The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
Yeah, TBF compared to things like Deux Ex Mechanicum this is pretty simple.
Deus ex is still mid tear. It is right at the boarder for hard.

But I meant quests like sheperd's quest, were we had to come up the math for kinetic weapons and how may gigawatts we need to power a power armor suit.

Edit spectered by Han

Edit last I read the people there were going to publish papers because they did the math for how much energy it would take to make a spinal gun for a battleship to get the round at 5 percent the speed of light.

Edit also to those who have a hard time keeping up with multiple things and access to a computer, SPREADSHEETS! They are your friends and I have used them for so many things since I have become a adult.

Edit or these could be the Tau quest where everything is on fire.
 
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I miss Iron Man/mass effect quest :( . I recognize that is important for some people to have a Accurate universe in the game, but I believe that the 'rule' in the RPG that say that you win when you (all you) are get fun, hell, here in Brasil we have 'Defensores de Tóquio'(Tokyo defenders) that have ridículos easy rules and allow anime stuff like the use of a aircraft carrier as a melee weapon (if you raise the lvl high enough), so I really don't need to said how hard that would be if someone tried to do the math for that.
 
@Durin

1. Using Blink as a "breach point" of sorts, would we be able to do more study with the space between the Warp and the Materium?
2. Not sure if you watch Bleach or not, but if you do, how does Xavier's pyromancy compare to Ryujin Jakka?
 
I'd imagine that the Blood Dragons will be working overtime to integrate the tech we've traded them into their economy and using said economic surplus to start heavy fortifications. Military-wise I'd guess they'd want to focus on shifting some of their normal front line regiments to training to improve their armies, maybe also start a significant militia program.

The one thing I'm worried about is that Valinor has been very quiet lately. It might be that they're focusing a lot more of their efforts on the Blood Dragons given that we are currently occupying the nearby Orks and their last attack against us was an absolute shitshow for them that resulted in the loss of a major fraction of their navy without anything to show for it. Then again, given how badly Valinor got savaged, that the Necrons have better things to do, and the Orks are currently getting systematically dismantled by our forces, the Blood Dragons might actually have enough free forces available to be able to decisively beat anything Valinor can bring to the table.
 
I'd imagine that the Blood Dragons will be working overtime to integrate the tech we've traded them into their economy and using said economic surplus to start heavy fortifications. Military-wise I'd guess they'd want to focus on shifting some of their normal front line regiments to training to improve their armies, maybe also start a significant militia program.

The one thing I'm worried about is that Valinor has been very quiet lately. It might be that they're focusing a lot more of their efforts on the Blood Dragons given that we are currently occupying the nearby Orks and their last attack against us was an absolute shitshow for them that resulted in the loss of a major fraction of their navy without anything to show for it. Then again, given how badly Valinor got savaged, that the Necrons have better things to do, and the Orks are currently getting systematically dismantled by our forces, the Blood Dragons might actually have enough free forces available to be able to decisively beat anything Valinor can bring to the table.
Actually Valinor was the main Navel base and shipyard of the sector. So by now they most likely replaced most of there escort loses which was 3000 escorts.

What I am worried about is that Valinor wants Saint Lin dead. He is a affront to the Abomination. They would willing throw themselves at our defenses in order just to land a invasion force to try to kill Lin. Now we could take any force that they send at us but the damage from such a attack would come at a impromptu time for us.
 
Actually Valinor was the main Navel base and shipyard of the sector. So by now they most likely replaced most of there escort loses which was 3000 escorts.
They've almost certainly had time to build that many escorts, but that doesn't mean their fleets are up to full strength. First is the issue of capital ships—we got a lot of those, and given the numbers of capital ships to escorts they've been fielding historically they have a hard time replacing them. Second is that they've needed to continue fighting with lower fleet numbers, which will cause additional losses.
 
Its a waste of lives to fight valinor , not when a ceasefire could be made to focus on yhe orks

#occupyValinor

is a thing for me..also...

On the issue of making plans lets a s a forum community ask @Enjou for how he made his plan.

Likr a tutorial or guide. Maybe others can chime in and then we can pull all of that info into one page.

I think we can all agree the current mechanics for buidling stuff are fine its just that we need more information as a thread.

My last two cents on this.
 
I'm personally fine with Enjou's plans. He has a talent for putting together what the thread's already been discussing and generally takes into account whatever our concerns happen to be beyond that.

Elder Haman is really good at this too.

It helps that Durin is a good GM and guides our plans with IC advisor aid too.
 
Thats juat two people though. Cant we just be self sufficient? pretty please?
 
Turn Ninety-Four Results
Turn Ninety-Four Results
Two Hundred years since the Founding of Avernus

Over the last five years the the general Ork and wildlife kills has increased to two point six million a year, a lot higher then usual.


Helltrooper Power Infantry: Infantry- General Richards has put forward a plan to equip your Helltrooper Infantry with power armour. This will greatly increase their combat power and life expectancy at a surprisingly affordable price. You are advised to begin this project immediately, and told that General Richards is working on plans to begin similar upgrades for the rest of your Helltrooper Regiments.

Time: 8 years

Cost: 276,000,000 Thrones, 21,300,000 Material, 762,000 Promethium, 6,590,000 Advanced Material, 4,240 Exotic Material.
Upkeep per year: 15,500,000 Thrones, 1,060,000 Material, 347,000 Promethium, 198,000 Advanced Material, 32 Exotic Material.
Reward: upgrade 419 Helltrooper Heavy Infantry Regiments to Helltrooper Power Infantry Regiments.

Complete

Three years ago General Richards declared that the Helltrooper Power Infantry Regiemtns were ready to be deployed in battle. This represents a massive increase in the number of power armoured troops that you can field and has already had an impact on the rate at which youa re taking Ork pontifications.


Helltrooper Power Infantry: Light Infantry- General Richards has put forward a plan to equip your Helltrooper Light Infantry with power armour. This will greatly increase their combat power and life expectancy at a surprisingly affordable price. You are advised to begin this project immediately, and told that General Richards is working on plans to begin similar upgrades for the rest of your Helltrooper Regiments.

Time: 6 years

Cost: 93,400,000 Thrones, 9,430,000 Material, 243,000 Promethium, 1,920,000 Advanced Material, 1,470 Exotic Material.
Upkeep per year: 6,720,000 Thrones, 579,000 Material, 108,000 Promethium, 69,500 Advanced Material, 18 Exotic Material.
Reward: upgrade 250 Helltrooper Light Infantry Regiments to Helltrooper Scout Infantry Regiments.

Complete

Three years ago the Scout Infantry regiments completed their training and were deployed on the battlefield for the first time. They have proven to be a major asset, able to inflict major damage though harassment attacks and act as a powerful flanking force in difficult terrain.


Helguard Void Infantry- General Richards has put forward a plan to train two divisions of Helguard Void Infantry, which would be equipped with Power Amour and more advanced weapons. This force would be far more deadly then your current Void Infantry and be able to defeat almost any foes in a boarding action. It would however be expensive and take quite some time to train.

