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

It would be four AP and you would still need to move over the Atelier Manse on to it, but if I'm figuring what Jaunter said correctly than you could do it. I'm willing to wait one more turn for '6 million obal dragon' so you could use that plus so all you would need is to find one more AP.
I'll juggle around the freed up AP from militia as we only need to meet the minimum required AP for that one unless someone can think up an omake for it.
 
Anyone have any input?

I suggest putting an Astrological question to supporting the defense against the invasion, that was mentioned to be permissible and I imagine being three steps ahead of the orks isn't going to be a terrible idea.
I don't think we need to put Mosok dice towards more fishies right now, though a few more dice towards the martial arts tournement might not be a bad idea (currently it seems to assume every dice rolled would be a success)
Not sure we want to do the 6 Million Obol Dragon quite yet, though I'm interested in it going forward.

@StarJaunter If we put Flawless Workshop, Automata and Atlier towards making Brass Legionaries, would that be 9 successes automatically, or a higher number?

Response will be short today, sorry.
 
So if I can scrounge up the AP for it that plasma standard can benefit from the workshops tripling effect even though I've put it the workshops auto-success on warbirds?
Correct, that is why the bonus from the atelier manse is so high, its including the multiplier.


we put Flawless Workshop, Automata and Atlier towards making Brass Legionaries, would that be 9 successes automatically, or a higher number?
It would be 15 sux if the nine from the atelier doesn't go over 50%. In many cases the tripling applies to the atelier manses.
 
I suggest putting an Astrological question to supporting the defense against the invasion, that was mentioned to be permissible and I imagine being three steps ahead of the orks isn't going to be a terrible idea.
The question I asked on that front last turn was nixed by Star so unless you have a better question then what the Orks opening moves in their attack will be it's a no go.

Correct, that is why the bonus from the atelier manse is so high, its including the multiplier.
So does that mean that we will only get 9 successes from the manse altogether or will that nine get tripled as well?
 
The question I asked on that front last turn was nixed by Star so unless you have a better question then what the Orks opening moves in their attack will be it's a no go.

"What day will they arrive?"
"Which general is most favored to defeat them?"
"Whence in the system will they arrive?"
"Are we more able to contest them in sky or ground?"
"Are any of our brave warriors especially fated to be puissant against the foe?"
"Do the stars favor this tactic?"
"Why did the shroomborn seek to attack us now?"
"What stratagems has their boss favored in the past?"

Some of these seem better for asking the uncaring void (Wyld divination), but I'm confident at least some of these are reasonable questions for our astrologers
 
Altogether. You get three successes generally from an Atelier manse and the workshops can usually triple it.
Right that means we need another 9 AP for it to work.

I'm thinking we drop Builder Bugs, 6 million obal dragon and militia (if we can come up with an omake for it) and take the last two AP from Karmic Expedition that should give us the 9 required for it to work.

We could also drop brass legion.
 
Keep the Builder Bugs, it's 1 AP and will help the colonists. I'd like to get at least some prep for that done. Incidentally, think we could shake loose some AP to complete the Gate of Auspicious Passage?
 
I'd like to get at least some prep for that done.
We have two colony packages so far out of a maximum of three as we're only sending 30 million colonists and they can take one package per ten million.

Incidentally, think we could shake loose some AP to complete the Gate of Auspicious Passage?
No not really, the Orks are on our door step and I'm kinda pushing things a little with the nondefense related stuff that I am putting in the plan as is, after their gone sure but not right now

I would rather we not. Trying to over rely on our afterlives seems like a recipe for disaster, and our medical center only provides two rerolls.
I meant lowering the amount spent on expeditions this turn by two in order to meet the 9 AP required to potentially finish plasma standard this turn Rook.
 
"What day will they arrive?"

known
"Whence in the system will they arrive?"

known, you are literally watching them on scopes now since roks are stl
"Are we more able to contest them in sky or ground?"

If it said ground would you really not try to fight in the void?

"Do the stars favor this tactic?"
Dragon Kings are warriors, they need no look to stars to fight orks.

"What stratagems has their boss favored in the past?"

Sure, whats the orks boss's name and birthday

"Why did the shroomborn seek to attack us now?"
probably a vision quest thing. Astrology is when and where focused.
 
Okay I'm going to move one AP from militia to Void Marines, drop Builder Bugs, 6 million obal dragon and brass legion for 7 AP and lower karmic expedition by 2 AP so plasma standard can be done anyone have any objections to this?

kind of a pity that militia needs two AP minimum isn't it.
 
