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

No, I thought this was clear, the elementals are more multipurpose and longer lasting in this project which is why the bonus is less. IE I assign the two dice in the turn it succeeded and I assign the two dice the next project.

The dice need not apply to the same project in the same turn let alone across turns.

Dedicating the elementals to a single pre-determined project would produce either easier or more potent effects.
Ah, thats good to know and removes most of my objections other than the difficulty(I assume the racial capital would deal with that).

Keep in mind the really good components tend to require going questing in the Wyld/Warp for impossible products and or massive infrastructure works on the "drains AP just to keep active" level.
E.g. Skull of Bloodthirster? :D
 
That is a question. What circle equivalents would you guys rate various daemons and chaos beings if we consider the Ruinous four as Yozi equivalents.
I'd probably count as follows:
-Generics Lesser Daemon - 1CDs.
-Generic Greater Daemons - 2CDs.

And then just bump the Named candidates up one step?
Might actually be better off using Raksha tiers really.
 
Might actually be better off using Raksha tiers really.
True I have been going to Wyld way more than malfeas for comparisons to the warp. Its just the Ruinious powers are so close to Priomordials in nature and to Yozi in themes its hard not too.

Besides alot of Exalted power comparisons are generally made via what circle of demon they are comparable too so it comes up alot in readings.
 
What if in the process of messing with a group of them, we cause some kind of Waagh Signal that draws in a shitload of them from elsewhere?
We would presumably want that wherever we are making the orks. That is the whole point of creating high level orks somewhere where people you hate live. Yes, it will end badly. Very badly. For the people we do it to. Luring/directing orks to go places works for the Eldar just fine countless ways.
 
Naw, the problem of making super orks is that there is a STRONG tendency of the ork escaping containment and then now theres super orks everywhere.
Don't try to contain them. The ideal is to make them on a planet that you want dead or full of orks. So if Chaos takes over a sector, and we don't have the dragonpower to murder blend them ourselves, but we don't want Chaos getting time to do rituals. So we make some Orks to bother them.

Honestly, given Dragon King temperament of loving to fight in duels to the death and whatnot, I can easily see us becoming the closest thing Orks have to bros. We still kill each other on sight, but we have a blast doing it.
 
We would presumably want that wherever we are making the orks. That is the whole point of creating high level orks somewhere where people you hate live. Yes, it will end badly. Very badly. For the people we do it to. Luring/directing orks to go places works for the Eldar just fine countless ways.
Ahhh, I see what you mean. I'm down with pointing the Orks at people we want dead.
 
Turn 6
Turn 6

It's the start of our Second year on Tokat and we are a bit shaken from our encounter with the Behemoth.

A few relatively isolated Dragon Kings have gone missing, its attributed to accidents and assumed they have been eaten.

Noise and smoke continue to rise from the Southwest.

You have 7 generic AP

1x Free Success you can apply to Basic Outfitting or Standard Outfitting.

Anklok (1 AP): Zealot priests and barbaric warriors who deal with fire. Anklok inspire and lead, whether troops or religious gatherings. The Anklok elders are very concerned about being deprived of their glorious god. They are content that the future of the Dragon King race is safe behind mighty fortress walls. They are wondering what the glowing thing up in the sky is if the Sun is in another dimension. Many Anklok that are not officially soldiers have informally taken up patrol routes along the wall.

[ ] Glory to the Most High!: Regular worship of the Sun has been restored and morale of the Dragon Kings has mostly neutralized. Our priests say that during their most fervent prayers they hear the glimmer of a response. The Anklok Elders want permission to take advantage of the Consecrated Geomancy of the city and enact a far more elaborate ritual with the most zealous priests inspiring the most fervent followers over grand sacrifices to call out to the Sun. We need to know he is still there. AP needed: 2. DC: 80. Success needed 1. Reward: Increase in Morale. Response from the Sun unlocks further actions. (Yes you need to commit 2 AP even though only one success is needed. Praying to a god enough to get a response across dimensional boundaries is hard.)

