Considering that Chaos seems really keen on destroying every founding chapter, I'm kind of worried about what would happen if we properly ressurected the Grey Knights...
I think you are being extremely optimistic here. A Black Crusade required resources from the entirety of the Old Imperium to repel, after all, the thirteenth made the Imperium to pull back the Damocles crusade against the Tau, which was on the other side of the galaxy. No matter what superships we have, we will be drowned in the enemies numbers unless we get a heck of a lot more sectors than we currently have. 50 might be a decent ballpark or so. And have all our planets plastered in banishment runes to prevent them bypassing our fleet entirely by just swamping us in demons.
If we actually gain Abaddons attention before that I'll probably recommend having our psykers try to telepathically contact Avernus planetmind and offer it our eternal servitude in return for our salvation. That would probably be the best shot we have.
Keep in mind I'm supposing a couple centuries more of development at least, and you're not accounting for our tech advantage. Now that most of the ships in the ship graveyard are repaired, the Imperial Trust's fleet is big enough to give an entire pre-collapse segmentum fleet pause, and we're only going to continue to expand. The current total fleets in the Trust have over 160 Battleships alone, not even counting the Command Battleships. And even if Abaddon strikes at us seriously, he still can't even send everything he's got - he has to defend his empire, after all, which is something he didn't have to deal with back when he was limited to the Eye of Terror.
Nope, being really really good, at combat, survival rebuilding ect.
Abaddon didn't loose 13 black crusades because he sucks (most of the time), it's because he was going up against the largest polity in the galaxy throwing everything at him while his own polity was too busy fucking around, killing itself or running off.
It probably is a long term threat (abbadon) to us outside of orks and generic chaos realms i guess or maybe tyranids if necros get distracted in wrecking them thanks to ork gods stuff ? Probably us destroying the near realms of chaos might trigger some attention maybe for example?
Also hydrapur should be a important divination aswell since its kinda in range if its abomination then its the most likely source of the crusade fleet i think for example?
Nope, being really really good, at combat, survival rebuilding ect.
Abaddon didn't loose 13 black crusades because he sucks (most of the time), it's because he was going up against the largest polity in the galaxy throwing everything at him while his own polity was too busy fucking around, killing itself or running off.
Nope, being really really good, at combat, survival rebuilding ect.
Abaddon didn't loose 13 black crusades because he sucks (most of the time), it's because he was going up against the largest polity in the galaxy throwing everything at him while his own polity was too busy fucking around, killing itself or running off.
And? One of his most impressive feats as far as I'm concerned was not only to earn their favour equally, but also to keep it for 10,000+ years and he sure as hell didn't have it when he got the traitor legions into the eye of terror and established his dominance.
The fact that he had help isn't a mark against his power its a mark in it because he's powerful enough that 4 gods are looking out for him and he's devious enough to get back into their good graces every time.
Nope, being really really good, at combat, survival rebuilding ect.
Abaddon didn't loose 13 black crusades because he sucks (most of the time), it's because he was going up against the largest polity in the galaxy throwing everything at him while his own polity was too busy fucking around, killing itself or running off.
So it's just me that believes that Abaddon multiple failures never causing the chaos gods to lash out at him or to even demote him. Where just about every other chaos character get only one shot and if they miss it they get a fate worse then death... isn't the authors playing favorites?
So it's just me that believes that Abaddon multiple failures never causing the chaos gods to lash out at him or to even demote him. Where just about every other chaos character get only one shot and if they miss it they get a fate worse then death... isn't the authors playing favorites?
Plenty of characters get second chances with chaos (seriously it's a pretty major plot point of the chaos role playing book if you've got the political capital you'll usually be brought back) the real question is how many second chances you can get before you run out.
Abadon's just good enough (and pleases them enough) that he can always get more chances while also being so powerful that only another one of the 5 or a Primarch could hope to stand against him, so when it takes the entire seer council of Ulthwe lead by Eldrad to bring him down and nobody tries to take his place after it's usually because nobody has a snow balls chance in hell against him.
Nope, being really really good, at combat, survival rebuilding ect.
Abaddon didn't loose 13 black crusades because he sucks (most of the time), it's because he was going up against the largest polity in the galaxy throwing everything at him while his own polity was too busy fucking around, killing itself or running off.
Didn't Abbadon accomplish the actual goal of every black crusade he set out on? I remember reading that each black crusade had a goal besides conquering the Imperium nad he succeeded every time.
Didn't Abbadon accomplish the actual goal of every black crusade he set out on? I remember reading that each black crusade had a goal besides conquering the Imperium nad he succeeded every time.
That bit personally does smack of the writers attempting to justify why he lost 12/13 times, but I can just buy it...but only because he might have been taught how to strategist by Horus personally.
Also he didn't "loose" 13 crusades, he won 12th Black Crusade, aka. Gothic War, since his goal was to aquire Blackstone Fortresses (which he did) and in 13th one he successfully invaded Cadia, even if he never managed to take in EitD continuity. We don't know much about about 1st to 11th crusades but it's pretty likely that at least some fulfilled their goals.
We do know about them: Black Crusade - Warhammer 40k - Lexicanum
Abaddon succeeded in all of his secondary objectives, and as can be seen, he led a hell of a lot more Black Crusades than any other Chaos Champions.
Forget Failbaddon, let's laugh at Jihar the Lacerator who looks to have managed to lacerate himself.
So it's just me that believes that Abaddon multiple failures never causing the chaos gods to lash out at him or to even demote him. Where just about every other chaos character get only one shot and if they miss it they get a fate worse then death... isn't the authors playing favorites?
There is a certain plot armourish element to it IMO but also the chaos gods are desperate for Abaddon to swear to one of them, his refusal to do this and ultimately fight for himself and not chaos puts them in an odd position in how far they will attempt to punish him.
and abandon was on it at the time, so he knows damn well the initial version was vulnerable to being kited. There has likely been at least a few iterations of the planet killers since, and I doubt abandon hasn't adapted his tactics and tweaked the design each time one was killed. The most recent version has thousands of years of design and doctrine tweaks to avoid letting it be hard countered.
@Durin do we know of any non corrupt human powers who border the black imperium?
he might be fighting on the primarch states, so we might know about them. Though if note we should look into that, a power we can prop up against the local hostile super power would be nice.
Turn One Hundred and Three Two Hundred and Forty years since the Founding of Avernus
Five year turn
Without a doubt the biggest event of the last year is the fact that the Order of Omens has warned you that an Ork Waaagh is approaching the Imperial Trust from the north. While you are not sure yet of their current target the two main possibilities given the direction that they are approaching are that they will hit the war torn region that was once Tugozak's Domain or that they will hit the Gehenna Sub-Sector. So far exactly where they are heading and how long you have it not know due to the vagueness of the prediction. If they hit Tugozak's Domain you will liekly have an additional five to ten years before they reach the Imperial Trust but the Orks will have both greater numbers and a base to attack from, making the significantly more dangerous in the long term. If they hit the Gehenna Sub-Sector you will be forced to concentrate your defences on the lowest populated and most isolated region of the Imperial Trust. To be honest you hope that hit the Gehenna Sub-Sector first.
Currently the military is in the middle of several major expansions, though they will hopefully be completed before the coming Ork Waaagh reaches the Imperial Trust. While you may be tempted to focus on short term projects that will be ready in time for the Ork Waaagh Genera Richards strongly advises you to conduct an investigation into better use of power armour, telling you that it could significantly increase the use of your Helltroopers without costs to much.
Choose Three
Three One year
Ace Pilot Academy- Avernus has now built up enough institutional experience on piloting that General Richard believes that creating an Ace Pilot Academy is worthwhile. As well as increasing the average skill of your pilots this will allow you to train Ace Fighter Wings, which if equipped with the more advanced technology that you have access to will be an incredible force in the skies.
Time: 8 years
Cost: 30,000,000 Thrones, 6,000,000 Material, 3,000,000 Metal, 1,200,000 Promethium, 140,000 Advanced Material, 15,000 Exotic Material.
Upkeep per year: 3,000,000 Thrones, 600,000 Material, 300,000 Metal, 120,000 Promethium, 70,000 Advanced Material, 300 Exotic Material.
Reward: Ace Fighter Academy in Dis, +5 to air skill and allows the training of Ace Air Wings
Locked- Four out of Eight years completed
PDF: Void Infantry- Currently Avernus has a large force of power armoured Helltrooper Void Infantry but lacks any normal Void Infantry. This gives you a highly elite strike force but means that you lack the numbers to properly garrison all of your warships, let alone your defences as well. General Richards has put forward a plan to recruit two armies of PDF Void Infantry, which would give you enough forces not not only properly garrison your warships and defences but fully garrison the warships and have entire corps of PDF in reserve for expansions to your fleet. Given just hoe much Orks use boarding this could prove to be essential in the years to come.
PDF: Artillery and Transport- Currently your forces lack the sheer weight of firepower that massed artillery can provide when you are on campaign. General Richards would like to change this by forming ten thousand regiments of PDF Artillery, and entire army. To supply this force on the move she would need to greatly expand the number of transport regiments that you can field, also to around ten thousand. Despite the increase in capabilities that this would provide it is still dealing with a relativity small number of people and so requires a far shorter training time then other options.
Time: 5 years
Cost: 220,000,000 Thrones, 59,000,000 Material, 7,700,000 Promethium, 720,000 Advanced Material, 8,860 Exotic Material.
Upkeep per year: 9,300,000 Thrones, 3,700,000 Material, 3,300,000 Promethium, 12,000 Advanced Material.
Reward: Recruit 10,000 PDF Artillery Regiments, Recruit 8,000 PDF Transport Regiments.
Locked- One out of Five years completed
Personal Attention: Expand Helltroopers- Another proposal by General Richards is to greatly expand the size of your Helltroopers, forming them into a full size army. This is time consuming and expansive but the sheer combat power that it will provide makes it more then worthwhile. General Richards advises beginning this project as soon as possible.
Time: 16 years
Cost: 6,000,000,000 Thrones, 560,000,000 Material, 21,000,000 Promethium, 130,000,000 Advanced Material, 97,000 Exotic Material .
Upkeep per year: 420,000,000 Thrones, 40,000,000 Material, 7,000,000 Promethium, 4,800,000 Advanced Material, 1,400 Exotic Materal.
