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

Are ships considered cities for the purposes of Amoth the Cannon?
The big ones are:
Yes, he does 4 damage (Legendary) while occupying the space on a ship as even the most basic of weapon. Meaning you could potentially have a frigate sized ship that hits like an Archeotech Ark Mechanicus going full out.

The only downside is that the ships or bombarded cities must be left as tumbled ruins or derelicts by oaths you gave him when he took weapon form.
 
First, do we have ready access to Pure Chaos so we can use minute-long intervals and will our Globes work that far out, or does "the deepest Wyld" refer to the Deep Wyld?

I was using Pure Chaos as the rules for a Warp Storm, not something you can find everywhere but occasionally accessible.

It should protect you but beware there are beings in such chaos that care not for the effects of comparatively minor penalties the Globe imposes, like Ishvara


Second, how do our Creation based defenses against Wyld Time Fuckery (ie the karmic weight of powerful souls enforcing the concepts of definite location and linear time and Globes enforcing the anti-time travel laws of Creation) hold up to Warp Time Fuckery (ie the 12:1 ratio of Real Time to Warp Time and the occasional bit of getting thrown into the future or past)?

Something as solid as the globe or a Reality Engine should resist it, less perfect protections are less perfect.

Are ships considered cities for the purposes of Amoth the Cannon?

Yes
 
I was using Pure Chaos as the rules for a Warp Storm, not something you can find everywhere but occasionally accessible.
Hopefully figuring out warp storm bombs will be a step on the road to figuring out Protoshimaic Vortexes. Making it only work in the Wyld and not produce usable energy might get it down to 4 Dots but even if we have to sacrifice an actual Vortex every time we need to respond ASAP that's still a good investment since it's cutting the response time of naval reinforcements down by 99.3%.
It should protect you but beware there are beings in such chaos that care not for the effects of comparatively minor penalties the Globe imposes, like Ishvara
Yeah, reasons like that are why we should have layered defenses. Yaksha have a perfect parry for Shaping Attacks that might help, plus various ways of getting full shaping immunity and holy shields for more "mundane" attacks.
Something as solid as the globe or a Reality Engine should resist it, less perfect protections are less perfect.
Does that include the time dilation or just the actual time travel?
Also, does using Elemental Supremacy count as an AP for AP minimums?
 
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Does that include the time dilation or just the actual time travel?

mostly the dilation, time travel is more a botch on the navigators part than the Warp doing something.

Also, does using Elemental Supremacy count as an AP for AP minimums?
No, I let it slide a bit in the beginning but doing that is basically letting elementals run around un-monitored. They can certainly add on to a project but the elementals cannot just do it on their own except in rare cases where it will be noted. And the minimum AP count as the minimum needed to monitor the project responsibly.
 
Dragon King Void Hulls
This is not something that you must choose flat out, but having multiple hull types is vaguely annoying so if you keep switching and keep mutiple types active expect inefficiencies to happen, ie upkeep penalties.

Motonic: Beyond claws and paths and grafts, when a Dragon King truly needs to use a tool, they tend to use a violet colored crystal which when empowered with essence will generate a tangible essence construct to fulfill the need. Even the globes of Transport are simply this concept scaled up to vehicle size and supported by hearthstones and elemental cores. So why not scale it up further yet.

This ship-building ideology plans to build a crystal construct the scale of a small building but tiny in comparison to the Ork construct. It would be outfit with the relevant hearthstones and Geomantic Relays and a massive ritual would pour hundreds of motes into its activation, forming a full sized construct vessel of hardened light and essence around the core. Onto this we would load the various mechanisms too complicated to be formed of light, like weapons, stellar drives, and life support beyond containing air.

The advantage of this method is, of course, that it would be far easier to build, considering its base is both a simpler artifact and that artifact is crystal based. The downside would be the increased demand for essence (Hearthstones and Geomantic Relays) such a ship would have. Effectively it would be slightly easier to build as many ships as possible, but we could sustain slightly less. On the other hand they are the easiest type of ship to mothball.

In combat the ship would be slightly more fragile, but this would be balanced by being slightly more maneuverable and of course the ease of conducting "repairs" once the battle was over.

This option is best if you want to build large amounts of vessels, expecting them to fall and suffer damages more easily but with fleets that are much more quickly restored via resetting the essence constructs of damaged vessels and pulling spare cores from mothballs to replace lost vessels.

Motonic: Reduced build cost, increased power demand, reduced health levels, increase maneuverability. Easier to mothball and repair (but this is based on the reduced build cost mostly)

Autochthonic: An option available to your builders due to the whispers left to you by the Great Maker. Massive edifices of cogs, steam pipes, and whirling dynamos spewing lighting. And metal… so much metal. Ships built under this ideal take the form of Phoenixes, Dragons, Krakens, and other similarly mundane beasts wrought of mechanical components. This method is the most like what Orks seem to use.

Advantage, beyond the being somewhat less confusing to those used to non-essence based technology, is that it can be adapted to those technologies. An Autochthonic ship could be built with higher quality resources, up to using magic materials or exotic imported components. The vessels could also be modified to run devices created by other races if purchased or stolen from them, such as weapon systems created for such a vessel. Of course, a ship designed to be build with either Orichalcum or a rare material imported/stolen from other species would have harsh limitations on building rates. More so if they require devices stolen/purchased from enemies and allies. This option is best if want to be able to blend in with our allies and enemies, utilize their resources to build or enhance our vessels and potentially sell our vessels to trade partners.

Autochtonic: Baseline build cost and power usage. Hulls have more adaptability for incorporating improvements based on high quality materials or imported/stolen technology.

Geomantic: Rather than base our new vessels on upscaled tools and vehicles, vessels built to this ideal would be based upon the craftsmanship that comes closest to matching this scale, Geomantic Architecture. Cities and Grand Manses are close to the scale we are talking about with these vessels and we are used to moving geomantic power and essence effects through such structures. Building void faring vessels as manses (with the requisite power pulled from Geomantic relays of course) would be quite noteworthy, flying pyramids and ziggurats which contain no method of containing life sustaining air within them besides the geomantic properties of the structures (known to us as the Breath of Sextes Jylis)

Such structures would be the most robust of the considered possibilities and their geomantic alignments would mean the most power efficient possible vessels. Sadly, they would pay for their robustness with difficulty in construction and lower maneuverability. Their nature also means that repairs, upgrades, or modifications are slightly more expensive as well.

