simply another side effect of the source but as can be seen. Merela' soul is for lack of a better term upside down."
"You mean her Po bares its fangs to the world, ever snarling and growling, rather than buried deep inside her subconscious like it normally is for a living human?"
"Not just that, although that is likely part of it. But more than that." The occultist projects a hologlyphic representation of the veil between materium and immaterium. "As we are fairly sure of at this point, humans and even more so Eldar souls are connected to the veil that keeps the Wyld out of Creation. That extra closeness to the Wyld is why they are vulnerable to possession, and likely why they have psyker powers. Merela and presumably all "Pariahs" do not. In fact her connection moves in the meta-direction we associated with Void."
Another started speaking, "We took this information and made the attempt to teach her Paths, Draconic paths did nothing but she showed the possibility of learning all the alternate paths, although only the ones which do not require motes to activate could be learned at this time. When she awakens her essence we can try again with the others. But the important thing is that while teaching her, the Ghostwalker showed off both Arcanoi and Necromancy. Merela picked them up almost immediately."
The leader of the research growled to get attention, "The combination of symptoms makes it clear. Merela's soul, and thus likely all Blank souls, are connected to Death and Void instead of the Realm of Souls and the Wyld. Considering Psyker's penchant for being possessed by Raksha, it seems clear what the Imperium does with Blanks it identifies."
"Turns them into weapons against Raksha and to police their Psyker population."
Reward: Information. Merela knows the first step of the Dark Paths of Enlightenment. You think she can learn the first step of the Paths of Industrial Enlightenment when she gains awakened Essence. She has learned Shadowlands Circle Necromancy and can learn Arcanoi but cannot use most until she unlocks her essence. Ghostwalkers can identify Blanks. You can develop a project that is a training program for Human blanks, including Merela. You are almost certain all blanks can learn Arcanoi and Necromancy.
You are guessing but you assume the fact that Blank ghost/souls being sucked directly into the Void upon Death is why its assumed they have none.
--[X] Lightning Ballista AP Needed 1. DC 35. AP needed 3/5. 2 Pterok AP
DC: 35 > 98, 08
*Crackle*
*BOOM!*
"Test successful!"
"You call that a success?"
"Well we learned a lot!"
Reward: You may now build Light and Heavy variants of the Lightning Ballista.
--[X] Improved Warbirds AP Needed: 2. DC: 40. Success Needed: 5/6. 2 Pterok AP
DC: 40 > 37+5
The design was so close to complete that going over new data presented during the expedition was taking more time than finalizing the design.
What did we end up deciding on for the finalized design?
Reward: Complete
Pick 1 to 4 upgrades.
Upgrades:
-[ ][ ] Efficient Modeling: You have managed to simplify a few of the complicated magitech components aboard the Warbird and thus lower the cost to build them. Cost: 0. Reward: Lowers cost to build a batch of 10 squadrons by 3 Successes. This option may be selected twice but only if other options are picked which raise the cost.
-[ ] Essence Battlements: You have managed to miniaturize your essence Battlement generators to something that can fit aboard the Warbird, luckily you have designed them to be cheap already. Cost: 1 AP per 10 Squadrons. Reward: Upgraded Warbirds and Assault Rocs gain the "Shield" Trait. This trait halves the true losses among craft after all other factors but does not help complete the mission.
-[ ] Haze Field: Upgrading it to work in all conditions has so far not been completed but the basic technology can be adapted to our smallcraft, this makes them harder to target at range. Cost: 2 AP per 10 squadrons. Reward: Gain the 'Holofield' trait. Enemy is forced to reroll 7s and 8s potentially reducing their successes.
-[ ] Power Claws: By taking the red crystals from Crystal Sword-Clubs and imbedding them in the Beak and Talons of Warbirds and hooking them up to a dedicated Essence Capacitor our pilots at will can trigger a red energy field around said beak and talons. This makes our birds excessively deadly at the melee. Cost: 1 AP per 10 Squadrons. Reward: Your Warbird and Assault Rocs melee strikes gain double 7s.
-[ ][ ] Extended Duration: By increasing the pure straight line speed of our craft we can launch from further out and effectively extend their ranges. Cost: 1 AP per 10 Squadrons. Reward: Your smallcraft gain the Extended Duration trait. In combat your hangers may roll TWICE before the enemy vessel, potentially conducting a strike before the enemy can even target you in response. Narratively craft can travel further than before. This may be extended further by taking it twice, this adds three turns of rolls before combat (assuming you are approaching at a distance, not a surprise attack) and narratively craft may travel quite far. By carefully reworking systems for additional redundancy and providing a small cubby allowing the pilot to refresh themselves (mostly through alchemical solutions) we can extend the mission profile of the Warbird and launch them from further away as well as send them on further reaching patrol missions. Cost: 3 AP per 10 Squadrons. Reward: Your SmallCraft gain Extended Duration + trait.