[ ] Hlass: 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 nearness of Orks and the distance from our supply area. AP needed 2. DC: 40. Success Needed 5. Reward: Gain Hlass, Anklok Capital. Space for 4 million, +1 Anklok Action, Orichalcum Refinery.

[ ] Bribing spirits to do their job. Spirit can exert blessings beyond the simple abilities of Dragon Kings. However they don't work free and need festivals and rites performed in their honor to cooperate. It grates on you to have to resort to things kind of thing though. AP Needed: 1. DC: 25. Success Needed: 1. Reward: You gain +5 to all other rolls which can prevent a botch or cause a critical success.

[ ] Chosen of the [Insert Name here]: The Anklok guide others through the rites and rituals that prompt a god to choose a Dragon King and how to find a compatible god to try to prompt. Chosen add the power and ability of the Spirit to the Dragon King making a superior being as long as the spirit decides to work with them. AP Needed: 1. DC: 40. Success needed: 10. Reward: You gain enough chosen to gain a generic AP. [You may repeat this project but the DC goes up each time though]

[ ] Training Grounds: Raising up of Troops will be crucial for all that we are the least martial as we are the 20% left after the other 80% died in war. We are still Dragon Kings and a Savage desire to claim the hearts and skulls of our enemies is known to us. This action counts as an automatic success for troop recruitment every turn and allows larger scale (and thus more efficient) training efforts. AP Needed 1. DC: 35. Success Needed 3. Reward Training Grounds built.

Mosok (1 AP): Amphibious creatures who excel in deception. Martial Arts, Trade, Commerce, sailing, theft, blackmail, sabotage, infiltration, assassination, anything with water. Some call them devious and selfish. They just say they are cunning and Ambitious. They are eager to get to work proving their superiority to this new race.

[ ] 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.

[ ] Ork Watchers: Send Mosok and others with sufficient knowledge of water paths into the Greenskin territory to keep an eye on them. If you don't take this action you will not know what happened with the Orks, but how much trouble could they get into half a world away. Sadly this much activity implies a risk of getting caught, although less of one now that you know more about them. AP needed 1. DC: 20/35. Success Needed 1. Reward: Update on what the Orks are doing, which may just be doing the same thing they were.

[ ] Or catch an Ork Napping: They won't be here long, its probably not worth learning that much from them. Lets just take things that would potentially be useful. We won't be much more obvious than the infiltration mission but the stolen goods and eaten Greenskins will be more useful than information. This action wis even more useful now that you know more about them. AP needed 1. DC: 30/50. Success Needed 1. Reward: Gain 3 extra generic AP next turn for basic success weakening Greenskins. Avoid notice with the greater success.

[ ] Gone Fishin': Mosok concentrate on providing sea based food to the rest of the Dragon Kings so they can keep working. AP needed 1. DC: 30. Success Needed 1. Reward: Gain 1 extra generic AP next turn.

[ ] Train martial artists: The mosok concentrate on teaching the arts to new pupils. AP needed 1. DC: 40. Success Needed 0/3. Reward: Doubles # of Martial Artists created.

[ ] Dojos: Simple facilities made to concentrate the senses and focus on training. Certain dojos dedicated to certain martial arts will have imagery and special tools to aid training those Arts. Aid in the development of Martial Artists, including training new ones and developing new arts. Gain one free success in related projects every turn, new projects to train far more Martial Artists at once are possible. AP Needed 1. DC: 35. Success Needed 3. Reward: Dojos built.

Pterok (1 AP): Flying bureaucrats. Pterok excel in scholarly pursuits, like research in terms of looking up information in a library (or adding info to a library) rather than making a new piece of tech. They are amazing scribes and academics, having knowledge of history, mathematics, geology, geomancy, alchemy, astrology and many other thaumaturgical arts. The also deal with spirits the most, including the native ability many have to summon elementals even without sorcery. They can engage in crafting but focus on fine details like scribing tiny runes on an artifact more than building a temple manse. Between this new world and what they have learned from the Orks there is way too much research to do.

[ ] 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).

[ ] Aid the Croc-Men: Potions, Geomantic blessings, talismans. You can do a lot to aid the Mosok in not being detected so you should. AP needed 1. DC: 30. Success Needed 1. Reward: Ork Napping based actions done this or next turn have base DC reduced by 5 and unnoticed DC reduced by 15.

