Also, Thousand Sons i don't remember why exactly but they had a Serious issue that caused there numbers to remain perilously low throughout the Crusade.
The main problem with the numbers of SMs is that it falls apart when you look at the actual galactic scale. According to … google, there's 100 billion planets in the Milky Way. If we take the 'Imperium holds a million worlds' statement literally, that's 0.00001% of the galaxy. A hundred thousandth, in other words. Calling that a galactic hegemon is kinda ... underwhelming, almost as much as one of the wars - the second or third one - for the planet Armageddon, against the biggest ork Waaagh the 40k era Imperium had seen since the Beast, with Ghazghkull Mag Uruk Thraka himself at its head, involving a grand total of ... *checks* around 4 million orks.
You read that right. One of the biggest conflicts in the setting, involving more than twenty chapters of Space Marines (when the fully committed force of just one is considered overkill for anything not requiring a Crusade), at least 5 legions of Mechanicus Titans, a crap-ton of Imperial Guard Legions, a litany of special characters, all that jazz, had combatant levels in the single digit millions. Total.
40k numbers flat-out don't work for games like this unless you inflate them by orders of magnitude, hence why some random pre-spaceflight Waaagh that doesn't even control half a continent had, as of last turn, almost 39 times the amount of orks as apparently canonically existed at the Imperium's height of strength. Sure, Space Marine numbers are gonna be low, they're elite units and whatnot. But having so few of them that you'd need each Marine to be capable of helping to take a hundred planets if you wanted to conquer 1/1000th of the galaxy with them? That's a bit of a stretch, even for me.
If you want to be Geometric with the geometric web bonus, you could do population * .8^Web level, which gets level 0 and 1 the same, level 2 close at .64, and keeps improving without ever getting into empty cities.
nobody understands the scale of space, least of all people who write fiction about space. Gw just throws big-sounding numbers out there and lets the reader make assumptions.
The Horus Heresy novels portrayal of the Primarchs as personally going out and discovering new societies to make first contact, while an excellent setup for interesting stories, is absolutely preposterous given the whole "million worlds to conquer" issue.
Realistically, the Primarchs would only be brought in for what's already been discovered to be a major issue, military or diplomatic.
40k numbers flat-out don't work for games like this unless you inflate them by orders of magnitude, hence why some random pre-spaceflight Waaagh that doesn't even control half a continent had, as of last turn, almost 39 times the amount of orks as apparently canonically existed at the Imperium's height of strength. Sure, Space Marine numbers are gonna be low, they're elite units and whatnot. But having so few of them that you'd need each Marine to be capable of helping to take a hundred planets if you wanted to conquer 1/1000th of the galaxy with them? That's a bit of a stretch, even for me.
Sci-fi writers have no sense of scale.
Heck I seem to remember something about less than 50 space marines being capable of conquering an entire planet (or being capable of effectively garrisoning it, one or the other).
A fairly easy hand-wave that's not just "Inflate the numbers" would be that the War In Heaven + DAOT/Eldar/Men of Iron + Fall of the Eldar + all the other apocalypse's meant that much of the 100B stars just no longer exist or are suitable for life.
40k numbers flat-out don't work for games like this unless you inflate them by orders of magnitude, hence why some random pre-spaceflight Waaagh that doesn't even control half a continent had, as of last turn, almost 39 times the amount of orks as apparently canonically existed at the Imperium's height of strength. Sure, Space Marine numbers are gonna be low, they're elite units and whatnot. But having so few of them that you'd need each Marine to be capable of helping to take a hundred planets if you wanted to conquer 1/1000th of the galaxy with them? That's a bit of a stretch, even for me.
Eh, a Space Marine per planet and a full Chapter needing to defend 1000 worlds between them I am alright with. Space Marines are probably expensive, and I mean 'a squad is as expensive to operate as an entire Guard regiment' expensive.
But yeah, numbers don't make a lot of sense. Waagh Gazhgkull having only 4 million orks on Armageddon at any one time? Semi plausible. That being the only conflict point instead of dozens of more planets each with a million orks on a broad front? Not so much. In that case, Armageddon would've at minimum seen double digit millions of orks, otherwise you don't break out 20 Space Marine Chapters.
Just pour in the Guards. Plenty of worlds in range that can field 5 million Imperial Guards indefinitely even with the casualties they'd be taking. Use them to fight most of the battles and use the Space Marines for what they're good at, hunting for key enemy infrastructure and command elements.
nobody understands the scale of space, least of all people who write fiction about space. Gw just throws big-sounding numbers out there and lets the reader make assumptions.
The Horus Heresy novels portrayal of the Primarchs as personally going out and discovering new societies to make first contact, while an excellent setup for interesting stories, is absolutely preposterous given the whole "million worlds to conquer" issue.
The Primarchs would only be brought in for what's already been discovered to be a major issue, military or diplomatic.
This is actually kinda feasible if you insert enough narrative warp bullshit into the role of the Primarchs making them drawn to important events or somesuch. Hell, even the feats of a single squad of 40k-era Marines conquering a planet (by virtue of deep-striking the governer's office and replacing him without actually fighting any of the militia) are easily includable. You just can't stretch that across an entire galaxy without kinda breaking reality a little.
Sci-fi writers have no sense of scale.
Heck I seem to remember something about less than 50 space marines being capable of conquering an entire planet (or being capable of effectively garrisoning it, one or the other).
As said above, conquering I can see, depending on the circumstances. Give them orbital control and the ability to see where planetary leadership is, they could subdue some places. Garrisoning, though? Eeeeh.
A fairly easy hand-wave that's not just "Inflate the numbers" would be that the War In Heaven + DAOT/Eldar/Men of Iron + Fall of the Eldar + all the other apocalypse's meant that much of the 100B stars just no longer exist or are suitable for life.
Truthfully I'm probably just gonna forego any explicit mentions of numbers once we get to a certain scale, allowing me to focus more on feel and theme. Plus I kinda want the numbers to be a little big, this is Warhammer. It's supposed to be larger than life and ludicrously absurd.
Beyond Space Marine numbers, I recall an idea that was once thrown around was the Space Marines have a bigger Warp impact, or something around the degree of literal metaphysical plot armor. Which makes some sense when you consider the possible Warp engineering, and there's also the more recent faith aspect that's been introduced during Godblight, Godplague, Godsomething or other.
Beyond Space Marine numbers, I recall an idea that was once thrown around was the Space Marines have a bigger Warp impact, or something around the degree of literal metaphysical plot armor. Which makes some sense when you consider the possible Warp engineering, and there's also the more recent faith aspect that's been introduced during Godblight, Godplague, Godsomething or other.
Yeah, pretty sure thats true since Space Marines are basically mini-baby Primarchs gene wise and Primarchs do have canonical plot armor from the Emperor's genes or warpstuff he put in their bodies and souls iirc.
-Looks at Iron Warriors forced into endless siege battles that the other Legions don't feel like doing-
IW: "That sounds great. Why weren't we ever allowed to do that?"
Imperial Fist: "Because all you're good for is digging trenches, ohohohohoho. Loser!"
IW: "And people wonder why we fell in with Horus."
Truthfully I'm probably just gonna forego any explicit mentions of numbers once we get to a certain scale, allowing me to focus more on feel and theme.