Reward: Triple the size of your Helltroopers by recruiting 1,841 Helltrooper Power Infantry Regiments, 750 Helltrooper Scout Infantry Regiments, 760 Helltrooper Power Mechanised Infantry Regiments, 318 Helltrooper Armour Regiments, 298 Helltrooper Fast Armour Regiments, 740 Helltrooper Jetbike Regiments, 599 Helltrooper Power Drop Infantry Regiments, 198 Helltrooper Power Siege Infantry Brigades, 410 Helltrooper Hellhound Regiments, 410 Helltrooper Bane Wolf Regiments, 410 Helltrooper Anti-Air Regiments, 1,700 Helltrooper Artillery Regiments, 205 Helltrooper Sentinel/Goliath Regiments, 850 Helltrooper Power Combat Engineer Regiments, 85 Helltrooper Phase-Tank Regiments.
Locked- Five out of Sixteen years completed
Mass Power Armour Investigation- Avernus is deploying power armour on a scale quite possibly not seen since the Dark Age of technology. It is quite likely that there are several major flaws in your methods which were made from a mix of the use of power armour as elites and regular tactics and force compositions. General Richards would like to spend a decade studying the use of power armour on the scale you are now operating in order to find any such flaws. While time consuming this could lead to some major improvements in your use of power armour without increasing upkeep, a vital consideration.
Time: 12 years
Chance of Success: 40%
Cost: 380,000,000 Thrones, 38,000,000 Material, 3,800,000 Promethium, 790,000 Advanced Material, 890 Exotic Material
Reward: Investigate ways to improve your use of power armour on large scales and your force compositions.
Power Armoured Militia- Currently a large number of Avernites have managed to acquire their own suits of power armour, either by personal wealth or as part of a group. General Richards believes that by providing tax cuts to the owners of these suits as long as they reach a certain required skill level, she will be able to recruit a massive powered armoured militia force. This will take some time to take effect and to train the new power armoured militia task forces and be very expensive but the reward is estimated to be over a hundred and twenty million powered armoured militiamen, an incredible force. It should be noted that despite their armour this force will not be nearly effective as your regulars due to training.
Time: 20 years
Cost: 39,000,000,000 Thrones, 3,900,000,000 Material, 390,000,000 Metal, 309,000,000 Promethium, 7,900,000 Advanced Material.
Upkeep: Estimated 8.5 billion Thrones a year
Reward: Recruit 1 power armoured militia regiment per 10 militia siege infantry brigades, currently 12,000., Power Armoured Militia Regiments have +20 combat skill from superior training.
Expand Helguard- The third expansion proposal that General Richards has put forth will greatly expand the size of your Helguard. This will give you an entire corps of soldiers able to utterly annihilate all but the strongest foes, and entire divisions of heavy armour. On the downside it will take a long time to gather and train this number of Helguard, and it will be very expensive for to maintain. General Richards considers this to be the lowest priority of the military expansions due to cost.
Time: 17 years
Cost: 2,400,000,000 Thrones, 220,000,000 Material, 12,000,000 Promethium, 66,000,000 Advanced Material, 1,100,000 Exotic Material .
Upkeep per year: 340,000,000 Thrones, 31,000,000 Material, 4,100,000 Promethium, 4,200,000 Advanced Material, 37,000 Exotic Material.
Reward: Triple the size of your Helguard by recruiting 122 Helguard Power Infantry Regiments, 81 Helguard Mechanised Power Infantry Regiments, 60 Helguard Power Drop Infantry Regiments, 74 Helguard Scout Infantry Regiments, 25 Helguard Fast Armour Regiments, 47 Helguard Armour Regiments, 74 Helguard Jetbike Regiments, 400 Helguard Vanquisher Regiments, 400 Helguard Deathstrike Batteries, 3 Helguard Life-Eater Deathstrike Batteries, 75 Helguard Phase-Tiger Rider Companies, 40 Helguard Skimmer Regiments, 20 Helguard Land Raider Power Infantry Regiments, 80 Macharius Heavy Armour Regiments, 4 Macharius Vanquisher Heavy Armour Regiments, 200 Macharius Mega-Vanquisher Heavy Armour Regiments, 15 Magni Transporter Companies,15 Northern Sentinel Maniples.
Crab Regiments- General Richards has proposed founding twenty Helguard Crab Walker Regiments. These powerful regiments will both allow you to make use of armour in environments that are usually impassable and provide a force able to counter Ork Walkers in melee.
Implement (Technology): Planning- General Schwarz has already implemented the most important technologies found in the datacores but there are still many types that remain unused. He could spend a few years deciding how to best use a selected technology.
Time: 2 years
Cost: 39,000,000 Thrones, 7,800,000 Material, 790,000 Promethium, 85,000 Advanced Material, 95 Exotic Material.
Reward: Plan on how to implement chosen technology
Readiness Training- General Drago suggests putting his troops though combat readiness training in order to ensure that they are fully prepared if another invasion occurs. While effective this training will not have any long term effects and will need to be redone every decade. General Drago does not consider this to be urgent.
Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)
Cost: 12,200,000 Thrones, 1,220,000 Material, 122,000 Promethium, 167 Advanced Material
Reward: +5 to all combat rolls for regular forces the next decade, can be taken multiple times
Militia Readiness Training- General Schwarz suggests putting the militia though combat readiness training in order to ensure that they are fully prepared for the incoming invasion. This would potentially provide a massive boost to your total combat power but given that you want to avoid using the militia in combat as much as possible how much effect thi will actually have is unknown.
Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)
Cost: 880,000,000 Thrones, 88,000,000 Material, 8,800,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for militia the next decade, can be taken multiple times, -1% city productivity per attempt (for the turn)
Specialist Grenadiers (Write In): Planning- Now that you have the Elite Training Facilities General Drago would like to create elite, specialist units that take advantage of the unique skills that each region of Avernus instils in its soldiers. General Drago does not consider this to be urgent.
Time: 1 year.
Chance of Success: Variable
Cost: 7,200,000 Thrones, 14,400 Material, 1,440 Promethium, 860 Advanced Material.
Reward: Get Composition of Chosen Elite Unit. Put forward a write-in of a unit type and I will tell you if it it viable and how easy it will be (good omake will make it easier).
Currently Admiral Sarnow is reaching the final stages of fortifying Deiphobe, after which he will begin working on Avernus' defences. Otherwise he advises that you continue to build up your number of military transports, until they can at least carry all of the Helltroopers.
Choose Three
Two Three years, One Two years
Construct: Skeid Military Transport- Admiral Sarnow has recently proposed that Avernus build several Skeid Military Transports to help transport your ground forces. This will leave most of our smaller shipyards free for repairing Shadow Class Destroyers, many of which will be tithed to the Imperial Trust. Given that the Avernite Navy is intended to specialise in planetary assault having some Skeids would be incredibly useful.
Upgrade Defences Deiphobe: Twice- With the awakening of the Ork Gods it becomes likely that the Imperial Trust will come under heavy assault. The naval base orbiting Deiphobe is one of the most valuable soft targets in the Imperial Trust and Admiral Sarnow advises that you strengthen its defences significantly in the coming years.
Time: 4 years.
Cost: 1,410,000,000 Thrones, 445,000,000 Material, 131,000,000 Metal, 30,100,000 Promethium, 222,000 Advanced Material, 4,890 Exotic Material.
Upkeep per year: 70,500,000 Thrones, 22,200,000 Material, 6,540,000 Metal, 1,510,000 Promethium, 4,440 Advanced Material, 49 Exotic Material.
Reward: Build 6 Advanced Defence Stations, 30 Advanced Heavy Orbital Weapons Platforms and 150 Advanced Orbital Weapons Platforms around Deiphobe
Locked- One out of Four years completed
Locked- One out of Three years completed: Expedited
Construct: Skeid Military Transport- Admiral Sarnow has recently proposed that Avernus build several Skeid Military Transports to help transport your ground forces. This will leave most of our smaller shipyards free for repairing Shadow Class Destroyers, many of which will be tithed to the Imperial Trust. Given that the Avernite Navy is intended to specialise in planetary assault having some Skeids would be incredibly useful.
Time: 6 years.
Cost: 2,000,000,000 Thrones, 1,200,000,000 Material, 17,000,000 Promethium, 920,000 Advanced Material, 5,800 Exotic Material.
Upkeep per year: 100,000,000 Thrones, 58,000,000 Material, 7,200,000 Promethium, 38,000 Advanced Material, 96 Exotic Material.
Reward: Construct 8 Skeid Military Transports, repair Repair 18 Buccaneer Class Light Cruisers, 33 Adherent Class Light Carrier, 200 Privateer Class Raiders, 200 Soldier Class Destroyers, tithe Light Cruisers, Light Carriers and 172 Soldier Class Destroyers to Imperial Trust.
Construct: Repair for Avernus- Admiral Sarnow has put forward a proposal to repair all of the ships left in the ship graveyard bar the Shadows. This will take another six years and be easily affordable. If you decide to keep them for yourself this will significantly boost your light forces, especially with the additional of Light Carriers.
Time: 6 years.
Cost: 2,000,000,000 Thrones, 1,200,000,000 Material, 17,000,000 Promethium, 920,000 Advanced Material, 5,800 Exotic Material.
Upkeep per year: 100,000,000 Thrones, 58,000,000 Material, 7,200,000 Promethium, 38,000 Advanced Material, 96 Exotic Material.
Reward: Repair 18 Buccaneer Class Light Cruisers, 82 Adherent Class Light Carrier, 200 Privateer Class Raiders, 200 Soldier Class Destroyers, tithe half to the Imperial Trust
Construct: Repair for Trust- Admiral Sarnow has put forward a proposal to repair all of the ships left in the ship graveyard bar the Shadows. This will take another six years and be easily affordable. If you decide to sell them to the Imperial Trust they would make a moderate amount of credits and further strengthen the Imperial Trust Navy..
Time: 6 years.
Cost: 2,000,000,000 Thrones, 1,200,000,000 Material, 17,000,000 Promethium, 920,000 Advanced Material, 5,800 Exotic Material.
Upkeep per year: 100,000,000 Thrones, 58,000,000 Material, 7,200,000 Promethium, 38,000 Advanced Material, 96 Exotic Material.
Reward: Repair 18 Buccaneer Class Light Cruisers, 82 Adherent Class Light Carrier, 200 Privateer Class Raiders, 200 Soldier Class Destroyers, sell to the Imperial Trust for 11,719 Credits.
