The first reports have returned from the newly reachable sector and the Adeptus Administratum has decided to name it the Thor sector after
Sebastian Thor the reformer of the Imperial church who passed away last year. There is only one way into the sector a small gap between two warp storms called Elysia's Gate and only 10 lightyears in the sector lies one of the two remaining civilized worlds, Beacon of Hope. It is known for its faith in the Emperor and as nearby planets fell to orcs those who could fled there providing Beacon of Hope with a constant flow of tech priests, ships and regiments to help defend it against attacks. The captain that found the route trough Elysia's gate, Christopher Eriksson, is currently there planning the reconquest of a nearby feral world to return it to imperial rule.
In your early years you spend a lot of time with your family making connections that serve you well in your later years and follow how your relatives move from one assignment to the next in Elysia's SDF. You also learn about officers you should avoid as some have junior officers do all the work and claim the glory when things go well and blame the junior officers when things go wrong. When you got named as one of the Thor sectors governors you use these contacts to raise additional funds for the colony.
[Family politics: 27 +135 budget +10 budget per turn(till turn 10)]
[Emma Jackson gain the trait: Politician(+1 Diplomacy and +1 Intrigue)]
The help you got from the Adeptus Mechanicus was less then you expected, they helped to get you on the list of governors for the Thor sector and promise to send several tech priest to your colony but this group contains of junior ranked tech priests. The main reason for this is that they are busy preparing an expedition to explore the Thor sector there is a fierce completion to be named the commander of this mission between the senior magos.
[Adeptus Mechanicus: 4: junior tech priests]
[colony gains: junior tech priests, minor increase in production]
You also learn that all of the governors of the new colonies will provided with enough workshops and tech priest to run them to provide their colonies with tools for their farmers and produce Autoguns and ammo to supply their PDF. No ships will be provided initially but once the colonies have grown enough there are plans to tow defense monitors to help protect them. At least three world will be given to long serving imperial guard regiments that will be rewarded by becoming the nobility there with their general becoming the governor.
[Adeptus Administratum: provides 100 Budget and 10 Budget per turn(till turn 6) to all governors]
You have 3 actions this turn, two by Emma Jackson and one by Sophia Jackson.
You have 235 Budget and an income of +20 Budget per turn
Good descriptions of why you want to do a specific plans are rewarded with additional rewards and/or modifiers to the roll
General
Train a skill(write in skill)
Write in a skill to train(Martial,Learning,Stewardship,Intrigue or Diplomacy
the DC is current base skill x 10 - 50
If the rolls is 50 over the DC you get +2 to the skill.
Help with another action
Pick a action that gets +20 on the roll
No roll needed for this action
Martial
Raise a infantry regiment
By raising a infantry regiment you can take part in the fighting on the planned colony worlds. By raising a regiment now we have access to the armories of Elysia and can equip them to a standard that will hard to match later.
The cost includes transporting the regiment to the sector.
Cost: 70 budget upkeep: 10 budget per turn
DC 20
Scout beyond Elysia's gate
By joining the fleet scouting beyond Elysia's gate we can learn more about the situation there.
DC 30
Create a military staff
Creating a military staff is the first step to setting up the administration for the military and it will be able to undertake a single action each turn.
It will act like a hero with only the Martial stat and 3D4 will be rolled to determine its stats.
Cost 10 budget and 5 budget per turn
DC 40
Buy Lasguns for your militia
Your colony will be provided with workshops need to produce
Autoguns but lasguns are superior weapons when operating far from resupply. Even taking the gear needed to recharge the power cells in account the lasguns is lighter then a autogun with enough ammo for a long patrol.
Cost 5 budget per regiment
Attend the naval academy
A year at the naval academy can teach you a lot about large scale military operations.
DC 20: +1 Martial
DC 50: gain the trait: Elysia Education +1 Martial
Cost 3 budget
Buy a corvette
The colonies will be protected by the naval squadron assigned to the sector but owning a warp capable ship of your own will greatly increase the options you have.
Cost 120 Budget and 5 Budget per turn
DC 10: you buy a Claymore-class Corvette
Diplomacy
Recruit Angela Miller
Angela Miller was the person that introduced you to how live in the lower parts of the hive was for those living there and has been one of the larger supporter of the charity you set up. As she grew up as part of a merchant family she would be a great help with managing the colonies economy.
Gain a new hero: Angela Miller, she has 12 stewardship and rolls 3D4 for the other stats.
DC 30
Ask the Adeptus Administratum for additional funds
You can request additional funding for the colony
DC 50: +20 Budget
DC 70: +5 Budget per turn(till turn 6)
Meet the other governors
Not all worlds have had governors assigned to them but you can meet those that have been named.
DC 30: character sheets for several governors, options to make deals
Seek out new contacts in the Adeptus Mechanicus
The senior members of the Adeptus Mechanicus are competing for the honor of leading the exploration fleet that is heading to the Thor sector soon but there are lower ranking members you could talk to.
DC 40: new contact in the Adeptus Mechanicus
Piety
Fund Charity
Your charity can use additional funding to improve the lives of those living in the hive and those preparing to leave to the colonies.
Cost 10 Budget
DC 10: +1 Piety
DC 40: More colonist available for the colonies
Meet with the Adeptus Ministorum
The Imperial church will be a minor player on the new colonies unless invited.
Provide funding for the imperial church to set up in your colony.
DC 20: Free church when your colony gets created.
DC 40: +1 Piety
Intrigue
Repair the wrecked corvette
All members of the imperium are expected to help each other when needed and repairing ships is one of the most common forms of help requested and given. The wreck you found is technically a corvette so you can ask to have it repaired giving you a ship for less then building a new one would cost.
Cost 30 Budget and 5 Budget per turn
DC 40
Investigate your fellow Governors
Learn more about the other governors appointed to lead colonies in the Thor sector
DC 20: character sheets for several governors
Stewardship
Hire an additional transport
The Adeptus Administratum is providing two ships to move the colonist and their gear to their new world, we can hire a third one.
Unlocks options to fill the ship, any spare room will be filled with farmers.
Cost 50 Budget
DC 10
Set up the colonial government
By hiring the staff for the government we can delegate the running of the colony to them freeing up Emma's time.
It will act like a hero with only the Stewardship stat, one action per turn and 3D4 will be rolled to determine its stats.
Cost 30 budget and 5 budget per turn
DC 30
Sell the Wreckage
As you found the wrecked corvette you own the salvage rights and can sell it to the Adeptus Mechanicus.
Gain 30 Budget
DC 5
Learning
Visit one of Elysia's schools
Elysia is the home of several advanced schools and the Elysia institute of Engineering offers a one year course on the basics of engineering and advanced math.
DC 20: +1 Learning
DC 50: gain the trait: Elysia Education +1 Learning
Cost 3 budget
Arange training for the colonist
The colonist that sign up for a trip to what is still a warzone are the desperate, a handful of grateful recipients of your charity and those forced to come by the Adeptus Administratum.
They do not make up the best workforce for a new colony provide training programs so your farmers know more then the class aboard the colony ship will provide.
Cost 10 Budget
DC 20 +10% food produced
DC 40 +10% higher production of your workshops/factories