I doubt we can out produce humanity's sheer numbers, in the Imperial Guard and the like. But for high end combatant numbers? We can probably right now grow our saurus forces faster than the Imperium can recruit and equip Space Marines at any time.
Of course, that's nice and dandy, but we'd get buried in more ships and Guardsmen than we can deal with. We've got the high end combatant numbers advantage, but the Imperium can toss dozens of regiments at our cities per city, and there's no way that we can cope with that.
Can they? Once we get our tech levels up to par, we'll have hundreds or even thousands of chapters of warriors who are generally on par with space marines but spec'd specifically towards defense per city. A single chapter of space marines can fight arbitrarily large numbers of normies.
So, I'm gonna simplify some math for my own sake by assuming the bonuses from astromantic webs and research and such and the penalties from projecting force to a new planet cancel out perfectly. A maxed out planet produces 1.25k city actions and 400mil population per turn. They could spend ~36% of their actions building 75 tier 3 cities on a new planet and sending their newbloods to the planet gives that new planet 150 actions. ~2 turns to upgrade cities to tier 4 and 225 actions then spend the next two turns building another 75 tier 3 cities. Now your original 75 have hit the four action benchmark so 300 actions from them. Spend the next two turns making another 75 and hitting tier 4 on the second batch of cities then build the last 100 cities and rank up to tier 5 after another 2-4 turns or some such. So the rough timeline is 10 turns to get a newly colonized planet up to max. And that first planet is starting a new colony every turn. So a new colony starts producing one maxed out planet per turn, 20 turns after its foundation. All while the majority of production (and all Slann based pop growth) go to other projects. Now, I assume priorities, not going the monster route and the realities of logistics will bottleneck that pretty badly but when a single chapter of space marines can conquer a planet, I don't doubt that the 100+ equivalent we'd have per city on our less developed planets could be squashed by a bunch of normies.
As said above, conquering I can see, depending on the circumstances. Give them orbital control and the ability to see where planetary leadership is, they could subdue some places. Garrisoning, though? Eeeeh.
They weren't garrisoning though. The Imperial Army would hold the worlds after initial conquest finished. Part of what got Lorgar caught was that he couldn't keep up the pace because he wouldn't let the army take over until he converted everyone to Daddy Worship.
There's also metaphysical wumbo jumbo that prevents your population from exponentially increasing like a bunch of Coatl in the Space Louvre. You'll find out pretty soon, I reckon.
There's also metaphysical wumbo jumbo that prevents your population from exponentially increasing like a bunch of Coatl in the Space Louvre. You'll find out pretty soon, I reckon.
Fair. I think my point that, once we achieve tech parity, "drown us in normies" isn't going to be a particularly viable strategy stands though. Also, I'm not sure if I mentioned I like the action pop plan.
Fair. I think my point that, once we achieve tech parity, "drown us in normies" isn't going to be a particularly viable strategy stands though. Also, I'm not sure if I mentioned I like the action pop plan.
Oh yeah, that's as intended. It's not like you're as all-in on defense as the dwarfs, but one of the things that's pretty much continually emphasized about the lizardmen is that their territory is a bitch and a half to even try to walk though, much less conquer.
Personally my take on that kind of numbers is that the number of actually inhabitable worlds is far far far lower then the number of star systems are (and living in domes makes you highly vulnerable to 'whoops an ork happened'), and then the number of systems which are non-inhabitable but still interesting enough to go too on their own merits are also far far lower then the actual number of systems that exist, so there's vast expanses of 'wow, who would ever want to ever come here' between anywhere people actually care about.
Plus issues with the warp drive making going to J Random System far harder then it is to go to someplace with well mapped routes.
On the subject of the new population system, I think that as long as it doesn't make your life harder as the quest runner it sounds like a good system that actually makes taking casualties something we need to keep an eye on more then we currently do.
Personally my take on that kind of numbers is that the number of actually inhabitable worlds is far far far lower then the number of star systems are (and living in domes makes you highly vulnerable to 'whoops an ork happened'), and then the number of systems which are non-inhabitable but still interesting enough to go too on their own merits are also far far lower then the actual number of systems that exist, so there's vast expanses of 'wow, who would ever want to ever come here' between anywhere people actually care about.
Plus issues with the warp drive making going to J Random System far harder then it is to go to someplace with well mapped routes.
On the subject of the new population system, I think that as long as it doesn't make your life harder as the quest runner it sounds like a good system that actually makes taking casualties something we need to keep an eye on more then we currently do.
Aye, this is my general view of things - even with BS future tech, there still probably aren't that many habitable planets compared to the total in the galaxy. Scale still needs to be bigger, of course, but the general framework is workable.
Seems there's no real opposition to the system changeover - unless anything else crops up in the next few hours I'll see about getting the turn up tonight.
There's also metaphysical wumbo jumbo that prevents your population from exponentially increasing like a bunch of Coatl in the Space Louvre. You'll find out pretty soon, I reckon.
Well for one there is a max amount of cities per planet which puts a hard cap on population growth. Even if we go to 75 cities and the next mag level, the Orks on planet have a quicker pop growth rate. Having said that, if the Lizardman can carve out a decent sized chunk of the galaxy and just sit there they can build up enough over time to make it a pain to dig them out with the numbers we can stack- key point if given time. Unlike the Imperium we do not have to worry about old age limiting pop instead it is all about space.
Also the way our pop growth works is linear with magups just shifting the slope (base growth * city level * mag+1), now if we could build cities without end than yeah things could spiral out of control, but we have a max number of cities per planet (which likely varies per planet)
Aye, this is my general view of things - even with BS future tech, there still probably aren't that many habitable planets compared to the total in the galaxy. Scale still needs to be bigger, of course, but the general framework is workable.
Well for one there is a max amount of cities per planet which puts a hard cap on population growth. Even if we go to 75 cities and the next mag level, the Orks on planet have a quicker pop growth rate. Having said that, if the Lizardman can carve out a decent sized chunk of the galaxy and just sit there they can build up enough over time to make it a pain to dig them out with the numbers we can stack- key point if given time. Unlike the Imperium we do not have to worry about old age limiting pop instead it is all about space.
Also the way our pop growth works is linear with magups just shifting the slope (base growth * city level * mag+1), now if we could build cities without end than yeah things could spiral out of control, but we have a max number of cities per planet (which likely varies per planet)
The real barrier is tech parity. We've got five thousand years until the Great Crusade. In that time, as long as we remove the factor of absolutely overwhelming technological superiority, any planet we have is going to be basically unassailable, especially since we'll have primal units by then.
In the chaos of the battles against the lizardmen and the constant pressure of the sameboyz, only a fraction of the boyz in the south made it back to ork-claimed territory. It took days for them all to be properly reintegrated into orkish hierarchy - that is, beaten senseless and claimed by one Nob or another - and days longer before anyone noticed that the boss was missing.
Every ork who'd been at the big flood battle ambush had seen Gardakka, or heard his bellowed commands or the thunderous impact of his rokkit blasta firing, and everyone knew he wasn't dead, otherwise no one would be wondering where he was, because he'd be dead. Word quickly spread around the entire Waaagh!!!, every greenskin questioning every other if they'd seen the boss. A plethora of small-scale civil wars broke out and died down over the course of a few weeks as different factions popped up, all claiming they'd seen Gardakka in one direction or another, or simply taking offense to being asked the same question so often.