Choose this option if you want the largest and most able potential fleet, even if building (or rebuilding) it takes longer than the other options.

Geomantic: Increased Build Cost, Reduced Power Demand, more health levels, reduced maneuverability, also increases cost of repair or mothballs but this is derived from the increased build cost.

Jurai Tree Ship: An old Pterok named One Eye Jurai has odd idea, but potentially a fruitful one. Rather than figuring out the easiest or best way to make every component of a ship using all known techniques, Jurai wishes a return to our roots, redesigning a vessel's spaceframe as a massive tree construct into which has been implanted other vegetative (and if needs must crystal) grafts to fulfill all the needs of a void vessel. Developing these complicated Vegetative technologies may be difficult but once done we will be able to use our Paths of Enlightenment to build and maintain these vessels much more easily. This easy repair combined with some capacity for self-growth will both directly reduce upkeep and indirectly through needing fewer crew. Of course, upkeep cannot be eliminated as something is needed, especially when the crew that is needed need certain steps on the paths to execute their functions. One of the downsides of these ships is the very lack of crew making them more vulnerable to boarding actions, its recommended these ships either install barracks or some other anti-boarding component. Another issue is power. The ship supplements its needs with light from a relatively sun-like star, otherwise it needs more geomantically supplied power, similar to a motonic ship.

Jurai: Reduced Build cost, reduced upkeep, basic hull strength and maneuverability. Increased power demand when travelling or deployed in systems with a star unable to be converted to mimic UCS, vulnerable to boarding. Jurai Hulls are a bit tricky to design and require more effort than other hull types. Due to the way reduced Upkeep works it is not useful to apply Jurai hull type to ships smaller than a Wayfarer.

Components and Improvements

Slot-less Improvements

Essence Drive II
Unknown
Build Cost: +6 or -3
Power Cost: -1/+1
Logistics: none extra

Hard to Kill
A series of minor upgrades such as adding bulkhead doors, rooms with independent life sustaining equipment and tertiary control terminals. If you need to call on this you are probably in big trouble, but not quite as big trouble as if you needed it but didn't have it. Each purchase adds a -4 Hull Level to the vessel. How many a ship can have is dictated by its size and matches the number of "Crippled" levels a hull has.
Build Cost: +2 per HL
Power Cost: none
Logistics: None

Toughness
Using higher quality materials and more sophisticated craftsmanship is no easy matter when discussing something as big as one of these vessels. If a source of the better material compatible with a hull type is plentiful than the ship can use the second cheaper price, such as using Ebonite on an Autochthonian style ship after securing an Ebon-wood plantation. Effect is to make a -2 HL into a -1 HL. This can be repeated until no -2 HL remain. Addendum: If those materials are available than the cost associated with their implementation can be supplied via Plantations, Atelier manses, trade, or whatever method is appropriate for a given material.
Cost: +10/+5 per HL converted
Power: None
Logistics: none

Hardness
It would be phenomenally expensive, but we can incorporate enough magical materials and enchantments into the hull to make the whole ship much more resistant to damage. However, to get the best effect the material must be imbued with essence, which will raise the power demand on the hull. The effect is to convert a -1 HL into a -0 HL. This can be used on -1 HL generated via the Toughness improvement. Addendum: Certain materials, such as Ka'anium and Ebonite (or eventually Adamantium), count as nigh-magical alloys when used on compatible hull types which make this slightly easier but more importantly avoid the increase in power cost and can be supplied via plantations, atelier manses or however the critical material is supplied directly.
Cost: +20/+18 per HL
Power: +1 per HL/ +0 per HL
Logistics: none

Magical Material
Incorporating enough Magical Materials into the spaceframe of a void vessel to make it an Artifact would be difficult enough, but the efforts the commander and crew must go to attune such a thing would also be legendary. Some may thing it is worth it though, perhaps. Every Magical Material, regardless of which material, vessel that is properly attuned seems to leap into action at its Captain's whim. Each gain +2 dice on every position maneuver to gain momentum. Furthermore, each material provides a unique bonus based on the material.

Orichalcum, sometimes called wishmetal, provides sublime resistance. Orichalcum ships downgrade every damaging attack they receive by one level. They cannot be harmed by basic attacks, Advanced attacks count as basic attacks, etc. Unless the attack is specifically designed to harm holy objects. In addition the ship counts as consecrated and creatures of Darkness are pained and unable to regenerate or recover essence aboard an Orichalcum ship. Orichalcum AP cost is double compared to other Materials

Jade: Mostly white jade but some other colors would be used. The ship benefits from the beneficence and wrath of the elements. Boarding a Jade ship is possible but accomplishing anything is all but as terrible elemental effects sweep the ship while ignoring the crew allowing boarders to be driven off or slain with ease (Boarding requires 5 more momentum and damaging all -1 HLs first). Jade is quite resilient and the ship counts as having the Massive Property. Ramming does an extra level of damage to the non-Jade ship, regardless of whether the other ship is rammer or victim. The ship gains an automatic success in sailing rolls to deal with turbulence or "space weather" representing a Jade ship's greater solidity.

Elektron: Magical Amber contains the congealed Karmic energy of souls which is gathered at certain locations which are filled with both life and death, usually Lanka the world tree. If enough is gathered to carve a ship out of it the ship gains a measure of the vitality and regenerative force as well as its impermeable nature. The ship can regenerate one HL per six rounds of maneuver (3 hours) and its hull cannot be passed by immaterial or incorporeal beings or effects. It could also be given Sapience if a powerful enough ghost could be found.

Adamant: Superlatively clear crystal that, in the right circumstances, alights with inner fire. Adamant hulled ships receive a remarkable clarity of reception from sensory techniques. They gain the benefits of installing a Sympathetic Resonator Array (Improved Sensors suite) even if they haven't and that improvement stacks if they also install a SRA. Adamant ships also receive a +2 dice bonus on maneuver rolls to attack with direct fire weapons or torpedo launches, only the roll the attack is made gets the bonus, not every maneuver roll as you position yourself for the attack. Does not benefit hanger operations or indirect fire weapons

Moonsilver: We cannot produce moonsilver in any but the smallest amounts right now. If a ship could be built out of moonsilver the ship would gain incredible flexibility and speed. The ship could act as if it had Perfected Calculation Arrays installed. The ship gains +2 to maneuvers that are not based on attacking or positioning to attack. Hanger operations, closing to board, disengaging, or attempting a deceptive maneuver all count though.