Construct: Decent Class Destroyers- Admiral Sarnow has put forward a plan to construct two hundred Decent Class Destroyers, half for Avernus and half for the Imperial Trust. This will give you a large force that can not be easily countered by much on the ground short of heavy fortifications. When this is combined with the sheer surprise value that Decent Class Destroyers will have they are a deadly ace to have in reserve.
Time: 6 years.
Cost: 1,200,000,000 Thrones, 800,000,000 Material, 1,900,000 Promethium, 58,000 Advanced Material, 4,700 Exotic Material.
Upkeep per year: 30,000,000 Thrones, 20,000,000 Material, 480,000 Promethium, 15,000 Advanced Material, 120 Exotic Material.
Reward: 100 Decent Class Destroyers for Avernus and 100 for the Imperial Trust Guard
Construct: Escorts- Admiral Parnell has put forward several suggestions of what to make next with your shipyards. The quickest of these suggestions is to build a collection of escorts to fill your order of battle. This would involve repairing a bit over two hundred escorts over three years and is the fastest way to bring your fleet up to full strength.
Construct: Mass Conveyors and Escorts- Admiral Parnell has put forward several suggestions of what to make next with your shipyards. The second suggestion is to use your Huge Shipyard to make some Mass Conveyors, which will be in higher demand now that navigators are being seconded to the military in greater numbers. While the Mass Conveyors are being built Admiral Parnell will use the smaller shipyards to start work on brining your escort numbers up to full strength.
Construct Defence Cruisers and Escorts- Admiral Parnell has put forward several suggestions of what to make next with your shipyards. The final option would be to repair even more Defence Cruisers and build some more Monitors, strengthening Avernus' Void defences but not helping the rest of the Imperial Trust. Given the fact that Avernus is one of the better defended systems in the Imperial Trust Admiral Parnell does not believe this to be necessary for the moment.
Further Thicken Minefield: Deiphobe- One option to expand the defences of Deiphobe is to quadruple the density of the minefield. This would quadruple the damage that the mines inflict, making the minefield likely to destroy most cruisers that try to advance though it and inflict major damage on even Battleships. This would be a time consuming and expensive option, but would make attacking though the minefield near impossible for most fleets.
Time: 12 years.
Cost: 350,00,000,000 Thrones, 72,000,000,000 Material, 3,500,000,000 Promethium, 52,000,000 Advanced Material
Upkeep per year: 8,800,000,000 Thrones, 2,200,000,000 Material, 110,000,000 Promethium, 680,000 Advanced Material
Reward: Thicken Minefield to very heavy
Upgrade Defences Deiphobe- With the awakening of the Ork Gods it becomes likely that the Imperial Trust will come under heavy assault. The naval base orbiting Deiphobe is one of the most valuable soft targets in the Imperial Trust and Admiral Sarnow advises that you strengthen its defences significantly in the coming years.
Time: 4 years.
Cost: 1,410,000,000 Thrones, 445,000,000 Material, 131,000,000 Metal, 30,100,000 Promethium, 222,000 Advanced Material, 4,890 Exotic Material.
Upkeep per year: 70,500,000 Thrones, 22,200,000 Material, 6,540,000 Metal, 1,510,000 Promethium, 4,440 Advanced Material, 49 Exotic Material.
Reward: Build 6 Advanced Defence Stations, 30 Advanced Heavy Orbital Weapons Platforms and 150 Advanced Orbital Weapons Platforms around Deiphobe
Expand Shipyards: Small- Now that you have a huge shipyard it is possible to build five small shipyards at a time. This would allow you to more quickly increase the total number of shipyards that you own though it would not help with building capital ships or maintaining anything above cruiser. Admiral Parnell would prefer to finish all of your planned large shipyards before building up your small shipyards.
Expand Shipyards: Large- Now that you have a huge shipyard it is possible to build large shipyards whole. This would increase the rate at which you can build capital ships and maintain anything short of battleships more easily. Admiral Parnell advices you to focus on this until you have all four large shipyards that you plan on constructing.
Readiness Training: Fleet- With Garkill and his forces being expected to arrive within two years Admiral Parnell would like to conduct some last minute training and exercises with his fleet to better prepare them. This could provide a needed edge to your fleet which could have a major impact on the course of the campaign.
Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)
Cost: 44,000,000 Thrones, 4,400,000 Material, 440,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for fleet the next decade, can be taken multiple times
Readiness Training: Defences- With Garkill and his forces being expected to arrive within two years Admiral Parnell would like to conduct some last minute training and exercises with his orbital defences in order to better prepare them. This could provide a key advantage to your orbital defences, which represent the majority of your firepower.
Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)
Cost: 44,000,000 Thrones, 4,400,000 Material, 440,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for defences the next decade, can be taken multiple times
While Signe is rather busy with her current workload she has still found enough time to put another proposal in front of you. This proposal is for her to gradually do a major overhaul of Avernus' administrative practices, which she believes has some room for improvement. Given that you are feeling the strain for several resources, especially Thrones any improvement will have an impact.
Chief Administrator Signe gains trait Politician (+2I, +1D)- Signe has been forced to improve her political skills a bit over her time as the leader of the Avernite Administratum.
Two Locked Choose One
One Two years
Hyper Juve-Nat Production Factories- The older members of your military forces are reaching the age where Advanced Juve-Nat is not enough to keep them going. General Richards has requestd tht you build a large enough source of Hyper Advanced Juve-Nat to supply to these veterans. Given that the entire Phase-Tigers are in this category you see her point. Signe tells you that it will be time consuming to get enough production for even a few hundred thousand doses, though this should be a sufficient number for the foreseeable future.
Time: 12 years.
Cost: 1,200,000,000 Thrones, 230,000,000 Material, 11,000,000 Metal, 45,000,000 Promethium, 94,000 Advanced Material, 5,300 Exotic Material.
Upkeep per year: 120,000,000 Thrones, 23,000,000 Material, 11,000,000 Metal, 45,000,000 Promethium, 9,000 Advanced Material, 530 Exotic Material
Reward: builds Juve-Nat factories oin each city of Avernus, +380,000 doses pf Hyper Advanced Juve-Nat per year
Locked- Five out of Twelve years complete
Expand Juve-Nat Production Factories- Currently Avernus is using up more Juve-Nat per year then your factories produce. At the moment this is no issue but it will become one if left unattended for to long, or if you start using much more Juve-Nat. To fix this Signe has suggested expanding the size of your Juve-nat Factories four-fold. This would allow you to potentially provide Juv-Nat to a quarter of your current population, which should be enough for the foreseeable future.
Time: 10 years.
Cost: 8,500,000,000 Thrones, 1,700,000,000 Material, 85,000,000 Metal, 340,000,000 Promethium, 710,000 Advanced Material.
Upkeep per year: 850,000,000 Thrones, 170,000,000 Material, 8,500,000 Metal, 34,000,000 Promethium, 71,000 Advanced Material.
Reward: enlarges Juve-Nat factories over Avernus, +4,560,000,000 doses per year
Locked- Three out of Ten years complete
Juve-Nat: Centenarians- Signe has suggested providing free Juve-Nat treatments to everyone who survives spending a hundred years on the surface of Avernus. Given the planet they will mostly consist of the toughest, most skilled and luckiest people of their generations and will hopefully act as a great source of institutional experience for the population as a whole.
Time: 5 years.
Cost: 750,000,000 Thrones, 38,000,000 Material, 790,000 Advanced Material.
Upkeep per year: varies
Reward: arrange to provide Juve-Nat treatments to everyone over a thundered years old, provide Juve-Nat treatments to 70 million centenarians, increase rate of Juve-Nat bonuses, +5 to wildlife combat bonus, +9 militia combat bonus.
Locked- Two out of Five years completed
Thaddeus Expertise: Expand (Okefenokee) 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- Five out of ten years completed
Administrative Shake up- In the centuries since the Avernite Administratum was founded much has changed, about both Avernus and the galaxy as a whole. Signe is sure that this ahd led to several administrative inefficiencies forming within it. She thinks that with a few years work she will be able to find these and patch them up.
Time: 2 years.
Chance of Success: 40%(goes down by 5% per success)
Munition Stores- Edvin has recently proposed building a series of massive munitions stores in each of your cities, which will contain massive amounts of fuel and munitions allowing your cities to withstand extended sieges. These stores would be heavily armoured to prevent them becoming liabilities and would be able to allow one of your cities to fire all of its defensive weapons and those of its militia for an entire month without pause they could prove useful. However building and filling them will be both time consuming and very expensive.
Time: 10 years.
Cost: 72,000,000,000 Thrones, 36,000,000,000 Material, 12,000,000 Metal, 3,600,000,000 Promethium, 19,000,000 Advanced Material, 170,000 Exotic Material. (note that cost includes filling munition stores)
Upkeep per year: 360,000,000 Thrones, 190,000,000 Material, 12,000,000 Metal, 19,000,000 Promethium, 210,000 Advanced Material, 9,100 Exotic Material.
Reward: Build Munitions Stores in every city, each containing enough supplies for cities defences and militia to operator at max intensity for a month
Administration Assistance- As a result of the recent reforms in the Adeptus Mechanicus it is now possible for secular authorities to oversee the expansion of a Forge-City or the upgrading of its defences at the request of the local leader of the Adeptus Mechanicus. Fabricator-General Scott has requested that the Avernite Administratum oversee the upgrading of the defences of all of the Forge-Cities in the system, and the expansion of Belagost, Annwn and Mag Mell.
Time: As Project
Cost: As Project +10%
Reward: Does one Upgrade Defences, Expand or Expand and Upgrade from Fabricator-General
Expand (City) 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
Educational Review- Edvin has suggested devoting some time to improving the Avernite education system, which while incredible by Imperial standards still has room to improve. It will be challenging to make even small improvements but given that each improvement will increase the productivity of your people for the foreseeable future it is a worthwhile endeavour.
Time: 1 year. (can be taken as many times as you want)
Chance of Success: 10% (uses average of administration and learning)
Underground Railways: Azure Islands- Currently your underground railways connect all of your continental cities bar those in Duat. Edvin has put forward a proposal to put in some deep lines connecting them to the Azure Islands by going under the sea floor. While this would expand the network to the Azure Islands in your experience going to deep on Avernus has consequences. The question is whether the added flexibility of the Azure islands being part of your main railway network is worth the risk.