The discussion was eventually quelled when the renowned kommando Carvo Orktano, who had been presumed dead in the numerous campaigns over the last decade, appeared out of the jungles with video evidence that the lizard gits had looted Gardakka and taken him to one of their cities. Carvo presented this evidence to an assembled council of Gardakka's top nobs, presenting a detailed plan for how they could at once infiltrate and besiege the city, both retrieving their boss and knocking down one of the enemy's strongholds, if enough boyz were dedicated to the endeavour.
Unfortunately for Orktano, no sensible ork trusted a kommando, and the nobs turned elsewhere with their boyz. Some, seeing the pressure the Ayacmanik were exerting to the north and west, led their warbands out to stomp the encroaching sameboyz and Mountain Squigs flat. A majority of them, expressing boredom at only seeing the same stretch of land from their fortresses, led their hordes south, expanding their territory away from the bulk of the Ayacmanik and lizardmen. With the combination of ample amounts of battle-hardened veterans, powerful guns, and a new method of bomb-making the mekboys had come up with that let big enough bombs flatten whole sections of countryside, they found the Mochantian jungle little impediment, and their territory ballooning by the day.
Left with no other recourse, Carvo did what any kommando would do, and assassinated a bunch of random Nobs before looting their boyz, leading a relatively anemic force towards the city Gardakka was being held in. Despite the relative lack of assistance, Carvo did not voice any doubts that he'd be able to free his boss. He had a plan for how he'd crack the defenses of the lizards, and the multicolored glowy star that had been shining at night for the past few years had begun shining during the day, reaching traceries of multicolored light across the sky. It had to be a lucky omen.
The amassed Thunder Lizards killed 24 million orks over the course of Turn 12, and the Ayacmanik were able to slay 7 million and push the northern border of the orks back to a degree due to the cohesion of the orks breaking down in Gardakka's absence. In total, 90 million orks were killed out of their starting population of 93 million, with a total of only 68 million growing to replace them due to the scattered nature of many of the casualties allowing the Ayacmanik to devour the growing ork spore pods before they matured. The orks possess a total of 71 million boyz at the start of the decade.
Gardakka's Waaagh!!! appears to be beginning to split in his absence, with multiple war leaders cropping up with their own agendas, though they all currently act in Gardakka's name. An army of 18 million has begun to approach Yagoqua, lead by a noted kommando. 16 million of them are remaining in their established territory to battle both the Thunder Lizards and the Ayacmanik, who have begun exerting pressure on the weaker feral orks who live to the west of Muukhexla. A temporary three-front war has formed between Gardakka's orks, the ferals, and the Ayacmanik, with no side having a distinct advantage as of yet.
The majority of the orks, numbering 37 million or so, have turned south with the intent of expanding their territory. With the advent of low-yield nuclear bombs built by their meks, they are making remarkable headway, and are projected to conquer a considerable extent of territory to the south unless checked (pictured in striped green on the map).
Additionally, a few ork kaptins who set off from BigBuildyBoatBuilding before it was teleported away (and survived the process of traversing the Mochantian oceans) have arrived on the northern continent and have begun the process of bringing the orks there under their control - it is estimated that they will complete this process in approximately 3 decades.
Ayacmanik concentration in Tletl'notec: Tiny -> Large
Ayacmanik concentration in Muukhexla: Small -> Negligible
Feral ork concentration in Tletl'notec: Large -> Large-Huge
Feral ork concentration in Muukhexla: Large -> Large-Huge
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In the months after the slann had acclimated to being able to tap into a well of geomantic power they had done without for millennia, a few among their number began to sense something. It was barely noticeable, only perceived at the edges of their senses in the deepest of meditation, but it was there. Some kind of fluctuation in the energy the Web was intaking from Mochantia's leylines, only detectable due to the amplified degree of output the Web was now capable of. It was akin to the faint warmth of cloud-veiled sunlight on the skin, a background hum in the planet's energy that was faint but unmistakably there.
There is something peculiar about Mochantia's geomantic energy, only noticeable with the advent of Magnitude 3. Research unlocked.
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The Prophecy of the Relic Priests:
The fruit of the ultimate predator was rotten and brought only death when eaten at long last. It now stands a hollow remnant, a mockery of that which was before.
The Garden will rage and thrash at its discovery, but could not halt the inevitable. The storm cannot be controlled; it can only be allowed to pass by or stopped in its tracks.
As the Geomantic Web is Magnitude 3, you have 37 actions total, as per this system, with 1 from Muukhexla's Sacred Site. Please vote by plan. For further information on the action system, consult the Mechanics threadmark on the front page, or @ the QM.
You have seven hero units available: Mazdamundi, Kroq-Gar, Chakax, Teninhuan, Awanabil'tat, Tiktaq'to, and Krom'tli. You may assign them to boost a city's action, or take an action independently. Some actions may only be taken by certain hero units.
Slann numbers:
Mazdamundi (2nd Generation)
26 Third Generation Slann
109 Fourth Generation Slann
343 Fifth Generation Slann
This translates to 1,663 total slannpower for research purposes, or 1,829 if every slann were dedicated to one project and Mazdamundi's bonus is applied. Mazdamundi increases the slannpower of any research project he is assigned to by 10%.
A total of 2,535,274 Saurus, 1,761,560 Skinks, and 226,540 Kroxigor - roughly 7% of total lizardmen population - have been assigned to garrison the territory reclaimed from the ork hordes (teal on the map). Numbers from individual cities are noted on the front page. The western section claimed in turn 10 has a Large-Huge presence of orks and Large amounts of Ayacmanik. In the northern section taken in turn 11, the orks are Negligible while Ayacmanik are present in Insane quantities. The northern section has been abandoned in the face of the Ayacmanik occupation. The Ayacmanik are pushing into the western section, exterminating the feral ork population as they go.
---Actions---
New Actions:
Kanyon Repair: Hazardous Materials Retrieval - Isendral will be making her way to the canyon known colloquially as the Solar Rift and beginning efforts to resolve the environmental impact it is beginning to have. She has made it clear that she is prepared to complete this project on her own, but would welcome any aid the lizardmen can offer. The second stage of the project will involve isolating and cleaning the various deposits of heavy metals and underground gas pockets exposed by the flow of lava. Effect: Continue work on cleaning up the Kanyon. Will provide a talk interlude with Isendral upon completion of each stage. Second Stage Cost: 8 Actions.
Abduction Safety Protocols - The Ayacmanik are a continual thorn in the side of the temple-cities, yet for the moment much of their attention has been turned away, monofocusing on the orks. If some of the more zealous safety measures suggested by Temple Guard advisors were temporarily implemented, some temple-cities may see no successful abductions this decade. Effect: Each action implemented will reduce Ayacmanik casualties by one 'step' (i.e. Small to Tiny/Small) for the decade in a single city, reducing abduction-related casualties. Maximum 1 action per city. Stacks with the effects of Fireblood Plates, but is not applicable in the face of direct attack.