-[ ]Resilient: You are using what you have learned to upgrade your warbirds, replacing delicate parts with stronger ones and including a higher percentage of magical materials. This results in tougher craft but an increase in cost. Cost: 3 AP per 10 Squadrons. Reward: Your smallcraft gain the Resilient trait. Enemies lose a level of doubling on their rolls, even losing the double ten if that's all they have.
-[ ] Agile: One of the better traits of the Warbird taken to extremes, allows our birds to become some of the most maneuverable in the void. Cost: 2 AP per Squadron of ten. Reward: Your SmallCraft gain the 'agile' trait. You gain double nines in void superiority missions. This makes them triple nines if things descend to melee.
-[ ] Improved Sensors: To be more honest this is less actually having improved the sensors much, this is because the information flow inundating our pilots is already overwhelming and one of the hardest things to train and the most limiting part of the selection process. So while this project does improve sensor resolutions it is more about including a very limited Perfected Calculation Array to help the pilot process the information into easier to understand formats. Cost: 2 AP per 10 squadrons: Warbirds gain 'advanced sensors' trait and the grant +3 to scouting and interception rolls instead of +2. Assault Rocs gain the 'Pin-Point Accuracy' trait which grants double nines to strike missions.
-[ ][ ] More Weapons: We have figured out how to incorporate a second weapon mount dedicated to a Fire Lance somewhere on our craft improving our ability to deal with the dogfight situations we might find ourselves in. Cost: 1 AP per ten squadrons. Reward: Warbirds gain the Dakka trait. You may re-roll 6s and attempt to get a success when either conducting or responding to a void superiority mission. This may be stacked with a third side arm weapon although managing the power in the ever limited space gets tricky. Cost: 3 AP per ten squadrons. Reward: Warbirds gain the Dakka+ trait. You may reroll 5s or 6s until they fail to appear in order to potentially get more successes.
-[ ] Roost FTL: We can arrange our Warbirds to cling to the side of an Assault Roc during a Synapse Jump. The issue is the exposed pilot. Including minor changes to the roc and warbirds makes the roosting situation more stable but the primary success of this project is briefly putting the exposed pilots into stasis during the jump so they are not driven mad by traveling through Non-Distance. Still this will allow a squadron of Assault Rocs to bring a squadron of Warbirds with them as escort, even when traveling using Synapse jumps. Cost: 0. Reward: Warbirds may cling to Assault Rocs as they FTL jump. One squadron per one squadron.
-[ ][ ] Challenging FTL: It drove our people to the other brink but we have managed to shrink the FTL system enough to allow warbirds to jump directly as well as Assault Rocs to jump without compromising carrier space. Cost: 5 AP per 10 Warbirds Squadrons, +1 AP per 10 Assualt Roc Squadrons Reward: All smallcraft gain Synapse Jump based FTL abilities. Assault Roc no longer convertible, may jump with full assault bays.
So baseline you get one choice representing a small iterative improvement. But the war in the Gothic Sector has given an option. You can get more than one change going at once. This more advanced change will have issues though, making the craft unreliable. Only regular use can get us over the familiarity gap and regularize these more advanced versions of the craft. At the highest levels this might take centuries. On the upside we are guaranteed upgrades which might not otherwise become available for centuries. Due to combined positive features you unlock the option to upgrade to the Mark three immediately after this, so the only reason to not pick a two slot choice or more is you don't plan on doing so before building new vehicles AND don't want it on its own accord either.
[ ] Default: You pick a single choice and do an upgrade action to have it spread to all available craft, any new ones built from then are the Mark II versions.
[ ] Hanger Queen: You may pick two choices. Your more complicated craft has a tendency to suffer maintenance failures and sudden issues on the hanger deck. Whenever you launch there is a 50% chance the launch will fail and the momentum will be wasted. Once you have upgraded your crews will start learning the ins and outs of the new system. In times of peace the pressure is low, ten turns will be needed after the upgrade before you can take a project to shake off this trait. Using the vehicles in combat and risking/suffering a failure will speed up the adoption.
[ ] Hanger Diva: You may pick three choices. Your craft is a lot more complicated and some of your deckhands are driven to madness keeping them running. Still when they do work your pilots are highly appreciative. Whenever you launch there is a 75% chance the launch will fail and the momentum will be wasted. Once you have upgraded your crews will start learning the ins and outs of the new system. In times of peace the pressure is low, ten turns will be needed after the upgrade before you can take a project to convert this trait to Hanger Queen. Using the vehicles in combat and risking/suffering a failure will speed up the adoption.