[ ] What is that?: A giant ball of light in the sky, we have some concerns. AP needed 1. DC: 50. Success Needed 1. Reward: Confirm that that is indeed not the Daystar Dirigible Fortress.

[ ] What are those?: Stars are supposed to be representations of celestial gods whose interactions are mapped to the heavens. What in the Ignis Divine are those? AP needed 1. DC: 60. Success Needed 1. Reward: What are stars?

[ ] Did the sky fall?: Creation had a giant dome over it and air never got very thin even if you flew a thousand kilometers straight up. We have already proven that is not the case here so more investigation is required. AP needed 1. DC: 40. Success Needed 1. Reward: What is the deal with the sky.

[ ] Elemental Support: Dragon Kings in general and Pteroks in particular are adept at summoning elements which both provide general aid and have particular skills and special powers that Dragon Kings may not. Particularly with the elemental complex that aids in summoning elementals for longer or with greater power. May be taken more than once. AP needed 1. DC: 30. Success Needed 1. Reward: For every success I assign three AP dice to whatever project seems to need it the most, as long as elementals could help.

[ ] 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.

[ ] Supremacy of Elemental Advantage: This this project we focus on either the most powerful or most specifically chosen Elementals for a given task. When this project is chosen you must choose another project being supported by AP this turn that it is targeting. May not target things inappropriate for elementals like research, may not apply to projects over DC of 50. 1 AP DC: 40. Success Needed 1. Reward: Targeted Project gets two successes applied.

[ ] Basic Stockpile: Potions enhance healing, senses, reduce pain, reduce the need to sleep, poison enhanced weapons. Garda eggs filled with Ardent Embrace Resin. Enchanted walkaways for protection. Now contains poisons and special supplies to apply fungicide during battle with the ork. Nothing hard if not for needing to provide enough to supply 5000 troops for several days worth of battling. Basic Stockpiles add +2 (+3 for orks) to Might for a segment of a battle. Note that up to four such stockpiles can be consumed per segment of a battle if available. This does not prevent a botch. AP needed 1. DC: 40. Success Needed 1. Reward: Gain 1 Basic Stockpile.

[ ] Prayer-strip Stockpile: Soldiers are handed prayer strips which can be easily activated to burn away and "automatically" pray to a certain spirit on behalf of the user. Normally the effect is minimal but the Pterok Shamans have pre-arranged things with the spirits in this case. They will apply a useful combat blessing to the soldier. Using Prayer-strip stockpiles cause effected rolls to ignore botches. After losses of effected unit is calculated the number of losses is halved. There is no effect to multiple uses of this stockpile in a single battle. AP needed 1. DC: 50. Success Needed 1. Reward: Gain 1 Prayer-strip Stockpile.

[ ] Color Thaumaturgy: Inside the empowering effect of the Waaagh! items covered in predominately one bright color gain certain attributes, because apparently the Orks believe they do. Honestly we have worked with sketchier bases for mystic arts before. Although our version will probably demand paint and painting methods a bit more involved than the Orks and have some duration rather than simply being true as long as Orks are nearby. Of course being the proper color means that they will also be true when orks are nearby. AP needed 1. DC: 45 Success Needed 1. Reward: Your thaumaturgists may utilize the science and art of color magic.

[ ] Orks are Loud!: Orks are so loud and smelly that it can be a bit distracting for the keen senses of the Dragon king. Develop some tool or potion or something to help you keep from being deafened while still being able to use your senses in the battle: Develop ork oriented sensory overload Procedures. AP needed 1. DC: 25. Success needed 1. Reward: Minor resistance to a common Ork maneuver.

[ ] Fighting Behemoths: Apparently this world has massive creatures able to fight armies on their own. During the Primordial War we tended to lean on Lunar Exalted taking massive forms for opposing enemy Behemoths. Without these allies we will have to learn to fight massive monsters on our own. We need to hit the books and do the maths, luckily Minnow Sky has a plan he calls Project: Titan. AP Needed 2. DC 40. AP needed 10. Reward: Can build Prototype Warstrider.

