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

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
yes that is the issue, you have no way of telling exactly how much Dark Eldar combat doctrine has changed since the rise of Ynnead
 
yes that is the issue, you have no way of telling exactly how much Dark Eldar combat doctrine has changed since the rise of Ynnead
That is the issue, yes.

For all we know the DE broke out all the good stuff from their city in the webway...could be facing things from the Pre-Fall Empire.

But in character, we should be planning to face regular DE forces.
 
If they are running on mainly Eldar Empire gear then we may need to break out the Exterminatus gear since it is unlikely we can counter it without utterly ridiculous losses. Of course if they only have some of their old stuff that can be countered by just accepting it and out fighting them.
 
I don't think they have much in the way of Super-Heavy. Their homebase in the webway is Commorragh, so it affords them little scope to apply it.

In the Apocalypse rulebook their Titan-Killer teams consist of trios of Ravagers tasked with nailing SH Walkers.

Yet, as always, the amount of insane archaeotech and generally unwholesome wargear that has been sitting in lonely warehouses in the dark city would pucker the arsehole of Marneus Calgar. So ... yeah. The Craftworld Eldar certainly have damned fine Titans that could ballet dance as they squished other races super-heavies and I don't think they've done much in the way of weapons research tech in their survival focus, so it probably pre-dated the fall. So it is something the Dark Eldar may have the plans for...

Astra Militarium Conclusion: "Middling-Confidence No. Shouldn't have any but you never know."


Edit:
May not be in the form of walkers though. They could also be upscaling their Ravagers now they don't have to worry about space requirements. Dark Eldar Baneblade equivs. After all, Craftworld Eldar super-heavies include things like Cobras, which are SH Skimmer Tanks.
 
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There were several partial STCs two of which were original and others that were of components of The Well of Urd. One of the components STCs was a 92% complete STC of The Well of Urd's armor while a second was a 10% complete STC of the primary engine. One of the original Partial STCs was a 45% complete design for a Naval Bomber and the other was an STC showing some of the weapons systems of the Large Mobile Research Facility. Most of the weapons are currently to incomplete for Tranth to determine what they are but he can confirm that one of them as a variation of the Laser Defence Grid that he has found in several other places.
This is very good.

Researching the armor should be pretty easy now.

Having a partial STC of the main engine, and the broken remains of the main engine means it might be possible to actually complete the STC. We hadn't had much hope of reverse engineering the main engine before this.

A naval bomber and more guns are good. Having another variant of the laser defense grid may help us understand how to adjust it for different sized ships better.
 
Good stuff. The Melta Macrocannon shell is very nice - that's a blatant anti-titan weapon the ground, and will probably be a horror against enemy ships and defenses.

@durin - will we be able to produce any of these Melta shells for the upcoming attack? They would probably be very useful against the Dark Eldar's defense platforms.
 
Good stuff. The Melta Macrocannon shell is very nice - that's a blatant anti-titan weapon the ground, and will probably be a horror against enemy ships and defenses.

@durin - will we be able to produce any of these Melta shells for the upcoming attack? They would probably be very useful against the Dark Eldar's defense platforms.
yes, you will
 
actually you will not but Vanaheim will

Works for me. I just wanted to know if we'd have them or not. They might make my idea of using Gerald in space work - melting the psychic wards is one way to get past them. Hell, even if that doesn't work, the resulting explosion gives him nuclear hellfire to work with. Just control it and send it against the next nearest ship or defense platform.

Even if not, this is a major find. Melta Torpedoes are one of the rarest starship weapons around, and they're second only to Vortex Torpedoes in their sheer destructive power. These rounds probably aren't quite as powerful as those, but it's still a major increase in the amount of firepower we can use against the enemy.
 
One other big find in the manufacturing areas...

"There are also several technologies designed for the construction of starship parts and the repair of starships that seem to be more effective then current methods."

This is big and we should reverse engineer this soon. Speeding up ship construction will be a big help in offsetting the attrition we've been dealing with regarding overall fleet size.
 
I never got any feedback from anyone on my ideas for possible one turn actions to prepare to fight the Dark Eldar.

Good? Bad? Not worth doing?

@durin

For one turn actions I assume that mainly only training options are possible?

1: Training on landing on a hostile planet: Establishing safe LZ, swift deployment, flight paths, etc.
2: Training on assaulting fortified positions. Even if we can't be certain what the enemy tech will be, we can at least train in the coordination and standard actions that need to be taken.
3: Training on offensive siege warfare (instead of defensive)
4: Training special forces to work with the psykers we are bringing, maybe even some formally organized strike forces?
5: Preparing psykers to deal with the Dark Eldar anti-psyker defenses
6: Running anti-boarding training for the ships crews and any forces (Heavy Infantry?) assigned to them as boarding defense
7: Language training by the Orders Dialogous on the Eldar language so that Dark Eldar communications can be intercepted and deciphered (Or something like this - maybe actually embed some Order Dialogious with command staff?)
 
I will be including many of them, not the Naval ones however as you don't have any actions free there
 
The Craftworld Eldar have documented Titans, so the Dark Eldar have at minimum the capability, if not necessarily the equipment and engines at hand. Outright DE versions of Titans aside, I imagine you're looking at up-scaled versions of their known war-engines (the Talos I mentioned, for one) or heavy skimmer or grav-tanks. DE version Sky Fortresses, like the AdMech research platform on Avernus seem very plausible as well, since they would basically be a one big mobile torture citadel on the inside.
Who wants to bet they have a Black Ark?

Wretched Space-Elves.
 
Sorry fo asking, but where are the new findings in the Well´s factories posted?

Yeah I know that it will be in the Mechanicus section, but I haven´t find where exactly.
 
One other big find in the manufacturing areas...

"There are also several technologies designed for the construction of starship parts and the repair of starships that seem to be more effective then current methods."

This is big and we should reverse engineer this soon. Speeding up ship construction will be a big help in offsetting the attrition we've been dealing with regarding overall fleet size.
This is hilarious because I remember Durin mentioning that in his quest the Imperium actually found a way to produce ships faster.

Hence why our fleet engagements are super fucking big compared to standard fluff.
 
Which explains why orks and chaos can match our fleet numbers, because no matter how quick we build they still like to pirate imperial stuff and turn it against us.

But DE should be shipbuilding at the same rate they always have.
 
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Turn Fifty-Three
Turn Fifty-Three

As you think back over the last year a single event stands out. The Nine Worlds will soon be marching to war on a scale so far unseen, with the vast majority of the Navy and hundreds of millions of the best soldiers in the Nine Worlds attacking a world protected by unknown and arcane technologies. You will be doing as much as possible to prepare Avernus for this campaign and know that with the forces deployed even a victory could take decades or more to recover from. This recovery will be aided greatly by what Archmagos Explorator Tranth has recently found which after a little research will most likely be able to allow you to build new warships far more powerful and tough then your navy currently has access to.