[ ] Hanger Deva: You may pick four choices. Truly a new cutting edge craft that is barely related to what came before. Which means the learning curve is vicious. Still your pilots love the craft when they are operational. Whenever you launch there is a 90% chance the launch will fail and the momentum will be wasted. Once you have upgraded your crews will start learning the ins and outs of the new system. In times of peace the pressure is low, ten turns will be needed after the upgrade before you can take a project to convert this trait to Hanger Diva. Using the vehicles in combat and risking/suffering a failure will speed up the adoption.
--[X] Void Vessel Design (Ryzla carrier Templeship): AP needed: 2. DC: N/A 2 General AP + Ryzla + Cerulean Arc
Quality 14 Relza Re-Roll: 91 + 5(Cerulean Arc) + 10 (1 templeship design bonus used)= 106
+28 Bonus.
Our design teams have produced several possible designs, a cheap as possible design which is not expected to be produced but does showcase the possibility. A combat carrier that can fight almost as well as any templeships while simultaneously acting as a carrier. An Assault carrier meant to support major planetary assaults carrying dozens of squadrons as well as acting as command and control for allied landing craft. And a "pure" carrier, dedicated to the art of honing pilots and their craft which facilitates the use of experimental craft and pushes pilots to the extremes of their art, but is made of moonsilver which is a very difficulty material to acquire right now. We have also worked with Relza and Cerulean Arc to develop several Relza Arks which can be used at her Templeship, regardless of which model is settled on.
Pick one Relza Temple Ship class.
[ ] Instinct Class
Base Cost: 70+4-3+4+10+9+4+10 = 108- 28 = 80
Speed: 3
Maneuver: 2
Equipment: 6 slots plus a Relza Temple
Upkeep: 2
Power: 4+2+1 = 7
Logistics: +6+1+2 = 9
Hull Level: -0/-0//-1/-1/-1/-1/-1/-1/-1/-1/-2/-3/-3/-4/-4/Crippled/Crippled
Equipped: Essence Battlements, Relza Temple, Way Chancel, Large Hanger, Cargo Bay, Ox-Body
Cheapest possible design, all of our efforts were bent on making this carrier as mass producible as possible. Large amounts of cheap mass producible organometallic crystal is used in construction, providing a fairly decent layer of armor for the carrier. Large hanger plus temple of Relza allows 10 squadrons and either two simultaneous Hanger operations or one hanger operation and one non-hanger action. Cargo Bay stores abundant supplies to keep the hangers in operation (120 Logistics stockpiles)
Cost with Templeforge and Relza: 36. 36 may come from Atelier manses at 18 each. 8 may come from exotic stockpiles. AP Needed: 2. DC: 20. Success Needed: 35. Reward: Gain 1 Instinct, lose 7 power. lose 2 vessel upkeep.
[ ] Stellar Glory Class
Base Cost: 70+4+12+10+4+9+25+10+55 = 200- 28 = 172
Speed: 3
Maneuver: 2+2 (+2 to direct fire)
Equipment: 6 slots plus a Relza Temple
Upkeep: 2
Power: 4+2+1+2+10 = 19
Logistics: +6+1+2+1 = 10
Hull Level: -0/-0//-1/-1/-1/-1/-2/-2/-2/-3/-3/-4/-4/Crippled/Crippled
Equipped: Essence Battlements, Relza Temple, Way Chancel, Large Hanger, Sutra Batteries
Notes: Carrier Drive system, Adamant Hull
A Stellar Glory carrier is meant to get into the thick of fighting even while maintaining carrier operations. Systems integrated with the clergy of the Relza temple for organizations and a novel drive system that stabilizes the ship for the purpose of hanger operations allows the Stellar Glory to act as a carrier while still fighting in combat directly using its Sutra Batteries. 10 Squadrons still and may operate with 3 hanger operations or two hanger operations and one normal ship operation which may explicitly be getting into a gun duel.
Cost with Templeforge and Relza: 123. 54 may come from Atelier manses at 18 each. 36 may come from factory cathedrals at 18 AP each. 8 AP for each exotic stockpile and you may use three on the ship.. AP Needed: 4. DC: 27. Success Needed: 123. Reward: Gain 1 Stellar Glory, lose 19 power. lose 2 vessel upkeep.
[ ] Celestial Aerodrome Class
Base Cost: 70+4+4+9+10+55+20+8 =180-28 = 152
Speed: 3
Maneuver: 2+2 (+2 interceptors)
Equipment: 6 slots plus a Relza Temple
Upkeep: 1
Power: 6+2+1+10+1+1 =21/23
Logistics: +6+1+2+1 =10
Hull Level: -0/-0//-1/-1/-1/-1/-2/-2/-2/-3/-3/-4/-4/Crippled/Crippled
Equipped: Essence Battlements, Relza Temple, Way Chancel, Very Large Hanger, Defense Grid, Cargo bay.