Time: 9 years

Cost: 358,000,000 Thrones, 17,600,000 Material, 691,000 Promethium, 8,830,000 Advanced Material, 27,400 Exotic Material.
Upkeep per year: 71,500,000 Thrones, 3,510,000 Material, 346,000 Promethium, 883,000 Advanced Material, 1,380 Exotic Material.
Reward: train 200 Helguard Void Infantry Regiments

Complete

Currently General Richards is well on the way to finishing the Helguard Void Infantries final training. They are now finishing the proccess of testing their skills at working with other types of formations, after which they will be able to be ready for deployment. General Richards estimates that this will be around two weeks.


Helltrooper Power Infantry: Armour and Air- General Richards has put forward a plan to equip your Helltrooper armour and air units with Pilot Basic Power Armour. This will provide a notable increase to your crews survival rates and combat capacity, while being only a fraction of the cost of the other power armour refits.

Time: 4 years

Cost: 22,400,000 Thrones, 4,490,000 Material, 449,000 Promethium, 44,900 Advanced Material.
Upkeep per year: 2,240,000 Thrones, 449,000 Material, 225,000 Promethium, 2,250 Advanced Material, 32 Exotic Material.
Reward: equip all air regiments, armour regiments and specialist armour regiments with pilot power armour

Locked- Three out of Four years completed

For the last three years General Richards has been working on training the Helltrooper Armour in all of its variants and the Helltrooper Air Wings in the sue of pilot armour. It is significantly easier training these forces in the use of power armour then it is the infantry regiments, who have to relearn many of their instincts as a result of the new equipment.


Helltrooper Power Mechanised Infantry: Mechanised Infantry- General Richards has put forward a plan to equip your Helltrooper Mechanised Infantry with power armour. This will greatly increase their combat power and life expectancy at a surprisingly affordable price. You are advised to begin this project immediately, and told that General Richards is working on plans to begin similar upgrades for the rest of your Helltrooper Regiments.

Time: 6 years

Cost: 332,000,000 Thrones, 26,800,000 Material, 1,140,000 Promethium, 7,120,000 Advanced Material, 4,760 Exotic Material.
Upkeep per year: 16,000,000 Thrones, 658,000 Material, 460,000 Promethium, 174,000 Advanced Material, 27 Exotic Material.
Reward: upgrade 249 Helltrooper Mechanised Infantry Regiments to Helltrooper Power Mechanised Infantry Regiments.

Locked- Three out of Six years completed

For the last three years General Richards has been working on training your mechanised infantry forces in the sue of power armour. She tells you that most of the infantrymen have finished their basic training in the use of power armour and are now learning power armoured tactics on all levels, from the personal to multi-regimental.


Personal Attention: Campaign: Army- The current campaign is now going to shift to attack on the to main Ork domains, with the Avernite Army spearheading the assault on what was recently Kazag's Domain. General Richards will take the opportunity of changing theatres to reorganise her forces and move the more battered units back to Avernus.

Time: 14 years (if personal attention is used then only other Personal Attention that can be chosen is Campaign: Fleet)

Cost: 2,400,000,000 Thrones, 1,200,000,000 Material, 100,000,000 Promethium. 158,000 Advanced Material, 1,780 Exotic material.
Reward: army assists Imperial Trust in taking and holding new worlds, must be selected

Locked- Five out of Fourteen years completed

For the last half decade you have been leading the attack into what was recently the Domain of Kazag the Mighty, and was once known as the Civilised Worlds Collective. Despite resistance from several Ork Warlords you have made good progress, and have taken control seven of them. This leaves five to take, which includes the capital Cobalt which will take years to seize by itself due to extensive layered fortifications.

Construct: Warships -Admiral Sarnow has put forward a proposal to build the rest of the ships that you planned for the Avernite Navy, baring those on order from Vanaheim which are expected to arrive within the decade. This will take some time and use up a decent portio of the ships from the ship graveyard but will bring your fleet to full strength for the first time.

Time: 14 years.

Cost: 1,580,000,000 Thrones, 225,000,000 Material, 4,220,000 Promethium, 1,020,000 Advanced Material, 8,530 Exotic Material.
Upkeep per year: 38,300,000 Thrones, 5,850,000 Material, 2,250,000 Promethium, 61,100 Advanced Material, 203 Exotic Material.
Reward: Repair 4 Paladin Heavy Cruisers (mostly intact), 4 Templar Heavy Cruisers (mostly intact), 5 Hoplite Cruisers (mostly intact), 18 Soldier Destroyers (half destroyed), 53 Legionnaire Destroyers (10 intact, 43 mostly intact). Build 2 Landsknecht Grand Cruisers, 2 Warrior Cruisers and 50 Descent Destroyers. Repair for Imperial Trust 3 Chevalier Heavy Cruisers (mostly intact), 10 Disciple Carriers (mostly intact), 9 Uhlan Battlecruisers (mostly intact) and 77 Privateer Raiders (10 intact, 67 mostly intact)

Complete

Two years ago you were informed that the shipyards of Avernus had finished their next major warship construction project. As well as replacing some of your earlier casualties this project gives you the solid core of heavy cruisers that the Avernite fleet was intended to be built around. The new ships have already been deployed to reinforce the Avernite navy where their firepower and armour has proven to be highly useful in the planarity assaults you are conducting.


Construct: Repairs- Your fleet suffered significant damage in the recent campaign against the Orks. It would be a good idea to repair what damage you can and replace what ship can't be repaired as soon as possible. Admiral Sarnow estimates that this will take around a decade.

Time: 10 years.

Cost: 2,110,000,000 Thrones, 357,000,000 Material, 12,300,000 Promethium, 1,738,000 Advanced Material, 19,900 Exotic Material.
Upkeep per year: 20,800,000 Thrones, 5,600,000 Material, 10,200,000 Promethium, 736,000 Advanced Material, 12,200 Exotic Material.
Reward: Construct 1 Gurkha Grand Cruiser, 1 Warrior Cruiser, 2 Monk Escort Carriers, 213 Guardian Fighter Wings, 138 Dragon Bomber Wings, 56 Wraith Interceptor Wings, 72 Assassin Bomber Wings
and Repair 2 Paladin Heavy Cruisers (mostly intact), 1 Templar Heavy Carrier (mostly intact), 1 Knight Cruiser (mostly intact), 4 Hoplite Cruisers (mostly intact), 2 Warrior Cruisers (half destroyed), 3 Bishop Class Carriers (mostly intact) 2 Monk Escort Carriers (half destroyed), 5 Yoaxia Escort Cruisers (1 intact, 4 half destroyed ), 112 Page Frigates (half destroyed), 139 Squire Frigates (half destroyed), 55 Privateer Raiders (mostly intact), 3 Shadow Destroyers (intact), 320 Solider Destroyers (half destroyed), 148 Legionnaire Destroyers (half destroyed),

Locked- Two out of Ten years completed

For the last two years Avernus' shipyards have been working on repairing the ships damaged in the recent campaign, and replacing those that fell in battle. While several of the escorts have been repaired even the least damaged of the capital ships will take several more years to fully repair. Admiral Sarnow mentions that without the advanced starships construction technology that you found on The Well of Urd these repairs would have taken half again as long, and you could not have worked on s many ships at a time.