You could lower Karmic Expedition by two more AP, so militia has a chance to complete next turn.
Apparently it only needs one according to @StarJaunter.

Correct, the tripling effect applies to any success earned on any project that COULD have had the Auto-success apply (unless mentioned otherwise. Some projects will mention that auto success are converted to dice or multiplies do not work.
 
drop Builder Bugs, 6 million obal dragon and brass legion
Okay I'll be okay with letting those go for this turn simply because we need to be ready for the Ork invasion, but next turn we get Builder Bugs, 6 million obal dragon, and Staran Forces (because the Eldar like having the wooden 'meat' shields we produce). The brass legion would be nice to keep as it would be a good test of their combat ability, but there will be more chances for us to test them.
 
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Hull Size and Type Comparisons
Experiments with tables:

Keep in mind, due to popular request that FTL and shields count as separate components so usually you will immediately lose two components to FTL system and some form of improved defenses.

Assault skyremes have 2 slots, currently used for basic magitech weaponry and armor plating. Most equipment is one slot, weapons have slots equal to damage unless something wonky is going on like limited ammunition (torpedo) or weapon imposes restrictions (like it damages the ship to fire or what Amoth does with derelicts). Or weapons which have bonus effects making them bigger than their damage (like lightning ballista skipping -1 levels).