Starmetal: We cannot produce starmetal in any but the tiniest amounts right now. If a ship could be built out of starmetal, the ship would gain fate touched grace. Every roll made by the ship lowers its target number by 1, every ship opposing the starmetal hull raises their target number by 1. Cost of a starmetal ship is double that of other Magical materials (even when its available)

Cost: +15 Skyreme, +20 Sloop, +30 Chariot, +40 Pennant, +50 Wayfarer, +55 Templeship, +60 Dromon, +75 Conquest Platform, +100 Directional Titan, +135 Ark Draconis
Power: +3 Skyreme, +5 Sloop, +7 Chariot, +8 Pennant, +10 Wayfarer, +10 Templeship, +11 Dromon, +12 Conquest Platform, +15 Directional Titan, +20 Ark Draconis
Logistics: None

Ramming Prow
Your ship is installed with a Ramming Prow which enables you to take the Ram maneuver without damaging your ship (or it reduces damage by ONE!). Plus, it's much easier to board a ship you have recently rammed!
Cost: +4
Power: +0
Logistics: +0

Wondrous Globe of Precious Stability
Your ship has been installed with one of these rare and precious wonders providing it grand protection while traveling in the Wyld or if attacked by those who draw on its energies. Such a ship has no risk of crew mutation or addiction unless something can sabotage the Globe. The ship cannot be boarded by Creatures of the Wyld nor possessed by them. Attacks made on the ship by Wyldspawn or Psykers against the ship or those aboard are resisted by +5 dice. Even effects that should just work employ an essence roll-off between the crew member attuned to the Globe +5 and the user of the effect.
Cost: +15
Power: +1
Logistics: 0
Special: Upkeep +1

Half Slot

Heavy Ramming Prow
The Heavy Ram is a component which should take up a half size component in volume. Heavy Ram reduces momentum needed to ram by 1. Heavy ram increases damage by +1 per 2 extra successes instead of +1 per 3 extra successes. Heavy Ramming Prows reduce damage taken by its ship when ramming by 3 health levels instead of 1.
Cost: +7
Power: +0
Logistics: +0


One Slot

Magitech Weaponry
Using a variety of Implosion Bows, Lightning Ballista, and Essence cannons, which in concert, allow a vessel to do Basic Damage in the smallest volume possible. Such weapons need power and maintenance, the magical materials and power density allow weapons like this to be installed on ships as small as a Skyreme.
Cost: +10
Power: +1
Logistics: +1 Stockpile

Torpedo Bays
Launching Torpedoes allows a small ship to deal greater damage at the expense of limited and expensive ammunition and vulnerability to point defense and interceptors. Plasma Torpedoes deal Advanced Damage, Artifact torpedoes deal Supreme Damage. Torpedoes are vulnerable to Advanced Point Defense but ignore Advanced ECM-like effects like Haze Shields. Plasma and Artifact Torpedoes can be fired from the same bays but Artifact Torpedoes cost more to replace. Each Bay stores three attacks worth of Torpedoes after which the ship may have to depend on back up weapons or withdraw. Larger vehicles can store more attacks. Chariots can store 4, Wayfarers can store 5, Templeships can store 6 and conquest Platforms can store 8. Larger ships have little call for the weapons but can presumably ignore limitations, although it should be noted restocking an aggressively torpedo using Titan may be expensive after the battle.
Cost: +5
Power: None
Logistics: +1 per turn, +1 per plasma torpedo and +2 per Artifact Torpedo used.

Amoth Smiting Cannon
The Lord of Tumbled Ruins has been re-cast as a divine weapon of all-encompassing power, especially considering the small size the weapon can be contained within. The Smiting Cannon can be contained in one slot on any ship of Wayfarer class or larger. The Divine weapon can only be used against targets which can potentially leave behind ruins or derelicts behind after being "Destroyed" and they always do so if the Smiting cannon did damage to them. To its valid targets the Cannon does Legendary Damage. The cannon makes a superb Orbital Bombardment weapon against cities which can become Tumbled Ruins. Oaths sworn by Dragon Kings mean they cannot repair derelicts, cast them into stars or eject them into deep space. They can be moved, boarded and searched but any salvage cannot be so thorough as to remove the Ruin from existence, nor can they be moved such that they are completely hidden from view. You are not sworn to keep others from performing those tasks but you cannot encourage them, you cannot even "sell" salvage rights or grant them as official gifts. At best you can say "Do as you wish." Amoth Smiting Cannon is Unique, only one can be installed anywhere.
Cost: +2
Power: +1
Logistics: None

Essence Battlements
Dense fields of hardened essence can protect our ship while still having the ports which allow outgoing fire and other systems to operate. One installation always costs one slot but larger ships may have more space and can expand an installation to provide multiple layers of battlements without costing more slots. Each layer of battlement grants a ship a -0 HL. Wayfarers, Dromons, and Templeships can install two layers, Conquest Platforms can install three layers, Directional Titans can install four, Ark Draconis can mount five layers of Battlements.
Cost: +3 for first layer +1 per layer for additional layers.
Power: +1 per layer
Logistics: +1

Extra Point Defense
All ships, even transports and larger skyships, have small weapons able to quickly track and shoot debris. These are used to provide the standard defense against Strikecraft and Torpedo style weaponry. Installing this means you have elected to ignore more useful equipment and cover your ship in anti-smallcraft weapons. For your sins your ship gains +2 dice to Maneuver when defending against a torpedo or strikefighter attack.
Cost: +10
Power: +1
Logistics: +1

Haze Shield
When this is adapted to operate in space it will allow uncertainty regarding the ships position by blurring its emissions. What might traditionally be called ECM. Unless a weapon system can adapt as it closes and potentially "fly under" the shield it will have a harder time hitting. When defending against weapon attacks that are not a Strikecraft or Torpedo based the ship will gain +2 bonus dice
Cost: +8
Power: +1
Logistics: +1

