Potency
Potency is the measurement of the base strength of a creation, raw material, or foe. Potency is related to the item it is assigned to, for example a potency 3 warship would still obliterate a potency 5 company of warriors.
(Rough idea of scale)
1-Civilian level/ baseline human.
2-Law enforcement, militia level, basic guns.
3-Basic galactic level military, platoon sized effect.
4-Elite and advanced level miltary/ company sized
5-Special forces grade, regiment sized effect.
6-Galactic black ops level, Space Marines, Divison level effects
7-Space Marine elites, army sized effects
8-Primarch level, multiple armies sized effects.
9-Primarch+, world sized effects.
10-Emperor of Mankind level, solar system sized effects
Magic
So you have chosen the path of magic! Limitless possibilities await you! Infusing Magic into raw materials and creations enhance your potency by one! However, this does carry the drawback of your creations losing potency and effectiveness the longer they are away from you unless precautions are taken.
Quick Creation:
All Space Lords, in addition for their gift for grand projects, can quickly whip together improvised tools for their situations. Most creations are well within reach except for the most outrageous. Roll a 2d6 and take the higher result, with a 1-3 being a sub-optimal result and and 4-6 gets you broadly what you were aiming for. With more time you can correct your creation.
Conflict: So when conflict/combat between two peers are needed and about equal potency, a roll is made. When potency is equal and no mismatch in powers, a straight 1d6 roll is made, 1 leading to painful failure, 3 is failure but an opening is made, 4 is success but consequences ensue, and a 6 is a clean success.
When potency is 1 higher or lower, roll is made with advantage/disadvantage respectively. 2 higher or lower is max roll or lowest roll, and higher than that is utterly outclasses.
Reminder that Potency only applies with like objects. Cleverness can overcome power disparities.