Calling it in two hours
Spending AP on a DC 40 chance to get +2 AP for a turn is mostly a waste of AP until we set up the full Breed City to support this kind of summoning. Until the DC is 20 you get 1.2 AP for every AP you put in, except the AP is restricted rather than the most powerful generic APWhy not try for [ ] Unity of Elemental Advantage? Pretty good chance of +4AP
Elemental Summoning is still worth it. For the one turn summon you get a net return of 2 AP per AP invested.Spending AP on a DC 40 chance to get +2 AP for a turn is mostly a waste of AP until we set up the full Breed City to support this kind of summoning. Until the DC is 20 you get 1.2 AP for every AP you put in, except the AP is restricted rather than the most powerful generic AP
Er its two AP for two turns.Spending AP on a DC 40 chance to get +2 AP for a turn is mostly a waste of AP until we set up the full Breed City to support this kind of summoning. Until the DC is 20 you get 1.2 AP for every AP you put in, except the AP is restricted rather than the most powerful generic AP
It comes with the limit of half the return being in a future turn rather than this one, however. But elemental summoning is absurdly useful. I don't see why people keep neglecting it in their plans. Free AP.Er its two AP for two turns.
So 4 AP times .60 chance =2.4 AP from 1 AP invested.
Whereas the normal one is 3 AP * .7 = 2.1 AP from 1 AP invested.
So mathematically its a better investment.
Elemental Summoning is still worth it. For the one turn summon you get a net return of 2 AP per AP invested.
The issue is that they are temporary, narrow, uncontrolled AP with a low success rate. Currently its simply much more efficient to work on lowering the DC, at DC 30 they become a competitive AP sink even if the AP is still uncontrolled, at DC 20 they'd probably become a staple once per turn action.It comes with the limit of half the return being in a future turn rather than this one, however. But elemental summoning is absurdly useful. I don't see why people keep neglecting it in their plans. Free AP.
It is at DC30. That is not a low success rate.The issue is that they are temporary, narrow, uncontrolled AP with a low success rate. Currently its simply much more efficient to work on lowering the DC, at DC 30 they become a competitive AP sink even if the AP is still uncontrolled
Dude. Summoning elementals would easily be used to setup a navy infrastructure.But its still vastly behind setting up the logistics needed for a navy, which has already been explained to be the cause of many of our high DC options. And an army, considering we're going to need to fight really soon.
Incredible. We learned of this without being in a war, or ridiculous casualties. An unintentional result.
The power can be used to rip the Ork out of the Waaagh! through mass alterations and attune it as a Vegetative artifact golem.
These are terrible ideas. Let's never employ them.
Bolded the main problems[ ] Unity of Elemental Advantage: In this action the focus is on longer duration bindings instead of general use summonings. This means the advantage elementals provide is less targeted be we may gain more total use from our elemental support per effort of summoning in the end. AP needed 1. DC: 40. Success Needed 1. Reward: For every success I assign two AP dice to whatever project seems to need it the most, as long as elementals could help to this turn AND next turn.
What's the issue? We know the action could be unpredictable since we received it since turn 1. The real money maker is Bribe the Spirits To Do Their Job as that gives a flat bonus of 5 to everything. 5 doesn't sound like much, but it is when doing 6 different things at a modest DC. Could be the difference between a wasted turn, and a highly productive one.
Bribe the spirits is probably highly attractive when we start building the species capitals.What's the issue? We know the action could be unpredictable since we received it since turn 1. The real money maker is Bribe the Spirits To Do Their Job as that gives a flat bonus of 5 to everything. 5 doesn't sound like much, but it is when doing 6 different things at a modest DC. Could be the difference between a wasted turn, and a highly productive one.
Okay, that just means we're developing stratagem about our faction. When we act it must be with care, but the results will come quicker than overs. Do you think we should employ them for our future space program after we deal with the Orks or for producing stockpiles?Its not good for strategic positions or high difficulty low successes constructions.
They'd be amazing for producing stockpile yeah, once we have all the racial capitals I think we'd probably permanently have an AP on elemental->stockpile. The risk doesn't matter much since its non-urgent, as long as we have more stockpile when we need itOkay, that just means we're developing stratagem about our faction. When we act it must be with care, but the results will come quicker than overs. Do you think we should employ them for our future space program after we deal with the Orks or for producing stockpiles?
What's your opinion on Elemental Support? It doesn't have the multi-turn benefits, but it seems to be more widespread, has a lower DC, and 1 more dice.They'd be amazing for producing stockpile yeah, once we have all the racial capitals I think we'd probably permanently have an AP on elemental->stockpile. The risk doesn't matter much since its non-urgent, as long as we have more stockpile when we need it
Hmm, pretty good really. Would prefer the DC to be 10 lower, but I could feasibly see pairing several of this with Workshops and not-threatened Racial Capitals.What's your opinion on Elemental Support? It doesn't have the multi-turn benefits, but it seems to be more widespread, has a lower DC, and 1 more dice.
[ ] Luthe: Well we know where to build cities and the Capital for our Breed is needed. Let's build it. This project includes the manse allowing all the support features the capital has. It will be especially difficult due to being underwater and the distance from our supply area. AP needed 2. DC: 40. Success Needed 5. Reward: Gain Luthe, Mosok Capital. Space for 4 million, +1 Mosok Action, Tube Tunnel Nexus (much reduces the effort of connecting all cities and manses to a tube network.