MotonicAutochthonicGeomanticJurai
SloopHull Cost: 12 AP
Speed: 5
Maneuver: 6
Components: 3
Upkeep: 2 Sloops per AP
Power: +4
Logistics: +1
Hull Level: -2/-3/Crippled
Note: the smallest ships that can engage in FTL Travel and combat. Cannot be more than a couple seasons away from base due to lack of storage for parts aboard, thus on extended actions it requires support of a supply train or larger vessel.
Hull Cost: 20 AP
Speed: 5
Maneuver: 5
Components: 3
Upkeep:2 Sloops per AP
Power: +3
Logistics: +1
Hull Level: -1/-3/Crippled
Note: the smallest ships that can engage in FTL Travel and combat. Cannot be more than a couple seasons away from base due to lack of storage for parts aboard, thus on extended actions it requires support of a supply train or larger vessel.
Hull Cost: 30 AP
Speed: 5
Maneuver: 4
Components: 3
Upkeep:2 Sloops per AP
Power: +2
Logistics: +1
Hull Level:-1/-1/-2/-3/Crippled
Note: the smallest ships that can engage in FTL Travel and combat. Cannot be more than a couple seasons away from base due to lack of storage for parts aboard, thus on extended actions it requires support of a supply train or larger vessel.
Hull Cost: 12 AP
Speed: 5
Maneuver: 5
Components: 3
Upkeep:2 Sloops per AP
Power: +2 (in sun) /3 (away)
Logistics: +1
Hull Level: -1/-3/Crippled
Note: the smallest ships that can engage in FTL Travel and combat. Cannot be more than a couple seasons away from base due to lack of storage for parts aboard, thus on extended actions it requires support of a supply train or larger vessel.
ChariotHull Cost: 20 AP
Speed: 4
Maneuver: 5
Components: 4
Upkeep: 1
Power: +5
Logistics: +2
Hull Level:-2/-2/-3/Crippled
Note: A workhorse of the fleet, a great balance between weapons, defense, mobility, and logistics. Combat oriented Chariots can only operate a few seasons away from base, but Chariots can use one of their components to gain cruiser like operational patterns and the storage for logistic supplies.
Hull Cost: 30 AP
Speed: 4
Maneuver: 4
Components: 4
Upkeep: 1
Power: +4
Logistics: +2
Hull Level: -1/-2/-3/Crippled
Note: A workhorse of the fleet, a great balance between weapons, defense, mobility, and logistics. Combat oriented Chariots can only operate a few seasons away from base, but Chariots can use one of their components to gain cruiser like operational patterns and the storage for logistic supplies.
Hull Cost: 45 AP
Speed: 4
Maneuver: 3
Components: 4
Upkeep: 1
Power: 3
Logistics: +2
Hull Level: -1/-1/-2/-2/-3/Crippled
Note: A workhorse of the fleet, a great balance between weapons, defense, mobility, and logistics. Combat oriented Chariots can only operate a few seasons away from base, but Chariots can use one of their components to gain cruiser like operational patterns and the storage for logistic supplies.
Hull Cost: 20 AP
Speed: 4
Maneuver: 4
Components: 4
Upkeep: 1
Power: +3 (sun) / +4 (away)
Logistics: +2
Hull Level: -1/-2/-3/Crippled
Note: A workhorse of the fleet, a great balance between weapons, defense, mobility, and logistics. Combat oriented Chariots can only operate a few seasons away from base, but Chariots can use one of their components to gain cruiser like operational patterns and the storage for logistic supplies.
PennantHull Cost: 30 AP
Speed: 4
Maneuver: 4
Components: 5
Upkeep: 1
Power: +6
Logistics: +3
Hull Level: -2/-2/-3/-3/Crippled
Note: Pennants are able to store supplies to operate and trom baseavel years away from base inherently. They are usually used to patrol spacelanes and hunt pirates, scout for greater fleets, or as the name implies, act as a high level courier or messenger to a non-tokat controlled world to "show the flag"
Hull Cost: 45 AP
Speed: 4
Maneuver: 3
Components: 5
Upkeep: 1
Power: +5
Logistics: +3
Hull Level: -1/-2/-2/-3/Crippled
Note: Pennants are able to store supplies to operate and travel years away fr inherently. They are usually used to patrol spacelanes and hunt pirates, scout for greater fleets, or as the name implies, act as a high level courier or messenger to a non-tokat controlled world to "show the flag"
Hull Cost: 60 AP
Speed: 4
Maneuver: 2
Components: 5
Upkeep: 1
Power: +4
Logistics: +3
Hull Level:-1/-1/-2/-2/-2/-3/Crippled
Note: Pennants are able to store supplies to operate and travel years away from base inherently. They are usually used to patrol spacelanes and hunt pirates, scout for greater fleets, or as the name implies, act as a high level courier or messenger to a non-tokat controlled world to "show the flag"
Hull Cost: 30 AP
Speed: 4
Maneuver: 3
Components: 5
Upkeep: 1
Power: +4 (sun)/ +5 (away)
Logistics: +3
Hull Level:-1/-2/-2/-3/Crippled
Note: Pennants are able to store supplies to operate and travel years away from base inherently. They are usually used to patrol spacelanes and hunt pirates, scout for greater fleets, or as the name implies, act as a high level courier or messenger to a non-tokat controlled world to "show the flag"
WayfarerHull Cost: 40 AP
Speed: 3
Maneuver: 4
Components: 6
Upkeep: 2
Power: +8
Logistics: +5
Hull Level: -1/-2/-2/-3/-3/-3/
Crippled/Crippled
Notes: Wayfarers are vessels in the 5 km long range, big enough that they can face some of the fiercest fighting. Wayfarers can travel years without restocking if they start off well stocked.
Hull Cost: 60 AP
Speed: 3
Maneuver: 3
Components: 6
Upkeep: 2
Power: +6
Logistics: +5
Hull Level: -1/-1/-2/-2/-3/-3/
Crippled/Crippled
Notes: Wayfarers are vessels in the 5 km long range, big enough that they can face some of the fiercest fighting. Wayfarers can travel years without restocking if they start off well stocked.
Hull Cost: 80 AP
Speed: 3
Maneuver: 2
Components: 6
Upkeep: 2
Power: +4
Logistics: +5
Hull Level: -1/-1/-1/-2/-2/-2/-3/-3/
Crippled/Crippled
Notes: Wayfarers are vessels in the 5 km long range, big enough that they can face some of the fiercest fighting. Wayfarers can travel years without restocking if they start off well stocked.
Hull Cost: 60 AP
Speed: 3
Maneuver: 4
Components: 6
Upkeep:1
Power: +6(sun)/+8
Logistics: +5
Hull Level: -1/-1/-2/-2/-3/-3/
Crippled/Crippled
Notes: Wayfarers are vessels in the 5 km long range, big enough that they can face some of the fiercest fighting. Wayfarers can travel years without restocking if they start off well stocked.