Expedite: Build Advanced Orbital Defence Stations- Now that you have the designs Admiral Parnell strongly advises that you build some Advanced Orbital Defence Stations. While he will want thirty-six in total he tells you that six is the most that his workers can work on at the moment, so he would prefer to build six at a time. Given the sheer defensive utility of these stations you see no reason to disagree with Admiral Parnell on their importance.

Time: 8 years.

Cost: 335,000,000 Thrones, 98,300,000 Material, 26,000,000 Metal, 7,020,000 Promethium, 49,600 Advanced Material, 1,370 Exotic Material.
Upkeep per year: 16,700,000 Thrones, 4,910,000 Material, 1,300,000 Metal, 351,000 Promethium, 991 Advanced Material, 14 Exotic Material.
Reward: 3 Advanced Orbital Defence Stations for Avernus and Deiphobe

Locked- Five out of Seven years completed

For the last half decade Admiral Sarnow has directed the construction of another half dozen Advanced Orbital Defence Stations, which should better prepare the orbital defences of Avernus in the years to come. These stations are now most of the way to being completed, with only some f the weapons and shield generators remaining to be finished, along with the majority of the living areas.


Campaign: Fleet- The current campaign is now going to shift to attack on the to main Ork domains, with the Avernite Army spearheading the assault on what was recently Kazag's Domain. It is expected that the Avernite Navy will play a major roll in this.

Time: 14 years (if personal attention is used then only other Personal Attention that can be chosen is Campaign: Army)

Cost: 80,000,000 Thrones, 800,000,000 Material, 800,000,000 Promethium. 632,000 Advanced Material, 3,560 Exotic material.
Reward: fleet assists Imperial Trust in taking and holding new worlds, must be selected

Locked – Five out of Fourteen years completed

For the last five years Admiral Sarnow has led the majority of the Avernite Fleet in the sultan on what was recently the Domain of Kazag. Despite some casualties he has been very successful in this campaign, and has dealt with several worlds orbital defences with surprising low casualties, especially when youu take into account the sheer number of Roks in the area.


Personal Attention: Campaign: Fleet- The current campaign is now going to shift to attack on the to main Ork domains, with the Avernite Army spearheading the assault on what was recently Kazag's Domain. It is expected that the Avernite Navy will play a major roll in this.

Time: 14 years (if personal attention is used then only other Personal Attention that can be chosen is Campaign: Army)

Cost: 80,000,000 Thrones, 800,000,000 Material, 800,000,000 Promethium. 632,000 Advanced Material, 3,560 Exotic material.
Reward: fleet assists Imperial Trust in taking and holding new worlds, must be selected

Locked – Five out of Fourteen years completed

You have been splitting your attention between complaining ground and naval forces over the last five years. While it has taken some time to get used to commanding both at once now that you are sued to it the freedom provided by the massive range of options has proven to be very useful, especially for dealing with the more heavily fortified positions hat you are starting to encounter.

The population of Avernus grew by an average of 1.55% over the last five years, with the population reaching sixteen billion.

Expand Arbor to Small Hive- Now that the cities of Duat have all been built, or are in the final stages of construction it would be a good idea to expand one of them into a Small Hive. This would provide a centre for the administration and defence of the region and allow for a greater population to build up. It would also be possible to build more small hives in other regions, though not nearly as important.

Time: 10 years.

Cost: 3,290,000,000 Thrones, 2,680,000,000 Material, 2,480,000,000 Metal, 4,460,000,000 Promethium, 2,370,000 Advanced Material, 27,100 Exotic Material.
Upkeep per year: 277,000,000 Thrones, 234,000,000 Material, 217,000,000 Metal, 39,500,000 Promethium, 19,500 Advanced Material, 234 Exotic Material.
Reward: Expand city to Small Hive

Complete

Edvin has recently finished expanding the city of Arbor into a Small Hive, which covers all of the island more then six kilometres from the coast, a total of almost a hundred and fifty square kilometres. This means that the entire island is well within engagement range of the cities defences and formidable short range AA, making attacking the city from the land or air challenging. This will hopefully convince some attackers to try amphibious assaults on the city, which will likely fall prey to the nearby krakan.


Upgrade Defences: Salem- Edvin Dieuwer has recently finished making plans to upgrade the defences of Avernus' cities to the next level. Another option would be to start with one of the Small Hives that act ass your regional centres. This would be far cheaper then starting with Dis while still protecting a large number of citizens, especially in the case of The Fens and Garden Grove.

Time: 8 years.

Cost: 2,070,000,000 Thrones, 2,020,000,000 Material, 1,900,000,000 Metal, 428,000,000 Promethium, 1,710,000 Advanced Material, 11,400 Exotic Material.
Upkeep per year: ,0,700,000 Thrones, 20,200,000 Material, 19,000,000 Metal, 4,280,000 Promethium, 17,100 Advanced Material, 114 Exotic Material.
Reward: Upgrade selected Small Hives' defences to Incredibly heavy (level 7)

Complete

Edvin has recently overseen the final stages of upgrading the defences of Salem, which are designed to be equally capable against any form of assault. This is the last of the cities in Aridia that need to have their defences upgraded barring Silver Lakes, which is under the domain of the Adepts Mechanicus.


Upgrade Defences: Hollin- Edvin Dieuwer has recently finished making plans to upgrade the defences of Avernus' cities to the next level. Another option would be to start with one of the Small Hives that act ass your regional centres. This would be far cheaper then starting with Dis while still protecting a large number of citizens, especially in the case of The Fens and Garden Grove.

Time: 8 years.

Cost: 2,070,000,000 Thrones, 2,020,000,000 Material, 1,900,000,000 Metal, 428,000,000 Promethium, 1,710,000 Advanced Material, 11,400 Exotic Material.
Upkeep per year: ,0,700,000 Thrones, 20,200,000 Material, 19,000,000 Metal, 4,280,000 Promethium, 17,100 Advanced Material, 114 Exotic Material.
Reward: Upgrade selected Small Hives' defences to Incredibly heavy (level 7)

Locked- Seven out of Eight years completed

Edvin tells you that he has almost finished upgrading the defences of Hollin, the only Small Hive on Avernus that lacks incredibly heavy defences. He tells you that Hollin has a greater focus on ground defence then normal cities as its location in the enter of the inhabited region make orbital bombardment risky.


Thaddeus Expertise: Upgrade Defences: Helm's Deep- Edvin Dieuwer has recently finished making plans to upgrade the defences of Avernus' cities to the next level. Another option would be to start with one of the Small Hives that act ass your regional centres. This would be far cheaper then starting with Dis while still protecting a large number of citizens, especially in the case of The Fens and Garden Grove.

Time: 8 years.