Time: 18 years
Cost: 4,800,000,000 Thrones, 1,600,000,000 Material, 4,000,000,000 Metal, 800,000,000 Promethium, 160,000 Advanced Material, 9,300 Exotic Material.
Upkeep per year: 1,920,000,000 Thrones, 320,000,000 Materiel, 800,000,000 Metal, 160,000,000 Promethium, 16,000 Advanced Material, 415 Exotic Material.
Reward: Expand rail network to Azure Islands, +5% Thrones and +2.5% production in Avernus Spine, Lindon, Everglades, Elysium and Aridia, +40% Thrones and +18.5% production in The Azure Islands, increased risk of wildlife.
Economic Focus (Thrones, Production, Metal, Promethium or Food) -Caroline is capable of notably increasing the efficiency of a portion of your economy by focusing a large portion of her attention, and resources, on it. This will have little long term effects but is a good way of overcoming a resource shortage in the short term.
Time: 1 year.
Chance of Success: 50%
Cost: 44,000,000 Thrones.
Reward: total production of chosen resource this turn by 5% per success, can be taken multiple times, critical success has a chance of providing permanent boost.
Inquisitor Klovis-Ultan is currently conducting an investigation of Dragon's Nest on your behalf, in both an effort to learn more about its past and to get a better grasp of its current capabilities. Otherwise he tells you that there are several proposals that will be put to the Imperial Trust High Council at the coming meeting. Otherwsie has tells you that several new options for diplomacy with the People of Avernus have opened up.
Choose One
One One year
Investigate: Dragon's Nest- According to Inquisitor Klovis-Ultan relations between the Imperial Trust and Dragon's Nest are now good enough that he could conduct enough of an investigation to provide you with an overview of the realms history and current capabilities.
Time: 5 years
Chance of Success: 60%
Cost: 400,000,000 Thrones
Reward: More detailed write up of Dragon's Nest
Locked- One out of Five years completed
Sphinx Decoding- The Sphinx of Duat offered to help you decide any pules of any form that you encounter, purely for their own entertainment. Due to how their minds work they would be a major asset to any decoding attempts, and should be called upon for any difficult codes.
Time: 1 year
Cost: 4,000 Thrones
Reward: +2d20 to decoding roll of action started this turn
Trade Talks (Mycenids)- The Mycenids of the Everglades are some of the best biochemists that you know of and are willing to assist you in exchange for goods you are perfectly willing to give up. This assistance should greatly assist your medical system deal with the constant plagues that ravage your population, many originating in the region they hail from.
Time: 1 year.
Cost: 490,000 Thrones.
Reward: provide Mycenids with chemicals and biological samples in exchange for medical assistance, +20 to some Biologis actions, +1% population growth rate, reduced losses from plagues.
Investigate: Blood Dragons- According to Inquisitor Klovis-Ultan relations between the Imperial Trust and Dragon's Nest are now good enough that he could conduct enough of an investigation to provide you with an overview of the Blood Dragons history and organisation.
Time: 5 years
Chance of Success: 40%
Cost: 400,000,000 Thrones
Reward: More detailed write up of the Blood Dragon's
Investigate Relationship (Group One, Group Two)- 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
Investigate (Aspect of selected planet, including Avernus)- 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
Persons of Interest- Inquisitor Klovis-Ultan is willing to spend some time investigating some of the more interesting Avernites. Given the sheer number of Avernite heroes it would be a good idea to learn a bit about the more prominent ones.
Time: 1 year
Chance of Success: 50%
Cost: 4,000,000 Thrones
Reward: information on random interesting Avernite (OOC, please no more then two a turn)
Re-Investigate (Planet)- It has been many decades since the Imperial Trust was founded and Inquisitor Klovis-Ultan suggests investigating the other worlds to determine how they have changed in this time. Given how much Avernus has changed over the last century it is likely that several toehr worlds have also changed a lot.
Time: 2 years
Chance of Success: 70%
Cost: 3,900,000 Thrones
Reward: information on how selected world has changed since the Imperial Trust was founded,
Re-examine (Person)- 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)
Sirens Trade (Write In)- There are several bit of knowledge that the Sirens that have that could be of great use to the humans of Avernus. While at the moment they will only trade it for human souls there is a chance that you could find something else that they would consider valule enough to bargain for.
Time: 1 year.
Cost: 490,000 Thrones.
Reward: Determine whether write in is valuable enough to the Sirens to conduct trade negotiations
Diplomatic Relations (Planet)- A major reason why diplomatic offices exist is to keep relations strong between allies. Inquisitor Klovis-Ultan suggests spending some time and effort trying to improve Avernus' standing with the other leaders of the Nine Worlds.
Time: 1 year
Chance of Success: 30% (-2 for every point of opinion, each success reduces chance of success by 5%, this recovers at a rate of one per two years)
Cost: 6,100,000 Thrones.
Reward: +1 opinion with chosen planet.
Ear to the ground- Inquisitor Klovis-Ultan has offered to attempt to determine if any other High Councillors are planning to put forward any proposal at the next High Council Meeting. This would give you a greater amount of warning and allow you to sound out others about their proposals ahead of time.
Time: 1 year.
Chance of Success: 80%
Cost: 144,000 Thrones.
Reward: determine if one other High Councillor is planning to put forward a proposal per 10% you pass by.
Investigate Quartok (Area)- Now that the Quartok are formally a protectorate it would be a good idea to gain a better understanding of them. Inquisitor Klovis-Ultan wishes to begin conducting investigations of their military, system of government, ect immediately.
Time: 1 year.
Cost: 5,500,000 Thrones.
Reward: Gain information on the selected area of the Quartok such as the military, government, technology or any other.
Trade Talks (Planet)- Now that you have the datacores you can begin to sell the large amounts of warships in the ship graveyard. Currently Vanaheim would be the best customer though Midgard and Asgard may also be interested.
Time: 1 year
Cost: 550,000 Thrones.
Reward: Trade with chosen planet.
Sound Out (Write In Proposal)- Inquisitor Klovis-Ultan has suggested that you sound out the other Governors' about any proposal that you make before the next High Council meeting. While it is rather early to start now it would give you time to attempt to convince people to change their minds before the next High Council meeting.
Time: 1 year.
Chance of Success: 80%
Cost: 144,000 Thrones.
Reward: Gain level of support for proposal and reasons for this for one planet per 10% you succeed by.
Request Information (Write In)- Inquisitor Klovis-Ultan has suggested that you try requesting information from one of the other planets before conducting an In-Depth investigation that they may take offence to. He is more then willing to try to convince a planet to to give you specific information such as the exact organisation of Muspelheim's education system or Asgard's mines, which seem to be able to function with surprisingly little trained labour.
Time: 1 year.
Chance of Success: Varied
Cost: 144,000 Thrones.
Now that she has some time Jane has suggested training the next level of Psyker Hunter in order to better prepare Avernus for more Alpha-level Psykers. Otherwise she has requested that the Adeptus Astra Telepathica provide her psyker Hunters with warded armour, which should help significantly. If these actions are taken and Saint Lin carries out a similar upgrade for the Witch Hunters Jane thinks that she will be able to make dealing with any Chaos Psyker below Beta-level almost trivial, and reduce the impact of the Beta-levels massively while helping against Alphas.
Choose One
One Five years
Super-Elite Operatives: Constant Training - 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: 30 years
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: 4,800,000 Thrones, 400,000 Material, 200,000 Promethium, 87,000 Advanced Material, 9,000 Exotic material, 10.2 Relic Material (or 0.2 Relic Material and 1,000 credits to Svartalfheim).
Reward: set up your facilities to constantly train Last Hunters, train 10 Last Hunters a year
Locked- Fifteen out of Thirty years completed
Train Master Psyker Hunters- Around five thousand of Jane's Psyker Hunters, including Jacob, are skilled and experienced enough that she could train them into being Master Psyker Hunters. These Psyker Hunters would be armed to a level similar to that of the champions of the Life-Guard and have the skills to make proper use of their wargear. Jane tells you that the addition of Master Psyker Hunters to her ranks should result in a notable decrease in the amount of damage that the more pwoerful Psykers cause to Avernus.
Time: 8 years
Cost: 287,000,000 Thrones, 370,000 Material, 22,000 Promethium, 700,000 Advanced Material, 250,000 Exotic Material, 5 Relic Material.
Upkeep per year: 3,700,000 Thrones, 60,000 Material, 11,000 Promethium, 140,000 Advanced Material, 25,000 Exotic material, 2.5 Relic Material
Reward: train 5,000 Master Psyker Hunters, start training more Master Psyker Hunters, +5 to dealing with Chaos Psykers and an addition +5 to dealing with Delta-level and above.
Focused Psyker Hunting- Jane is incredibly skilled at hunting down and killing powerful psykers. If she focuses her hunt on the more powerful psykers she will be able to kill many of the more powerful psykers without much issue, though this is more risky for her than normal psyker hunting.
Time: 1 year.
Chance of Success: 30%
Cost: 6,100,000 Thrones.
Reward: +8 to rolls to deal with Chaos Psykers of at least Delta-level for each success, can be taken multiple times
Greater Psyker Hunting- Jane is incredibly skilled at hunting down and killing powerful psykers. If she focuses her hunt on the most powerful psykers she will be able to kill many of the more powerful psykers without much issue, though this is significantly more risky for her than normal psyker hunting.
Time: 1 year.
Chance of Success: 10%
Cost: 6,100,000 Thrones.
Reward: +16 to rolls to deal with Chaos Psykers of at least beta-level for each success, can be taken multiple times
Propaganda about Quartok: (Planet)- Jane has suggested that she use the intelligence network that she commands to push a positive view of the Quartok on the average citizens. This is a type of operation that the Adeptus Arbites are well trained in and she is certain that she could convince almost any population in the Imperial Trust to have a slightly better opinion of the Quartok.
Time: 6 years.
Chance of Success: 20% (fail by more then twenty leads to issues, add spy network bonus to roll)
Cost: 110,000,000 Thrones, 1,100,000 Material, 11,000 Promethium, 34 Advanced Material
Reward: Better attitude towards Quartok in chosen population.
Dedicated Spy Network (Planet, Focus)- While you have a decent spy network on many planets it is a rather general thing not focused on getting any information in particular. Jane has proposed that she build dedicated networks designed to gather information bout a particular facet of the target world. Proposed focuses include military, naval, economic, cult activity, and government.