Geomantic Ritual: Uax Resonance Cascade - You have a functioning ork Warboss in captivity. With the knowledge of greenskin physiology and metaphysical functioning you have unlocked, it should be possible to use it as a focal point for a Geomantic Ritual with the purpose of destructively severing the connection to its Waaagh!!! field that every one of its followers possesses. This will destroy the Warboss, and in the process, trigger a frenzy state in the psychic field. Every affected greenskin will zero in on the ritual and attempt to destroy it with redoubled strength. Effect: As per a regular Ritual, but the casting site must be noted. Defenses heavily recommended. Will destroy any of Gardakka's Waaagh!!! that are in range. Warning: Will induce protective measures from the Waaagh!!! field. Expect greenskin population to increase upon commencement. Ritual cannot benefit from 1.5x slann commitment - it must run for the entire decade.
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Prepare the Ground - While you have already established the basics in terms of fortifications of your garrisoned territory, in the face of ork aggression you could do more. Lay networks of traps, shift the earth to establish favorable terrain, construct layered networks of bunkers and chokepoints to fall back to. Nobody works harder than a lizardman defending their city, after all. Effect: Construct 'mundane' defenses across garrisoned territory. West of Muukhexla: 3 Actions Invested.
Scatter the Barbarians - The orks have been narrowed down to a single faction, much like it was at the beginning of all this. Their uncounted legions thunder forth, and the lizardmen must meet them, lest they continue their rampage. Effect: Choose an ork incursion and send a specified number of units to battle it. Multiple groups may be attacked in the same turn. Will be resolved in a Battle Turn unless the battle is decisively to one side's favor.
Behead the Beast - Orks cannot function cohesively without their warboss to impose order upon them. Without his authority, they will scatter, each ork heading to fulfill his unique demented desires. While besting their leader in a duel is the most effective way to rout a horde of orks, the chameleon skinks have extensive practice with killing warbosses from ambush. There is only one true warboss present on the planet, and he has shown every indication of continuing up the orkoid growth cycle. Cut him down. Effect: Send chameleon skinks to assassinate Gardakka. Unit numbers do not need to be specified; additional actions devoted will represent further preparation for the mission. Time: 1 Turn.Gardakka currently in lizardmen captivity.
Industrial Sabotage - The beneficial effects of sabotaging ork industrial facilities is well-documented in lizardmen strategies, and their current warboss makes extensive use of vehicles and mechanical constructs. Send the chameleon skinks and ensure he does not get to use his full capacity. Effect: Deploy chameleon skinks to damage and disrupt ork warmachine production. If taken in tandem with Scatter the Barbarians/Break the Tide, may be targeted at specific factions depending on battle plans.
Purge the Parasite - The Ayacmanik are a potentially dangerous foe, capable of harnessing the megafauna of the planet and using them against your kind. Their presence cannot be tolerated near the temple-cities, and the saurus live to purge those who would threaten their sacred ground. Muster your armies and march! Effect: Patrol the designated area and destroy any Ayacmanik nests found. Time: 1 Turn.
Sweep for Spores - There are feral orks running through your territory, spreading their spores and growing in number. It would be wise to dedicate some effort towards shattering smaller tribes of feral orkoids, tracking the presence of their fungal ecosystem, and burning it out wherever you can. Effect: Patrol the designated territory and eliminate as much of the greenskin ecosystem as is possible there.
They're In the Trees - The possibility, however slim, of psychic constructs potentially residing in the Mochantian wilds where they could threaten the temple-cities, is something that cannot go uninvestigated to ensure full territorial integrity. Scour the jungle - it must be certain. Effect: Search the jungle around a specified temple-city to see if there are Eldar tree-golems hiding in the area. Cost: Variable actions. Slann may be assigned.
Break the Tide - The orks have tasted what it is like to war with the lizardmen, and they want more. They come like a great green tide, uncounted millions strong, and they will not stop if they succeed in running over your fortifications. Their bloody ambitions must be halted here and now. Muster the legions. Arm the defenses. Not one step back! Effect: Muster forces to defend specified territory against significant enemy incursion. Same mechanics as Scatter the Barbarians - one city action allows population from that city to be sent. Specify number of units. May only be used to defend against enemy attack.
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Scry and Spy, The Worldhamma - Just as it was at the beginning, the orks have come under the sway of a single warboss. More than ever, it is important to keep abreast of his movements and ensure that your warleaders can react in due time to any ploys Gardakka may attempt. Effect: Send slann to spy on the orks, increasing military reaction time to enemy ploys. This action requires 5 Fifth Generation Slann (or equivalent) per enemy division targeted. There are currently 3 - the main ork territory, the southbound conquest force, and the commando-led army en route to Yagoqua.
Perform Geomantic Ritual - The Geomantic Web has reached a level of strength it has not enjoyed in millennia, and the entire Communion can now harness it. It is might like this that reshaped the earth in ancient days; what ends you put it towards now is your choice alone. Effect: Cast a Geomantic Ritual. Examples of prior use can be seen on the front page.
These represent the amount of slannpower needed to 'prime' a ritual. It may be filled over multiple turns, or filled on one turn and fired on another. Limitations subject to the current Magnitude of the Geomantic Web - see the front page.
Contributing 1.5 times the cost of a single ritual allows its activation to be placed freely in the turn, rather than in the last third of the decade as is mandatory if the ordinary cost is supplied.
Magnitude 1 Ritual: 5 Slannpower
Magnitude 2 Ritual: 50 Slannpower
Magnitude 3 Ritual: 500 Slannpower
Magnitude 4 Ritual: 2,500 Slannpower - not ordinarily possible at current Web Magnitude
Costs will be updated as Web magnitude increases.
Excavate the Ship - The ship underneath the ice and rock of the northern polar mountain is ancient, massive, and undeniably advanced. More cannot be discerned without extracting it from its tomb of rubble. And without a nearby temple-city to aid the established outpost, only the might of the slann can shift such a mass of rock. Effect: Attempt to excavate the ship from under the northern mountain. Any number of slann may be devoted to this action.
Corral the Thunder - With the slann freed from the mind fog, it is hypothetically possible to control the direction the Thunder Lizards move in - the creatures are resistant to mental influence, but sheer volume and persistence should suffice. Effect: Use slann to decide where a particular Thunder Lizard goes to this turn. 20 Fifth Generation slann or equivalent are required for each Thunder Lizard.
Control the Quango - What is possible for the Thunder Lizards should work for their airborne cousin. The Quango's mind is a vast thing of sharp angles, filled with ice and blood and malice, but the slann should prove able to influence it. Additionally, it now has an offspring - rapidly growing, but for the moment its mind will not resist direction as effectively. Effect: Assign 20 slannpower to determine what, if anything, the Quango focuses its attacks on this turn. For this turn, the Infant Quango will cost 10 slannpower to harness.
Slann Spawning Service - With their newfound mastery of the spawning spells that birth new lizardmen, the slann are now capable of spawning other lizardmen on cue. This capacity could be harnessed to boost population growth if the need is sufficient. Effect: Set slann to act as makeshift spawning pools for the turn, producing a set number of one breed of lizardmen that varies depending on the slann's generation. Refer to the front page for exact figures. This action requires slann, not city actions.
Slann Construction Protocol - Though the importance of their contemplations usually foregoes it, the slann possess large-scale telekinetic powers that can be rendered extremely useful in matters of construction. Should the need be enough, the mage-priests can take on a share of the work, completing the tasks of many hundreds of lizardmen with the power of their magic. Effect: Utilize a number of slann to act as an additional city action to do with construction. Consult 'Slann Construction and Relic Priests' threadmark for scale.