General Drago is currently beginning preparations for the campaign against the Dark Eldar and has come up with several last minute preparations that you could make. As well as several last minute training actions he has suggested bringing some of your militia AA to help counter the deadly Dark Eldar air force.
Two Locked Choose Two

Personal Attention: Heavy Armour- Now that you have both the Macharius STC and the ability to produce them, General Drago wants to raise five regiments' worth. This will take a decent amount of your Advanced Material but will allow you to field a large number of Heavy Tanks. General Drago does not consider this to be urgent.

Time: 3 years.

Cost: 327,200 Thrones, 259,600 Material, 6,480 Promethium, 3,880 Advanced Material.
Upkeep per year: 32,724 Thrones, 24,724 Material, 3,440 Promethium, 344 Advanced Material.
Reward: 20 Macharius Heavy Tank Regiments (200 Tanks per Regiment).

Locked – One out of Three years complete


Assault on Fjol IV- General Drago is currently in the middle of preparing your forces for the assault on the Dark Eldar presence on Fjol IV. This is a major undertaking given that tens of millions of soldiers and millions of vehicles will be deployed from Avernus.

Time: 1 year.

Cost: 132,000,000 Thrones, 13,200,000 Material, 1,320,000 Promethium, 1,760 Advanced Material.
Reward: Avernite Force participates in the Assault on Fjol IV.

Locked – Zero out of One years complete


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 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).


More Specialists- Currently the proportion of specialist regiments in the Heltroopers is falling as you expend the Heltroopers numbers. General Drago has put forward a plan to change this by doubling the number of specialist regiments, as well as recruiting extra regiments for the tithe. General Drago does not consider this to be urgent.

Time: 3 years,

Cost: 425,600 Thrones, 96,180 Material, 22,850 Promethium.
Upkeep per year: 42,559 Thrones, 9,618 Material, 11,426 Promethium.
Reward: Recruit 55 Specialist Helltrooper Regiments for Avernus and 16 Specialist Helltrooper Regiments for the Imperial Tithe this consists of 13 Helhound/Devil Dog Regiments, 13 Bane Wolf Regiments, 13 AA Regiments, 25 Artillery Regiments and 7 Sentinel Regiments


Flying Fortress: A Soldiers View- General Drago s interesting in the Large Mobile Research Facility and wishes to work with Fabricator-General Britton and design a variant intended for war. This would require a few years of work for General Drago and far more work from Fabricator-General Britton.

Time: 1 year.

Cost: 71,000 Thrones.
Reward: Work with Fabricator-General Britton on designing a military variant of the Large Mobile Research Facility, determine approximately what possible military variants there are.


King of Battle- Now that you have access to the Royal Basilisk, the most effective human artillery piece of its size that General Drago has ever seen, General Drago would like to greatly increase the number of Avernite Artillery Regiments. He proposes adding another five brigades of artillery to your order of battle.

Time: 3 years,

Cost: 566,600 Thrones, 95,850 Material, 25,560 Promethium.
Upkeep per year: 47,215 Thrones, 15,975 Material, 10,650 Promethium.
Reward: Recruit 60 Artillery Regiments, 50 for Avernus and 10 for the Imperial Trust


More Siege Infantry- The recent campaign has show how essential your siege infantry are when Avernus is attacked and that you do not necessarily have enough of them. General Drago would like to double the number of siege infantry on Avernus, raising the number to forty million. He would also raise fifty more brigades to tithe to the Imperial Trust Guard, bringing the number of Avernite Siege Infantry in the Imperial Trust Guard up to an entire Corps.

Time: 3 years

Cost: 21,800,000 Thrones, 3,888,000 Material, 185,100 Promethium, 458 Advanced Material.
Upkeep per year: 486,409 Thrones, 217,280 Material, 73,587 Promethium, 18 Advanced Material.
Reward: Double the number of Siege Infantry, recruit 17 Helltrooper Siege Infantry Regiments and 183 PDF Siege Infantry Regiments, recruit more troops to tithe to the Imperial Trust Guard.


Massed Deathstrikes- One if the things that you found in your recent campaign was that you did not have enough Deathstrike missiles, if there is such a thing. General Drago has proposed that you increase your total number ten fold to fifty batteries, which should be more then enough for most purposes.

Time: 3 years

Cost: 335,900 Thrones, 124,200 Material, 2,428 Promethium, 24,510 Advanced Material.
Upkeep per year: 17,402 Thrones, 12,424 Material, 1,214 Promethium, 1,226 Advanced Material.
Reward: Recruit 57 Batteries of Deathstrike Missiles, 45 for Avernus and 12 for the Imperial Trust


Recruit: Void Infantry- General Drago tells you that you are now ready to train Void Infantry Regiments. These units will prove to be highly useful in both boarding actions and defending orbital installations in the future and should be trained before Waaagh Garkill returns. However General Drago tells you that three is no way to finish training them before the campaign against the Dark Eldar so advises that you begin once the campaign is over.

Time: 5 years (4 if Request Trainers: Void Infantry Regiments is also chosen)

Cost: 690,000 Thrones, 162,700 Material, 6,784 Promethium, 860 Advanced Material.
Upkeep per year: 68,967 Thrones, 18,268 Material, 3,392 Promethium, 43 Advanced Material.
Reward: Train one Division (100 Regiments) of Void Infantry,


Training: Planetary Assault- In the history of Avernus your forces have never been involved in a planetary assault except on the defending side. This lack of experience could hurt your soldiers in the upcoming campaign unless General Drago manages to prepare them for it.

Time: 1 year.
Chance of Success: 60%

Cost: 6,600,000 Thrones, 66,000 Material, 6,600 Promethium.
Reward: suffer no penalty to rolls involving planetary assault for the next five years, can't be taken as a personal action.

Training: Aggressive Siege Operations- While your forces were involved in the siege of Barovik they have otherwise always been the defenders in sieges. General Drago tells you that it would be a good idea to have your forces undergo some intensive training to prepare them for offensive siege operations.

Time: 1 year.
Chance of Success: 60%

Cost: 6,600,000 Thrones, 66,000 Material, 6,600 Promethium.
Reward: siege bonus applies in full to attacking in sieges for the next five years,.

Training: Anti-Harassment- One of the Dark Eldar's specialities in war is harassment attacks carried out by high speed units. General Drago thinks that it would be a good idea to train your troops in strategies designed to help deal with these attacks before the campaign.