[ ] Tzali: Well we know where to build cities and the Capital for our Breed is needed. Let's build it. This project includes the manse allowing all the support features the capital has. It will be especially difficult due to the high mountains supplies must be brought up and the distance from our supply area. AP needed 2. DC: 40. Success Needed 5. Reward: Gain Tzali, Pterok Capital. Space for 4 million, +1 Pterok Action, Scriptorium (Allows mass production of Prayer Strips and higher quality prayer strips).
[ ] Sperimin: Now that our capital is finished lets build up the Academy city properly, includes 12 academies around the central library. A city of a million, basic defenses, and a tube tunnel to Merela. AP needed 2. DC: 25. Success needed: 4. Reward. Complete the Academy City Sperimin to discount and unlock research actions.
[ ] Port Abalone: While we could build a shipyard and Navy in Merela building a city on the southern Isle as a huge and dedicated port with Tunnel Tube connections to Merela would possibly be more efficient, especially when staging attacks on or defending from the Orks or supporting construction of the Breed Capitals. AP needed 2. DC: 25. Success needed: 4. Reward. Complete the Port City Abalone to discount and unlock Naval actions. Naval actions lower difficulty on most actions outside the Isle.
[ ] Manse Builder: These will not be elaborate geomantic power-wells driving cities or factory cathedrals. At least not yet. This project gets them capped and twenty hearthstones available for other magitech projects as fast as possible. AP needed 2. DC: 30. Success Needed 3. Reward: Gain 20 hearthstones to power magitech gear.
[ ] Standard Outfitting: You don't want your people to settle for suck. Raptok craftsmen work hard to forge third rate gear for the remnant legion. Although it is difficult without any workshops or feed stock. This is probably the best you can do until you set up. Ironwood Sheaths (shit tier power armor), Breath Vines, Essence Visors, Echo Jewels, Shock Pikes (magic spear that shoots force bolts), essence pulse grenades, some use thunderbolt shields and others equip Fuel Bolt Launchers for anti-vehicle work. Between the armory and the already completed Echo Jewels we can equip two legions for roughly the price of one. AP needed 2. DC: 40. Success Needed 5. Rewards: Both Draconic legions are equipped with third rate Dragon King gear. Will grant +2 Might to legions.
[ ] Workshop-Tools: This workshop is dedicated to the mass construction of tools and consumable that enable a higher level of craft to take place. This facility does nothing itself, merely unlock upgrades to the other facilities which will have to be done in further projects. An Advanced Observatory will uncover astrology faster and allow better use, an advanced Workshop armory will be needed for mass production of 2nd rate gear or potential first rate gear. AP Needed 1. DC 35. AP needed 3. Reward: Tool Workshop built.
[ ] Workshop – Golems: When even the most average unarmed ork can defeat multiple Staran we cannot depend on them. We need higher quality disposable troops. This workshop enables and supports construction of higher quality golems and automata. It provides a single free success for such construction every turn and enables large scale production. AP Needed 1. DC 35. AP needed 3. Reward: Golem Workshop built.
[ ] Workshop – Exotic Components: We have jury rigged our way making lesser artifacts through using our powerful Paths and the Fact our blood, scales, teeth and claws are potent enough to count as lesser magical components. To work greater wonders we need more in quantity, quality, and diversity. This workshop sets up Alchemical Gardens for plant produced components, crystal growing labs, and teams that work out deals with spirits and elemental to accept either body parts or blessings as useful components. Note that they are not amazing components, but there will be a lot to fill our workshops and we don't have to literally work our hands bloody making our magical tools now. Exotic component workshop reduces the number of success a mass project like magical armories or manse building take by one, this only applies if the project needed at least three originally. This workshop does not provide free successes and there are high level artifacts that these components are not equipped to aid. This facility would enable 2nd rate arms, war engines, or golems along with Advanced versions of their workshops. AP Needed 1. DC 35. AP needed 3. Reward: Exotic Component Workshop built.
Take the minimum 2 AP for 3 of these and take 2 of that and that means they'd be filled in as-needed with the elementals after we see which ones are still lacking successes.[ ] Jade Mine: The Jade Mine needs to be set up to be fully exploited. Setting up this mine enables us to draw out the jade for use in our artifact crafting, any artifact that is applicable has it count as an exotic component. Which means any magitech or manse project that needs at least three success can have one removed thanks to copious jade supplies. This will still benefit and unlock higher level artifact crafting as long as they use jade, some project will not use jade and cannot benefit however 3rd and second rate war gear, war engines and golems will specifically benefit. AP Needed 1. DC 35. AP needed 3. Reward: Mine Built.
Nonsense. Just do it like the Eldar do it. Do it on a world where you do not have anything you care about nearby.
Anything badass by nature is usable as rare materials, anything badass by development is usable as rare materials. An Exalt's body parts are good for lots of mid range stuff...
Anything badass by nature is usable as rare materials, anything badass by development is usable as rare materials. An Exalt's body parts are good for lots of mid range stuff...
QM covered this, but in a way it's sort of canon. Tyrannids have consistently be shown to appear in locations before the first fleets ever arrive. I can only assume that's a combination of vanguard scouts, and the time properties of the Warp.