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Transfer Populace - The lizardmen will go where their masters command. If a city is underpopulated, excess population from other cities may be diverted until the spawning pools make up the lack. Effect: Transfer specified amount of lizardmen and/or dinosaurs from one city to another. Does not count towards action total except if transferring very large numbers.
Found New City - The secrets of the spawning pools have yielded themselves, and there is no time to waste. The Web must be expanded, no matter the risk of over-extension. New temple-cities must be founded, and it is the unceasing labor of the lizardmen that will make it so for the first time since the Old Ones walked Mallus. Effect: The specified city founds a new temple-city, locking in its action while it sends workers and materials out to the site of a new city. New cities will be treated as if they have already been scouted and patrolled. Actions required to found cities are as follows:
- Level 1 city in 2 turns for 1 action
- Level 1 city in 1 turn for 2 actions
-Level 2 city in 2 turns for 2 actions
- Level 2 city in 1 turn for 3 actions
- Level 3 city in 2 turns for 5 actions
- Level 3 city in 1 turn for 6 actions
Improve City - In order to harness greater levels of geomantic power within a city, the entirety of the metropolis must be upgraded. Some of your cities have fallen far from where they once were - bring them back to their former splendor. Effect: Upgrade a city to the next level of geomantic infrastructure. Time: Equivalent to the level being upgraded to - level 1 -> 2 will take 2 turns, etc. Each subsequent action devoted reduces time by 1 turn. Maximum upgrade level is 3.
Construct Sacred Sites: The Sacred Sites of the ancient lizardmen cities allowed their defenders to hold off enemy forces far in excess of what would otherwise be possible. With war on the horizon, it would be wise to re-sculpt those defenses anew. Effect: Build Sacred Sites in selected city. Costs 2 actions per city.
Exploit the Jungle - This planet is home to a very wide variety of deadly and thus useful creatures. Some of these species may hold potential as warbeasts, if they are captured and trained. Effect: Domesticate a new species of alien beast. Can either search for anything useful, give directions on what capabilities to look for, or suggest species to take (subject to GM vetting). Consult the bestiary for examples of previously-observed organisms. Time: 1-2 Turns, depending on species.
Repair Cities - Some of your cities have suffered damage. While not enough to impede functionality, it could present potential vulnerabilities if they are attacked in force. Patch the holes before that happens. Effect: Repairs a city's damage by one stage, i.e. Moderate -> Light. Time: 1 Turn. Damaged: None
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Expand Sotek's Cult - Gods are ethereal machines, powered by belief and action devoted to their identities. The more they receive, the stronger they are, and there is only one war god in the lizardmen pantheon at the moment. Allow his prophet to convert more lizardmen to the following of Sotek, and let the serpent god grow in power. Effect: Increases amount of followers Sotek has by 5-15% per breed per action. Teninhuan required for this action.
Expand Ayotzl's Cult - The Turtle-God of death has been born, manifested by the recent passing of so many lizardmen souls. Now it is time for it to be fed by lizardmen faith, so that it may perform its assigned task. Spread word of the new god. Effect: Increases amount of followers Ayotzl has by 5-15% per breed per action. Krom'tli required for this action.
Craft the Divine - At long last the secret lessons the Old Ones passed down with the coming of Sotek have been learned and internalized. The purpose and means of divine beings is no longer a dangerous mystery to the slann, but another tool to use in their cause of bringing order. There is room in the souls of the lizardmen - craft a god to fill it. Effect: Begin the development process of a new god, starting at [0/1000]. This meter will slowly fill on its own without any other input, but progress can be boosted by various other events, unique to each god. Taking this action will trigger a subsequent voting stage where the nature of the diety will be determined.
Reshape the Holy - The divine is no sacrosanct matter to the lizardmen, merely a finely-tuned machine that resides within their souls. And like any machine, it can be altered if needed. Through carefully-crafted narrative rewrites disseminated into the population, the aspects, domains, and practices of gods can be changed to suit the needs of the lizardmen. Effect: Select one or multiple aspects of a god and indicate what they should be changed to. This will create a meter that ticks up to completion much like god creation - depending on how extensive of a change is being made, it may be anywhere from [0/100] to [0/750]. Consult with GM.
Invoke the Serpent - In a similar manner to the rituals which call Sotek to battle the mind fog, the snake god's attention may be called to a certain task via exhortation and prayer by his cult. Aside from drawing the attention of the Cult of Sotek, the blessings Sotek will inevitably levy upon such an endeavor will surely aid its completion if it has anything to do with His nature. Effect: Call Sotek's blessing down upon another action, increasing its action power so long as it has something to do with Sotek's portfolio. Consult with GM on a per-action basis. Teninhuan must participate in either this action or the action it is targeting.
Invoke the Mist Swimmer - Ayotzl concerns himself primarily with the shepherding and sheltering of lizardmen souls after their bodies expire, and devotes little attention to the mortal world. However, like all gods, his gaze may be drawn by certain rites held closely by the highest of his clergy. Effect: Call Ayotzl's blessing down upon another action, increasing its action power so long as it has something to do with Ayotzl's portfolio. Consult with GM on a per-action basis. Krom'tli must participate in either this action or the action it is targeting.
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Speak with Isendral - The warmblood has had some time to calm herself, and has displayed a willingness to interface peacefully, when not agitated by personal sentiment. Send an envoy and attempt to arrange a discussion, so that knowledge may be shared. Effect: Talk interlude with Isendral. Cost: 1 City Action. Assisting Isendral at the Kanyon counts towards taking this action.
---Research---
New Research:
Geomantic Anomalies - There is something abnormal about the frequencies of geomantic energy within Mochantia, only detectable due to the increased power of the Web manifesting it as small ripples in the mana pools of the slann. Such an anomaly beckons to the mind. Effect: Investigate the energetic abnormalities. Difficulty: ??? - Little is known about this topic. Any level of slann commitment will reveal more information concerning the required effort.
Juvenile Colossus Examination - The juvenile Thunder Lizard birthed some decades back has arrived at the territory of the greenskins, and the Quango has produced a youngling of its own. Opportunities to examine the developing forms of such titans come few and far between - time spent now could yield dividends in the future. Effect: Examine the young Thunder Lizard and/or Quango, giving reductions to later spawning research costs. Difficulty: Easy - 0/25 for each.