Time: 1 year.
Chance of Success: 60%

Cost: 6,600,000 Thrones, 66,000 Material, 6,600 Promethium.
Reward: +5 against harassment for the next 5 years


Emergency Measures: AA- General Drago has informed you that you will need a lot more AA to deal with the Dark Eldar then you currently have. He has suggested asking for volunteers from the Militia AA crews to join the campaign to help fill this hole in your line of battle. He is sure that at least five percent will volunteer given you several divisions of AA. These will be primarily equipped with Hydras rather then Learneans due to General Drago's belief that Learneans will not be particularly effective against Dark Eldar air forces.

Time: 1 year.

Cost: 1,320,000 Thrones, 132,000 Material, 13,200 Promethium.
Reward: 6 Militia AA Divisions (600 regiments) formed for Dark Eldar Campaign.

Freya has been readying the Avernite Navy for the upcoming campaign against the Dark Eldar. She tells you that a naval defeat or even a pyrrhic victory now could cripple the Imperial Trusts Navy and leave the Nine Worlds vulnerable for decades to come. On another note Freya has become a bit of a theological scholar in recent years as she has been studying the new Imperial Truth in an effort to keep ahead of Syr's questions.
Freya gains trait Aspiring Theological Scholar (+1L, +1P)- Since Syr developed an interest in theology Freya has been studying many religious texts in an attempt to stay ahead of the questions that Syr asks. This has strengthened both Freya faith and her understanding of the new Imperial Truth.
Three Locked Choose None

Upgrade Escorts: Sensors and Point Defence- One of the decisions made in the recent Emergency High Council Meeting was to equip your escorts with the more advanced sensors and point defence systems found in the Ancient Defence Cruiser STC. This will involve slowing work on the merchantmen for the rest of the year so the shipyards can be used for upgrades but there is still a chance that the merchantmen will be completed this year.

Time: 1 year.

Cost: 11,140,000 Thrones, 2,747,000 Material, 1,114,000 Promethium, 7,482 Advanced Material, 167 Exotic Material.
Upkeep per year: 111,360 Thrones, 27,469 Material, 11,136 Metal, 75 Advanced Material, 3 Exotic Material.
Reward: escorts equipped with Laser Defence Grid and Advanced Sensors.

Locked – Zero out of One years completed


Orbital Defences: Heavy Weapons Platforms- Freya tells you that while you have a reasonable number of orbital defences they could currently be overwhelmed by many attack forces. The next step is to build more Heavy Defence Platforms which will give your defences more stations that can exchange fire with attacking Cruisers equally.

Time: 5 years.

Cost: 315,900,000 Thrones, 115,900,000 Material, 25,650,000 Metal, 4,550,000 Promethium, 10,019 Advanced Material.
Upkeep per year: 5,009,760 Thrones, 1,625,616 Material, 392,602 Metal, 250,448 Promethium, 507 Advanced Material
Reward: 36 Orbital Weapons Platforms added to the defences of Avernus.

Locked – Two out of Five years completed


Construct: Merchantmen – Henry suggests building even more merchantmen so that you can cut back on the number of navigators that you use even more. This would take several years but would increase the number of Merchantmen based on Avernus by 50%. Henry considers this to be of low priority.

Time: 3 years.

Cost: 17,280,000 Thrones, 2,592,000 Material, 5,184,000 Metal, 864,000 Promethium, 5,160 Advanced Material, 276 Exotic Material.
Upkeep per year: 854,000 Thrones, 129,600 Material, 432,000 Metal, 103 Advanced Material, 6 Exotic Material.
Reward: 12 new Merchantmen.

Locked – Two out of Three years completed

Henry is currently rather busy with his projects and does not have enough free time to come up with any more. He does tell you that while he hopes that the current factory expansion will be enough for the moment you will need to expand the factories even further to prevent mateiral shortages being an issue in the near future.
Three Locked Choose None

Build City for Quartoks- You have recently agreed to build a large city for the Quartoks in Elysium. Henry would like to get started immediately so that the Quartoks can be taken from their temporary quarters in Garden Grove before any issue crop up.

Time: 4 years.

Cost: 27,130,000 Thrones, 6,920,000 Material, 6,109,000 Metal, 1,489,000 Promethium, 1,720 Advanced Material.
Reward: Build Major City at Capar for the Quartoks, move Quartoks out of Garden Grove.

Locked – Two out of Three years completed: Expedited


Enlarge Factories: Avernus – Henry has a plan to enlarge the factories of every city in Avernus, which would increase your total production capacity by around 50%. He advises that you expand your mining industry before increasing production this much, as your current mining yields could only barely support this expansion. Henry considers this to be of low priority.

Time: 4 years.

Cost: 1,737,000 Thrones, 347,500 Material, 347,500 Metal, 69,500 Promethium.
Upkeep per year: 694,980 Thrones, 69,498 Metal, 13,900 Promethium.
Reward: enlarges factories over rest of Avernus, +272,000 Production Capacity, +200% base production capacity (increase of +100%).

Locked – One out of Three years completed: Expedited


Underground Railways: Full network- Currently your underground railways mostly connect each city to two of the neighbouring cities with a single long line. Henry has plans to expand this to connecting each city to all neighbouring cities and to put a line over the north of the Azure Bay to connect Elysium to the main network. This will be time consuming and expensive but will allow for far closer links between cities and prevent there from being single points of failure in your rail networks. Henry considers this to be of high priority.

Time: 6 years

Cost: 48,000,000 Thrones, 8,000,000 Material, 20,000,000 Metal, 4,000,000 Promethium, 400 Advanced Material.
Upkeep per year: 9,600,000 Thrones, 1,600,000 Materiel, 4,000,000 Metal, 800,000 Promethium, 40 Advanced Material.
Reward: Much more complete rail network, +20% Thrones and +10% production in Avernus Spine, Lindon, Everglades and Aridia, +60% Thrones and +30% production in Elysium.

Locked – One out of Six years completed


Food Stores- While your new expanded food stores are capable of holding enough food for Avernus even in the worst case scenario Henry has put forward a suggestion to build some massive food storage areas to hold food for the rest of the Nine Worlds in case something happens to Alfheim, and idea that he has copied from Muspelheim. This would be far more expensive and take longer to set up but would allow for the long term storage of truly massive amount of food. Henry considers this to be of very low priority.

Time: 4 years.

Cost: 77,000,000 Thrones, 17,400,000 Material, 890,000 Metal, 1,740,000 Promethium, 8,600 Advanced Material.
Upkeep per year: 3,850,000 Thrones, 890,000 Material, 44,500 Metal, 8,900 Promethium, 215 Advanced Material.
Reward: Massive food storage area, expand maximum food storage to 158,000 Units.