Cost: 2,070,000,000 Thrones, 2,020,000,000 Material, 1,900,000,000 Metal, 428,000,000 Promethium, 1,710,000 Advanced Material, 11,400 Exotic Material.
Upkeep per year: ,0,700,000 Thrones, 20,200,000 Material, 19,000,000 Metal, 4,280,000 Promethium, 17,100 Advanced Material, 114 Exotic Material.
Reward: Upgrade selected Small Hives' defences to Incredibly heavy (level 7)

Complete

A bit over a year ago Thaddeus finished upgrading the defences of Helm's Deep, which is now far better prepared to resist massed assault. Due to its location at the north the city has a greater focus on defences that are effective against daemonic assault, which is most likely going to hit it harder then any of the other hives.


Thaddeus Expertise: Expand Nurn to Small Hive- Now that the cities of Duat have all been built, or are in the final stages of construction it would be a good idea to expand one of them into a Small Hive. This would provide a centre for the administration and defence of the region and allow for a greater population to build up. It would also be possible to build more small hives in other regions, though not nearly as important.

Time: 10 years.

Cost: 3,290,000,000 Thrones, 2,680,000,000 Material, 2,480,000,000 Metal, 4,460,000,000 Promethium, 2,370,000 Advanced Material, 27,100 Exotic Material.
Upkeep per year: 277,000,000 Thrones, 234,000,000 Material, 217,000,000 Metal, 39,500,000 Promethium, 19,500 Advanced Material, 234 Exotic Material.
Reward: Expand city to Small Hive

Locked- One out of Ten years completed

Currently Thaddeus is laying the foundation for the expansion of Nurn in Elysium into a Small Hive. It will take almost a full decade to conduct this expansion, and during much of this period the city will be vulnerable to attack. However it is highly unlikely that an external enemy will attack Avernus in this period and General Richards is confident that her soldiers will be able to defend Nurn for long enough.

Inquisitor Klovis-Ultan's diplomats have been working on repairing the damage that your recent actions have caused to the reputation of Avernus. They are continuing to make progress but Avernus is still the most disliked member of the Imperial Trust.
+1 relationship with Alfheim
+1 relationship with Vanaheim
+1 relationship with Jotunheim
+1 relationship with Svartalfheim

The Blood Dragon's have started a major offensive against the minor Ork worlds, bringing overwhelming force to bear on one at a time and taking enough time to ensure that they are thorough. They expect to take at least a few dozen Ork worlds out by the time that the Ork Gods awaken.

Re-examine (Aryz)- It has been many decades since Inquisitor Klovis-Ultan has gathered information on the notables of the Imperial Trust and so the information that he gathered is now well out of date. Inquisitor Klovis-Ultan has suggested that he spend a few years conducting new investigations on people of interest in order to determine how they have changed.

Time: 1 year
Chance of Success: 70%

Cost: 3,900,000 Thrones
Reward: Selected Character sheet is updated, (please do not do more then 2 or 3 of these actions per turn)

Complete
d100=72+17(diplomacy)=89: Success

Inquisitor Klovis-Ultan spent a year investigating how First Councillor Aryz of the Quartok has changed in the time since you have met him. He tells you that Aryz has reached a whole new level of combat skill due to the experience of living on Avernus and has improved a little in several other ways.


Investigate (Reputation of Muspelheim in the Imperial Trust)- Inquisitor Klovis-Ultan is willing to spend some time investigating aspects of the Imperial Trust that you are interested in. These aspects could be organisational, cultural political or fall into several other areas.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on selected topic

Complete
year twod100=22+17(diplomacy)=39: Fail
year two re-roll d100=32+17(diplomacy)=49: Fail +20 to next attempt
year three d100=91+17(diplomacy)+20(previous)=128: Critical Success

Inquisitor Klovis-Ultan spent a pair of years investigating the reputation of Muspelheim within the Imperial Trust. He found that it had almost as interesting a reputation as Avernus, being viewed as an living remnant of the Dark Age of Technology. This leads to the planet being respected but viewed as an outsider, and what works for them not necessarily working for normal humans. This reputation has only been enhanced by the recent upgrades to the Nomad cities and Muspelheim starting to construct starforts to house its population.


Investigate Relationship (Muspelheim, Vanaheim)- Inquisitor Klovis-Ultan is willing to spend some time investigating the relationships of organisations, planets or peoples within the Imperial Trust. This could provide important military, political and economic information.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on relationship between two groups

Complete
year four d100=98+17(diplomacy)=155: Success


Inquisitor Klovis-Ultan then turned his attention to the relationship between Muspelheim and Vanaheim. He found that while Vanaheim respects Muspelheim for its knowledge of the past and the ancient traditions it keeps alive, their view on it has become strained in recent years due to the fact that Muspelheim seems to be trying to export its traditions to the rest of the Immemorial Trust. On the other hand Muspelheim respects Vanaheim's determination and willingness to put itself into major debt for the sake of creating a asset for the Imperial Trust, and for long term gains, but finds that Vanaheim's belief in the value of tradition to be strange. When taken together the two attitudes make amusing reading.



Investigate Relationship (Muspelheim, Mechanicus)- Inquisitor Klovis-Ultan is willing to spend some time investigating the relationships of organisations, planets or peoples within the Imperial Trust. This could provide important military, political and economic information.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on relationship between two groups

Complete
year five d100=74+17(diplomacy)+40(close ties)=131: Critical Success


Inquisitor Klovis-Ultan then turned his attention to the relationship between Muspelheim and the Adeptus Mechanicus. Due to your close ties with Fabricator-General Scott he was able to gather a lot of information, though some of the information is rather worrying. He found that opinion in the Adeptus Mechanicus of Muspelheim is rather split, with one side admiring them and the other viewing them as Herateks. In general the more progressive members of the Adeptus Mechanicus admire Muspelheim's expert use of advanced technologies and ties with the Dark Age of Technology while the conservatives piont to the fact that Muspelheim is almost certainly hiding a large amount of technology from the Adeptus Mechanicus and has for millennia, which I in itself a major affront to the Adeptus Mechanicus. They then suggest that the reason that Muspelheim is not sharing its technology even in these dark times is that if they showed any more it would become obvious that they are the vilest of Herateks, possibly even consorting with Abominable Intelligence.

Jane reports that the number of Chaos Cultists found per year has increased slightly to around a two hundred and forty.

Of the two thousand nine hundred and twenty-four major psykers found over the last five years two hundred and forty-three of them were Chaotic, again
Two hundred and nineteen of the Chaotic Psykers consisting of one Beta-level, nine Gamma-levels, thirty-four Delta-levels, eighty-seven Epsilon-levels and eighty-eight Zeta-levels were killed without causing any significant levels of damage this over the last three years.
At least eighteen of the Chaos Psykers including six Gamma-levels and twelve Delta-levels were dragged though warp rifts that closed behind them.
One Beta-level, three Gamma-levels, a Delta-level and a Epsilon-level caused minor damage before being eliminated, killing 1,444,000 militiamen, 24,000 PDF Troopers, 28,000 Helltroopers, 766 Psyker Hunters, 176 Veteran Psyker Hunters, 48 Elite Psyker Hunters, 432 Witch Hunters, 208 Veteran Witch Hunters and 12 Witch Finders, 40 minor Battle Psykers, 24 Veteran minor Battle Psykers, 2 Elite minor Battle Psyker and 1 major Battle Psyker.