Cargo Bay
Your ship is installed with more storage, which allows it to be used for trade or potentially simply operating for longer before being forced to return to base. Cargo Bay Improvements scale with the size of the ship hull they are installed on, a Cargo Bay on a Conquest Platform may be enough to store a Transport, much less what cargo the Transport holds.
Cost: +0
Power: 0
Logistics: 0

Hanger Bay
All ships are equipped with a few shuttles and globes of Transport for interacting with the surface. Your ship has been equipped with Aeriel Bays and Hangers containing a variety of potential craft and in far larger numbers. You may have three "squadrons" worth per hanger. A Squadron can be an actual squadron of Strikecraft, or it can be Assault shuttles, exploration shuttles, cargo shuttles, boarding shuttles, etc. How much the Hanger costs will depend on what the ship is typically equipped with. One "type" can be replaced with Manta Skiffs. While numbers are not finalized the larger the ship the more vehicles it is assumed to have as replacements for losses in combat. Scouts (+2 to a position maneuver against a target you have accrued no momentum for), Assault Shuttles (allow boarding Stratagem as a hanger operation), interceptors (+2 dice to rolls to resist torpedo or Assault shuttles or strike craft), Strike Craft (Launch at 4 momentum cost, does Basic Damage on success, recovery of Strikecraft to try again costs 2 momentum). Cargo Shuttles (-1 Difficulty on relevant actions), Exploration Shuttles (-5 Difficulty in relevant actions).
Cost: +5 plus costs of vehicles
Power: 0
Logistics: +1

Barracks
Your ship has an unusually large number of troops kept at high readiness. Perhaps it's simply a defense against being boarded. Or perhaps your ship is meant to close and board the enemy. Or it can be paired with assault shuttles to attack a planet. Or maybe yours is simply a troopship for shifting troops around and you have no real ability to use them. A barracks allows carrying at least ten Legions and 30 stockpiles, but does not necessarily enable using them. Larger ships can carry more per Barracks for the same number of slots. Wayfarers can carry 20 legions per barracks. Templeships can carry 30 Legions per barracks. Conquest Platforms can host 40 Legions and 120 Stockpiles per Barracks improvement installed.
Cost: +3
Power: +0
Logistics: +0

Sympathetic Resonator Array
All of our long-range detection use Geomantic Pulses to detect things but most have minimal ability beyond a few "minor" telescopes and simple thaumaturgic instruments to make observations across the a star system. This improvement installs at least 25 scanning pools and works to maintain a large collection of powerful elementals insuring at least one pool of each element and often two of different Essence strength is available for discerning detection. Standard sensing devices are also uprated to use more magical material and more sophisticated enchantments in their artifice. Powerful Adamant lensed telescopes based on astrological infrastructure can rapidly map a planet from the outskirts of a system. White Jade orbs can triangulate the strength and position of not just stars and planets but moons and larger asteroids. Matrices of blue and red jade can map temperature within millions of kilometers of the vessel and vanes of filigreed orichalcum can pick up the faintest wisp of essence. Note: Generally, sensors will not be rolled, I simply will decide how well the sensor will work in a given situation and circumstance and dictate. That being said, ships with SRA installed will be given more information at greater distances and be more able to gain some information in difficult situations and circumstances (such as in systems with sensor occluding phenomena or stealth techniques).
Cost: +8
Power: +1
Logistics: +1

Temple
Temples can only be installed on Wayfarer or larger crafts, which typically means the upgrade to a Temple Ship is worth it. But just in case you want a Temple on a Conquest Platform or something it's given here as an option. Each temple is dedicated to one Divinity and allows relics, rituals, and summoning from said Divinity to occur as needed. Relics and Rituals that can operate without a Temple can usually be enhanced in scope when occurring near a temple anyway. With this its possible to use some Ark effects to at a Solar Templeship over a world to affect the whole of the world, and certain Relic effects may be stretched to benefit the whole of the Temple Ship. An Abraxan Templeship would allow the lorekeeping priests to decipher the mysteries of a new race being contested and actively produce countermeasures on the front.
Cost: +10
Power: +1
Logistics: +1

Observatory
Astrology is one of your passions and you have installed a ship with an observation dome just to practice it on the go. Observatories can be built as temples, requiring ships at least Wayfarer or larger but also allowing Observatory Ships that are mechanically identical to Temple ships. A ship with an observatory may start a combat with 4 momentum built up towards chosen maneuver against any target they want since they "knew" it was coming and are perfectly placed. They may give this up to invoke some kind of absurd starting advantage to combat that can derived from "lucky" timing, such as attacking a world when its strongest ship is down for maintenance, or just happening to be perfectly positioned to intercept ships coming out of the warp. The first benefit cannot be shared but nothing prevents other ships from following along when an Observatory ship goes and does something with absurd timing.
Cost: +10
Power: +1
Logistics: +1

Perfected Calculation Array
While every ship would install some form of Cognition matrix to aide in sensory analysis and target tracking, this ship takes to further. Massive scale crystal arrays keep track of targeting information and feed it to navigation allowing ships to chart a nigh impossible course. PCA allow a ship to perform multiple maneuvers (or resist the maneuvers of multiple enemy ships) unless the maneuvers are contradictory (like trying to escape and ram at the same time) without the same steep penalties normally invoked. Chariots and Pennants with a PCA can handle two maneuvers, Wayfayers, Dromons, and Temple ships can handle three. Conquest Platforms can handle four, and the big ships can handle five.
Cost: +10
Power: +1
Logistics: +2

Ox-Body
Toughening up a ship is a lot easier if you are willing to use up your precious interior volume to do so. Each Ox-Body installed grants one of the following options; 2 x -1 HL (Much thickened normal ship armor), 1x -1 and 2x -2 HL (balanced approach) and 4 x -2 HL (a lot of emergency bulkheads and redundant systems).
Cost: +1 per -2, +2 per -1
Power: 0
Logistics: 0