Expand Promethium Refineries: Mag Mell- While the current promethium extractors provide more then enough promethium for Avernus as well as quite a bit to trade Henry has put forwards a plan to expand the Promethium Refineries at Mag Mell even further. This will around double the amount of excess Promethium that you have to trade allowing you to become one of the main exporters in the Nine Worlds. Henry considers this to be of low priority.

Time: 5 years

Cost: 18,140,000 Thrones, 3,629,000 Material, 3,629,000 Metal, 725,800 Promethium.
Upkeep per year: 1,814,400 Thrones, 362,880 Material, 362,880 Metal.
Reward: Huge Promethium Refinery at Mag Mell, increase base promethium efficiency to +500%, +2,000,000 (apro 125 million after bonuses) bonus promethium production.


Rapid Good Couriers: Mass- While the current number of Rapid Goods Couriers in the Azure Islands in enough to cover the current transport needs Henry has put forward a plan to increase this four-fold. This should allow for near instant transport of goods and people between the Azure Islands and neighbouring regions and drive down the transport price significantly.

Time: 4 years

Cost: 70,400,000 Thrones, 17,600,000 Material, 1,760,000 Metal, 3,520,000 Promethium, 172,000 Advanced Material.
Upkeep per year: 7,040,000 Thrones, 1,760,000 Material, 176,000 Metal, 880,000 Promethium, 8,600 Advanced Material
Reward: Transport lines of Rapid Aerial Goods Courier increased fourfold, can more quickly moved forces, though they will be highly vulnerable to enemy air forces and AA, +10% Thrones and +5% production in The Azure Islands, +5% Thrones and 2.5% production elsewhere.


Educational Reform- A few years ago you were given some more information about the Muspelheim Educational System. Henry has gone over it and has figured out how to improve the Avernite Educational System even further. This will take three of four years but will provide a further increase to the efficiency of your education system.

Time: 3 years.
Chance of Success: 70%.

Cost: 1,012,000 Thrones, 101,200 Material, 101,200 Metal, 10,120 Promethium.
Upkeep per year: 50,588 Thrones, 2,529 Material, 2,529 Metal, 152 Promethium.
Reward: Education system made more effective, +10% to efficiency of educational system (current efficiency 250%)


Educational Exchange- The negotiations for setting up the Imperial Trust wide educational exchange have been complete and now you need to prepare your part it it. According to Henry it will only take two years to complete out of the four that you have so he would advise that you begin work either this year or next year.

Time: 2 years

Cost: 6,650,000 Thrones, 665,000 Material, 66,500 Metal, 133,000 Promethium
Upkeep per year: 665,000 Thrones, 66,500 Material, 6,650 Metal, 13,300 Promethium
Reward: Educational exchange with the rest of the Nine Worlds, +50% to base educational bonus (currently +150%), applies after turn 55.


Administratum Reorganisation: Part Four – Now that the Imperium has collapsed, other things are in the process of doing so as well. Henry wishes to reorganise the Administratum to be more efficient over small areas. This will be a long and difficult process, but Henry will continue now that he has started. This is the fourth out of five planned reorganisation phases and is larger in scope then any of the previous plans.

Time: 4 years.
Chance of Success: 30%

Cost: 66,500,000 Thrones.
Reward: increase administrative bonus by 4%

Inquisitor Klovis-Ultan is currently busy trying to locate signs of Dark Eldar infiltration in the Imperial Trust. So far he has found no signs of any which is just making him more paranoid. Despite their leaders preoccupation the diplomats are able to continue their work with no issues.
Choose Two
All diplomacy actions will have a -10 to their success chance due to the preoccupation of the Nine Worlds on preparing for the upcoming campaign this year

Request Trainers: Void Infantry Regiments- Freya suggests that you request that Vanaheim send over some of their instructors for their Void Infantry Regiments to help you develop your own. This would be relatively cheap and would give you a major leg up in developing Void Infantry Regiments.

Time: 1 year.

Cost: 40 Credits owed to Vanaheim
Reward: reduce the time Recruit: Void Infantry takes to 4 years


Lobby for Quartok (Write in target and argument)- Your proposal to make the Quartok a protectorate species under the Imperial Trust faces major opposition. It might be a good idea to try to convince some of it detractors to either change their minds or at least abstain from the vote. Inquisitor Klovis-Ultan suggests trying to persuade Alfheim and Svartalfheim first.

Time: 1 year
Chance of Success: Varies from 0% to 30%, can not use Inquisitorial re-roll

Cost: 128,000 Thrones
Reward: On success target High Councillor abstains from vote on Quartoks, on critical success target High Councillor supports the Quartoks.

In Depth Investigation (Alfheim, Midgard, Muspelheim, Svartalfheim, Vanaeheim, Jotunheim)- Inquisitor Klovis-Ultan is willing to spend the time conducting a far more in-depth investigating of one of the planets that he has already reinvestigate. However it is likely to lead to a minor diplomatic incident if he is caught which is rather likely unless a spy network is in place on the chosen planet.


Time: 2 years.
Chance of Success: 20%

Cost: 2,370,000 Thrones.
Reward: More information on chosen planet.


Sound Out (Colonisation)- Governor Olaf of Vanaheim has recently requested that people start considering what laws should be put in place about colonisation for the Imperial Trust. Inquisitor Klovis-Ultan suggets sounding out the other members of the High Council to determine their views.

Time: 1 year.
Chance of Success: 80%

Cost: 144,000 Thrones.
Reward: Gain general view on colonisation for one planet per 10% you succeed by.


Sound Out (Write In Proposal)- Inquisitor Klovis-Ultan has suggested that you sound out the other Governor's 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.
Reward: Gain selected information.

Jane tells you that Avernus is as ready for Dark Eldar infiltrators as it will get in the near future and that no more actions should be taken on that front. She also mentions that while the cults are currently under control she would like to set up more countermeasures against them before there is another flare up.
Two Locked Choose One

Intelligence Analysts- Jane would like to set up a group of intelligence analysts to examining reports of Chaos Cults in an attempt to estimate the approximate number of Cultists that have escaped detection. This would give her a far better and more immediate indication that cult numbers are building up, allowing her to nip problems in the bud more often,

Time: 5 years.