The untainted major Psykers included 1 Alpha-levels 7 Beta,levels, 31 Gamma-levels, 187 Delta-levels, 789 Epsilon-levels and 1,666 Zeta-levels.
292,366 minor Psykers were located by the Witch Finders over the last five years. This was average of little under sixty thousand a year, very close to the number that is estimated to be born each year.


Super Elite Operatives: Batch Two- Once Jane has finished modifying her training schedule she will be able to start training her second batch of Super-Elite Operatives. While this will be just as time consuming as the first it will produce better trained operatives, and probably around twice as many of them. Jane expects to be able to finalise the training regime after the second batch of Super-Elite operatives graduate.

Time: 35 years (must finish Elite Operatives: Lessons Learned)

Cost: 37,000,000 Thrones, 370,000 Material, 185,000 Promethium, 85,000 Advanced Material, 9,500 Exotic Material, 20 Relic Material.
Upkeep per year: Unknown
Reward: Second batch of 1,000 Elite Operatives put though, estimated two hundred

Locked- Eleven out of Thirty-Five years completed

For the last five years Jane has continued to train her second batch of Super-Elite Operatives, who are now starting their main training. Currently a bit over two hundred of the initial candidates have died, a twenty recent improvement. There is also a noticeable improvement in the performance reviews across the board when comparing the current candidates to the first batch.


Motherhood: Times Five- Now that Jane has adopted a son she wishes to spend as much time as possible with him in his formative years. While she can already spend far more time with Jacob then you could with Syr, due to her skill in delegation and training, she would like to spend even more if possible. As well as being some well deserved time off this would increase the chance that Jane would be able to pass more of her talent with the blade to Jacob, who is already very gifted.

Time: 1 year

Cost: Free
Reward: increased chance of Jane passing her stats along to Jacob Oakheart.

Complete

Jane has continued to devote a large portion of her time to raising Jacob, who is now fourteen. From what you can gather he is developing into a surprisingly well rounded young man, especially considering his mother. The on exception to this is his skills with the baled, which he seems to have inherited from his mother in full.

Reverse Engineer Component: Hyper Plasma Reactor: Part Three- Now that he knows how to replicate the Hyper Plasma Reactor Archmagos Tranth hopes that he can figure out how to resize it for use in other ships and settings. Given the sheer complexity and half understood nature of the Hyper Plasma Reactor this will be a long and very expansive project, with a large chance of failure. However a success will allow for the construction of Hyper Plasma Reactors in a whole new range of warships, which would allow you to significantly increase the shields, engines and firepower of portions of your fleet in exchange for making them more fragile. According to Admiral Parnell that trade off would be a massive boon to fast, agile fleets such as Vanaheim's.

Time: 15 years.
Chance of Success: -80% (39% after bonuses)

Cost: 3,900,000,000 Thrones, 390,000,000 Material, 39,000,000 Metal, 19,500,000 Promethium, 3,400,000 Advanced Material, 38,000 Exotic Material.
Reward: learn how to resize the Hyper-Plasma Reactor

Complete
d100=76+52(stats and traits)+75(buildings)+25(other)+20(double down)=248: Success

After fifteen years work Archmagos Tranth was finally able to determine how to resize the Hyper-Plasma Reactor, though so far he can not fit one on a ship smaller then a Battlecruiser, though he does believe that with sufficient time he may be able to shrink them to fit on normal cruisers or maybe even light cruisers, though nothing smaller. However given that this design will allow for Graviton Weapons, Ragnarok Cannons and Super-Lances to be added to Battlecruisers without weakening their shields it is still a major breakthrough.


Reverse Engineer: Cyclonic Torpedo- Archmagos Tranth has recently gained access to the cyclonic torpedoes that the Inquisition has been keeping in reserve. He will need to start working on reverse engineering them immediately as it will be a very difficult task, and an expensive one. However given that High Grandmaster Ridcully tells you that his powers should be able to give Tranth some more information there is a decent chance that he will be able to succeed within a decade.

Time: 10 years.
Chance of Success: -95% (62% after bonuses, problems if you fail by more then 25)

Cost: 200,000,000 Thrones, 20,000,000 Material, 2,000,000 Promethium, 395,000 Advanced Material, 9,900 Exotic Material, 10 Relic Material.
Reward: learn how to make more Cyclonic Torpedoes, lose d6 Cyclonic Torpedoes, can use cheating on this with +1 per 4% passed by

Locked - Six out of Ten years completed

Archmagos Tranth has been continuing to work on reverse engineering Cyclonic Torpedoes for the last five years. He tells you that he will be testing his first prototype in a years time, after which he will work on improving his design so that it actually works.
Military Bionics Part One: Investigation- Magos Biologis Maximal believes that he will be able to design a collection of bionic implants that will be both affordable and provide a significant boost to the combat capabilities of your army. The first step on this path is for him to spend a few years working with Avernite soldiers, officers and their counterparts in the Adeptus Mechanicus to determine what bionics should be used for each level of Avernite soldier.

Time: 6 years
Chance of Success: 20% (94% after bonuses)

Cost: 10,000,000 Thrones, 1,000,000 Material, 200,000 Promethium,4,250 Advanced Material, 212 Exotic Material
Reward: Determine what bionics to use to upgrade Avernus' military

Complete
year four d100=90+17(learning)+60(buildings)+10(Rune Priests) =177: Greater Critical Success

Archmagos Biologis Maximal has recently finished designing three sets of bionic implants for use by the Avernite military. The first set is designed to be sued by the PDF and consists of several implants that can provide combat and medical drugs as well as reinforcing some of the weakpoints on a human body. The second set is designed to be used by the Helltroopers and also includes sub-dermal armour, reinforcing the skeleton and basic MIU links to power armour. The final set of augmentations id designed for use by Helguard and includes more extensive versions of all of the above as well as strength boosters, improved lungs and similar major modifications, though not nearly as extensive as Skitarii.


Complete Examination (Nog) – There are many different unusual species on Avernus and Magos Biologis Saren wishes to examine all of them. However, he is willing to let you choose what he examines next. In general Magos Biologis Saren has spent half a dozen or more years in a row studying each spices.

Time: 6 years.
Chance of Success: unknown.

Cost: 1,221,000 Thrones, 61,000 Material, 61,000 Metal, 30,500 Promethium.
Reward: Discover large amounts about selected species

Locked- Three ouf of Six years completed

For the last three years Archmagos Biologis Maximal has started an in-depth examination of the Nog. He has yet to find any evidence of their reproductive methods but is currently theorising that it is spore based, similar to Orks. Otherwise he tells you that they have one fo the most effective digestion systems he has ever seen, being able to eat anything organic, and some materials that are not organic, and absorb almost every possible nutrient from it.
Expand and Upgrade: Silver Lake – Currently the three Forge-Citieson Avernus are large enough that you could easily expand them into Small Forge Hives. Fabricator-General Scott believes that it would be a better idea to expand them then it would be to funnel their excess population to Anwnn and Mag Mell. She would like to upgrade their defences at the same time, telling you that it would be far more efficient in both time and resources.