TempleshipHull Cost: 50 AP
Speed: 3
Maneuver: 4
Components: 6 + Manse
Upkeep: 2
Power: +9
Logistics: +6
Hull Level: -1/-1/-2/-2/-2/-3/-3/
Crippled/Crippled
Note: Temple Ships are just slightly larger Wayfarers that are designed to include a Temple from the ground up. They are slightly tougher in order to protect any valuable relics or practitioners aboard. Cost of Temple equipment is included in above stats. (Examples include, Observatories, Medical ships, Atelier ships, etc)
Hull Cost: 70 AP
Speed: 3
Maneuver: 3
Components: 6 + Manse
Upkeep: 2
Power: +7
Logistics: +6
Hull Level: -1/-1/-1
/-2/-2/-2/-3/
Crippled/Crippled
Note: Temple Ships are just slightly larger Wayfarers that are designed to include a Temple from the ground up. They are slightly tougher in order to protect any valuable relics or practitioners aboard. Cost of Temple equipment is included in above stats. (Examples include, Observatories, Medical ships, Atelier ships, etc)
Hull Cost: 85 AP
Speed: 3
Maneuver: 2
Components: 6 + Manse
Upkeep: 2
Power: +4
Logistics: +6
Hull Level: -1/-1/-1/-1
/-2/-2/-2/-2/-3/
Crippled/Crippled
Note: Temple Ships are just slightly larger Wayfarers that are designed to include a Temple from the ground up. They are slightly tougher in order to protect any valuable relics or practitioners aboard. Cost of Temple equipment is included in above stats. (Examples include, Observatories, Medical ships, Atelier ships, etc)
Hull Cost: 50 AP
Speed: 3
Maneuver: 4
Components: 6 + Manse
Upkeep:1
Power: +7(sun)/+9
Logistics: +6
Hull Level: -1/-1/-1
/-2/-2/-2/-3/
Crippled/Crippled
Note: Temple Ships are just slightly larger Wayfarers that are designed to include a Temple from the ground up. They are slightly tougher in order to protect any valuable relics or practitioners aboard. Cost of Temple equipment is included in above stats. (Examples include, Observatories, Medical ships, Atelier ships, etc)
DromonHull Cost: 50 AP
Speed: 3
Maneuver: 4
Components: 7 (can mount Titanic systems)
Upkeep: 2
Power: +9
Logistics: +6
Hull Level: -1/-1/-2/-3/-3/-3/-3/
Crippled/Crippled
Note: As fast as wayfayers and constructed from the keel up to host the titanic systems more typically mounted on Directional Titans. Usually in the form of massive arcanotech artillery pieces. However, they end up being almost as fragile as a wayfarer, despite sporting fearsome firepower.
Hull Cost: 75 AP
Speed: 3
Maneuver: 3
Components: 7 (can mount Titanic systems)
Upkeep: 2
Power: +7
Logistics: +6
Hull Level: -1/-1/-1/-2/-3/-3/-3/
Crippled/Crippled
Note: As fast as wayfayers and constructed from the keel up to host the titanic systems more typically mounted on Directional Titans. Usually in the form of massive arcanotech artillery pieces. However, they end up being almost as fragile as a wayfarer, despite sporting fearsome firepower.
Hull Cost: 100 AP
Speed: 3
Maneuver: 2
Components: 7 (can mount Titanic systems)
Upkeep: 2
Power: +5
Logistics: +6
Hull Level: -1/-1/-1
/-2/-2/-3/-3/-3/-3/
Crippled/Crippled
Note: As fast as wayfayers and constructed from the keel up to host the titanic systems more typically mounted on Directional Titans. Usually in the form of massive arcanotech artillery pieces. However, they end up being almost as fragile as a wayfarer, despite sporting fearsome firepower.
Hull Cost: 70 AP
Speed: 3
Maneuver: 3
Components: 7 (can mount Titanic systems)
Upkeep:1
Power: +7 (sun)/+9
Logistics: +6
Hull Level: -1/-1/-2/-3/-3/-3/-3/
Crippled/Crippled
Note: As fast as wayfayers and constructed from the keel up to host the titanic systems more typically mounted on Directional Titans. Usually in the form of massive arcanotech artillery pieces. However, they end up being almost as fragile as a wayfarer, despite sporting fearsome firepower.
Conquest PlatformHull Cost: 50 AP
Speed: 2
Maneuver: 3
Components: 8
Upkeep: 3
Power: +10
Logistics: +7
Hull Level: -1/-1/-2/-2/-2/-3/-3/-3/-3/
Crippled/Crippled/Crippled
Note:
Conquest Platforms are powerful vessels, although their sheer power makes maintaining their operation a strain. Still their supply bays are quite spacious so given enough supplies they might roam for decades before returning to a friendly world.
Hull Cost: 80 AP
Speed: 2
Maneuver: 2
Components: 8
Upkeep: 3
Power: +7
Logistics: +7
Hull Level: -1/-1/-1/-2/-2/-2/-3/-3/-3/
Crippled/Crippled/Crippled
Note:
Conquest Platforms are powerful vessels, although their sheer power makes maintaining their operation a strain. Still their supply bays are quite spacious so given enough supplies they might roam for decades before returning to a friendly world.
Hull Cost: 110 AP
Speed: 2
Maneuver: 1
Components: 8
Upkeep: 3
Power: +4
Logistics: +7
Hull Level: -1/-1/-1/-2/-2/-2/-2/-3/-3/-3/-3/
Crippled/Crippled/Crippled
Note:
Conquest Platforms are powerful vessels, although their sheer power makes maintaining their operation a strain. Still their supply bays are quite spacious so given enough supplies they might roam for decades before returning to a friendly world.
Hull Cost: 80 AP
Speed: 2
Maneuver: 2
Components: 8
Upkeep: 2
Power: +7 (sun)/+10
Logistics: +7
Hull Level: -1/-1/-1/-2/-2/-2/-3/-3/-3/
Crippled/Crippled/Crippled
Note:
Conquest Platforms are powerful vessels, although their sheer power makes maintaining their operation a strain. Still their supply bays are quite spacious so given enough supplies they might roam for decades before returning to a friendly world.
Direction Titan (Light)Hull Cost: 60 AP
Speed: 1
Maneuver: 2
Components: 10
Upkeep: 4
Power: +12
Logistics: +7
Hull Level: -1/-1/-2/-2/-2/-2/-3/-3/-3/-3/-3/-3/
Crippled/Crippled/Crippled/Crippled
Note:
The smallest of the Behemoths able to anchor even massive vessel formations and sway battles to their side by fielding systems of incredible size and complexity, and weapons of terrible might.
Hull Cost: 100 AP
Speed: 1
Maneuver: 1
Components: 10
Upkeep: 4
Power: +8
Logistics: +7
Hull Level: -1/-1/-1/-1/-2/-2/-2/-2/-3/-3/-3/-3/
Crippled/Crippled/Crippled/Crippled
Note:
The smallest of the Behemoths able to anchor even massive vessel formations and sway battles to their side by fielding systems of incredible size and complexity, and weapons of terrible might.