Cost: 14,160,000 Thrones, 1,710,000 Material, 1,995,000 Metal, 37,050 Promethium, 490 Advanced Material
Upkeep per year: 1,416,450 Thrones, 171,000 Material, 199,500 Metal, 3,705 Promethium, 25 Advanced Material,
Reward: Intelligence Analysts, +5% number of cultists found, +5% number of Inner Circle Cultists found, gain report on approximate number of cultists to have escaped detection in each region (within 1 order of magnitude)

Locked – Four out of Five years completed


Arbites Liaisons (Quartok)- Your agreement with First Councillor Aryz included you sending an Arbites team to observe them and offer advice. While this team is primarily there to ensure that they are not corrupted by the forces of Chaos in the short term it will also fulfil the essential duty of helping to deal with any conflicts that arise between the Quartok and the people of Garden Grove, conflicts that are likely to arise given the Xenophobic propaganda that the humans were mostly raised on and the history of the Quartok.

Time: 3 years or until Quartoks move into Capar, whichever come last.

Cost: 7,100,000 Thrones, 142,000 Material, 2,840 Promethium, 69 Advanced Material
Upkeep per year: 710,000 Thrones, 14,200 Material, 284 Promethium, 3.5 Advanced Material,
Reward: Arbites Liaisons established with the Quartok, reduction in chance of Quartok having Chaos Cults, less chance of conflict between the people of Garden Grove and the Quartok.

Locked – Three out of Three years completed: Will continue until Quartok City is built

Spy Network (Planet) – Jane suggests setting up a network of Avernite agents in the Nine Worlds. Initially, this network would simply provide reports on what is happening in the given world, but you will be able to build upon this base for more detailed and focused information.

Time: 2 years.
Chance of Success: 70%.

Cost: 810,000 Thrones, 8,100 Material, 810 Promethium, 8.6 Advanced Material.
Upkeep per year: 162,000 Thrones, 1,620 Material, 162 Promethium, 1.6 Advanced Material.
Reward: Very basic spy network on chosen planet, gain basic information on events on planet, +20 to all investigate actions on planet.


Deepen Spy Network ( Svartalfheim, Alfheim, Midgard or Vanaheim)- While you have a basic spy network in Midgard and Vanaheim it is not particularly comprehensive and does not extend much past local gossip. Jane has plans to change this by both increasing the number of agents that she has deployed and by trying to get some within medium security positions. She warns you that it would be a major diplomatic issue if her attempts to set up this network is detected

Time: 3 years.
Chance of Success: 50% (major issues if you fail by more then 20)

Cost: 3,850,000 Thrones, 38,500 Material, 3,850 Promethium, 43 Advanced Material
Upkeep per year: 770,000 Thrones, 7,700 Material, 770 Promethium, 8.6Advanced Material,
Reward: Spy network on chosen planet upgraded to basic Spy Network, +40 to all investigate actions on planet, can discover secret information.


Central Security Council- One of Jane's reposes to recent cult troubles is to create a Central Security Council that will coordinate Avernus Security forces to a greater level then is currently the case. This will take up a lot of her time and the time of her Arbitrators when it is active but should greatly increase the efficiency of your security forces.

Time: 3 years.

Cost: 71,000,000 Thrones, 7,100,000 Material, 3,550,000 Metal, 355,000 Promethium, 860 Advanced Material
Upkeep per year: 3,550,000 Thrones, 355,000 Material, 177,500 Metal, 17,700 Promethium, 43 Advanced Material.
Reward: Central Security Council set up, +(50+2 times Advisers Intrigue bonus) to cultist detection rolls, +5 to number of cultists found, +5 to number of inner circle cultists found, +5 to chance of detecting Psykers, -1 Adeptus Arbites Action.


Social Policy: Police State – Arbitrator Oakheart has prepared a series of plans to increase the amount of surveillance on the citizens of Avernus in an attempt to detect more cultists. This plan, while effective, will not be popular among the citizenry.

Time: 1 year

Cost: Varied see below.
Reward: Varied see below
Social Policy: Decrease Surveillance – This plan involves disabling the surveillance equipment in all public spaces. It would lead to a marked decrease in the number of cultist caught while increasing the general morale of the population.

Cost: Free
Reward: -10% Chance of detecting cultists and an additional -5% to detect inner circle cultists, +1 Civilian Morale.


Social Policy: Greatly Increased Surveillance – This plan involves also putting surveillance equipment in the less personal private locations and using this data to try and catch or track cultists. It would make catching Inner Circle Cultists far easier but would be rather intrusive and moderately expensive.

Cost: 161,000 Thrones, 16,200 Material.
Upkeep per year: 17,400 Thrones, 1,740 Material.
Reward: +5% Chance of detecting cultists and an additional +10% to detect inner circle cultists, -1 Civilian Morale.


Social Policy: Big Brother – This would involve installing surveillance equipment in all private locations including every citizen's home. This would make catching cultists far easier but would be incredibly expensive and intrusive.

Cost: 810,000 Thrones, 81,000 Material.
Upkeep per year: 81,000 Thrones, 8,100 Material.
Reward: +15% Chance of detecting cultists and an additional +20% to detecting inner circle cultists, -2 Civilian Morale.


Note that surveillance costs include the cost of the previous upgrade, so if you go from level one to level three, it is cheaper than going from level zero to level three. Also, it does not cost anything to go to a lower level or to return to a level that you have previously held.

Archmagos Explorator Tranth tells you that with his recent finds he will be able to easily reverse engineer many of the components of The Well of Urd. Combined with those of the Ancient Defence Cruiser this means that new Imperial Trust warships will be far more deadly then current ships, a useful fact given the damage that the Imperial Trust Navy will most likely sustain in the coming campaign.
One Locked Choose Three

Build Life-Eater Fungus Missiles – Now that Magos Biologis Saren has figured out how to weaponize the Life-Eater Fungus, it is up to Fabricator-General Britton to complete the design and build the first examples. He proposes building a battery of Deathstrike Missile Launchers armed with the Life-Eater Fungus Warheads to begin with. This will take some time as it will not be easy putting the weaponization of the Life-Eater Fungus into practice.

Time: 3 years
Chance of Success: 40%

Cost: 16,200 Thrones, 4,050 Material, 81 Promethium, 444 Advanced Material.
Upkeep per year: 1,620 Thrones, 810 Material, 41 Promethium, 21 Advanced Material (upkeep increases massively if used).
Reward: 1 Deathstrike Missile Battery armed with Life-Eater Fungus Warheads

Locked – Two out of Three years completed

Must Choose at least One of the following

Examine Sub-System: Any- – 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.

Time: 2 years.
Cost: 720,000 Thrones, 14,400 Material, 7,200 Promethium, 860 Advanced Material, 9.6 Exotic Material.
Examine: Super Lances- The Well of Urd is armed with a broadside of massive super ances. This is a type of weapon unknown to the Imperium and Archmagos Tranth believes that he could learn much from studying it.