Vaults
Similar in purpose to a cargo bay, a vault is intended to protect precious or delicate cargo. First the vault hold itself is massively reinforced and will often survive the death of the ship. The Vault has only one door and it is a massively reinforced citadel meant to hold off boarding attempts to steal from the Vault. In aide of storing delicacies the various bays of the Vaulthold can be environmentally controlled. Delicate items can be stored in Stoneheart coffers to assure they survive. The most precious items can be crystalized by sorceries and stored with their release wands (locked in stoneheart coffers deep inside evershifting labyrinths and guarded by terrible biothaumaturgically crafted nightmares). Stasis tubes can be used if wounded/cursed humans or dragon kings need moved without letting their condition progress. The incredibly rare veil that holds back time can be used if a Moon-Blessed sorcerer is not available.
Cost: 8
Power: +1 (a Vault can draw power even if the ship dies, which should mean the vault is recoverable)
Logistics: 0

Way-Travel Chancel
Your ship has been installed with systems to enable the ship to enter the Wyld, equipment to protect the crew from Mutation, Madness, or Maliciousness, and the Guides and navigational aides needed to allow the ship to travel between stars in the Materium via the Wyld.
Cost: +10
Power: +1
Logistics: 0

Godspeed Motivator
Your ship has been installed with systems that enable it to travel at the speed of light for sustained durations. This includes components to compensate for time dilation, stasis tubes, and methods for handling extended maintenance periods in case the system is needed to cross the gap between stars.
Cost: +6
Power: +1
Logistics: 0

Two Slots

Implosion Weapons
By using a lot of our heaviest model of Implosion bow we can put the hurt on the enemy to a far greater extant. Implosion Weapons deal Advanced Damage in exchange for consuming more space, power, and maintenance. Implosion weapons can be installed on any ship that can spare two slots.
Cost: +20
Power: +2
Logistics: +2

Sutra Weapons
Scaling up prayer weapon has led to golden slugs that weigh one hundred tons each. (This is often made using either alchemically transmuted gold or silver-gold alloys to preserve the amount of natural gold available for Orichalcum production). These massive gold slugs are beautifully engraved with epics regaling half the story of the forging and birth of the Unconquered Sun and his rise as the Guarding Star of creation while the other half is permanently engraved in the orichalcum barrels of the weapon. Each slug is capped with a unique masterwork sutra invoking awe in the Highest of Holies. Each master prayer crafter trying to bring about a unique and transcendent knowing of the phrase "for the Glory of the Unconquered Sun". Sutra Weapons do Advanced Damage to all targets, against Creatures of Darkness or their unholy artifice this weapon does supreme damage. If such a target has a spell or mechanism to repair their ship in combat scale time frames it fails before the rage of the Glory of the Most High.
Cost: +25
Power: +1
Logistics: +2

Capital Plasma Weapons
By scaling up both the barrels and amount of alchemical fuel we can produce Plasma weapons that can deal Advanced Damage. But what ship could possibly mount such ridiculous weaponry?! Capital Plasma weapons can only be installed on Dromon Artillery ship or true capital ships like the Direction Titan and the Arc Draconis.
Cost: +12
Power: 0
Logistics: +2

Guardian Defense
By using greater numbers, bigger weapons, and better Calculation arrays we can build ships which can provide enhanced point defense not just for themselves, but can protect another as well. This lets ships escort another which lacks the enhanced protection.
Cost: +18
Power: +2
Logistics: +2

Large Hanger:
By designing a hanger dedicated to have more space available (and thus only installable on larger vessels) we can combine certain elements and achieve a superior outcome than simply installing two normal hangers. A Large Hanger may have 9 unique squadrons and it may "position" for two unique hanger operations simultaneously as long as they are vaguely related. IE a strikecraft and its escort, not invading a planet while launching a strikecraft.
Cost: +9
Power: 0
Logistics: +2

Large Barracks
By designing a troop barracks dedicated to having more space available we can combine certain elements and achieve a superior outcome than simply installing two "normal" barracks. A Large Barracks may hold three times as many troops as a standard barracks installed in the same craft would. This includes three special units being assigned, like Warstrider units or Stalker Hordes.

Three Slots

Mark IV Heavy Sonic Cannon
100 meters long barrels of Adamant and Blue jade. Originally crafted to slay a crystalline Primordial by vibrating her to pieces, this cannon can also be deployed to wipe out whole towns and end enemy encampments even if not crystalline in nature. When used in an Atmosphere the vibrational energies produce the distinct sound that created its name but vibrational energies are carried via essence and need no medium. Weapons of this size can only be mounted on ships able to mount titanic weapon systems. This weapon does Supreme damage to any target and Legendary Damage to a crystalline (or something vulnerable to vibration) target.
Cost: +25
Power: +3
Logistics: +2


Prototype active design list

Stalking Mantis: Infiltration ship that leans heavily on Mosok based steps to do what it does.

Thetis of Thessaly
Treel Templeship optimized for colonization although in combat it can carry a lot of Warbirds, Assault Rocs and boarding troops. Can be rigged with a macguffin type weapon like the Amoth Ruin Cannon using most of the cargobay to do so. During colonization the barracks is outfit with sleeper pods, the cargobay filled with colonization supplies and the large hanger filled with landing craft.