Hull Cost: 135 AP
Speed: 1
Maneuver: 0
Components: 10
Upkeep: 4
Power: +4
Logistics: +7
Hull Level: -1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-3/-3/-3/-3/-3/
Crippled/Crippled/Crippled/Crippled
Note:
The smallest of the Behemoths able to anchor even massive vessel formations and sway battles to their side by fielding systems of incredible size and complexity, and weapons of terrible might.
Hull Cost: 100 AP
Speed: 1
Maneuver: 1
Components: 10
Upkeep: 3
Power: +8 (sun) / +12
Logistics: +7
Hull Level: -1/-1/-1/-1/-2/-2/-2/-2/-3/-3/-3/-3/
Crippled/Crippled/Crippled/Crippled
Note:
The smallest of the Behemoths able to anchor even massive vessel formations and sway battles to their side by fielding systems of incredible size and complexity, and weapons of terrible might.
 
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The Geomantic Chariot has typos in Upkeep and Power.

Motonic: AP cheap and maneuverable, but fragile and power hungry.
Autochthonic: Can use salvaged parts, appears to be the baseline for stats, and is about 1.5 times more AP to build than Motonic or Jurai.
Geomantic: Durable and power efficient, but less maneuverable and 2 times more AP to build than Motonic or Jurai.
Jurai: Power efficient near suns, identical stats to Autochthonian, cheapest costs.

Jurai ships seem far and away the best deal over all. I can see arguments for using Geomantic sloops, where the increase in HLs is large versus total health and the decrease in maneuver is comparatively small.
 
They also lower upkeep on bigger ships but these are too little. You are limited to what can upgrade them to wood and plants like ebonwood or green jade/amber as magical material. No orichalcum jurai ships.
Makes sense they are living wooden ships so any material upgrades will need to be vegetative in nature to apply. I can see it now Wraith/ghost/spiritwood trees would be the product of our attempting to meld Eldar Wraithbone with our ironwood.;)
 
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Okay so I've moved one AP from Militia to Void Marines and dropped Builder Bugs, 6 million obal dragon and Brass Legion while lowering Karmic Expedition and moved the Atelier Manse for Plasma Standard like I said I would.

Merry Christmas everyone.
 
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