Time: 12 years.

Cost: 4,221,000,000 Thrones, 4,126,000,000 Material, 4,002,000,000 Metal, 932,000,000 Promethium, 355,467 Advanced Material, 3,367 Exotic Material.
Upkeep per year: 114,838,632 Thrones, 86,008,454 Material, 73,713,715 Metal, 16,959,098 Promethium, 2,142 Advanced Material, 29 Exotic Material.
Reward: Selected city upgraded into Small Forge Hive and defences upgraded to super-heavy

Complete

Fabricator-General Scott has recently completed the expansion of Silver Lake into the second Forge-Hive on the surface of Avernus. As well as allowing for a significant increase in your advanced production this strengthens one of the two largest weak-points in the defences of Avernus, leaving only Belegost vulnerable.


Expedite: Cathedral-Forge: Dorthonion- Now that the first Hive Forges have been built Fabricator-General Scott can begin work on a Cathedral-Forge. This would greatly increase the amount of Exotic Material you can produce and allow the construction of Relic Material, which is used for the most advanced human technologies. Annwn has recently grow to the size where it can support a Cathedral-Forge as well as its current Forge-Cathedral

Time: 8 years.

Cost: 1,183,000,000 Thrones, 295,700,000 Material, 118,300,000 Metal, 5,914,000 Promethium, 24,480 Advanced Material, 2,736 Exotic Material.
Upkeep per year: 118,272,000 Thrones, 29,568,000 Material, 11,827,200 Metal, 591,360 Promethium, 2,448 Advanced Material, 274 Exotic Material.
Reward: increase base EM production by 50%, increase AM production by 630 (3.5k), increase EM production by 105 (525), provides 1 Relic Material per year, can have either Cathedral-Forge or Forge-Cathedral, increase AM production by 6,300 (250k), can have either Cathedral-Forge or Forge-Cathedral

Locked- One out of Seven years completed

For the last year Fabricator-General Scott has been overseeing the Layton of the foundations for a Cathedral-Forge in Dorthonion. The foundations have been almost completed and in the next year work will begin on erecting the Cathedral-Forge. When completed this will allow Avernus to maintain all of your Super-Exitus Rifles while paving some production capacity spare to begin work on Extermiantus weaponry.

Those in the Shadows: Five times- With the collapse of the Astronomican the psykers have by far the hardest time maintaining their faith. They are constantly tempted by countless daemons with only their own will and training to keep them at bay. Saint Lin has offered to spend time with those Psykers approaching the trials in order to fortify their will and prepare them for the challenges to come.

Time: 1 year
Chance of Success: 30%

Cost: Free.
Reward: +5% to the success chance of all psykers who take the trials this year, can be taken multiple times

Complete
year one d100=85+51(piety)=136: Success
year two d100=70+51(piety)=121: Success
year three d100=25+51(piety)=76: Success
year four d100=1+51(piety)=52: Critical Fail
year four re-roll d100=10+51(piety)+15(Paragon Diviner)=76: Success
year five d100=34+51(piety)=85: Success
+25 to success chance

Saint Lin spent a major portion of his time over the last five years at the Unseen University helping those psykers approaching the trails ready themselves. He was highly successful in the efforts, in part because High Grandmaster Ridcully was able to warn him of a turn of phrase that would have been misinterpreted to terrible effect. However it was as a result of his guidance that all three of the Beta-levels that took the trails in this time period passed.


Oversee Missionaries: Five times- Saint Lin has recently recited permission to send missionaries into Dragon's Nest, though the missionaries will be closely watched. While it would not be a good idea for Saint Lin to personally lead them his oversight would increase the chance that they are susseful in their efforts.

Time: 1 year
Chance of Success: 40%

Cost: 4,000,000 Thrones
Reward: +1% chance of success for conversion, can be taken multiple times

Complete
year one d100=76+51(piety)=127: Success
year two d100=46+51(piety)=97: Success
year three d100=16+51(piety)=67: Success
year four d100=86+51(piety)=137: Critical Success
year five d100=53+51(piety)=104: Success
+6% to conversion chance

Saint Lin has spent a lot of time over the last half decade continuing to oversee the missionaries in Dragon's Nest. He tells you that he has been able to establish churches of the New Imperial Truth on the majority of the worlds of Dragon's Nest, and that almost a percent of the population now attends them. While this seems like a very small number for over a decades work Saint Lin informs you that it is the first major step taken to converting the people of Dragon's Nest.

               