Luminous Herald of Dawn
Solar Templeship

Golden Scale class Rapid Response Chariot
Arising in the aftermath of Golden Scales glorious sacrifice due to several incidents wherein we were called upon to deploy a small elite strike force in response to agents of the Despoiler or other forces seeking to maximize the chaos. Golden Scales memoires left notes about his plans for a small fast strike vessel that could deploy elite warriors to needed target areas as well as having the precision sensors to find anomalies, understand them as well as could be understood and if needed target them with orbital bombardment.
This has led a group of pro-Golden Scale enthusiasts to continue his work and fully blueprint out a ship design which has come to be known as the Golden Scale Strike Chariot. The hull is motonic, both to lower cost to build but also lower the cost to mothball and un-mothball the craft between conflicts. The central Motonic core is a giant Adamant crystal which incorporates the other Adamant elements of an advanced scanning array which works with the central adamant spoke and utilizes the projected essence hull as a focusing array for intensive scans.
Knowing about emergencies and anomalies that might need a response is key. Thus, effort has been made to tie in communication systems to its vast array of scopes and other sensors. Speed is key for the ship to respond to emergencies called in or detected by its sensor system.
Upon response the sensors and landing teams can provide insight and if necessary, waves of assault craft or precision bombardment from the Chariot's weapons can be called in.
It should be noted that the call for precision in weaponry, while it tends to limit collateral damage, also limits the total amount of destruction it can produce. Think along the lines, "Knock Knock!" instead of "it's the only way to be sure." IE almost always an assault will also be required, either taking out a shield generator so the macguffin can be targeted with ortillery or using ortillery to clear a gate, or bunker entrance so the assault team can sweep in.
All of this means that a Golden Scale will be poorly equipped to engage in void warfare. Its weapons precise but limited damage and slow firing (mostly due to the time spent aiming) reduces its impact in a void engagement. Its Response teams usually are not especially well equipped for boarding actions. Instead, its meant to respond to calls for its specific kind of aide to Realm friendly or at least Realm occupied areas. It can and should use its sensors to notice unexpected resistance and its speed to run if need.
That being said the sensors, speed, precision low damage weapons, and the combined barracks, cargospace, and hanger of its Response Team system makes it a superb commerce raider. A thought that interests Mosok if not the fanbase of Golden Scale.
Cost: 75
Speed: 7
Maneuver: 7 (+2 direct fire or bombardment)
Equipment: Precision Bombardment Weapon, Shields, Wyld Chancel, Advanced Sensors, Response Team System (RTS).
Upkeep: 1
Power: +14
Logistics: +6
Hull Level: -0//-2/-2/-3/-4/Crippled
Notes: Basic Weapon attack costs 8 momentum due to bombardment emphasis. Can deploy a full legion equivalent in one go, usually intended to be something like the Ruby Arrows or equivalent. It can move less numbers of more elite troops of course. Can move one "special" unit as long as its not special due to size like Warstriders or Omnipotent Engines (ie like Astartes Company kind of special). Meant to be shutdown between wars and thus can be mothballed for 4 AP and restored to operational status for 6 AP (both of which can be halved with shipyards). Just to confirm this is unusually low, even for a Motonic hull. Unusually clear communications compared to standard DK ship so it can be called to respond to an emergency.

Build Cost in shipyard: 30 AP. Can reduce total by 4 AP for an exotic stockpile up to twice. Atelier Manses will cover 3 AP each up to twice. Factory Cathedrals will cover 3 AP each up to four times.

Build Cost no Shipyard: 59 AP. Can reduce total by 8 AP for an exotic stockpile up to twice. Atelier Manses will cover 6 AP each up to twice. Factory Cathedrals will cover 7 AP each up to four times.

Build Cost in shipyard with Slicktongue organization: 25 AP. Can reduce total by 4 AP for an exotic stockpile up to twice. An Atelier Manse will cover 3 AP once. Factory Cathedrals will cover 3 AP each up to four times.


Rhadamanthine the Imperishable Champion
This design hinges on an Great Maker influenced design using vast quantities of orichalcum alloys and Ka'anium to forgo shields in favor of a thick composite armored hull tens of meters thick. Combined with Sutra batteries and the benefits of an Orichalcum hull and this small ship can probably defeat enemy capital ships as long as they are not vastly outnumbered. While incredibly expensive for the size it is, the smaller hull both reduces upkeep and allows for greater responsiveness than a larger hull would.
274 AP (168 AP may come from Atelier Manses – 18 AP per application- as the ship has so much armor alloy involved). 36 AP may come from Factory Cathedrals, 18 AP per application, up to three exotic stockpiles may be applied, each with 16 ap reduction. (all these numbers are halved if you have a shipyard of course. 19 power required, 3 logistics to deploy.

OK x 6/ -3/-4/crippled Advanced Holy Weapons, Orichalcum Hull, FTL, Ram
 
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In the long term I like Motonic ships because once we've finished Protoshinmaic Vortexes then we'll have pretty much infinite energy specifically for ships since the Wondrous Globes of Precious Stability should minimize the normally insane risks of using them. @StarJaunter would we know if PSVs work inside the AoE of Globes or is that locked behind completing their researches?
In the shorter term I kind of want the Manse Ships both because they're cool as fuck and because it's kinda stunting on Craftworlds.
 
What of the Tree ships, you know gigantic wooden hulled artifact ship trees?

I can see our early ships being Motonic hulled, but I don't see them being our mainstay ship hull.

Geomantic
Dinosaur people with flying battle ziggurats has a certain style one has to admit.
Why do I have visions of Goa'uld Hatak (from Stargate SG1) flying around in 40k with Dragon Kings manning/commanding them?
 
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I prefer the aesthetics of Autochthonic and Geomantic. I've wanted steam-powered starships since the Karabarans in Robotech: the Sentinels, and Stargate shows how cool pyramid spacecraft are. Functionally I really like the Autochthonic for allowing us to use varied construction materials and systems. The Geomantic ships lean into our few but concentrated power schtick.
I also love the Jurai ships from Tenchi Muyo and would welcome grown living wood ships.

We could keep only our flagships as Geomantic?
 
I wonder if other Yggdrasil manses will connect through Elsewhere. Also we should talk about the Eldar's sudden but inevitable betrayal.
The fact that we can pick the cream of the crop for Astrology stuff means that we can probably count on Elders with sixes in the relevant attributes and Occult, plus three to the first roll from Dragon tier tiaras, plus any other astrology boosting artifacts (I assume the Resplendent Personal Assistant's difficulty modifier is already accounted for because the Observatory is way better at what it's supposed to do) or stunts. More if any of our artifacts can replicate the Jewel of the Rabbit's Sword. Honestly that hearthstone is so useful it might be worth it to have any major lunar manses spit out two of the things and a one dot rather than the normal hearthstone. That means better than even odds to get a 5+ on the final roll, depending on how many threshold successes they got on the first one. Anything wrong with my assumptions @StarJaunter?
With that in mind, I'd like to suggest starting three divinations next turn. The first will be a turn-long prediction about being attacked in the coming five turns, which we should be repeating every 4-5 turns anyway. The second will be a six turn prediction about if the Eldar will betray us before we finish the third augury. Said augury will be a 32 turn long divination about who will be attacking the Maiden World. Once we've confirmed that a major turn will, in fact, be happening, we can begin preparing specialized defenses against that faction, plus we can be reasonably sure the Eldar won't betray us until after we're weakened from defending their world. I know locking up one of our lines for 32 turns is a big investment but knowledge is power.
 