[ ] Thaumaturgical Work Shop: This work shop combines potions labs, enchanting workshops and geomantically aligned rooms to allow mass production of Basic Stockpiles and potentially more powerful stockpiles are made possible. You gain a single free success every turn for Basic Stockpile or similar actions (like "Aid the Croc-Men") as well as enabling mass production of such stockpiles or maybe the creation of more potent stockpiles if appropriate exotic ingredients are found. AP Needed 1. DC 35. AP needed 3. Reward: Thaumaturgical Workshop built.

[ ] Skydock: Specialized workshop for building simple airships and a dock for allowing them to load, unload and be maintained in the city. AP Needed 1. DC 35. AP needed 3. Reward: Skydock built

Raptok (1 AP): The most civilized of all Dragon kings. Diplomats and socializers. Best at getting along with other races. City builders and masters of vegetative and crystal technology that is the hallmark of the Dragon King mastery. Inquisitive natures allow them to explore unknown technologies and debate philosophy with aliens. There are still Dragon Kings at heart though, even if they may sip wine and discuss great literary works while polishing and adorning the skulls of their enemies with elaborate crystals to display in a battle shrine. Raptoks are also sized to be the only Dragon King able to comfortably use Human sized tools and workshops. This combined with their social skills and love of technology makes them the most likely to meet other races, and some races may think Raptoks are it when talking about Dragon Kings. Raptok have a lot to do since they need to rebuild all the infrastructure of an entire civilization.

[ ] New Rathess: 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 nearness of Orks and the distance from our supply area. AP needed 2. DC: 40. Success Needed 5. Reward: Gain New Rathess, Raptok Capital. Space for 4 million, +1 Raptok Action, Biothaumaturgy labs.

[ ] 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.

[ ] Isle Cities: While the populating breed cities, Merela, Sperimin, and various manses and fortresses would do for the current 30 million population… there are 120 million eggs waiting to be born. Bang out cities appropriate for the Isle assuming the whole world would be built up. You will have to build them eventually and it will give your current population a place to be productive while waiting for the Breed Capitals and other things to get built. Cities will not be quite as amazing as the Capitals but they should have all the basic comforts and still be fairly useful. AP needed 1. DC: 20. Success Needed 4/5. Reward: Gain Isle Cities, room for 30 million population on Isle in civilized manner. Defense of Isle in depth. +2 generic Actions.

[ ] Fungicide: A project to develop a poison or fungicide based enchantment that can be used to increase effectiveness versus Orks and possibly limit the spread of their spores after death. AP needed 1. DC: 30 Success Needed 1. Reward: Fungicidal poisons or Enchantments.

[ ] Waaagh!tech: While we have no real interest in making and using this technology, a more thorough study may provide insights into our own magitechnology, inspiration for magitech versions of Ork devices, or at least tell us if our armor is strong enough to resist their weapons and vice versa. AP needed 1. DC: ?? Success Needed 1. Reward: May be repeated. Rolling well produces a better result.

[ ] Fishing Boats: Mosok built boats are very… inelegant. Lets help them out so they can help us out with fresh food. AP needed 1. DC: 35. Success Needed 1. Reward: Lowers difficulty of "Gone Fishin' and Catch an Ork Napping" by 5 until replaced with better.

[ ] 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.

[ ] New Hearths: Much of our most powerful equipment needs continual power transmitted from Geomantic power-wells like Dragon Nests and Manses via hearthstones. It seems we would be too lucky to have this new world be as rich in Dragon Nests as Creation was and even if it is we will need to build those Manses to channel the geomantic power. So we may want to consider developing alternatives. AP Needed 1. DC 60. Success Needed 2. Reward: Options for modifying some magitech designs to use non-hearthstone based power sources. Further research unlocked.

[ ] 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 3/5. Rewards: Both Draconic legions are equipped with third rate Dragon King gear. Will grant +2 Might to legions.