Trials

Alpha​

Beta​

Gamma​

Delta​

Epsilon​

Zeta​

Minor​

Passed​

0​

3​

16​

99​

425​

949​

200,449​

Attempted​

0​

3​

23​

136​

566​

1,225​

250,561​

Percent passed​

NA​

100.00%​

70.00%​

72.50%​

75.00%​

77.50%​

80.00%​
             

29​

Regular​

25​


Veteran​

4​


Primaris​

Beta​

Gamma​

Delta​

Beta​

Gamma​

Delta​

Biomancer​

0​

1​

3​

0​

0​

0​

Diviner

1​

0​

3​

0​

0​

0​

Pyromancer​

0​

1​

4​

1​

0​

0​

Telekinetic​

0​

1​

4​

0​

0​

0​

Telapath​

1​

1​

3​

0​

0​

0​

Daemonologist​

0​

0​

3​

0​

1​

0​
                                         

341​

Normal​

285​




Veteran​

51​




Elite​

-3​




Master​

8​




Battle Psyker

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Biomancer

1​

0​

3​

16​

38​

0​

0​

0​

4​

8​

0​

0​

0​

-1​

-1​

0​

0​

0​

0​

1​

Diviner

0​

0​

2​

10​

24​

0​

0​

0​

3​

4​

0​

0​

0​

0​

0​

0​

0​

0​

0​

1​

Pyromancer

0​

1​

3​

20​

45​

0​

0​

0​

2​

3​

0​

0​

0​

0​

1​

0​

0​

0​

1​

1​

Telekinetic

0​

1​

2​

15​

35​

0​

0​

0​

5​

6​

0​

0​

0​

-1​

0​

0​

0​

0​

0​

1​

Telapath

0​

0​

2​

10​

22​

0​

0​

0​

3​

6​

0​

0​

0​

0​

0​

0​

0​

0​

0​

1​

Daemonologist

0​

0​

2​

10​

23​

0​

0​

0​

2​

4​

0​

0​

0​

0​

0​

0​

0​

0​

0​

1​
             

34,155​

Trainee

Normal

Veteran

Elite

Master

Grandmaster

Minor Battle Psykers

80,180​

25,062​

5,982​

3,065​

43​

4​
                               

425​

Normal

322​




Veteran

92​




Elite

11​




Sanctionite

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Biomancer

0​

1​

3​

20​

46​

0​

0​

1​

6​

13​

0​

0​

0​

1​

1​

Diviner

0​

0​

3​

14​

30​

0​

0​

1​

3​

9​

0​

0​

0​

1​

1​

Pyromancer

0​

0​

2​

13​

32​

0​

0​

1​

4​

8​

0​

0​

0​

0​

1​

Telekinetic

0​

1​

3​

20​

44​

0​

0​

1​

5​

13​

0​

0​

0​

1​

2​

Telapath

0​

0​

2​

14​

26​

0​

0​

1​

3​

10​

0​

0​

0​

0​

1​

Daemonologist

0​

0​

2​

12​

32​

0​

0​

1​

4​

8​

0​

0​

0​

0​

1​
             

46,526​

Trainee​

Normal​

Veteran​

Elite​

Master​

Grandmaster​

Minor Sanctionites​

80,180​

35,460​

9,922​

1,124​

22​

0​
                               

93​

Normal​

67​

0​

0​


Veteran​

22​




Elite​

5​




Neo-Astropaths

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Neo-Astropaths​

0​

0​

2​

11​

20​

0​

0​

1​

3​

7​

0​

0​

0​

1​

2​

Neo-Astropathic Receivers​

0​

0​

2​

10​

21​

0​

0​

1​

3​

7​

0​

0​

0​

1​

2​
           

15,061​

Trainee​

Normal​

Veteran​

Elite​

Master​

Witch Finder​

38,085​

10,884​

3,105​

1,033​

38​
             


Beta​

Gamma​

Delta​

Epsilon​

Zeta​

Minor​

Inquisition​


1​

4​

18​

40​

2,004​

Double Down: Military Assistance: Twice- In the coming years the Imperial Trust military will be acting very aggressive and attempting to take Ork Worlds as fast as possible. This will result in greater risks then are preferred. If High Grandmaster Ridcully provides his divinatory assistance these risks will be greatly reduced.

Time: 1 year (must be taken by Ridcully)
Chance of Success: 30%

Cost: 3,800,000 Thrones
Reward: re-rolls available for current campaign for next two years

Complete
Year One roll d100=74+45(control)+60(Paragon Diviner)+20(double down)=179: Critical Success
Year three roll d100=4+45(control)+60(Paragon Diviner)+20(double down)=109: Success

High Grandmaster Ridcully spent a pair of years providing assistance to the current war effort. While he mostly provided you with details of defensive portions and weakness his assistance on the other front was greater, and included setting up the death of Grotogg the Great at the hands of Xavier, ending the last of the three Ork Overlords who once surrounded the Imperial Trust.


Double Down: Fanning the Flames: Three Times- In the recent emergency meeting it was decided that High Grandmaster Ridcully should devote a major portion of his time to intensifying the civil war in Tugozak's Domain. This should hopefully increase the number of casuistries that the Ork take in the coming years and will soften them up for later strikes.

Time: 1 year (,must be taken by Ridcully, must take at least 12 times in next 30 years)
Chance of Success: 20%

Cost: 3,800,000 Thrones
Reward: civil war in Tugozak's Domain prolonged and intensified

Year two roll d100=36+45(control)+60(Paragon Diviner)=141: Success
Year four roll d100=46+45(control)+60(Paragon Diviner)+20(double down)=171: Critical Success
Year five roll d100=96+45(control)+60(Paragon Diviner)+20(double down)=221: Greater Critical Success

High Grandmaster Ridcully spent half of his time over the last five years working on intensifying the civil war in Tugozak's Domain. He made use of Avernus' steal ships and a decent number of his more stealthy battle psykers to nudge events so that more major battles would take place, and was even able to arrange for the death of both Tugozak and his greatest challenger. This should cause the domain to split into even more factions and prevent any one Ork from uniting it, at least in the near future.
Examine: Rune of Banishment- The Sirens have recently traded knowledge of how to make a Rune of Banishment in exchange for interesting food. Tamia would like to spend half a decade examining it in order to both determine what it does and to ensure that it is safe. This will also determine exactly how you can use the rune, including whether you can form wards of it or inscribe it on weapons.

Time: 4 years (must be taken by Tamia)
Chance of Success: 70% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Determine the effects of the Rune of Banishment and if it is safe

Complete
d100=18+37(stats and traits)+20(double down)=75: Success
year one re-roll d100=96+37(stats and traits)+20(double down)+15(Paragon Diviner)=168: Greater Critical Success

Four years ago Tamia finished her examination of the Siren Rune of Banishment. She tells you that there are four ways for the rune to be used. She also mentions that this rune should never be used in the warp.

The first method is to inscribe it on a weapon, which adds a banishing effect to that weapon and can be done by most artisans. This can only be inscribed to the ammunition of projectile weapons, though Tamia has figured out that by changing the shape of the emitter to the Rune she can apply the effect to energy weapons. The power of the banishment effect depends on both the power of the weapon and the size of the Rune while how much recharging it needs depends on both the power and how often it is used. It takes a Veteran Artisan to inscribe this rune into a weapon.

The second method is to add the Rune to a Ward, which increases demoniac instability in the region that the ward covers. The power of the effect depends entirely on the power of the ward and the recharge requirements depends on the power of the ward, the size of the ward and how often it has an effect. It takes a Elite Artisan to add this rune to an Ward.

The third method is to channel a psychic power though the rune, which adds a banishing component to the power at the cost of requiring more energy. This can be used by any Veteran Battle Psyker or above.

The final method is as the center of a Banishment Power that Tamia has devised that can send nearby daemons back into the Warp. While this is complex it is a highly effective method to banish daemons, far better then any Imperial powers now that the Emperor has died. This power can only be used by Grandmaster Battle Psykers or Veteran Primaris Psykers.


Double Down: Research: Waaagh Frequencies- With the coming waking of the Ork Gods it would be a good idea to lean more about the Ork powers and how to counter them. The first step in this road would be to determine this psychic frequencies that make up Waaagh energy, after which you can try to create counter frequencies. Tamia estimates that it will take around four years for her or Ridcully to determine the main frequencies of Waaagh using the Orks on Avernus.

Time: 4 years (must be taken by Ridcully or Tamia)
Chance of Success: 20% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Determine the Psychic Frequencies that the Ork Waaagh operates on

Complete
d100=87+37(stats and traits)+20(double down)=144: Success
year five re-roll d100=84+37(stats and traits)+20(double down)+15(Paragon Diviner)=156: Critical Success

After four hard years of study Tamia was able to determine the set of Psychic Frequencies of the Ork Waaagh. She tells you that it is hard to describe exactly what the frequencies represent but conflict, strength and fearlessness are at the heart of it. With these frequencies it should be possible to create psychic powers that specifically counter the Waaagh.
Deploy: Times four- Currently a major portion of Avernus' Battle Psykers have been deployed to assist in the current campaign. While Master Zhukov can easily lead them your Grandmaster Psykers are powerful forces on the battlefield and their deployment could have a major effect.