Notes: Jade Hull, Airship like Descent Pattern, Bombardment(with strike craft), Aerial Command and control: If in orbit, all allied ships in orbit reduce cost to conduct landings or airstrikes on planet by two momentum and gain the double 8s rule, including this one. Includes enough landers to land 20 Legions in one go without impacting normal squadrons, there are NO barracks, these troops are staying in their drop ships from the moment they board until they land on the planet so its VERY temporary. May accept boarding ships as large as 500 meters
The Celestial Aerodrome is a massive Jurai style carrier temple with cavernous internal spaces and launch systems and an incredibly intricate support system for very involved multiplexing hanger operations. Whats more, when it gets close enough to a world to orbit it the ship's temple can be begin monitoring air and orbital traffic patterns and any allied ship who accepts their direction is able to slip smallcraft onto the planet much more easily. The vessel holds 30 Squadrons of skyships, can accept skyships as big as 500 meters if any exist, and is considered having hundreds of small skiffs and open space to except hundreds more from even aliens without any trials. In an emergency the hangers, cargobay, jurai design, and jade hull all work together to provide emergency life support sufficient to evacuate a million Dragon kings or five million humans from a doomed location, although these must be offloaded as soon as possible. The Celestial Aerodrome may not conduct any hanger operations while also maneuvering the ship but in exchange they may conduct FIVE hanger operations simultaneously.
Cost with Templeforge and Relza: 103. 36 may come from Atelier manses at 18 each. 36 may come from factory cathedrals at 18 AP each. 8 AP for each exotic stockpile and you may use two on the ship.. AP Needed: 4. DC: 25. Success Needed: 103. Reward: Gain 1 Celestial Aerodrome, lose 23 power. lose 1 vessel upkeep.
[ ] Games of Divinity Class
Base Cost: 85+4+4+12+5+9+10+10+110+20+8+8=285-28 = 257
Speed: 3+2=5
Maneuver: 2+2(Moonsilver)+2(Elite Crew)(+2 to hanger operations and dis-engage/ambush rolls)
Equipment: 6 slots plus a Relza Temple
Upkeep: 2+1(Extreme elite crew and pilots)
Power: 4+2+1+10+1+1+1 =20
Logistics: +6+1+2+1+1 =11
Hull Level: -0/-0//-1/-1/-1/-1/-1/-1/-2/-3/-3/-4/-4/Crippled/Crippled
Equipped: Essence Battlements, Relza Temple, Way Chancel, Large Hanger, Enhanced Drive, Sympathetic Resonance Array.
Notes:Adamant Hull, Super Elite Pilots (15 dice), Hanger Queen type failure chances are halved (so there is a 75% chance a hanger queen will fly, a 55% chance a Hanger Deva will fly).
The Games of Divinity makes no compromises, using a Moonsilver hull because it is the best, regardless of the lack of current availability. The effect of the Temple of Relza is stretched, more than most templeships the Games of Divinity does not have a temple, it IS a temple. The divine murmurings inspire both pilots and sorcerous technicians who service their mounts allowing them to move beyond normal limits. Taking advantage of the Skyweaver's schools best graduates the pilots on the Games of Divinity are subjected to even further conditioning and holy rites. The enlightened engineers who service their warbirds can also customize them to fit the individual needs of the pilot. This also makes the ship well served by finicky cutting edge designs that might have trouble leaving the skyslip on any lesser hanger. The ship's moonsilver construction means it assumes there are five less enemies for the purpose of being outnumbered penalties. It may perform one hanger operation while maneuvering and three hanger operations if not maneuvering.
Note: Some of the expense is the assumption of lack of Moonsilver. If a good source of moonsilver opens up, the cost goes down by 55.
Cost with Templeforge and Relza: 257. 90 may come from Atelier manses at 18 each. 90 may come from factory cathedrals at 18 AP each. 8 AP for each exotic stockpile and you may use three on the ship. AP Needed: 4. DC: 30. Success Needed: 257. Reward: Gain 1 Games of Divinity, lose 20 power. lose 3 vessel upkeep.
Relza also releases the designs of some Arks that her temple ship Carriers can potentially use. None are made yet but you can make them and than infuse them now.
-Visions of Attack and Defense Ark: A common Pterok ability but between the challenges in adapting to warbird mounted void combat and the relative drain on the Dragon King compared to the length of space battles it's use is more a quirk. With the support of Relza, the stored energies of an Ark, and a Temple ritual expanding those effects, all the pilots from a given templeship may benefit from enhanced piloting instincts for the duration of a battle, resulting in an internal +3 bonus.