[ ] Artillery too: Light Implosion Bows mounted on golem drawn ironwood chariots for some degree of mobility. Implosion bows shoot spheres of spatially twisted essence and cause vortices of disintegrating light on impact. This project makes enough Light Implosion Bows to supply mobile artillery support for a single Dragon King Legion. AP needed 2. DC: 55. Success Needed 3. Reward: Add mobile artillery support to Remnant Legion.

[ ] Advanced Armory (locked: required Tools Workshop): This project includes the equipment needed to mass produce a higher level of weapons and armor and other equipment they need, it also allows greater levels of work to be done. Second rate gear would require more exotic materials but is possible. This facility provides a three free successes every turn and triples naturally earned successes in terms of building equipment sets for troops as well as enabling mass production projects for militia grade and third rate gear. With access to exotic components or a Jade mine we can mass produce second rate gear. With BOTH Exotic Stockpiles and a Jade or Orichalcum mine we could produce first rate gear at exhaustive efforts. AP Needed 3. DC 50. AP needed 9. Reward: Advanced Armory Workshop built.

[Exotic Stockpiles represent exotic components of higher quality then can be mass produced, currently. Thus they are a limited resource but this stockpile represents enough for a project calling upon them.]

[ ] 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.

[ ] Staran Plantation: AP needed 1. DC: 35. Success Needed 3. Reward: Build Staran Plantation

General Action: Actions that you can attempt which are not focused on a given breed need generic AP to use. To confirm, generic AP can also be used on Breed specific actions.

[ ] Resource Expedition: Various Dragon Kings can effectively magic up useful equipment from rocks and trees. But that doesn't mean its not easier if they have higher quality materials to work from. Use what you learned from the Mosok Exploration last season to go on expeditions to various places across Tokat to bring back more useful raw materials, if you are lucky maybe even something with enough potency to allow more powerful artifact creation. AP Needed 1. DC: 20/80. Success Needed 1. Reward: Every base success provide TWO AP next turn, every greater success provides a free AP success that can be applied to a magitech project of at least three total successes, such as "Standard Outfitting or Manse Builder"

[ ] 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.

[ ] Stables: The breeding, training, and caring for our "lesser" kin requires special facilities. Ox-Dragons, River-Dragons, Claw-Striders, Pestletails, Siege Lizards, Razorbeak Dragons, and Tyrant Lizards are all fearsome beasts that are difficult to train and control at the best of times but long practice and the use of Husbandry based Arts and Sciences has enabled us to use these terrible beasts as Mounts and war engines. Building this facility provides a single free success dedicated to setting up mounts and enables either mass projects, research into improved magical training methods, further mount using projects, and setting up standard army recruitment to include equipping with appropriate beasts. AP Needed 1. DC 35. AP needed 3. Reward: Stables built

[ ] Siege Lizards: Not!Stegosaurus herds were sent along with us when we came here. Should we be offended we are considered equal to herd animals in the eyes of Primordials? Either way, Siege Lizards are not very bright and ferociously independent but we have long experience domesticating them. And they are very very tough. We want to train some, armor them, and use firing platforms along their sides that will allow our people to use their spiny plates as cover, effectively mobile bunkers. Most of the artifact work in this project will be used to speed up the ponderous beasts so that our armies are not slowed down tactically or strategically. AP needed 2. DC: 30. Success Needed 2. Reward: Remnant Legion is equipped with a dozen Armored Siege Lizards, enough to meaningfully impact combat.

[ ] Ox-Dragons: Not!Triceratops are normally used as beasts of burden by Dragon Kings. These 12 ton monsters are surprisingly fast over the long haul and dangerously fast on a charge. We plan to take some, train them, armor them up, maybe put magical material filigree into their horns. And mount a warstrider scale Fire Lance on top. AHAHAHAHA!. Fire Lances can empower the tip during a charge, shoot streams of fire at single targets within 250 meters, or throw massive curtains of fire burning everything within a 7 meter wide and 175 meter long area. Now don't get me wrong, there are better weapons we could mount, Implosion bows, Essence cannons for anti-armor work, or larger numbers of smaller weapons for anti-infantry weaponry. But A) a fire lance can do both almost as well as dedicated weaponry and B) When you are riding a monster that will inevitably charge the enemy, a huge magical lance seems appropriate. AP needed 2. DC: 35. Success Needed 3. Reward: Remnant Legion is equipped with a dozen Fire Ox-Dragons, enough to meaningfully impact combat.