Time: 4 years.
Chance of Success: 40% (major issues if you fail by more then 15, size of diplomatic issue varies with chosen focus)
Cost: 13,750,000 Thrones, 137,500 Material, 13,750 Promethium, 212 Advanced Material
Upkeep per year: 2,750,000 Thrones, 27,500 Material, 2,750 Promethium, 42 Advanced Material,
Reward: Basic Spy network on chosen planet upgraded to Dedicated Spy Network, +60 to all investigate actions on planet chosen field, can discover secret information.
Psyker Hunting- Jane is willing to personally oversee the activities of the Psyker Hunters for a few years. This would greatly increase their effect and reduce the amount of damage that Chaos Psykers inflict. On the downside it would have few long term effects and would take up some of Jane's valuable time.
Time: 1 year.
Chance of Success: 50%
Cost: 6,100,000 Thrones.
Reward: +4 to rolls to deal with Chaos Psykers for each success, can be taken multiple times
Hidden Watchers- One of the ways in which you can keep a close watch on the Quartok is to install hidden watchers in Malae, both human and technological. This would allow Jane to ensure that the Quartok are what they seem to be and that they are not doing anything dangerous without making it obvious that they are being watched. If detected this would lead to some major diplomatic issues with the Quartok.
Time: 4 years.
Chance of Success: 40%
Cost: 6,500,000 Thrones, 325,000 Material, 16,250 Metal, 65,000 Promethium, 430 Advanced Material.
Upkeep per year: 650,000 Thrones, 32,500 Material, 1,625 Promethium, 21.5 Advanced Material.
Reward: Hidden watchers on Quartok, increased chance of warning if they begin acting against your interests or if Chaos Cults form.
The Adeptus Mechanicus is currently celebrating the discoveries that Archmagos Tranth made in his search of the Ruins of Deiphobe. These discoveries are already being put into use all over the Imperial Trust. Of particular note is the Data-Jewels, which are being sued to safeguard the information in the Imperial Trust's technical vaults, being both far more secure and more compact then any other date-storage method. The research assistant knowledge implantation program that Tranth found is being used as evidence of how the Ancients studied and created technology and is a major political coup for Fabricator-General Scott's reformist agenda.
+2 Mechanicus Morale
-2 Mechanicus Unrest
Archmagos Biologis Maximal gains trait Heavy Combat Cybernetics (+4C, less likely to die)- After yet another brush with death Archmagos Biologis Maximal decided to replace a good portion of his body with high grade military cybernetics. This will hopefully be enough to let him live though more of Avernus' assassination attempts. What does it have against the Biologis anyway?
Three Locked Choose One
One Five years
Examine: Void Abacus- The Void Abacus is one of the most complex pieces of technology that Archmagos Tranth has ever seen. Despite that he thinks that with some time and effort he should be able to reverse engineer it from the examples that he has found. Given how important any increase in FTL speed is this could be vital to the survival of the Imperial Trust.
Time: 1 year
Chance of Success: -200% (-34% after bonuses)
Cost: 32,000,000 Thrones, 79,000 Advanced Material, 8,900 Exotic Material
Reward: Gain Blueprints of Void Abacus , lose d6 Void Abacuses.
Examine: Mindcatcher- The Mindcatcher is part of a system that the Dark Age humans could use to hold off the Men of Iron in information warfare. Reverse engineering it is the first step to replicating this ability for yourself, which could prove to be highly useful in a range of situations.
Time: 1 year
Chance of Success: -150% (16% after bonuses)
Cost: 32,000,000 Thrones, 79,000 Advanced Material, 8,900 Exotic Material
Reward: Gain Blueprints of Mindcatcher , lose d6 Mindcatcher.
Grav-Shear Weapons- Archmagos Tranth found a set of Prototype Grav-Shear weapons in the ruins of Deiphobe and a set of notes on creating them. Between this information, the Dark Age knowledge on gravatics that he also found and his own talents Tranth believes that he will be able to figure out how to create more, and possibly even improve on the design which is still a work in progress.
Time: 2 years
Chance of Success: -160% (6% after bonuses)
Cost: 32,000,000 Thrones, 79,000 Advanced Material, 8,900 Exotic Material, 5 Exotic Material
Reward: Gain Blueprints of Grav-Shear Prototypes.
Upgrade Kinetic Weapons: Grav-Accelerator Battery- In his efforts to reproduce the Kinetic Weapons of the Well of Urd Archmagos Explorator Tranth has leant how to upgrade your other kinetic weapons. One of the Kinetic Weapons that would benefit from these upgrades are the Grav-Accelerator Batteries, the only Kinetic Weapons that can be used en mass.
Time: 2 years
Chance of Success: -65% (99% after bonuses)
Cost: 800,000,000 Thrones, 40,000,000 Material, 4,000,000 Metal, 2,000,000 Promethium, 1,700,000 Advanced Material, 36,000 Exotic Material.
Reward: learn how to make better Grav-Accelerator Batteries
Upgrade Kinetic Weapons: Grav-Accelerator Nova Cannon- In his efforts to reproduce the Kinetic Weapons of the Well of Urd Archmagos Explorator Tranth has leant how to upgrade your other kinetic weapons. One of the Kinetic Weapons that would benefit from these upgrades are the Grav-Accelerator Nova Cannons, one of the most powerful weapons fielded by the Imperial Trust.
Time: 2 years
Chance of Success: -65% (99% after bonuses)
Cost: 800,000,000 Thrones, 40,000,000 Material, 4,000,000 Metal, 2,000,000 Promethium, 1,700,000 Advanced Material, 36,000 Exotic Material.
Cost: 400,000,000 Thrones, 20,000,000 Material, 2,000,000 Metal, 1,000,000 Promethium, 340,000 Advanced Material, 3,600 Exotic Material.
Reward: learn how to make better Grav-Accelerator Nova Cannons
Vortex Shells-Now that he has completed the design for Vortex Torpedoes Archamgos Tranth thinks that he will be able to create Vortex Shells for Macrocanons. While expensive and probably volatile these weapons would be incredibly deadly and allow even escorts to seriously threaten all but the toughest warships, at least while ammunition supplies last. These weapons could also be used on the ground, though the sheer amount of damage they could do if something goes wrong makes that a last resort. However this will be very challenging work and Tranth expects that it would end up taking decades.
Time: 5 years
Chance of Success: -125% (31% after bonuses)
Cost: 800,000,000 Thrones, 40,000,000 Material, 4,000,000 Metal, 2,000,000 Promethium, 7,900,000 Advanced Material, 89,000 Exotic Material.
Reward: learn how to make Vortex Shells for Macrocannons
Adapt Stealth Technology: Vehicles- Archmagos Tranth has recently gained a good level of understanding of the stealth technology used by Recon Armour. He believes that with a few years work he will be able to figure out how to adapt it for use by vehicles, opening up several new avenues of military combat.
Time: 3 years
Chance of Success: -75% (81% after bonuses)
Cost: 80,000,000 Thrones, 4,000,000 Material, 400,000 Promethium, 790,000 Advanced Material, 8,900 Exotic Material.
Reward: adapt Recon Armour Stealth Technology for use by vehicles, +1 Mechanicus Unrest
Add Stealth Technology (Advanced Power Armour Variant) -Archmagos Tranth has recently figured out a way to improve the stealth technology used by some Advanced Power Armour Variants and add it to the others. He estimates that it will take around a year to modify each variant.
Time: 1 year
Chance of Success: -25% (99% after bonuses)
Cost: 40,000,000 Thrones, 4,000,000 Material, 800,000 Promethium, 70,000 Advanced Material, 4,400 Exotic Material
Reward: Create variation of selected Advanced Power Armour with either improved stealth technology or access to stealth technology.
Examine: Goliath Class Factory Ship: Part Two- Currently a single Goliath Factory Ship is in the Avernus system with no way to make more. Archmagos Tranth tells you that with a decade's study he would probably be able to figure out how to replicate it, which as well as providing a major addition to your fleet's potential to operate without supply lines is the first step to reverse engineering the unknown technologies contained within.
Time: 5 years
Chance of Success: -70% (86% after bonuses, failing by over 25% damages Goliath Factory Ship and increases Mechanicus Unrest by 1)
Cost: 1,600,000,000 Thrones, 80,000,000 Material, 8,000,000 Metal,4000,000 Promethium, 6,800,000 Advanced Material, 79,000 Exotic Material.
Reward: blueprints of the Goliath class Factory Ship
Examine: Sanctus Furorem- Soon work will begin on repairing the Sanctus Furorem, an ancient Mars-Pattern Warlord Titan that was damaged in the Daemonic Incursion. Archmagos Tranth would like to do as much as he can to study that Titan as it is being repaired, both to further his knowledge and to bring Avernus one small step closer to being able to make its own Titans.
Time: 3years
Chance of Success: 0% (99% after bonuses), must be taken with a Repair: Sanctus Furorem option
Cost: 20,200,000 Thrones, 1,010,000 Material, 101,000 Metal, 40,400 Promethium, 79,000 Advanced Material, 8,900 Exotic Material.
Reward: gain information about Titans
Very Advanced Reactors: Stable- Archmagos Veneratus Tranth believes that he could redesign the stable reactordesigns found in the datacores using the knowledge he gained from reverse engineering The Well of Urd's reactors. While this would allow you to get half again as much output while maintaining the stability it is also an act that is right on the edge of heretical. While Archmagos Explorator Tranth is willing to carry it out and Fabricator-General Britton is willing to allow it, carrying out this project will give ammunition to their opponents within the Mechanicus.
Time: 1 year.
Chance of Success: -20% (74% after bonuses)
Cost: 11,000,000 Thrones, 1,100,000 Material, 550,000 Promethium, 79,000 Advanced Material, 8,900 Exotic Material, -1 Mechanicus Morale, +2 Mechanicus instability.
Reward: Gain Very Advanced Stable Plasma Reactor, which is an Stable Plasma Reactor with half against the output.
Very Advanced Reactors: Overcharged- Archmagos Veneratus Tranth believes that he could redesign the overcharged reactor designs found in the datacores using the knowledge he gained from reverse engineering The Well of Urd's reactors. While this would allow you to get half again as much output, a truly massive amount, it is also an act that is right on the edge of heretical. While Archmagos Explorator Tranth is willing to carry it out and Fabricator-General Britton is willing to allow it, carrying out this project will give ammunition to their opponents within the Mechanicus.