-God Whisper Array Ark: Using sorcerous spells as a baseline and making a small relic for each pilot which are stored in the ark and distributed as part of the ritual, the templeship may link every squadron from a ship together into a network and connect those squadron nets to a controller back at the temple who can coordinate among themselves and inform their squadron of what the rest of the ship knows and what is going on. Results in a +4 Teamwork bonus as well as narrative possibilities of sorcerous telepathy driven communication system.
-Perception of Subtle Flaws: Another Pterok ability, this one hones the instincts of pilots onto the flaws and weaknesses that may be present on a target. When hanger operations from the temple are used to perform a strike on a vessel, void station, or ground structure, the damage dealt is doubled as the attacks hit weak spots with great alacrity.
-Inhuman Clarity of Perception: An elder technique spread to the pilots of a temple for the moments of a battle in which it matters most. All pilots can see through illusions, disguises, cloaks, shapeshifting, fate bending, and even compulsion effects preventing you from wanting to look. This invalidates some systems or techniques that enemy ships may use as well as having some narrative effects. If something is strong enough to earn a roll off it rolls against Relza, not the pilot.
--[X] Spirit Gathering Thousand Forge AP Needed: 3. DC: 45.Success Needed: 16. 5 Research Auto Successes
Going over datum gained from Admech mass production forges we have simplified the needed research in our own mass production Forge concept.
Reward: 0/11 Progress?
--[X] Hand of Darkness Analysis AP needed: 1. DC: 50. Success Needed: 3. 1 General AP + Sparks
DC: 50 > 08, 61
Studying the Hand of Darkness is quite a trial when we can only enter and view it through a distorted lens of temporal disturbance and must undergo major cleansing operations.
Still the Spark users seem to have a knack for this kind of research.
Reward: 1/3 Progress
--[X] What is the Ghostwind? AP Needed: 2. DC: 43. Success Needed: 3. 2 General AP
DC: 43 > 15, 27
The clues provided by the Emperor are too little at this juncture. We are still trying to grasp the size of the problem but less reach our goals of clarity.
Reward: No Progress
--[X] Cleanse Tocha AP needed: 2. DC: 30 (20). Success Needed 4/50. 1 Pterok AP + Thaumaturgy + Minotaur Transport
DC: 30-10 = 20 > 92, Autox3, +6 Elemental success x 2(Imadozole) = 20
Mostly done with Fungicide plantations and elementals but still major strides are made.
Reward: 26/50 Progress
--[X] Standard Stockpile AP Needed 2. DC: 35. Success Needed 0/8. 2 Atelier
Reward: +20 Standard Stockpiles
--[X] Logistics Stockpile AP Needed 1 or Atelier. DC 20. AP needed: 2/10 or Atelier. 1 Atelier
Reward: +10 Logistics Stockpiles
-[X] Raptok (17 AP)
--[X] Study [Alternate Paths Stress Test] Policy Implementation AP Needed: 1. DC: N/A. 1 Raptok AP
58
It is expected that now that our alternate paths of enlightenment have reached users of step 5 status and can teach others we may soon enough find ourselves in a situation where the exploding number of users will inhibit our ability to track and enforce careful learning.
Current Policy: All alternate path users are carefully tracked, inspected for heretical behavior more carefully than the average Dragon King and are forced on pain of death and potentially soul destruction to avoid developing their alternate path abilities faster than natural Paths of Draconic Enlightenment. If Alternate paths are allowed to be taught we will eventually in roughly 100 years lose enough track that there will be alternate path users we are not tracking.
In lieu of this we have proposed a truly heretical experiment. Purposeful development of alternate path development in a clawful of very young volunteers, knowingly damning them and ourselves to secure better knowledge of the consequences and shape of the damnation that may befall eventual unsuspecting Dragon Kings born centuries from now.
Descending Paths Study of the Fallen: Take roughly 1000 young Dragon Kings for each of the 11 alternate paths of Enlightenment, develop a Training program that lets said alternate path exceed their natural Draconic paths and study the results. All will be slain, some to have their souls carefully dissected and others subjected to various degrees of purification and monitored carefully in their next lives to see the effectiveness in rebirth and other purification techniques for a Draconic Soul. AP Needed: 11. DC: 25. Success Required: 11. Reward: You learn some of the obvious stuff in character that you suspect in character and know out of character. Mostly Identification of Industrial Paths versus Dark Paths. Opens up modification of Alternate path policies, or further more specific studies. -22,000 population.
Reward: Some idea on how to test this.
Note: There have been long discussions in thread about why this might be needed. Effectively your alternate paths are a vehicle by which Chaos can open a road to Dragon King Corruption. You don't really know this in character. This project won't even tell you this. Its just a first step that unlocks an even more hideous study that would reveal this information in a controlled manner, instead of you know, Chaos cults springing up out of nowhere because Tzneetch looked at you funny.