[ ] Razor-Beaks: not!Quetzalcoatlus are normally ridden by Pteroks the way humans rode horses. We can equip trained Razor-Beaks with leaf armor and self reloading fuel bolt launchers that the riders can control. The beasts can fly faster and further than Pteroks alone can, if not by a massive amount and the anti-vehicle weapons allow them to be dangerous when opposing any air craft. In situations where there is no enemy air support they can carry large fire bombs and garda eggs or other alchemical grenades (fungicides maybe?) to drop on foes. AP needed 2. DC: 35. Success Needed 3. Reward: Gain Air Force.
 
[X] Plan Messy Expansion & Orks
-[X] [Anklok] Training Grounds
-[X] [Mosok] Ork Watchers
-[X] [Pterok] Elemental Support
-[X] [Raptok] Isle Cities
-[X] [Generic] Dojos
-[X] [Generic] Dojos
-[X] [Generic] Dojos
-[X] [Generic] Workshop-Tools
-[X] [Generic] Workshop-Tools
-[X] [Generic] Workshop-Tools
-[X] [Generic] Standard Outfitting
-[X] [Success] Standard Outfitting

We should probably get the prototype warstrider next turn because of the behemoths and maybe whatever the Orks are slapping together with chapstick and glue. Probably something big and really not fun to deal with just sticks and stones.
 
Not as spread out as I would do it, but it works.


[X] Plan Messy Expansion & Orks
-[X] [Anklok] Training Grounds
-[X] [Mosok] Ork Watchers
-[X] [Pterok] Elemental Support
-[X] [Raptok] Isle Cities
-[X] [Generic] Dojos
-[X] [Generic] Dojos
-[X] [Generic] Dojos
-[X] [Generic] Workshop-Tools
-[X] [Generic] Workshop-Tools
-[X] [Generic] Workshop-Tools
-[X] [Generic] Standard Outfitting
-[X] [Success] Standard Outfitting
It's the start of our Second year on Tokat and we are a bit shaken from our encounter with the Behemoth.
Really? Our people seem to have handled things fine. Do Titan scale units not existence in Exalted, or is that just a quirk of how early in the timeline we were before being banished.
 
We would presumably want that wherever we are making the orks. That is the whole point of creating high level orks somewhere where people you hate live. Yes, it will end badly. Very badly. For the people we do it to. Luring/directing orks to go places works for the Eldar just fine countless ways.
The whole point being that orks do not nicely stay where you put them.
They'd plague the people you dropped them off at, but not too long after expect to find the same sneaky gits in your backyard.

[X] Plan Getting Shipped
-[X] [Anklok] Training Grounds
-[X] [Mosok] Ork Watchers
-[X] [Pterok] Elemental Support
-[X] [Raptok] Isle Cities
-[X] [Generic] Port Abalone #1
-[X] [Generic] Port Abalone #2
-[X] [Generic] Port Abalone #3
-[X] [Generic] Port Abalone #4
-[X] [Generic] Workshop – Golems #1
-[X] [Generic] Workshop – Golems #2
-[X] [Generic] Standard Outfitting
-[X] [Success] Standard Outfitting

Considering how much of our construction projects, military projects AND recon projects are more difficult because we don't have ships. Finish Port Abalone, watch difficulties drop across the board.
Also the golems provide a free success towards construction.

We probably want that before building species capitals.
 
The whole point being that orks do not nicely stay where you put them.
They'd plague the people you dropped them off at, but not too long after expect to find the same sneaky gits in your backyard.
Only if we put them in places next to us. The orks do not spread so rampantly that they are literally everywhere, after all. Having some major distant enemy distracted by orks is a decent idea. It is not a solution to everything, and we shouldn't spam it. But we shouldn't treat it like making a deal with a daemon or something similar. It is possible to do it and not have it fuck you over.
 
Do Titan scale units not existence in Exalted,
Sure, but there is a quality of intimidation implied in both 40K titan units and Exalted warstriders that is beyond simply being big.