Time: 1 year
Chance of Success: 100%

Cost: Free
Reward: Assist campaign for years where this is selected

Complete
year two roll d100=46
year three roll d100=91
year four roll d100=49
year five roll d100=19

Primaris Xavier has spent the last four years participating in the current campaign. While his first year was rather average in the following year he was able to hunt down and kill Grotogg the Great, the last of the Ork Overlords. This will greatly help the other front of the campaign and strengthen his reputation, thought he fact that he suffered another major wound two years later will not help it. Fortunately he was able to make a speeding recovery and will be ready for deployment within a few more weeks.

Personal Attention: Campaign Army and Fleet - You are highly capable of military command, administration, diplomacy and intrigue and are capable of managing a project in any of those fields. Can be taken twice.

Time: as project.

Cost: free.
Reward: get one extra Adeptus Munitorum, Adeptus Administratum, Diplomacy or Adeptus Arbites action with your characteristic bonus.

Locked- Five out of Fourteen years completed

You spent the last five years leading a major prong of the Imperial Trust's current campaign, time in which you have not set foot on Avernus once. You have been given command on an entire front of the campaign, almost half of the forces currently deployed. While commanding a campaign over several systems is a far larger scale then you have ever encountered and presents its own challenges before it has not taken for you to accustom yourself to the new scale of command. It helps that this is not the first time that you have had to accustom yourself to operating on a new scale, and you suspect that it will not be the last.


Thaddeus Expertise: Upgrade Defences: Helm's Deep- Thaddeus Starr was the second in command of the Avernite Administratum before you recruited him as your personal assistant and is able to run certain projects without any supervision. Currently he has volunteered to oversee the upgrading of the defences of one your cities.

Time: As Project

Cost: As Project +10%
Reward: Does one Upgrade Defences action without needing a personal attention.

Complete

A bit over a year ago Thaddeus finished upgrading the defences of Helm's Deep, one of the final Hives without incredibly heavy defences on Avernus.


Thaddeus Expertise: Expand City: Nurn- Thaddeus Starr was the second in command of the Avernite Administratum before you recruited him as your personal assistant and is able to run certain projects without any supervision. Currently he has volunteered to oversee the upgrading of the defences of one your cities.

Time: As Project

Cost: As Project +10%
Reward: Does one Upgrade Defences action without needing a personal attention.

Locked- One out of Ten years completed

For the last year Thaddeus has been overseeing the expansion of Nurn into a Small Hive. This is expected to take around a decade and once it is completed it should provide enough living room for the population of Elysium for the next few decades at the least.


Speak to the People – Much to the surprise of both you and your advisors, you are a highly popular figure on Avernus. You can use this popularity to run a series of Tel-casts to raise the morale of both the civilians and the military.

Time: 1 Year.
Chance of Success: 50%

Cost: 3,600 Thrones
Reward: +1 to Civilian and Military Morale.

Complete
d100=3+17(diplomacy)+5(Palace)=25: fail
year five re-roll d100=33+17(diplomacy)+5(Palace)+15(Paragon Diviner)=70: Success

You spent a year making a series of speeches to your citizens and soldiers about the coming Ork threat and the preparations being made to survive. In particular you emphasised how all of the regions Ork Overlords have been slain, and how major an impact that will have on the Orks coordination and unity.



Spend Time With (Jacob)- One of the ways that you can spend what little free time that you have is by spending some time with you friends and advisers. This would be a good way for you to relax and improve your relationship with your co-workers, as well as possible learn or teach something.

Time: 1 year.
Chance of Success: Unknown

Cost: Free (can be taken multiple times)
Reward: Spend time with selected character, chance of improving your relationship, chance of boosting your own or selected characters

Complete
year one d100=81+5(Palace)+13(diplomacy)=99: Success
year two d100=19+5(Palace)+13(diplomacy)=37: Fail
+1 Martial for Jacob

You sent a pair of years attempting to get to know Jane's son, Jacob via correspondence. While the medium of communication that you had was not the best you still got a basic idea of his character, which is an interesting mix of duty bound and a thrill-seeker. You also helped develop his tactical mind by setting up scenarios for him and asking him to solve them.


Spend Time With (Syr)- One of the ways that you can spend what little free time that you have is by spending some time with you friends and advisers. This would be a good way for you to relax and improve your relationship with your co-workers, as well as possible learn or teach something.

Time: 1 year.
Chance of Success: Unknown

Cost: Free (can be taken multiple times)
Reward: Spend time with selected character, chance of improving your relationship, chance of boosting your own or selected characters

Complete
year three=86+5(Palace)+13(diplomacy)=104: Fail

You managed to spend a good deal of time with Syr a couple of years ago when her new ship, the Poacher Class Cruiser Pursuer, was assigned under your command for a few years. Syr is very proud of getting a cruiser command, which is very impressive for a Naval Officer with her experience and a sign that she is has been put on the fast track for promotion, though her army rank is still superior to her naval rank.



Spend Time With (Admiral Sarnow)- One of the ways that you can spend what little free time that you have is by spending some time with you friends and advisers. This would be a good way for you to relax and improve your relationship with your co-workers, as well as possible learn or teach something.

Time: 1 year.
Chance of Success: Unknown

Cost: Free (can be taken multiple times)
Reward: Spend time with selected character, chance of improving your relationship, chance of boosting your own or selected characters

Complete
year four d100=11+5(Palace)+13(diplomacy)=29: Fail

You have continued to work closely with mark Sarnow over the last five years, with him sometimes commanding the main Avernite Fleet and sometimes leaving command in your hands as he commands a light element. You suspect that this patten will continue for quite some time, though evntually soemone else may reaplce you as the commander of the line of battle. Syr perhaps.

Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Population
Starting 206,830,073,739 117,094,406,577 51,149,368,801 87,505,352,448 8,005,506 865,913 234,873 17 14,943,047,497
Net Income 14,298,823,876 14,857,543,863 10,891,717,034 12,503,174,311 1,103,250 96,547 6,847 -3 1,154,462,977
Percent of Income used 55.82% 42.98% 21.68% 15.31% 92.41% 43.16% NA 0.00%  
Remaining 221,128,897,615 131,951,950,440 62,041,085,835 100,008,526,759 9,108,756 962,460 241,720 14 16,097,510,474
Percent Growth 6.91% 12.69% 21.29% 14.29% 13.78% 11.15% 2.92% -19.12% 1.55%
 
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Its a waste of lives to fight valinor , not when a ceasefire could be made to focus on yhe orks
No.

We shall go on to the end. We shall fight on Valinor, we shall fight in air and on ground, we shall fight with growing confidence and growing strength in space, we shall defend our Coallition, whatever the cost may be. We shall fight on the beaches, we shall fight on the landing grounds, we shall fight in the fields and in the streets, we shall fight in the hills; we shall never surrender.

Churchills speeches translates remarkably well to 40k.
 
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