So I have some thoughts about the ship hulls.

Motonic: Reduced build cost, increased power demand, reduced health levels, increase maneuverability. Easier to mothball and repair (but this is based on the reduced build cost mostly)
For these crystal ships, I think a carrier doctrine + drones would be a solid build. When we don't need to engage in offensive actions or emergency defenses, then we can keep a supply off.

Geomantic: Increased Build Cost, Reduced Power Demand, more health levels, reduced maneuverability, also increases cost of repair or mothballs but this is derived from the increased build cost.
Battleships, and patrol boats for established space, so we have two categories: Powerful juggernauts to push the enemy, and defensive ships able to punch above their class. With the constant work available then we shouldn't see too much in mothball costs. Although, we shouldn't expect to use any Geomantic style ship for cruisers or escorts. They lack the maneuverability.

Autochtonic: Baseline build cost and power usage. Hulls have more adaptability for incorporating improvements based on high quality materials or imported/stolen technology.
These should be for experimental wonder weapons, and what we shall call the MOOK class. The mook class should cover near everything else as standardized units. This means our mook ships should be easy to upgrade with each 'batch,' of research we do. It allows us to experiment with foreign technology, but we do have to be careful not to put the very best Dragon King tech in case others try to rob us.
 
In the long term I like Motonic ships because once we've finished Protoshinmaic Vortexes then we'll have pretty much infinite energy specifically for ships since the Wondrous Globes of Precious Stability should minimize the normally insane risks of using them. @StarJaunter would we know if PSVs work inside the AoE of Globes or is that locked behind completing their researches?
In the shorter term I kind of want the Manse Ships both because they're cool as fuck and because it's kinda stunting on Craftworlds.
Reminder that Protoshimaic Vortexes are not free. They require constant upkeep to keep from exploding into a warp storm and represents a point of critical vulnerability if damaged by a piercing attack or boarders.

I'd assess the fleets as:
-Motonic - Task forces. We build more fleets than can be sustained, and turn them on as needed. Fleets are less capable of independent action - most of them rely on planets for continued operations, lose the planet, lose the fleet.

It'd be a strange doctrine because we could build unreasonably large numbers of battleships, activating them only as needed. They kill one, we just need to salvage the elemental cores and roll out the next one, losses mean nothing even though its heavy ship classes which SHOULDN'T be taking such risks.

-Autochtonian - Standard. Resources => Ships, and we can use other factions' stuff if we capture those. Flip side, other factions can use our stuff if they capture or buy those.

Pretty much standard doctrine. Big ships as anchors and then the normal spread of ship classes.

-Geomantic - These are essentially Star Trek style ships in terms of doctrine. Singular, all-encompassing, self sustained ships which don't care if they get negative space wedgied into another dimension, hostile timestream or the abode of an evil god, they will work, they can build their own stuff as long as they can mine the few rares they need from somewhere, and the closest 40k analogy to attacking one is attacking an Eldar Craftworld.

Keep in mind a geomantic ship is likely capable of sustaining and building their own fighter complements. They'd have most of the functions of our cities folded up, so things like enabling a wing of flying dinosaurs in space via support relays anchored to the geomantic ship is entirely feasible even if their maximum operating range isn't very large.
 
What of the Tree ships, you know gigantic wooden hulled artifact ship trees?

Your normal ships are gonna have a lot of wood and crystal anyway, using an inconceivable amount of metal in ships doesn't mean you are willing to build ships ONLY of metal. Thats crazy talk.

And since Manses can be living and you have geomantic ships it can be blurry anyway?

How would you distinguish Vegetative Hulls from the ones above?

We could keep only our flagships as Geomantic?

My concerns mostly lie in having similar ships with different hulls. Having some geomantic hulled battleships and Motonic hull battleships or patrol fleets of small auto ships and motonic ships at the same time would be annoying.


Dramatically different ships with different hulls isn't so bad.

That means better than even odds to get a 5+ on the final roll, depending on how many threshold successes they got on the first one. Anything wrong with my assumptions

Probably right. Pterok favor Occult and gain +2 Perception so they will tend to get at least 14 dice with double nines on the first difficulty 3 check and at least 11 dice with double nines on analysis (which I remind does not need a five success, its just nice). It would almost be a given they would have All-encompassing sorcerer's sight running the whole time (given the Dragon's Tear Tiara) those if anything was trying to obscure the divination they would also get an 8 dice roll to identify it.

And these are the numbers of Joe Pterok, completely average Astrologer extraordinaire.

Build second or third tier (Observatory of Rathess level) to gain more slots and bonuses.

If you want to really want to cheese it of course, get the superpeople upgrades like making alchemicals with perception and intelligence excellencies or a Chosen with Occult excellency or a [redacted].

The second will be a six turn prediction about if the Eldar will betray us before we finish the third augury.

Careful with your wording. On the one hand Eldar refers to all Craftworlds, Exodites and Drukhari. On the other in order to betray you that have to have an accord with you at some point. So this would only spot betrayals from Ulthwe.

Said augury will be a 32 turn long divination about who will be attacking the Maiden World.

That is quite a commitment? 160 years of dedicated star effort. just to check if the Eldar are lying to you seems a touch extreme, especially considering how far out it is. I would point out a lot will be going on in this time, including you possibly building a loom of fate?

I applaud your ambition at least!
 
Any contradicting plans or votes? This plan I believe consumes 11 AP? Did you want some to come from Breed or all from Generic?
 