Not mere gods nor mere men but a god machines ready for reality to quake as their systems come online and roar to life.

But for all that I say shaken it was less the fight and more the surprise. And its not like the being shaken is applying an actual penalty.

This was the result of a natural 100 after all.
 
Sure, but there is a quality of intimidation implied in both 40K titan units and Exalted warstriders that is beyond simply being big.

Not mere gods nor mere men but a god machines ready for reality to quake as their systems come online and roar to life.

But for all that I say shaken it was less the fight and more the surprise. And its not like the being shaken is applying an actual penalty.

This was the result of a natural 100 after all.
Right. The Dragon Kings saw bigger. But surprise Titan is a major thing.

You know, Elders with the right paths might be able to do ninja Warstriders.
 
I mean just level up your piety stuff and than you can pray to the sun to use his Titan Calling Clarion to

UNLEASH THE KUKLA!

You know, Elders with the right paths might be able to do ninja Warstriders.

Let see
Raptok: Giant tree is now animated, artifact armor and I can possess it.

Mosok: You think you are fighting a Warstrider anyway.

Pterok: I punch you perfectly in your weak spot from another dimension repeatedly until even the titan you are driving stops protecting you.

Anklok: I can travel anywhere my head fits without slowing down or suffering penalties to attack and I can move and attack supernaturally fast while setting everything I tough on fire (even if it can't burn)... I hope you didn't need air vents or something.
 
That thing is downright unfair.

A bit surprised the Jadeborn were not kicked out alongside us, honestly.
The first version I did was letting you choose between elementals, jadeborn, or dragonblood.

But there is a lot of usefulness with elementals and I was worried that it would be too hard to walk the line of which is sidekick race and which is actually the main race with the other two.
 
That thing is downright unfair.
We can call it Plan L


You mean Dragon Kings. Dragon Blooded would be totally OP long term.

OP in long term is why it wasn't an option. But the idea was you only get like a hundred so it take like 50 plus years before theres even enough for a mechanical effect let along a big galaxy changing amount.

That said, Jadeborn would have the most metal method of gaining more souls. Capturing Daemons and turning them into Jadeborn souls.

So first we bind a screaming chaos spawn into a giant pillar of jade than we smash on the pillar with order-affirming forge hammers until the damned wailing ceases and we confirm that all that is not order has been beaten out of the pillar, then we carve the pillar into a statute and ritually infuse it with the essence of the Great Maker.

And that little girl is where baby dwarves come from.
 
OP in long term is why it wasn't an option. But the idea was you only get like a hundred so it take like 50 plus years before theres even enough for a mechanical effect let along a big galaxy changing amount.
Yeah, but exponential growth is a thing. Especially when you are outright trying to get as many people as possible.
So first we bind a screaming chaos spawn into a giant pillar of jade than we smash on the pillar with order-affirming forge hammers until the damned wailing ceases and we confirm that all that is not order has been beaten out of the pillar, then we carve the pillar into a statute and ritually infuse it with the essence of the Great Maker.

And that little girl is where baby dwarves come from.
Baby dwarves are just hammered out of Jade. That is how a new soul for a dwarf is made.
We can call it Plan L
Plan "Fuck the planet we summon it on."
 
Only if we put them in places next to us. The orks do not spread so rampantly that they are literally everywhere, after all. Having some major distant enemy distracted by orks is a decent idea. It is not a solution to everything, and we shouldn't spam it. But we shouldn't treat it like making a deal with a daemon or something similar. It is possible to do it and not have it fuck you over.
They have space travel and access to the Immaterium.
Thats all you need to escape containment.

You're REALLY much better off inventing your own gribbly servant.
 
They have space travel and access to the Immaterium.
Thats all you need to escape containment.

You're REALLY much better off inventing your own gribbly servant.
Yes, and yet they have not spread to literally every world out there. I do not dispute that they can escape containment. But the Eldar manage to use Orks against humans just fine. I think it is only fair that we return the favor to them a few times.

The point is not to have a gribbly servant. The point is to toss a thing at some distant enemy to fuck with them and force them to spend time dealing with Orks rather than other problems.
 
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