Chance of Success: -60% (30% after bonuses)
Reward: Can repair Super Lances, gain information about Super Lances, first step on the path to creating your own Super Lances.

Examine: Macrocannons- The Macrocannons of The Well of Urd are significantly better then any currently in production in the Imperial Trust. Archmagos Tranth would like to spend a few years examining them in an effort to further his understanding allowing him to repair the damaged batteries and hopefully figure out how to improve your current Macrocannons.

Chance of Success: -40% (50% after bonuses)
Reward: Can repair Macrocannon Batteries, gain information about Macrocannon Batteries, first step on the path to improving your current Macrocannon Batteries.

Examine: Laser Batteries- The Laser Batteries on The Well of Urd are one of the simplest of the weapons designs and will be applicable to the largest amount of military forces. This is due in large part to the fact that they provide the smallest advantage over current tech of any of The Well of Urd's systems.

Chance of Success: 10% (99% after bonuses)
Reward: Can repair Laser Batteries, gain information about Laser Batteries, first step on the path to improving your current Macrocannon Laser.

Examine: Kinetic Weapons- The Kinetic Weapons are some of The Well of Urd's most deadly weapons. While Archmagos Tranth does not think that he will be able to copy them he hopes to learn from them. He also believes that several of the Kinetic Weapons are damaged in ways that he can fix.

Chance of Success: -90% (0% after bonuses)
Reward: Can repair Kinetic Weapons, gain information about Kinetic Weapons, first step on the path to creating your own version of Kinetic Weapons.

Examine: Graviton Weapons- The Graviton Weapons of The Well of Urd are its most complex, and possibly its most powerful weapons. While Archmagos Tranth has no chance of discovering anything about them by himself he hope that with Headmaster Ridcully's aid he will be able to lern something.

Chance of Success: -130% (-40% after bonuses)
Reward: Can repair Graviton Weapons, gain information about Graviton Weapons, first step on the path to creating your own version of Graviton Weapons.


Examine: Torpedo Launchers – The torpedo launchers of The Well of Urd are far better then any other version that Archmagos Tranth is familiar with. Unfortunately they are very complex but Archmagos Tranth hopes that he will at least be able to repair the damaged launchers.

Chance of Success: -80% (10% after bonuses)
Reward: Can repair Torpedo Launchers, gain information about Torpedo Launchers, first step on the path to improving your current Torpedo Launchers.

Examine: Secondary Engines- 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.

Chance of Success: -120% (-30% after bonuses)
Reward: Gain information about Secondary Engines, first step on the path to creating your own version of Secondary Engines.

Examine: Reactors – The reactors of The Well of Urd are at least three times as good as an Imperial Reactor of the same size. Archmagos Tranth would like to study them in the hope that he can learn and improve the current Imperial Reactors.

Chance of Success: -70% (20% after bonuses)
Reward: Gain information about Reactors, first step on the path to improving your current Reactors.

Examine: Internal Data Network- The Internal Data Network of The Well of Urd is the most advanced that Archmagos Tranth has ever heard of. He would like to spend a few years examining it to see what it contains.

Chance of Success: -15% (95% after bonuses)
Reward: Gain information about Internal Data Network.

The Ship Graveyard: Set up- Currently the research station in the ship graveyard orbiting Cocceio is unstaffed and not ready to operate. It would take a year or so for Archmagos Explorator Tranth to prepare it to act as his base in his efforts to learn about the ship graveyard.

Time: 1 year.
Cost: 14,400,000 Thrones, 720,000 Material, 72,000 Promethium, 172 Advanced Material.
Reward: Research Space Station Operational, can begin investigating the ship graveyard.


Under the Sands – Under Beirut lie long buried ruins from the Dark Age of Technology, Archmagos Explorator Tranth wants to gain entry.

Time: 1 year.
Chance of Success: Unknown but high.

Cost: 7,200 Thrones, 1,440 Material, 72 Metal, 36 Promethium.
Reward: Gain entry to the ruins beneath Beirut.


Examine: Any – Examine one of the samples of ancient technology found within the ruins of Avernus and attempt to reverse engineer it.

Time: 1 year

Cost: 8,100 Thrones, 1,640 Material, 41 Metal, 10 Promethium.
Examine: Stealth Assault Shuttle- One of the more interesting finds in The Well of Urd is a group of Stealth Assault Shuttles. Archmagos Tranth believes that with a few years work he should be able to reverse engineer the design .

Chance of Success: -30% (52% after bonuses)
Reward: Gain Blueprints of Stealth Assault Shuttle, lose d3 Stealth Assault Shuttles.

Examine: Knight Forlorn- One of the more interesting finds in The Well of Urd is a new type of Knight Titan that seems to be designed for boarding actions. Archmagos Tranth tell you that if he manages to reverse engineer the Knight Forlorn it would provide a major boost to the Aesir's capabilities in boarding actions.

Chance of Success: -40% (42% after bonuses)
Reward: Gain Blueprints of Knight Forlorn, lose d3 Knight Forlorns

Examine: Land Raider- One of the known finds in The Well of Urd is a hundred Land Raiders of a unknown patten. Archmagos Tranth is confident that he could reverse engineer it with a year or twos work and tells you it would give you access to one of the toughest and most modifiable tanks that the Imperium had access to.

Chance of Success: 10% (92% after bonuses)
Reward: Gain Blueprints of Land Raider, lose d3 Land Raiders

Examine: Land Speeder- One of the known finds in The Well of Urd is a group of Land Speeders. Archmagos Tranth is sure that he will be able to reverse engineer it and you know that having access to Land Speeders would provide a whole new range of options to your forces.

Chance of Success: 0% (82% after bonuses)
Reward: Gain Blueprints of Land Speeder, lose d3 Land Speeders

Examine: Jetbikes- One of the more interesting finds in The Well of Urd is three hundred Jetbikes of an unknown make. According to Archmagos Tranth he should be able to reverse engineer them and you need no explanation for why Jetbikes could be useful.

Chance of Success: 0% (82% after bonuses)
Reward: Gain Blueprints of Jetbike, lose d6 Jetbikes

Examine: Vanquishers- One of your discoveries under Silver Lake was of fifteen Leman Russ Vanquishers. Now that he has a level of understanding of the Vanquisher Cannon Archmagos Tranth believes that he can reverse engineer them. If he succeeds in this it will allow you to mass produce Leman Russ Vanquishers, greatly enhancing your armours effectiveness against other armour.