Time: 1 year.
Chance of Success: -20% (74% after bonuses)
Cost: 11,000,000 Thrones, 1,100,000 Material, 550,000 Promethium, 79,000 Advanced Material, 8,900 Exotic Material, -1 Mechanicus Morale, +2 Mechanicus instability.
Reward: Gain Very Advanced Overcharged Plasma Reactor, which is an Overcharged Plasma Reactor with half against the output.
Reverse Engineer Component: Gravatic Array- There are several keep components of the ships that you have examined that will need to be reverse engineered before you can attempt to repair them. This is the next stage of repairing the ships in the Ship Graveyard and is therefore an important step. The Gravatic Command Battleship's main weapon, the Gravatic Array is an immensely complex and powerful piece technology. While replicating it is currently impossible Archmagos Explorator Tranth hopes that given time and aid from Headmaster Ridcully he will be able to repair the minor damage done to it.
Time: 1 years.
Chance of Success: -120% (46% after bonuses)
Cost: 120,000,000 Thrones, 6,100,000 Material, 2,400,000 Promethium, 79,000 Advanced Material, 8,900 Exotic Material
Reward: learn how to repair the Gravatic Array
Examine Sub-System: Secondary Engines– Examine one of the Sub-Systems of The Well of Urd in an attempt to gain a better understanding of it. This will determine whether you can repair the sub-system and whether you are able to copy it. The secondary engines are one of the most complex devices on The Well of Urd and if they were not labelled Archmagos Tranth would not even be able to determine their purpose. He hopes that with the aid of Headmaster Ridcully he can learn more about them.
Time: 1 year.
Chance of Success: -110% (56% after bonuses)
Cost: 320,000,000 Thrones, 790,000 Advanced Material, 89,000 Exotic Material
Reward: Gain information about Secondary Engines, first step on the path to creating your own version of Secondary Engines.
Examine: Vortex Grenades- The Vortex Grenade is without a doubt the most powerful hand held weapon that humanity has ever built. Ten of them have been found in the ship graveyard and there are most likely many more undiscovered. While Archmagos Tranth will not be able to figure out how to make them without Headmaster Ridcully's post-cognition with it he may be able to.
Time: 1 year
Chance of Success: -140% (26% after bonuses)
Cost: 32,000,000 Thrones, 79,000 Advanced Material, 8,900 Exotic Material
Reward: Gain Blueprints of Vortex Grenades, lose d10 Vortex Grenades.
Complete Examination (Orks) - 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- One out of Six years completed
Preliminary Examination (Species) – 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.
Time: 1 year.
Chance of Success: unknown.
Cost: 40,500 Thrones, 2,025 Material, 2,025 Metal, 810 Promethium.
Reward: Discover more about selected species, including whether or not it is possible to tame or weaponize it, and how warp-tainted it is.
Regional Survey (Region) – Magos Biologis Saren wishes to give each region a thorough survey to discover if there is any interesting flora or fauna that is so far undiscovered. He is willing to let you choose which region to begin with.
Time: 1 year.
Chance of Success: 60%
Cost: 40,500 Thrones, 2,025 Material, 405 Metal, 810 Promethium.
Reward: Find out more about wildlife in selected region, possibly discover new interesting species.
Complete Examination (Species) - 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
Cathedral of the Machine-God: Mag Mell- In four years time Mag Mell will have been fully expanded into a Large-Forge Hive. This will allow Fabricator-General Scott to begin building a Cathedral of the Omnissiah or a Cathedral of the Machine-God following the plans provided by the Blood Dragons. A Cathedral of the Machine-God would significant;ly increase your production of Exotic Materials, an increase of around twenty percent and almost double your production of Relic Material.
Time: 15 years. (can not be chosen until year 4)
Cost: 38,000,000,000 Thrones, 9,400,000,000 Material, 3,800,000,000 Metal, 190,000,000 Promethium, 880,000 Advanced Material, 110,000 Exotic Material, 12 Relic Material.
Upkeep per year: 3,800,000,000 Thrones, 940,000,000 Material, 380,000,000 Metal, 19,000,000 Promethium, 88,000 Advanced Material, 11,000 Exotic Material, 1.2 Relic Material.
Reward:+10 to all Adeptus Mechanicus rolls, increase base EM production by 100% (currently +100%), increase AM production by 6,800 (280k), increase EM production by 5,535 (31k), provides 5 Relic Material per year, can have either Cathedral of the Omnissiah or a Cathedral of the Machine God, -1 Unrest for first built.
Locked- Ten out of Fifteen years completed
Cathedral-Forge: Belisama- 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. Nechtan and Belisama have recently grow to the size where they can support a Cathedral-Forge as well as their current Forge-Cathedrals.
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,
Locked- Two out of Seven years completed: Expedited
Repair and Upgrade: Sanctus Furorem- Now that Fabricator-General Scott is comfortable with her new position it is time to repair the Sanctus Furorem, an ancient Mars-Pattern Warlord Titan that was damaged in the Daemonic Incursion. It would be possible to take this opportunity to carefully upgrade it with the new technologies found in the Avernus system, though such a choice would be rather controversial.
Time: 6 years
Chance of Success: 50% (-2 Mechanicus Morale and +1 Mechanicus Unrest if failed)
Cost: 26,060,000 Thrones, 4,832,000 Promethium, 79,420 Advanced Material, 89,005 Exotic Material.
Reward: Sanctus Furorem repaired and upgraded, +1 Mechanicus Morale, +2 Mechanicus Unrest, more information about Titans, less issues with upgrading future Titans in the same manner
Terminator Armour- Now that you have a design for Terminator Armour usable by humans Fabricator-General Scott is wiling to make twenty suits for Avernus. This will e time consuming and use up a lot of Relic Material but he defensive bonus for your leaders and heroes makes it worthwhile.
Time: 8 years
Cost: 380,000 Thrones, 180 Exotic Material, 40 Relic Material
Upkeep per year: 38,000 Thrones, 3.6 Exotic Material, 0.4 Relic Material.
Reward: 20 suits of Terminator Armour
Expand Military Forces: Mechanicus- Fabricator-General Scott believes that it is time to expand the military power of the Avernite Mechancius in order to properly defend the Forge-Hives. She proposes training an entire army of Tech-Guard, two corps of Skitrii and two hundred Battle Congregations. This force would be highly expensive but allow the deployment of a massive number of devastating troops. It represents the shift in force composition of the Mechanicus military that Fabricator-General Scott plans over time, with the emphases being moved from massive armies of cybernetically enhanced soldiers to smaller elite forces making use of highly advanced technology and cybernetics. In particular the vast increase in the number of Battle Congregations fielded should prove to be devastating.
Time: 18 years
Cost: 5,500,000,000 Thrones, 440,000,000 Material, 27,000,000 Promethium, 140,000,000 Advanced Material, 940,000 Exotic Material .
Upkeep per year: 730,000,000 Thrones, 56,000,000 Material, 14,000,000 Promethium, 9,400,000 Advanced Material, 45,000 Exotic Material.
Reward: increase the size of your Mechanicus military forces by recruiting 2,848 Tech-Guard Regiments, 1,920 Skitrii Regiments and 200 Battle Congregations.
Expand Forge-Hive: Erecura, Belisama or Nechtan – Currently Erecura, Belisama or Nechtan are starting to reach the level where it would be possible to expand them into Large-Forge Hives. This would leave then vulnerable for a period but would allow you to strengthen their defences and expand your advanced production even more.
Repair: Sanctus Furorem- Now that Fabricator-General Scott is comfortable with her new position it is time to repair the Sanctus Furorem, an ancient Mars-Pattern Warlord Titan that was damaged in the Daemonic Incursion. This holy act will take a few years but will restore the great Titan to your order of battle, a worthwhile reward.
Time: 5 years
Chance of Success: 70% (-2 Mechanicus Morale if failed)
Adjudicator- One of the STCs found in the datacore was for the Helheim Pattern Adjudicator Mobile Assault Platform a massive command vehicle similar to a Capitol Imperialis, but far better in all respects. Fabricator-General Britton suggests that he build one to act as your command vehicle.
Oversee the Forge (Advanced Material or Exotic Material) -Fabricator-General Britton is capable of notable increasing the efficiency Avernus' Forges by personally overseeing them. This would provide a notable increase in production while he is overseeing them but have little long term effect.
Time: 1 year.
Chance of Success: 50%
Cost: 61,000,000 Thrones.
Reward: total production of chosen resource for the turn by 5% per success, can be taken multiple times, critical success has a chance of providing permanent boost.
Another – One of the most useful tools for exploration that you have access to is the Large Mobile Research Facility: Helheim patten. While useful the fact that you only have one means that exploring a region with it alone would be too time consuming. Fabricator-General Britton has offered to over the the construction of some more, which would greatly increase their use in exploration.
Time: 1 year.
Cost: 38,500,000 Thrones, 539,000 Material, 192,500 Metal, 84,700 Promethium, 1,720 Advanced Material, 96 Exotic Material.
Upkeep per year: 3,850,000 Thrones, 53,900 Material, 19,250 Metal, 17,400 Promethium, 172 Advanced Material, 4.8 Exotic Material.
Reward: 1 Large Mobile Research Facility: Helheim patten, can be taken multiple times
Decode: Roskilde Star Chart- The Roskilde Star Chart shows the location of the hidden shipyard Roskilde, where the Deus Class Superdreadnought was being designed along with several other massive naval ships and stations. However it is heavily encoded and will need to be decided before you can find the exact locations. Fortunatly the encryption is far weaker then that of a Data-Jewel and Fabricator-General Scott tells you that it should be possible, especially with the assistance of the Sphinx and Ridcully.
Time: 1 year
Chance of Success: -150% (-9% after bonuses)
Cost: 32,000,000 Thrones, 79,000 Advanced Material, 8,900 Exotic Material
Reward: Decode the Roskilde Star Chart.
Decode: Data-Jewel- A dozen heavily encoded Data-Jewels were located in the Ruins of Deiphobe, with unknown contents. While their encryptions are far to strong for your current technology to pierce with sustained effort from Ridcully Fabricator-General Scott believes that he could break them.