Specific choices made in Thread have resulted in this destructive testing being the only way because Dragon King souls are so muddled with various energy signatures at this point.
--[X] Golden Throne Aide AP Needed 2. DC 35. AP needed 3/9. 5 Raptok AP + Ghostwalkers
DC: 35 > 88, 23, 02+5, 88, 17, 97
You offer the leaders and priests artifacts, training in Arcanoi (ghost powers), and occasional behind the scenes arranged "miracles" and such to convince them to do so and give them the strength to push "their vision" to their followers.
This new vision being to encourage the adoption of "heroic" motivations post death and work to fulfill them, rather than mindlessly go about your afterlife existence.
These "new visions" allow more sin-eater bees to collect their karmic honey and of course for souls to "move on" and thus make room for more souls.
We still don't have enough penetration given the massive population on the Golden Throne.
Reward: 7/9 Progress
--[X] Call Ulthwe (call Miyuan) AP needed Maximum 1. DC: 35 Success Needed 1. 1 Raptok AP
DC: 35 > 20
Miyuan does not answer. Huh?
No Progress
--[X] Call Ulthwe (call Onroth) AP needed Maximum 1. DC: 35 Success Needed 1. Slicktongues
DC: 35 > 66
The call to Onroth ends up mostly being a debrief of the Gothic expedition where both sides get your stories straight.
That is, You don't know each other as far as humans are concerned. Eldar were assholes who abused your sacrifice to steal human property. And Dragon Kings should avoid using Staran troops near Imperials for several thousand years.
A call several years after contains an interesting request. Onroth says they are having troubles repairing the hole we punched in the Talisman of Vaul and the ship's Psychomatic Conductor is asking for some ore they have never heard of. Once you here the description you are able to consult and find out it is Labyrinthian ore, the base material for soul steel. Which a Fortress made of soul steel is asking for in large quantities.
You can provide it from mines in Lanka's Underworld but providing the massive amounts would be a major strain. You are only tempted to do so because you want to watch and see what the Talisman does to forge this weird Soulsteel that lacks distinct souls.
Reward: +1 Relations, Request
--[X] Alchemical Design Solutions (Engineer) AP Needed: 2. DC: 40. Success Needed: 9. 4 Raptok AP + 5 General AP + Technomorphs
DC: 40 > 71, 70, 61, 11, 26, 06 reroll: 53, 60, 84, 83, 95
You have run through several models of alchemical charms, each lovingly designed as the complex interplay of artifice, prosthetic and arcane wonder of the Great Maker that they are.
Your first set of completed designs is intended to allow an implanted Dragon King to gain engineering skills that push them near to the wonders achievable by the Celestial Exalted before the Revolutionary War kicked off.
Reward: You may produce Engineer model Cyber-Dragons in a Vat complex. Engineers are suited to produce the highest grades of Artificery and running factory complexes dedicated to the same.
--[X] War Engines of Tokati AP Needed 1. DC: ?? 1 General AP
DC: N/A > 37
Choose one from the below:
[ ] Cloaking Science: Studies of what might be needed in a stealth system and historical encounter with invisible loyalists races, Deva, and creations in the War has led to a furtherance of our studies of making the material, unseen.This provides nothing other than unlocking other projects, such as ship cloaks, warstrider cloaks, cloaked warbirds, and even cloaked special forces. Pterok Breed dice replaced with Mosok. AP Needed 3. DC: 50. Success Needed: 14. Reward: Understanding of cloaking technology, can attempt to create various devices in future projects.
[ ] Coruscating Plasma Beam Array: Derived from studies of solar phenomena and the Daystar, we can try to equip a vessel with Orichalcum circuitry needed to deliver precise targeting where needed with minimal wasted space. May use Anklok AP as well as Pterok AP Needed 2. DC: 40. Success Needed: 9. Reward: Improved point defense without using a slot, still adds cost to build and increased power demand.
[ ] ScourSwarms: Tiny golden grasshopper automatons arrive as a rapacious cloud, consuming all living and once-living material they find. The swarms only clean the exact paths they are programmed to follow, never exploring cracks, gaps under machines and so on. Pterok Breed dice replaced with Raptok. AP Needed 2. DC: 40. Success Needed: 9. Reward: May deploy Scoutswarms to devour organic remains on a battlefield. Automata success may apply but does not triple progress on research.
--[X] Fine Understanding of the Rhino AP Needed: 1. DC: 20. Success Needed: 1. 1 Raptok AP
DC: 20 > 60
Its curious isn't it. From what we understand the Rhino is an emergency flash forged civilian construct for non-military function. And while the humans in the Gothic sector used Rhinos they tended to treat them as if they were on the higher end scale of military hardware instead. Of course this was by the Soritas, a religious organization. Perhaps actually military organizations will treat the Rhino as expected.