Chance of Success: 10% (92% after bonuses)
Reward: Gain Blueprints of Leman Russ Vanquisher, lose d6 Leman Russ Vanquisher

Examine Ion Shields – Archmagos Explorator Tranth discovered an interesting Ion Shield designed to protect firing slits from incoming fire. He wishes to try to figure out how to reproduce them as they would be a very useful addition to the defenses of your most important facilities.

Chance of Success: 0% (82% after bonuses)
Reward: Gain blueprints of small ion shields designed to protect firing slits; lose d6 of the non-operative examples.

Examine Medical Diagnostic Pod – Archmagos Explorator Tranth discovered a collection of Medical Diagnostic Pods. If reverse engineered, these will be able to quickly diagnose injuries and diseases, allowing for quicker and better treatment.

Chance of Success: 20% (99% after bonuses)
Reward: Gain blueprints of Medical Diagnostic Pods; lose d6 of the non-operative examples.

Examine Adamantine Forges – The Adamantine Forges found under Babylon are notably faster than those currently used by the Adeptus Mechanicus. For this reason, Archmagos Explorator Tranth wishes to reverse engineer them and figure out how to make more. He believes that he should be able to do this within a year at the cost of only a handful of the non-functional Forges.

Chance of Success: 20%. (99% after bonuses)
Reward: Gain blueprints for new Adamantine Forges; lose d6 Adamantine Forges, starting with the non-functional examples.

Examine: Automated Factories- The automated factories of The Well of Urd seem to be a more advanced version of those used by Muspelheim. Archmagos Explorator Tranth tells you that he should have little trouble working out what the differences are and replicating them.

Chance of Success: 30%. (99% after bonuses)
Reward: Gain blueprints for new Automated Factory, on failure suffer penalty to future attempts.

Examine: Starship Construction Technologies- The Well of Urd contains advanced starship construction technologies that should be able to build and maintain starships more efficiently. While complex Archmagos Explorator Tranth is sure that he could reverse engineer them given enough time.

Chance of Success: -70%. (12% after bonuses)
Reward: Gain blueprints for new Starship Construction Technologies, on failure suffer penalty to future attempts.

Try to Complete STC Fragment: Any – Examine one of the partial STC fragments found within the ruins of Avernus and attempt to complete it.

Time: 1 year

Cost: 8,100 Thrones, 1,640 Material, 41 Metal, 10 Promethium.
Try to complete STC fragment: Very Advanced Hydroponics – Archmagos Explorator Tranth discovered fragments of an STC showing a very advanced hydroponics system. This system will be able to increase the efficiency of your hydroponics by 50%, greatly expanding how large your cities can grow.

Chance of Success: -10% (87% after bonuses).
Reward: Gain complete blueprints of Very Advanced Hydroponics System.

Try to complete STC fragment: Stealth Planes – In the ruins under Babylon Archmagos Explorator Tranth found fragments of an advanced stealth plane STC. He believes that he can probably complete this given a few years due to several similarities both to known planes and to Monitors. If successful, you will have the design of a Military Stealth Plane of some type (he is not yet sure of the exact speciality).

Chance of Success: -20% (77% after bonuses).
Reward: Gain complete blueprints of Stealth Plane.

Try to complete STC fragment: Superheavy Transport- Another recent STC that Archmagos Tranth has discovered is the design for a massive transport, capable of moving large qualities of people or goods though hostile environments, such as Avernus or other war-zones. If completed this STC will most likely provide several military and economic advantages such as being able to aid in setting up pre-fabricated fortresses.

Chance of Success: 20% (99% after bonuses).
Reward: Gain complete blueprints of Superheavy Transport.

Try to complete STC fragment: Repair Robot- One of the recent discoveries of Archmagos Tranth is a partially complete STC of a large robot that seems to be designed to aid Tech-Priests in conducting repairs. While robotics is not a very well understood art among the Adeptus Mechanicus of Avernus Tranth is confident that given time he could complete this template. This would most likely be helpful for Tech-Priests conducting large scale battlefield repairs in situation such as sieges and Naval battles.

Chance of Success: -20% (77% after bonuses).

Try to complete STC fragment: Improved Fighter Sensors-Another recent discovery of Archmagos Tranth's is of far superior sensors designed for aerospace fighters. Tranth is willing to complete this STC and informs you that it would provide a major advantage to the fighters that it is installed on while being cheap and easy to produce.

Chance of Success: 20% (100% after bonuses).


Try to Complete STC Fragment: Hercules Implant- One of Archmagos Explorator Tranth's recent discoveries is of the blueprint for the Hercules Implant, a strength boosting implant significantly better then any available to the Adeptus Mechanicus, in the Nine Worlds anyway. He would be willing to complete this design so that Fabricator-General Britton can upgrade the Skitrii and combat servitors with them, boosting their strength by a significant margin.

Chance of Success: 25% (99% after bonuses).
Reward: Gain complete blueprints of Hercules Implant.


Try to complete STC fragment: The Well of Urd's Armour – The armour of The Well of Urd is the most Advanced armour plating Archmagos Tranth has ever seen created by humanity. Archmagos Tranth is sure that with time and effort he will be able to figure out how to make more of this armour, both allowing you to fill the holes in The Well of Urd's armour without creating a weakness and allowing you to upgrade the armour of many things. Now that he has both a mostly complete STC and several pieces of armour under construction Archmagos Explorator Tranth believes that the Colligia Reconstructus will be able to complete this design if given enough time.

Chance of Success: 20% (99% after bonuses).
Reward: Gain complete blueprints of Very Advanced Starship Armour.

Try to complete STC fragment: The Well of Urd's Primary Engines – The primary engines of The Well of Urd are simply improved version of current Imperial Sub-light drives. Archmagos Tranth believes that he will be able to both figure out enough about them to repair them and to improve your current engines within a few years of study. Now that he has a partial STC to help him reverse engineer them Tranth is confident that he will be able to easily finish the STC.

Chance of Success: 10% (99% after bonuses).
Reward: Gain complete blueprints of The Well of Urd's Primary Engines.

Try to complete STC fragment: Naval Bomber – One of the STCs found on The Well of Urd is of a Naval Bomber. While Archmagos Tranth can't tell exactly what its capabilities are he is sure that they are significantly better the the Starhawk Bombers currently used by the Imperial Trust Navy.

Chance of Success: -40% (57% after bonuses).
Reward: Gain complete blueprints of Naval Bomber

Try to complete STC fragment: Large Mobile Research Facilities Weapons – One of the STCs found on The Well of Urd is of the weapons loadout of a Large Mobile Research Facility. While this is too incomplete for Archmagos Tranth to determine to much about it he has determined that one of the weapons systems is a Laser Defence Grid.