Time: 3 years
Chance of Success: -300% (-159% after bonuses)
Cost: 320,000,000 Thrones, 790,000 Advanced Material, 89,000 Exotic Material
Reward: Decode a Data-Jewel.
Hyper Battle Cruiser Design: Ragnarok Cannon- Archmagos Tranth has recently working out how to fit Hyper-Plasma reactors into smaller warships. This will allow the creation of Battlecruisers armed with more powerful weapons, such as the Ragnarok Cannon. A Battlecruiser equipped with a Hyper-Plasma reactor and a Ragnarok Cannon would be capable of inflicting massive damage at high range, though the size of a Ragnarok Cannon would make it a bit less manoeuvrable and the Hyper-Plasma Reactor would make it far more fragile then a normal Battlecruiser.
Time: 3 years.
Chaconne of Success: 00% (99% after bonuses)
Hyper Battle Cruiser Design: Super Lance- Archmagos Tranth has recently working out how to fit Hyper-Plasma reactors into smaller warships. This will allow the creation of Battlecruisers armed with more powerful weapons, such as the Super Lance. A Battlecruiser equipped with a Hyper-Plasma reactor and a Super Lance would be capable of inflicting large amounts of damage to heavy targets at high range without sacrificing any speed or manoeuvrability, though it would still be fragile due to the Hyper-plasma Reactor.
Time: 3 years.
Chaconne of Success: 00% (99% after bonuses)
Cost: 150,000,000 Thrones, 29,800,000 Material, 1,540,000 Promethium, 350,000 Advanced Material, 8,900 Exotic Material.
Reward: Designs for Hyper Battlecruiser with Super Lance
Hyper Heavy Cruiser Design: Graviton- Archmagos Tranth has recently working out how to fit Hyper-Plasma reactors into smaller warships. This will allow the creation of Heavy Cruisers armed with more powerful weapons, such as Graviton Weapons. A Heavy Cruiser equipped with a Hyper-Plasma reactor and Graviton Weapons would be capable of massive amounts of damage to targets within short range, though the Hyper-Plasma Reactor would make it more vulnerable than you would like on a brawler.
Time: 3 years.
Chaconne of Success: 00% (64% after bonuses)
Cost: 150,000,000 Thrones, 29,800,000 Material, 1,540,000 Promethium, 350,000 Advanced Material, 8,900 Exotic Material.
Reward: Designs for Hyper Heavy Cruisers with Graviton Weapons
Advanced Ramilies Design: Type- Archmagos Tranth has recently finished reverse engineering the Ramilies Starfort and has sketched out a few different ways that it could be improved with current technology. Both Fabricator-General Scott and he are able to turn these simple ideas into complete plans, though given the size of a Ramilies it will take some time. The current suggestions for a design are pure fortress, orbital defence station, forward operating base variant, and orbital artillery, though there maybe other possible purposes.
Time: 5 years.
Chance of Success: 10% (99% after bonuses)
Cost: 150,000,000 Thrones, 29,800,000 Material, 1,540,000 Promethium, 350,000 Advanced Material, 8,900 Exotic Material.
Reward: Designs for selected type of Advanced Ramilies Starfort
Saint Lin is currently deep into his efforts to gain more insight into the nature of Divinity, and has little spare energy or time for any other pursuits.
Two Locked Choose None
Double: What is The Nature of Divinity?- Saint Lin has been pondering on exactly what gods are and how they are formed for many years. He feels that is is approaching a breakthrough in this endeavour and would like to devote more of his time and effort to this project. While there are no immediate benefits to this if he can discover anything new it would be more then worthwhile.
Time: 10 years
Chance of Success: -20 (uses average of learning and piety)
Cost: 40,000,000 Thrones
Reward: information on the nature of Gods, ??.
Locked- Five out of Ten years completed
Currently the Adeptus Astra Telepathica is rather busy, with none of the leaders expecting to be free for the next four years. Despite this Xavier has put together a plan to Ward the Psyker Hunters for Jane, one that is both affordable and will have a large impact on their efficiency. Otherwise Xavier suggests creating an Order of Psyker Hunters when he has the free time, telling you that such an Order would both be highly useful for dealing with the more powerful Rogue psykers on Avernus but would also be useful against offworld threats, many of which uses psykers as aces.
One Locked Choose Two
Two One year
Cheating- Recently Archmagos Explorator Tranth and Headmaster Ridcully have come up with the idea to use Headmaster Ridcully's postcognition to discover more about The Well of Urd and the technologies that make it up. This should be very effective and will hopefully be enough to allow Archmagos Explorator Tranth to learn how to use technologies otherwise incomprehensible.
Time: 1 year. (must be taken by Headmaster Ridcully, Archmagos Explorator Tranth must have taken an Examine or decoding action this year)
Chance of Success: 30%
Cost: 71,000 Thrones, 710 Material, 7 Promethium, 86 Advanced Material, 9.6 Exotic Material.
Reward: permanently reduce the difficulty of the Examine Sub-Systems or an Examine: Any, or deciding by one percent per three percent that the action is passed or one percent per five the action is passed by if it is Examine: Any or Decoding
Contact Eldrad Ulthran (Reason)- Now that High Grandmaster Ridcully has made contact with Eldrad Ulthran and formed an agreement with him it is possible for him to make contact once more. This could be either to share the result of a vision that Ridcully has had or to make a request of the Eldar, which Eldrad Ulthran will require some sort of compensation for and will require High Council backing.
Time: 1 years
Chance of Success: 30% (uses control)
Cost: 3,900,000 Thrones
Reward: Make contact with Eldrad Ulthran.
Fanning the Flames- 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 casualties that the Orks take in the coming years and will soften them up for later strikes.
Time: 1 year
Chance of Success: 20%
Cost: 3,800,000 Thrones
Reward: civil war in Tugozak's Domain prolonged and intensified
Greater Divination (Focus)- High Grandmaster Ridcully is more skilled at seeing the present as he is at predicting the future. This allows him to gather a good deal of information about the galaxy using his powers. Possible focuses are the condition of races or organisations, the balance of power in Segmentums or even the activity and compositions of pantheons of gods.
Time: 1 year. (can only be taken three times per turn, including free action)
Chance of Success: 10%
Cost: 4,000,000 Thrones
Reward: Information on focus. The narrower the target the more information.
Divination: Attacks- Headmaster Ridcully could spend some time attempting to predict any incoming attacks on the Imperial Trust. While he tells you that it will be easy for him to spot that an attack is coming, finding more information such as the size, composition, location, and exact timing will take more time and effort.
Time: 1 year
Chance of Success: 50%
Cost: 4,000,000 Thrones
Reward: Information on incoming attacks for the next five years, each success provides more information.
Divination (Target)- Headmaster Ridcully is almost as skilled at seeing the present as he is at predicting the future. This allows him to gather a good deal of information about the neighbouring sectors without putting any scouts at risk. Valinor, Dragons Nest, and the Orkish domains seem to be the best options to investigate this way.
Time: 2 years.
Chance of Success: 30%
Cost: 4,000,000 Thrones
Reward: Information on selected polity, location ect. The narrower the target the more information.
Focused Divination (Target, Area)- High Grandmaster Ridcully is almost as skilled at seeing the present as he is at predicting the future. This allows him to investigate specific aspects of one of the neighbouring nations, such as their military composition, leaders, or even the best times to attack them.
Time: 2 years.
Chance of Success: 30%
Cost: 4,000,000 Thrones
Reward: Gain selected information on selected polity, location ect. The narrower the target the more information.
Anti-Ork Powers: Techbane- Tamia thinks that with a few years effort and a lot of luck she will be able to create a Psychic Power designed to make Ork technology malfunction. This is due to the fact that most Ork technology relies of the probability manipulating aspects of the Waaagh to avoid malfunction, and that disrupting this should cause malfunctions. It will be highly channelling for Tamia to create even a personal scale version of this power, and take at least a decade. Creating more wonderful version would be even harder and more time consuming, though absolutely devastating in effects.
Time: 10 years
Chance of Success: -20% (uses learning)
Cost: 390,000,000 Thrones, 3,900,000 Material, 8,500 Advanced Material, 950 Exotic Material.
Reward: Create personal scale power able to cause Ork technology to malfunction
Locked – Six out of Ten years completed
Wellspring of Power?- After witnessing the Green Awakening something significant has changed about how High Grandmaster Ridcully interacts with the Warp. The amount of power that he can gather and wiled has increased almost sixfold without significantly impacting his level of control. A change this sudden and significant is unheard of short of major sorcerers deals, which Saint Lin assures you did not happen. As such High Grandmaster Ridcully would like to spend some time attempting to determine exactly what has changed about him to create this effect.
Time: 10 years
Chance of Success: -20% (uses average of control and learning)
Cost: 390,000,000 Thrones, 3,900,000 Material, 8,500 Advanced Material, 950 Exotic Material.
Reward: Determine more about the trait Wellspring of Power
Locked- Six out of Ten years completed
Anti-Ork Powers: Grand Countering- Now that she has created an anti Ork Power Tamia thinks that it is possible to upscale it so that it can be used by entire Choirs of Psykers. While it would take a good bit of research to create this power would allow your Demonology Choirs to better counter Ork Grand Rituals such as the one that Garkill used on the walls of Salem.
Time: 8 years
Chance of Success: 0% (uses learning)
Cost: 180,000,000 Thrones, 1,800,000 Material, 4,200 Advanced Material, 480 Exotic Material.
Reward: Create choir scale power optimised for counters the powers of Ork Weirdboyz
Psychic Materials: Wildlife- There are some materials that channel psychic energies better then others, or in certain ways. Given the sheer variety of psychic wildlife of differing sorts on Avernus, Grandmaster Jameson believes that at least some of them will be useful in this manner. She will only be able to examine a single type of creature at a time, so it will take quite some time to examine everything that Avernus has to offer.
Time: 1 year
Cost: 4,000,000 Thrones, 400,000 Material, 4,250 Advanced Materials.
Reward: Determine if any part of selected species is useful as a psychic conductor.
Research: Immaterial Resonance- One of the most intriguing discoveries of Headmaster Ridcully and Primaris Jameson is that some patterns in the Materium resonate with the Immaterium, affecting it. This is likely the basis of runes and some rituals, both Chaotic and non-Chaotic. Headmaster Ridcully would like to spend a decade studying it. He can not promise any useful results even if he is successful but given that this is a possible path to several major breakthroughs he thinks it is worth the risk.