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How would you distinguish Vegetative Hulls from the ones above?
Same as geomantic ships but with normal power and build/repair costs, potential vulnerability to warpfire.
Any contradicting plans or votes? This plan I believe consumes 11 AP? Did you want some to come from Breed or all from Generic?
Consume all the Breed AP for one turn and use Generic for the remaining four(4) (which are covered by the AP we got from expeditions), I have a plan built on this.
[X] Plan Immediate Applications (More stuff)
-[X] Basic Acceptance +2
-[X] Augury Accord +10
-[X] Media Exchange +1
-[X] Trinkets Exchange +1
-[X] Magical Ansible +2
-[X] Staran Defenders x21 +21
-[X] Legendary Named Weapon: +4 for 2 AP (potential for future encounters)
-[X] Exotic Materials (high grade) +2x6
-[X] Elemental Cores (willpower bolstering) +3x9
-[X] Celestial Mead +5
-[X] Local Sub-Sector Intel -1
-[X] Sector Intel -3
-[X] Galactic Intel - 5
-[X] Ownership of a Maiden World -20
-[X] Location of closest uninhabited world -3x2
-[X] Location of interest to explorers -2x4
-[X] Transportation of colonists to a new world -10x3 (Maiden World)
-[X] Crystal and Vegetative Lore/Samples(Seeds of Immaculate Blood) -3x2
-[X] Crystal and Vegetative Lore/Samples(Need Wood) -3x1
-[X] Crystal and Vegetative Lore/Samples(Essence Capacitors) -3x1

[X] Yes, convert your current Draconic Legions into one of each host.

//Edit:Additional votes
[X] Ophelis
[X] Go in 3-5 turns so we can prepare.
 
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Reminder that Protoshimaic Vortexes are not free. They require constant upkeep to keep from exploding into a warp storm and represents a point of critical vulnerability if damaged by a piercing attack or boarders.
I'm hopeful that Wondrous Globes of Precious Stability will help stabilize them to reduce upkeep when both are used on the same ship and as long as we have backup power options detonating the Vortex both requires some degree of Wyld Shaping ability (the most potent of which, Daemons and maybe Psykers, are blocked from entering and nerfed in shaping ability) and would only make it easier to run away on backup power since the Globe will protect us from exploding into Pure Chaos, which divides our "running away" time by 1,500 if we're in deep space or 10,500 if we're in a system (which is what I assume the thresholds for Deep Wyld and Middlemarches are) and has decent odds of fucking with whoever triggered the Vortex, unless they're daemons but if daemons did it that either means the Globe was disabled (and we're already fucked) or we're fighting the equivalent of an Ishvara or Third Circle who can punch through our defenses (in which case we're already fucked).
It'd be a strange doctrine because we could build unreasonably large numbers of battleships, activating them only as needed. They kill one, we just need to salvage the elemental cores and roll out the next one, losses mean nothing even though its heavy ship classes which SHOULDN'T be taking such risks.
Except, unlike the Imperium, we don't have a bottomless supply of crew. We're better off than the Eldar because our souls are pretty much indestructible and none of the chaos gods have the kind of link to us Slannesh has to them but still.
and the closest 40k analogy to attacking one is attacking an Eldar Craftworld.
Flex on the Eldar!
Probably right. Pterok favor Occult and gain +2 Perception so they will tend to get at least 14 dice with double nines on the first difficulty 3 check and at least 11 dice with double nines on analysis (which I remind does not need a five success, its just nice). It would almost be a given they would have All-encompassing sorcerer's sight running the whole time (given the Dragon's Tear Tiara) those if anything was trying to obscure the divination they would also get an 8 dice roll to identify it.

And these are the numbers of Joe Pterok, completely average Astrologer extraordinaire.
Oh hell yeah. And while I don't think we generally need 5+ successes, these are events involving Farseers and potentially Greater Daemons so E6+ actors are more likely than usual to come into play
Build second or third tier (Observatory of Rathess level) to gain more slots and bonuses.
MOAR BONUSES!
If you want to really want to cheese it of course, get the superpeople upgrades like making alchemicals with perception and intelligence excellencies or a Chosen with Occult excellency or a [redacted].
I was just thinking about the 6 Million Obol Dragon but good point. We don't have any Fate gods as mentioned but general occult is good.
That is quite a commitment? 160 years of dedicated star effort. just to check if the Eldar are lying to you seems a touch extreme, especially considering how far out it is. I would point out a lot will be going on in this time, including you possibly building a loom of fate?

I applaud your ambition at least!
It's actually mostly so we can begin preparing to fight whoever's going to attack us specifically rather than just gearing up for a big fight in general. Knowing when the Eldar are going to betray us is just a bonus. Also, what affects would building the Loom have on ongoing astrology actions?
Any contradicting plans or votes? This plan I believe consumes 11 AP? Did you want some to come from Breed or all from Generic?
Are we allowed to ask if the will bolstering Cores are likely to have in-game consequences? Because otherwise I'm going to want to make my own plan. You know what? Making my own plan anyway.
EDIT: Nevermind, Voidseer got everything but dropping the cores if they're just fluff.
[X] Plan Immediate Applications (More stuff)
 
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Same as geomantic ships but with normal power and build/repair costs, potential vulnerability to warpfire.

So slow but tough?

Seems a bit simple?

I was thinking for a Jurai like ship some like reduced Upkeep levels with an implication it had smaller crews and low grade healing reducing maintenance IE, reduced upkeep. With Motonic levels of cost and power as crystal/wood ships are easy for Dragon Kings to grow but keeping their systems alive in space took more geomantic power (maybe has a lower power need when in a system but needs to activate additional relays if it leaves the sunlight?). Speed and Toughness same as Autochthonian ship.

Something like that, the implication being of course it would mean building bigger average ships with decent defensive fleets but limited on the ability to send ships on expeditions.

Nevermind, Voidseer got everything but dropping the cores if they're just fluff.

I mean fluff aside its one of the more efficient uses of AP to accord points right? Karmic Honey and Adamant are the same efficiency, so you could convert up to 16 AP into 48 accord points.

You can also ship colonists to the other uninhabited worlds you "bought" if you can scrape up the points.

Also for a name that is not from 40k and thus reveal where the Maiden world is... I was thinking of honoring a Dragon Blood Gentes you would have fought beside so something like:

Ophelis: shitty governor whose city was replaced with fairfolk and didn't notice beyond complaining about them being weird. I just like the name.
Saibok: Family of the most honored Dragonblood ever
Kirigasu: Crafters aiding a twilight.
Iza: Family trusted by the Maidens.
Gavrane: Shipwrights.
Cirese: Sailors
Anjei: Solar Majordomos
Marui: Noted Weapon smiths
 
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