A Template Completed - With the spawning matrices for skink priests of every extant wind of magic, the next step presents itself with a simple application of extrapolatory logic. With the right calibration, and the correct sequence of infusions during the spawning process, it should be possible to create a breed of skink priest capable of innately understanding and channeling Qhyash, the harmonious blend of all eight winds. Such a project would be delicate, but the creation of minds capable of comprehending the smallest mysteries of the slann would be a victory in and of itself. Effect: Create Qhyash Skink Priests, allowing for wider-spread application of high-grade magic across the lizardmen empire. Will offer cost reductions to certain projects due to the slann being able to delegate to a degree. Difficulty: Special - 0/1200
Lesser Voidcasting - The slann have enjoyed vastly increased efficiency of energy expenditure ever since they unlocked the theory behind void magic. Although the necessary concentration and mental flexibility is untenable for skink mages to replicate this feat, it may be possible to find a workaround. Effect: Find a way for skink mages to be able to use void magic in conjunction with their spells, increasing efficiency and power. Difficulty: Impossible - 0/2500
Reactive Protection Enchantments - The thoughts of the slann are abuzz with the idea of binding dormant enchantments into various materials, utilizing void magic to ensure they don't fade with time. The most straightforward application of such a concept is the enhancement of armors, infusing them with spells of healing, protection, or even retaliation, to be triggered automatically in battle. Effect: Create Winds-derived armor enchantments that trigger upon being hit, or other conditions. Further applications of this process include enhanced fortifications and powered armor. Difficulty: Hard - 0/150
Sustained Elemental Equipment Enchantments - After much deliberation and consultation of exotic formulae, the slann have determined that they now possess the means to swathe lizardmen tools in self-sustaining auras of Winds-derived energies, if only for short amounts of time. Beyond the increased combat strength of melee weapons, this principle will be used to further enhance lizardmen industry. Effect: Widespread spells laid into weapons that let them blaze with lightning, fire, shadow, and other elemental effects to do with the Eightfold Winds. Unlocks further research towards fully magical weaponry. High damage, low duration compared to Glyph Weapons. Difficulty: Very Hard - 0/450
Automated Motion Scripts - With the advent of self-sustaining, potentially looping enchantments, the possibility has arisen for chains of spells to be constructed. Interlinked networks of telekinetic impulses, triggering in response to other inputs. The potential uses of such things are manifold - self-operating machinery and vehicles, more efficient industry and mechanical devices. Even the ludicrously thick arrays of traps surrounding the temple-cities could be enhanced with such principles. It would take significant amounts of testing to determine what methods of spell linkage work effectively, but it would be a worthwhile endeavour to pursue. Effect: Create the equivalent of clockwork machines, but with spells instead of gears. Will passively upgrade a number of existing inventions, as well as unlock other projects. Difficulty: Absurd - 0/1000
Breed Concealing Armor - A relatively simple, but impactful innovation - enchantments composed of varying parts Ulgu and Hysh, when correctly infused into lizardmen armor, grant the ability to completely remove identifying features from the wearer, thus stalling enemies who would attempt to target leadership. It could also be used for the inverse, displaying patterns and sigils on equipment as a means of increasing battlefield coordination. Effect: Read the link. Difficulty: Moderate - 0/50
Spellscale Sigils - An idea derived from a lengthy debate between junior slann about the relative significance of angles and symmetry in relation to both arcane and divine magical principles, Spellscales are a theorized method of inscribing magical arrays onto the scales of non-caster lizardmen using paints, mineral powders, and an anchoring spell array. No design has as of yet been tested, but it should allow for basic spells to be cast with the collective input of a group. Effect: Magical sigils that allow basic spells to be cast a limited number of times by groups of non-mage lizardmen. Difficulty: Very Hard - 0/450
Tombs of Negative Space - The strongest void spells yet conjured are those fitted to the Star Chambers of the slann, allowing them to meditate in perfect poise and isolation from distracting variables. A thought has occurred among the Communion, to attempt the application of the same principle with their fallen brethren the Tomb Collective. The arrays of magic and applications of magical geometry would need to be complex in the extreme in order to manufacture the required level of metaphysical isolation, but the potential of being able to communicate with the Relic Priests more efficiently is perhaps a reward in and of itself. Effect: Unlocks the ability to construct the equivalent of Void Sanctums for Relic Priests, allowing the attention of dead slann to be focused on a specific project when taking the Consult action. Difficulty: Impossible+ - 0/3000. Actions and slannpower will need to be dedicated in order to build the Tombs themselves - this doesn't automatically unlock the capability itself.
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Metropolis Preservation Barriers - With the shields of the Arcane Engines now able to shield the battlefield, it is time for the next step. As the First among the slann did during the Catastrophe, great walls of energy shall be erected around the temple-cities, rendering them inviolate against whatever foe assails them. Effect: City-scale shields to protect temple-cities from attack. Cannot be indefinitely sustained at current Web Magnitude. Difficulty: Very Hard - 0/450 400 - VEIST application bonus
Prismatic Auras - In the same manner that slann are protected by the shields in their palanquins, it is possible to design barriers to protect individual lizardmen. The recent increase in the Geomantic Web's power has done much to rectify the dilemma of required energy - it should now be possible to equip many commanders and cohort leaders once the devices are designed. Effect: Personal shields a la Iron Halos. Currently only able to be given to project leaders/elders. Difficulty: Hard - 0/150 125 - VEIST application bonus
Tempest Prisms - The proliferation of enemy aircraft stirred an ancient memory from the mind-depths of the Communion - an artifact similar in scope to the Solar Engines, crafted of azyr and capable of channeling bolts of lightning and fell winds to airborne targets. It is uncertain if any still exist in the Relic Vaults, but the memories of the slann are strong enough that the devices could be rebirthed. Effect: (Re)design Tempest Prisms, crystalline devices akin to Solar Engines, capable of thunderstorm-based anti-air duty. Difficulty: Very Hard - 0/450 425 - VEIST application bonus
Stone That Floats - The orks have repeatedly made use of watercraft to transport their forces, something the lizardmen have done occasionally over the centuries. However, between the eclectic variety of creatures in Mochantia's oceans, as well as the orks themselves, mere rafts and shallow-keeled vessels like those used in the past will not do if the lizardmen hope to traverse the seas of this new world. Effect: Design armored boats. Difficulty: Hard - 0/150 100 - VEIST application bonus
Dread Saurian Armor - While Dread Saurians are potent combatants even when equipped with mundane armor, it is the strength of their souls that marks them as distinct from ordinary warbeasts. There are many Saurians unable to harness their inner power due to a lack of their specialty armor. You have the tools to make more, the only thing stopping you being a lack of knowledge of the armor's inner workings. Effect: Decipher how to build more Dread Saurian armor, allowing the beasts to access their special configurations. Difficulty: Hard - 0/150
Cube Of Darkness, Soul-Sucking Edition - The Cubes of Darkness are engineered to be able to intake and disassemble magical energy and deconstruct it in order to analyze its properties. Souls, from a certain point of view, are magical energy. It would be difficult, and likely operate with some level of restrictions, but a variant of the devices could be built to extract and contain the soul of a single being until so desired. Effect: Make a type of Cube of Darkness that can suck out souls. Difficulty: Very Hard - 0/450
Hand of the Gods - The glowing gauntlet integrated into Kroq-Gar's armor is a powerful tool, allowing the ancient saurus to blast his foes from afar with searing light. Learning to replicate it would be a potent boon to any lizardman equipped with such a system. Effect: Unlock Deathlight Gauntlets, progress towards full powered armor. Difficulty: Hard - 0/150 125 - VEIST application bonus
Spear of Tlanxla - Kroq-Gar's weapon is said to have been wielded by the Old One Tlanxla, the bloody-handed warrior of your creators. It has proven to be a potent weapon over the years, capable of striking instant fear into any being it strikes. Being able to replicate even that effect would be a powerful aid to the lizardmen's armies. Effect: Unlock Terror Weapons. Deeper understanding of Tlanxla's Spear. Difficulty: Very Hard - 0/450
Glyph Bullets - Though it would be a much more effort-intensive process than enlarging them was, the slann have determined that it should be possible to miniaturize Glyph Spheres enough that they can be fired out of a gun. The power of the devices has already been solidly proven, and incorporating them into lizardmen firearms should provide a considerable increase in their use. Effect: Glyph Spheres shrunk enough to use as bullets - comparatively rare but powerful form of ammunition. Difficulty: Absurd - 0/1000 900 - VEIST application bonus
Search Relic Vaults - The hidden vaults of the temple-cities contain artifacts of great and terrible power. No living being truly knows the extent of the things found within, but the ancient technology of the Old Ones would surely be of great use if they could be deciphered. Effect: Searches the relic vaults for useful items, all of which are generally examples of tech that has not yet been unlocked. Choose between Melee Weapons, Ranged Weapons, Defensive Equipment, Magical Trinkets, Magical Equipment, Magical Artifacts, Mechanical Devices. Difficulty: Varies - any amount of slann may be sent into the vaults, with their chances of bringing a more powerful item out increasing at the research difficulty intervals.