Sadly most of the combat where we fought alongside the imperial guard involved being on a hive where there were few combat vehicles and those that existed were heavily specialized for the environment.
With that in mind we studied the Rhino sufficiently that we can mass produce it within our Atelier manse as well as designing some of the Variants we witnessed within the Armories of the Soriritas.
Reward: You may now produce Rhino APCs in an Atelier Manse and design variants if you wish. A single use of the Atelier Manse produces 5,000 Rhinos and a century of spare parts. Enough to fully mechanize 50,000 human soldiers.
--[X] Emergency Shielding AP needed 3. DC: 35. Success Needed 5. 6 General AP
DC: 35 > 67, 25, 05, 38, 38, 17
A prototype that holds back the vacuum of the void after a carefully design bit of hullplate breaks away. Of course right now it only works if the break happens in exactly the right place. Making everything more flexible and… looks back on some incidents… faster triggering will be critical going forward.
Reward: 3/5 Progress
--[X] Orichalcum Refinery Expansion (Ophelis) AP Needed: 1. DC: 25. Success Needed 5. 3 General AP
DC: 25 > 73, 21+5, 80 + 2 Elemental
With the aid of elementals and the light of the Unconquered Sun lifting their hearts we have undertaken a massive expansion in our production of Orichalcum on Ophelis.
Massive new gold mines feed stock to the volcanos on the planet where occult mirrors focus the light of the sun onto molten gold.
Reward: Complete +4 Orichalcum available.
--[X] Ophelis Basic Spread AP Needed: 3 DC 15. AP needed: 3/11. 3 Raptok AP + 1 General AP
DC: 15 > 51, 24, 42, 07
The wide array of geomantic architecture slowly rising around the planet of Ophelis is a testament of Dragon King skill as while the work proceeds slowly and steadily the mass scale belies the speed of completion.
Reward: 6/11 Progress
--[X] Wyld Aspect Manse: Wyld shaping/research manse AP needed: 2. DC: 20. Success Needed: 3. 2 General AP
DC: 20 > 17+5, 82, + Elemental: 45
With aid of both divinity and elemental work troops the core of the Wyld Manse stands ready to support geomantic facilities going forward.
Reward: Complete, unlock projects to build shaping facilities and hunt down and trap an unshaped.
--[X] Tokat Basic Spread x 2 AP Needed: 1 DC 15. AP needed: 3. 3 General AP
DC: 15 > 58, 04+5, 01 reroll: 65, elemental: 52
A massive building session on Tokat almost ends in disaster when a mistep triggers an earthquake. Only divine aid and the fast response of medical teams manage to save enough to keep the project going.
Reward: Complete, +50 Basic Manses on Tokat.
--[X] Tree Spires [Tokat] AP Needed 1. DC 20. Success Needed 24. 2 General AP
DC: 20 > 02, 81
A long process has started as massive vegetative spires start growing for the sky.
Reward: 1/24 Progress
--[X] Colonization Package AP Needed 1. DC 20. Success Needed 5. 2 Atelier
DC: Auto
Reward: +4 Colonization Packages, you may support up to 40 million in colonization.
--[X] Analytical Engines AP Needed: 2. DC: 35. Success Needed: 4/6. 1 Raptok AP + Golem autosuccess + Crystalweavers + Metalforgers
DC: 35 > 01, 24, 38, Auto
Metalworkers and crystalweavers work together with Automaton forges to bring us close and close to the point of building Analytical engines.
Reward: 6/7 Progress
--[X] Essence Spiders AP Needed: 2. DC: 30. Success Needed: 5. 1 Raptok AP + Stable autosuccess
DC: 30 > 41, Auto x 3
The Bio-thaumaturgy labs in the depths of New Rathess finish their arcane genesis, fleshforging Essence spiders into existence and setting up a Ranch fostering their breeding and a system for trading food and shelter for Steelsilk.
Reward: Complete, You have an Essence Spider Ranch and may make more with Plantations. You produce a unit of Steelsilk as a trade good.
-[X] Resource Action
--[X] Jach'Uchil Expedition AP Needed 1. DC: 45/95. Success Needed 1. 2 General AP + Hotbloods + 2 Manta Class Transports + 1 Kireeki Assault Skyremes
DC: 45/95-20= 25/75 >91, 34+5, 66
Skimming low over the ground the wildcat mining crew spends years searching for a new find, striking it rich with a vein of impressive Lapis Lazuli specimens.
Reward: +9 Resource AP, +1 Exotic Stockpile.