Time: 10 years (must be taken by Ridcully)
Chance of Success: 20% (uses learning)
Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Information on how some things in the Materium resonate with the Immaterium
Research: Power Melody Composition- The recent joint research project between Headmaster Ridcully and Primaris Jameson made several major discoveries, one of which is that the closer the melody of songweaving matches the required frequencies of a power the more effective the power is. While the exact mechanisms of this increase are as yet not understood Primaris Jameson thinks that she will be able to figure out how to compose melodies that match the powers used.
Time: 7 years
Chance of Success: 40% (uses learning)
Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Primaris Jameson figures out how to compose a melody that matches the power better.
Research: Black Crystal Items (Item)- Last year Headmaster Ridcully determined that each of the items of Black Crystal has its own unique property, though he was not able to determine what they are. He tells you it would most likely take a couple of years of study to determine exactly what the unique properties are but it would most likely be worth the time expended.
Time: 2 year
Chance of Success: Unknown (uses learning)
Cost: 355,000 thrones, 17,750 Material, 43 Advanced Material.
Reward: More information on Black Crystal Item selected
Research (Species that has completed Biologus research) – Many of the more interesting creatures of Avernus use psychic powers in some manner and while Magos Biologis Saren has discovered as much about them as he can, there is still more to learn. Headmaster Ridcully would like to lead a team of Sanctionites to try to discover more about these species, hopefully including how to mimic their innate powers in some manner.
Time: 1 year
Chance of Success: Unknown (uses learning)
Cost: 81,000 thrones, 8,100 Material, 8.6 Advanced Material.
Reward: More information on chosen species, chance of learning new psychic power.
Create Psyker Order (Order of Restoration)- It is possible for you to create an Order of Psykers within the Adeptus Astra Telepathica. This Order will either have a purpose and develop as needed to fulfil this purpose or it will have a speciality and develop that speciality. For example an Order of Healers would have the speciality of Healing and focus on devolving your knowledge of Physic Healing and teaching your Healers while an Order of Daemon Hunters would have the purpose of combating Daemons and would recruit those with the will and talent to combat Daemons.
Time: 6 years
Cost: 200,000,000 Thrones, 2,000,000 Material, 4,150 Advanced Material, 415 Exotic Material.
Reward: Allows the formation of an Order of Psykers with selected purpose or speciality within the selected department, more options.
Spoiler: Personal
Locked- One out of Six years completed
Warded Armour: Psyker Hunters and Witch Hunters- Currently your Psyker Hunting forces have relativity minor amounts of Wards due to the usual expense in such things. Now that the Order of Wards has been created Jane would like to change that. She has requested that all Psyker and Witch Hunters be supplied with warded armour, ranging from Simple wards for the normal soldier all the way to Advanced Wards for any Masters.
Time: 4 years
Cost: 99,000,000 Thrones, 4,900,000 Advanced Material, 40,000 Exotic Material.
Upkeep per year: 5,000,000 Thrones, 240,000 Advanced Material, 2,000 Exotic Material.
Reward: Simple Wards for Witch Hunters, Psyker Hunters, Veteran Witch Hunters and Veteran Psyker Hunters, Basic Wards for Elite Witch Hunters and Elite Psyker Hunters, Advanced Wards for Master Psyker Hunters and Master Witch hunters, +10 to all rolls to deal with psykers, additional +10 to all rolls to deal with Beta and above psykers.
Siren Rune of Fire: Black Irons- One suggested use for the Siren Rune of Fire is to provide the entire Black Irons Division with weapons marked with the rune. This would give your most stalwart division a major boost in combat. While time consuming, this project would give a significant damage boost to an entire division.
Time: 3 years
Cost: 37,000,000 Thrones, 300,000 Advanced Material, 13,000 Exotic Material.
Upkeep per year: 7,500,000 Thrones, 30,000 Advanced Material, 650 Exotic Material
Reward: Provide Siren Rune of Fire Inscribed Weapons to the Black Irons. +30% damage by all thermal weapons, +20% damage by all energy weapons, +10% damage by all non-energy melee weapons
Siren Rune of Fire: Helguard- One suggested use for the Siren Rune of Fire is to provide the entire Helguard with weapons marked with the rune. This would give your elites a major boost in damage output, at the expense of tying time and tying u a large number of artisans. It is only thanks to the sheer number of Pykers that Avernus can field that this project is even possible.
Time: 6 years
Cost: 110,000,000 Thrones, 1,700,000 Advanced Material, 47,000 Exotic Material.
Upkeep per year: 21,000,000 Thrones, 330,000 Advanced Material, 8,000 Exotic Material
Reward: Provide Siren Rune of Fire Inscribed Weapons to the Helguard. +30% damage by all thermal weapons, +20% damage by all energy weapons, +10% damage by all non-energy melee weapons
Mentoring: Alpha- Given the high rate of failure for the more powerful psykers High Grandmaster Ridcully would like to have some of his best psykers mentor the second Alpha-level in the years leading up to her trials. This will hopefully be enough to increase her chance of passing by a significant degree.
Time: 1 year. (can be taken per hero)
Chance of Success: 50%
Cost: Free
Reward: each point of success increases chance of the Alpha-level psyker passing the trails by 1% (max pass chance 65%, current pass chance 10%.
Siren Rune of Banishment: Black Irons- One suggested use for the Siren Rune of Banishment is to provide the entire Black Irons Division with weapons marked with the rune. This would give your most stalwart division a major boost in combat against daemonic foes. While time consuming, this project would give you an entire elite division that is able to engage daemons with far greater effect then conventional forces, which would be invaluable when you next come up against daemonic hordes again.
Time: 4 years
Cost: 75,000,000 Thrones, 750,000 Advanced Material, 65,000 Exotic Material.
Upkeep per year: 15,000,000 Thrones, 75,000 Advanced Material, 3,200 Exotic Material
Reward: Provide Siren Rune of Banishment Inscribed Weapons to the Black Irons. +50 to all rolls by Black Irons against daemons, +50% to all damage done by Black Irons to daemons, -5 to daemons armour against attacks from Black Irons,
Create Psyker Order (Purpose or Speciality, Department if Any)- It is possible for you to create an Order of Psykers within the Adeptus Astra Telepathica. This Order will either have a purpose and develop as needed to fulfil this purpose or it will have a speciality and develop that speciality. For example an Order of Healers would have the speciality of Healing and focus on devolving your knowledge of Physic Healing and teaching your Healers while an Order of Daemon Hunters would have the purpose of combating Daemons and would recruit those with the will and talent to combat Daemons.
Time: 6 years
Cost: 200,000,000 Thrones, 2,000,000 Material, 4,150 Advanced Material, 415 Exotic Material.
Reward: Allows the formation of an Order of Psykers with selected purpose or speciality within the selected department, more options.
Battle Preparations- It is highly likely that you will find yourself in a war as soon as the Warpstorm ends and Primaris Xavier has suggested putting the Battle Psykers though last minute training in preparation. While this will have no long term effect in the short term it will hone the edge of their psykers abilities.
Time: 1 year
Chance of Success: 40% (uses Martial, each success reduces chance of success by 5%, this recovers at a rate of one per two years)
Cost: 22,000,000 Thrones, 11,000 Material, 1,100 Promethium, 10,625 Advanced Material, 116 Exotic Material.
Reward: +5 to all Battle Psyker Rolls for the next decade
Honing an Edge- It is highly likely that you will find yourself in a war as soon as the Warpstorm so it might be a good idea for the heroic Psykers of Avernus to focus on preparing themselves. While normally the time just before a war is not a good time for a military force's leadership to spend a year meditating and training themselves, when the leader is as powerful a weapon as a heroic psyker it becomes a good option.
Time: 1 year
Chance of Success: 40% (uses Control, each success reduces chance of success by 5%, this recovers at a rate of one per two years)
Cost: Free
Reward: +10 to all battle rolls by Heroic Psyker who takes the action for the next decade
Mentoring: Beta- Given the high rate of failure for the more powerful psykers Headmaster Ridcully would like to have one of his best psykers mentor the next Beta-level in the year leading up to his trials. This will hopefully be enough to increase his chance of passing by a significant degree.
Time: 1 year. (can be taken once)
Chance of Success: 50%
Cost: Free
Reward: each point of success increases chance of the Beta-level psyker passing the trails by 1%
Currently you are preparing to leave Avernus in order to travel to Midgard for an emergency High Council Meeting about the approaching Waaagh, and what to do about it. You are glad that there has been enough time since the Green Awakening for several major upgrades to Avernus' military and for your defence upgrades to be finished. You can only hope that these improvements and those made by the rest of the Imperial Trust will be enough for what is to come.
Two Locked Choose Two
Two Five years
Personal Attention: Expand Helltroopers– 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 Sixteen years completed
Thaddeus Expertise: Expand (Okefenokee) to Small Hive- 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- Five out of Ten years completed
Attend Emergency High Council Meeting- The next meeting of the High Council is scheduled for five years time, however due to the warnings of an approaching Waaagh this has been moved to this year. This meeting will focus on preparing for the Waaagh but several other issues may come up.
Time: 1 year
Cost: Free
Reward: Attend High Council Meeting
Locked- Zero out of One years completed
Personal Attention– 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.
Knowing Avernus (Write in or QM's Choice)-In the years since founding Avernus has developed in many ways, some of which you have not been able to pay attention to. It may be a good idea to spend some time learning about the smaller organisation that make Avernus so unique and about Avernite culture.
Time: 1 year. (no more then twice per turn please, also try and explain what you want, one word topics can be unclear)
Reward: Get information about selected aspect of Avernite culture or organisation
Spend Time With (Person)- 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 possibly 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
Whispers of Change (Suggestion)- Fabricator-General Britton has mentioned that he is trying to slowly change the Mechanicus to remove its more problematic laws and traditions. He is willing to listen to any proposals that you make on what should change and how to change it and promises not to get offended.
Time: 1 year
Reward: Fabricator-General Britton listen to your suggestion and may follow though.
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.
he might be fighting on the primarch states, so we might know about them. Though if note we should look into that, a power we can prop up against the local hostile super power would be nice.
Without a doubt the biggest event of the last year is the fact that the Order of Omens has warned you that an Ork Waaagh is approaching the Imperial Trust from the north.