Glyph Weaponry - A proposed workaround to the difficulty of manifesting continuously active spell effects on equipment, these devices would use a modified Glyph Sphere as a sort of magical battery in order to channel magic through the striking surface of the weapon. The effects would be limited to a single wind of magic, and once the charge is depleted they would be ordinary weapons, but the slann have judged it a worthwhile endeavor. Effect: 'Battery'-powered weapons with magic effects based around a wind of magic. Unlocks further research towards fully magical weaponry. Difficulty: Very Hard - 0/450 350 - VEIST application bonus
Loquatl Spawning - Now that a suitable sample of Loquatl have been tamed, the next step is to engineer them to serve eternally, as all the lizardmen do. Thanks to earlier analysis this will not take as much effort as it otherwise would have. Effect: Unlock Loquatl for all cities. Difficulty: Moderate - 0/40
Sacred Spawnings: Basic Manipulation - The mechanics of how sacred spawnings are produced are still somewhat obscured to the slann, despite their newfound understanding of the spawning spells. Focusing on them should allow some manipulation of how often different varieties of sacred spawnings are generated, as well as open up further understanding of their mechanics. Effect: Study the sacred spawnings, allowing their rarity values to be slightly altered. Difficulty: Very Hard - 0/425
Slann Spawning: Physical Construction - The spawning runes for slann are entire orders of magnitude more complex than those of the other lizardmen breeds, but if one can be deciphered then so can the other. While it is obvious that other components will need to be completed in order to actively spawn slann once more, figuring out their biological construction will be an achievable start. Effect: Decipher how the slann's bodies are made, the first step in learning how to create new slann. Difficulty: Impossible - 0/2450
Basic Soul Structure Examination - Figuring out how lizardmen bodies are constructed is only the first step to fully understanding the intricacies underlying the makeup of the servants of the Old Ones. The next step is delving into the structure of their soul, which in many aspects is even more important than their physical forms - the soul is the wellspring of their immunity to corruption and subversion, their unending growth in ability, and their immortality. Duplicating these features is one thing, but understanding them is another. Effect: Decipher the basics of lizardmen soul structure. Unlocks more advanced sub-breed creation. Difficulty: Impossible - 0/2500. This project will unlock the capacity for neutering the Ayacmanik's ability to assimilate sapient beings.
Create Sub-Breed - With the newfound understanding of how the lizardmen's bodies are made, the gates have been opened to modification. It is now possible to create additional sub-breeds, subsets of the various kinds of lizardmen. Only bodily modifications are currently possible, which puts a limit on some of the more advanced ideas proposed, but the possibilities are still vast. Effect: Design a new sub-breed of lizardman. See sub-sections, though alternate options may be proposed - consult with GM on restrictions. - Spined Kroxigors: Kroxigors with a series of spines joined together on their broad backs into a fleshy sail of sorts, this breed of kroxigor possesses a secondary brain that allows them to serve as a slann's arcane vessel, allowing the mage-priests to cast in battle with far less risk of bodily harm to themselves. Difficulty: Absurd - 0/900 - Earthblood Saurus: A rarer, formidable breed of saurus standing 12 feet tall, Earthbloods are even more proportionately muscular than regular saurus, and possess razor-sharp instincts pertaining to battle, with the caveat that they have no talent for the wider aspects of warfare. Difficulty: Absurd - 0/900 - Blackfang Saurus: A breed of saurus specializing in covert warfare, they possess many of the adaptations shared with their brethren the Chameleon Skinks - camouflage, ability to climb and traverse terrain, heightened senses. While less outright stealthy than Chameleon Skinks, they compensate with a far greater aptitude for violence typical of their caste - something of great value in eliminating hardened targets. Difficulty: Absurd - 0/900
Divine Manifestations, Level 1 - Gods will autonomously bless the souls and bodies of their worshipers in accordance with their natures, and empower them to act in their stead. Yet a near-constant feature of the Ruinous Powers is their ability to extrude segments of themselves into the material world in the form of daemons. These warp-borne organisms are incredibly powerful in many different ways, and if such a capacity could be harnessed for the gods of the lizardmen, it would be quite a boon. Effect: Unlock the ability to call weak sub-entities of the lizardmen gods to the materium. Difficulty: Absurd - 0/1000 900 - Another god makes this a simpler task.
Blessed Items - It is well known that Teninhuan's daggers are eternally swathed in immortal venom that kills even daemons. While it is widely agreed that his weapons are blessed as a side effect of his great piety, having the ability to reliably call down divine blessings upon inanimate objects would be of great use. Effect: Unlock the ability to divinely bless weapons and other items. Difficulty: Hard - 0/150 100 - VEIST application bonus
The mysteries of this category have been exhumed - for now!
Deciphering the Plan - With the lizardmen's archives of the Great Plan organized to the best of their ability, it is time for their contents to be unraveled, so that the designs of the Old Ones may be fulfilled if they cannot be found. Each of these options is Impossible (0/2500), and has multiple tiers that are also Impossible. Each tier will grant benefits as it is completed. 33 free points will be allocated to the first of these to be researched.
- Worldshaping Schematics: These Tablets detail the needed shape of the continents and magical architecture, including intricacies of the Geomantic Web. Tier I - 0/2500 - Titanic Anatomy: These Tablets lay out the bodily and spiritual intricacies of Dragons, Dragon Ogres, and Sky Titans, as well as other details about their role. Tier I - 0/2500 - The Young Creations: These show the construction of four races - Elves, Dwarfs, Humans, and one other that is incomplete. Tier I - 0/2500 - Astral Layout: These detail the necessary alignment of the heavens themselves, including a magical construct the size of a moon. Tier I - 0/2500 - Warp Gates: This sparse collection contains the schematics for building the polar warp gates the Old Ones made. Tier I - 0/2500 - The Sequence: A coded fragment of information that appears in many other Tablet categories, nothing can be made of this for now.
Consult Relic Priests - The spirits of long-dead slann still cling to their bones in ancient mausoleums held deep in the innermost sanctums of their cities. Lingering near the veil of life and death as they are, their withered spirits are capable of dispensing great wisdom, but they sometimes prove unresponsive for their own reasons. Effect: Send slann to consult the Relic Priests, seeking insight on a variety of topics. See 'Construction and Relic Priest Mechanics' threadmark for details.
Interpret the Prophecy - The Tomb Collective of the deceased slann gave a prophecy when consulted two decades ago, and it hangs over the head of the Sublime Communion still. Perhaps some enlightenment could be gained by spending time contemplating the meaning of the Relic Priests? Effect: Contemplate the prophecy, gaining in-character interpretations of what it could mean. Difficulty: N/A, this action is repeatable and will produce results regardless of the amount of slann assigned to it. However, more slann will yield more detailed analysis.