Crone World 1: Eldar Asshole Index (69)
Final losses (Lowest roll: 1, Highest Roll: 99)
59,125/100,000
8 full legions destroyed
Veterancy Check: DC: 8; 10d10 = one success
Gain one Veteran Legion: Tearbringers (Works especially well when opposing Nurgle)
Final Crone World Reaction: 81, 24, 15, 53, 83, 94
The Tear gathering goes far better than normal with our protection and the Eldar gatherers pass on their compliments to us and the organizers.
+1 relations with Ulthwe
Maiden World 1: Local Situation(84), Eldar Asshole Index (39)
Final Losses (Lowest Roll: 01; Highest Roll: 95)
67,456/100,000
6.5 Legions destroyed
Veterancy Check: DC: 8; 10d10 = one success
Gain one potential Elite legion: Dark Reapers (Works especially well against Drukhari)
Final Maiden World Reaction: 76, 23, 85, 32, 96, 66
After taking stunning losses to a Drukhari raid we surprised the Exodite Kingdom by holding the line anyway, counter raiding the Drukhari and effectively ending the threat for the time being. The rest of the time was spent feting us. The King of Oelil sung our praises and a prince of that people has sworn Dragon Kings will be welcome among them.
Open contact with Exodite Maiden World: Oelil (deep into the eastern fringe if you don't want to look it up).
Crone World 2: Local Situation(12), Eldar Asshole Index (100)
Final Losses (Lowest Roll: 02; Highest Roll: 100)
51,858/100,000
9.5 Legions destroyed
Veterancy Check: DC: 8; 10d10 = triple success
Gain one Veteran Host: Chosen of Torothal (Ignore Hazardous environments and difficult terrain penalties that are in any way tolerable, skilled at weaponizing those situations against their enemies, has a divine sponsor, Torothal, Goddess of Rainforests (or really the Goddess of difficult terrain and hazardous environments))
Final Crone World Reaction: 81,58,51, 71, 99, 81
Roughly two years ago your commander, while deep in discussions with the priesthood guarding Torothal's last shrine, had a vision. Following that vision she led the warriors and priests deep into rainforests, swamps, caverns, across deserts and more to defeat corruption and solve a series of puzzles which unlocked beacons of Torothal. When all were lit the Goddess was incarnated anew, renewed the holy blessings upon her shrine and accepted the remaining Dragon King warriors as her Chosen Knights.
Gain a new Essence 7 Goddess, Torothal, goddess of Rain, Rivers, and Rainforests (and conceptual difficult terrain and challenging environments, any place and Eldar or Dragon King can survive and travel through with no equipment but dealing with massive penalties… which is by Eldar and Dragon King standards, not human)
Maiden World 2: Local Situation(88), Eldar Asshole Index (60)
Final Losses (Lowest Roll: 04; Highest Roll: 99)
70,257/100,000
6 Legions destroyed
Veterancy Check: DC: 8; 10d10 = one success
Gain one veteran unit: Rough Riders (Unit is all mounted and acts as most Rough Rider units would).
Final Maiden World Reaction: 57, 77, 49, 62, 98, 76
The situation here comes and goes, here on Naiatoc. Our losses were among the lowest but knowing some of our people have been taken as slaves burns our scales. The Queen of Naiatoc has thanked us and is willing to talk to us again if not as joyously as the king of Oelil
Gain a more formal level of diplomatic contact with Naiatoc (a Maidenworld in the Southwest corner of the galactic map for those unwilling to look it up).
Crone World 3: Local Situation(11), Eldar Asshole Index (26)
Final Losses (Lowest Roll: 03; Highest Roll: 100)
69,046100,000
6 Legions destroyed
Veterancy Check: DC: 8; 10d10 = one success
Gain a potential elite unit: Thorn Shredders (a group specializing in getting into grips with the Raksha hordes).
Final Crone World Reaction: 53, 04, 54, 60, 82, 89
A series of brutal Raksha repulsions that use the nature of Raksha against them as much as possible. The end result is that roughly two years ago… we stopped seeing incursions. During that time we made more contact with the Eldar work crews who never stopped doing things that attracted Raksha attention. It's possible we might have gained contacts during this later time but those of us that survived the first years of brutal war without contact from them were a bit too embittered to follow up on it.
[You rolled one short of gaining a +1, in character is because you guys were too sick of their shit to talk to them when they finally got off their asses to talk with you, mixed with a little too much doing heinous shit to Daemons to the point the Daemons became scared of you. This explicitly included both Tzneetch and Khornate centric attacks as well as more Daemonic beings]
Final Tally: 36 Legions destroyed of the 100 sent.
You gain two Veteran Legions and two potential elite units.
Potential elite units can receive the additional training and Elite grade armor just like was recently done with the perfect slayers.
Veteran units have a higher skill and a specialty but not quite enough to be worthy of Elite armor for one reason or another. You can give them Front Line armor though if you are not rushing that into wide-scale distribution any time soon.