Examine Tablets of the Old Ones - Until you find a way back to Mallus, the ancient Plan of your creators will have to be ... put on hold. But that does not mean that the wisdom they left behind on their golden tablets is now useless - the development of your people was ordained upon them. With study, you may be able to reclaim some of the glory you have lost. Effect: Unlock various sections of your tech tree. See sub-sections for examples, though alternate options may be inquired about with the GM. - Level 4 Infastructure: The next level of geomantic architecture and city complexity, with all that implies. More defenses, more temples, more spawning pools, more geomantic pathways allowing for greater utilization. Difficulty: Very Hard - 0/450
The Stone - The amulet that the chameleon skink assassins recovered from Warboss Wurkaz is an abnormality. Every effort was made not to damage it, yet it is still clear that it is made out of an unnaturally resilient material, and it shines like a sun in the Immaterium. Whatever it is, it contains great power, and should be examined thoroughly. Effect: Conduct a preliminary study on the warboss' amulet and attempt to discover its nature. Difficulty: Very Hard - 0/450
Theory of Engine - The greenskins power their mechanical contraptions via the use of rumbling blocks of gears and pipes they call engines, fuelling them with squig-oil and secretions from certain mushrooms. These are among the most bizarre of orkoid contraptions, and much observation of them and their capabilities was required before an effort to duplicate them could reasonably be made. With the numerous samples of ork technology acquired from the recent campaign, however, the attempt can now be made. Effect: Decipher the secrets of engines, automatically upgrading every vehicle project. Difficulty: Absurd - 0/1000 650 - VEIST application bonus
Mek Madness - The devices retrieved from the depths of the ork technologist's sanctum are illogical, even by the standards of the greenskins. None of them work, are even close to working, and the trains of thought evidenced by Orkfred's notes are filled enough with errors and fallacies to baffle slann examination. But the underlying principles of his designs … there is potential. Effect: Study one of Orkfred's retrieved prototypes and attempt to make his demented ideas work. Does not unlock tech on its own, but unlocks research options that may not have otherwise yet been available, and may offer cost reductions to available projects.
- The Sparking Blade: The collection of pincer-blades and the coughing generator they are attached to are clearly supposed to be more than they are, but it is difficult to say what. A rough guess can be made that the blade is meant to be electrified in some manner, but it is far from certain. Difficulty: Hard - 0/150
- The Snotling Gun: This pile of misshapen tubes, whirling gears, and rattling barrels can hardly be recognized as a piece of technology, much less a weapon. Still, the notes of the Mekboss discuss it in detail. Difficulty: Very Hard - 0/450
- The Iron Limbs: These, at least, are a familiar concept to the lizardmen. Clearly prosthetic orkoid limbs crafted from crude iron, what distinguishes them is their bizarre degree of articulation and propensity to convulse when subjected to electrical charges. Difficulty: Moderate - 0/50
Temporarily Locked Until the Conclusion of the Sublime Communion's Deliberations
Traumatize the Oversoul - By accessing the shared Ayacmanik subconscious through the collective experiences of their synchronized souls, it is possible to deliver carefully-sculpted psychic trauma directly to the root of the parasite's collective consciousness. Doing so would forevermore scar their psyche, rendering them immensely, irreversibly terrified of the lizardmen on an instinctual level. They would flee from the temple-cities and any further expansion of the geomantic web, effectively nullifying their threat to the lizardmen. Difficulty: This project has two phases - the first, (0/425) where the slann prepare the psychic trauma package, and the second, (0/425) where they apply it. Any amount of progress may be completed in a single turn, but if the second phase is not completed within one turn, the Ayacmanik will attack you en masse until you complete it.
Give Them Minds - Due to the nature of the Ayacmanik oversoul, one infected host transmits its capabilities to the whole species. Therefore, if a single skink is engineered without any inherent lizardmen capabilities, save immortality, deliberately infected, and then trapped in a heavily fortified prison, it is possible to give the Ayacmanik sophoncy while keeping the means of taking it away in hand, should it become necessary. What the Ayacmanik might do with their personhood is unclear. Difficulty: Special - 0/850
Control the Parasite - The same process by which the Ayacmanik coordinate their various host bodies can be used to more productive ends. By forcibly invading their shared consciousness and subduing each individual soul to the will of the Sublime Communion, it is possible to effectively enslave the entire Ayacmanik species in semi-autonomous slavery. Once complete, any Ayacmanik in proximity of the lizardmen will assist in any tasks being performed, from construction to warfare to scouting. The rest of the species will behave as normal save for ceasing all aggression towards the lizardmen, and it will be possible to use slann to control large numbers of them to perform specific tasks. The process, however, will incur attacks by the oversoul. Difficulty: Special - 0/2000. Starting this project will incur an all-out assault by the Ayacmanik, which will continue until its completion.
Chains of Fog - If the Ayacmanik were uplifted to sophoncy, it would ordinarily be impossible to chain their minds in a practical manner due to the will it would grant them. But if the godseed made from the mind fog were to be used to craft a cloying web of chains, it would then be possible to trap the sophontic oversoul's free will in the very same fugue the slann were ensnared in not so long ago. To uplift the Ayacmanik to true selfhood only to condemn them to forever being the weapons of the slann would be a monstrous breach of any moral code, but the servants of the Old Ones do not pretend to morality. Difficulty: 0/2500. This project may only be taken after Give Them Minds is completed, and requires commitment of the Seed of Fog. The Ayacmanik will abandon all other fronts and attack the lizardmen until it is completed. Enslaving the sophontic Ayacmanik in psychic thralldom will likely be sufficient to allow the lizardmen to defeat all other adversaries on Mochantia.
Mechanical effects for the four previous options can be found here.
Burn Their Souls - If the slann were to design a spell that kills Ayacmanik souls that could be empowered by the Geomantic Web, it would be possible to cast a ritual to kill any parasites within a certain radius. This is likely to attract reprisal. Effect: Design an Ayacmanik-killing Geomantic Ritual, allowing rituals to be cast that kill Ayacmanik within a certain area and leave everything else untouched. It is likely that the parasites will attack en masse if such a weapon is deployed. Difficulty: Hard - 0/150
The Lizardmen war fighting capability is directly tied to whatever foundations they build on a world. This makes us a very powerful fighting force if we have infrastructure that is backing us.
The main point of balance is the infrastructure needs of the military. If we for example fight on a world without prior infrastructure we should suffer massive debuffs, that we would normally not have.
Being Cold-Blooded makes our armies fight in cycles of high-intensity and RnR, without the Geo web fueling us. With the Geo web we are dependent on the power to determine our ability to maintain high operational tempo, with 2 being the break even point.
Well, I believe that Itza is where we should hold the Orksplosion ritual, and that we should do the Metropolis Preservation Barrier research. I believe it's been said that doing the latter will result in Itza automatically gaining one as a result of the research, though IC it'll be more like we already had one, we just couldn't figure out how to turn it on until now.
The Juvenile Colossus Examination research seems potentially useful, though I do feel the need to ask aomething. @Xantalos , is this something we can only do this turn, with it disappearing until the next time one of our Titans reproduces, or will it still be there next turn if we don't choose it?