Chance of Success: -20% (77% after bonuses).
Reward: Gain complete blueprints of Naval Bomber

Must Choose at least one of the following

Detailed Survey (Congregation Asp): Take Two- Magos Biologis Saren could continue his investigation into the the Congregation Asps in an effort to determine exactly what is the cause of their rapid evolution and genetic diversity. He has mostly finished this project and believes that he will be able to finish it with one more years worth of work, two at the most.

Time: 1 year.
Chance of Success: 5% (88% after bonuses)

Cost: 202,500 Thrones, 10,130 Material, 10,130 Metal, 4,050 Promethium.
Reward: More information on Congregation Asps

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.


Detailed Survey (Island Turtle)- Magos Biologis Saren could continue his investigation into the Island Turtle in an attempt to discover more about it. He is particularly interested in the substance that its shell is made of and in how it manages to live despite its massive size, being larger then a Tyranid Hive ship.

Time: 4 years
Chance of Success: Unknown.

Cost: 405,000 Thrones, 20,260 Material, 20,260 Metal, 8,100 Promethium.
Reward: More information on Island Turtle


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.


May Choose One of the following

Build Greater Forge: Dorthonion – Fabricator-General has put forward a proposal to build a Greater Forge in Dorthonion. This huge Forge would be able to build massive amounts of advanced weapons and machinery and would cost a significant amount, even by your standards. Fabricator-General Britton strongly advises you to build one as soon as possible.

Time: 5 years.

Cost: 77,760,000 Thrones, 19,440,000 Material, 7,776,000 Metal, 388,800 Promethium, 1,032 Advanced Material, 115 Exotic Material.
Upkeep per year.: 7,776,000 Thrones, 1,944,000 Material, 777,600 Metal, 38,880 Promethium, 103 Advanced Material, 12 Exotic Material.
Reward: Greater Forge built in Dorthonion, +1,200 Advanced Material production (7,200 after STCs),


Enlarge Forges – Fabricator-General Britton suggests expanding the Minor Forges that just finished construction into Major Forges. This would take half a decade, but would over double the amount of Advanced Material produced by the Avernus System, greatly increasing your production capacity on one of Avernus' few bottlenecks.

Time: 5 years.

Cost: 48,720,000 Thrones, 12,180,000 Material, 2,436,000 Metal, 243,600 Promethium, 602 Advanced Material.
Upkeep per year: 4,872,000 Thrones, 1,218,000 Material, 243,600 Metal, 24,360 Promethium, 60 Advanced Material.
Reward: Seven Minor Forges upgraded into Major Forges, +2100 Advanced Material Production.


Flying Fortress: Design Part One- General Drago has proposed creating a military variant of the Large Mobile Research Facility, a proposal that Fabricator-General Britton supports. This will take quite some time but should give the Imperial Trust access to a near unique type of military force.

Time: 3 years.
Chance of Success: 20%

Cost: 28,400,000 Thrones, 2,840,000 Material, 710,000 Metal, 284,000 Promethium, 860 Advanced Material, 9.6 Exotic Material.
Reward: Design for a military variant of the Large Mobile Research Facility


Recon Amour: Phase-Tigers: Implantation- Fabricator-General Britton has informed you that Avernus now has enough production to equip an entire regiment with Recon Advanced Power Armour. It will take a few years to make enough armour and weapons to go with it but the sheer thought of Recon Armoured Phase-Tigers is worth the time and cost.

Time: 3 years.

Cost: 1,420,000 Thrones, 14,200 Promethium, 35,200 Advanced Material, 1,920 Exotic Material
Upkeep per year: 284,000 Thrones, 7,100 Promethium, 3,520 Advanced Material, 96 Exotic Material.
Reward: Phase-Tigers equipped with Recon Advanced Power Armour and weapons to go with it. Must be taken with Recon Amour: Phase-Tigers: Planning.

Saint Lin is worried by the recent news, knowing that this is an event that your break the Imperial Trust and has offered any help that he can provide. He has suggested attaching Orders Dialogous sisters to the general staff to translate Dark Eldar transmission and has offered to personally join the campaign, which would provide a much needed boost to morale but risk his life.
One Locked Choose One

Good Deeds (Alfheim)- Saint Lin is currently working on turning the Imperial Church in the Nine Worlds into a charitable organisation. While the changes are happening on the other worlds they would be greatly speed up if Saint Lin personally oversaw the changes and brought his own resources to bear.

Time: 4 years.
Chance of Success: 30%, rolled every year.

Cost: 38,500,000 Thrones, 385,000 Material, 38,500 Metal, 3,850 Promethium.
Reward: Charitable mission to chosen world, +1 civilian morale per success

Locked – One out of Four years completed


Missionary Work (Planet)- Many of the Nine Worlds are currently suffering from severe morale problems, mostly due to the death of the Emperor, temporary though Saint Lin assures you it is, and the imminent fall of the Imperium. Saint Lin is willing to lead a mission to one of those worlds in an attempt to raise morale and lower the chance of a Chaos cult forming.

Time: 1 year
Chance of Success: 50%

Cost: 160,000 Thrones, 40,000 Material.
Reward: +1 morale and -5% cultist numbers for the next five years for chosen planet, can not choose planet with morale of 10 or greater (they do not need the help).


Good Deeds (Jotunheim)- Saint Lin is currently working on turning the Imperial Church in the Nine Worlds into a charitable organisation. While the changes are happening on the other worlds they would be greatly speed up if Saint Lin personally oversaw the changes and brought his own resources to bear.

Time: 4 years.
Chance of Success: 30%, rolled every year.

Cost: 38,500,000 Thrones, 385,000 Material, 38,500 Metal, 3,850 Promethium.
Reward: Charitable mission to chosen world, +1 civilian morale per success


Tutoring (Syr)- Saint Lin has offered to personally tutor Syr in the Imperial Faith, a great honour indeed. He mentions that while he is partially offering this out of respect and to ensure that the most likely candidate for your successor is faithful his other reason is that he misses being able to spend time with children which he often did before he got so busy.

Time: 1 year.
Chance of Success: 25%

Cost: Free
Reward: Syr gains +1 Peity, on critical success Syr gains trait as well.

Orders Dialogous Attachments- The sisters of the Orders Dialogous are some of the few humans who are able to understand the Eldar language. Saint Lin suggests attaching them to the general command staff of the Nine Worlds military so that Dark Eldar communications can be translated.

Time: 1 year.

Cost: 6,600,000 Thrones, 6,600 Material, 660 Promethium.
Reward: Order Dialogous sisters attached to General Staff, can translate Dark Eldar transmissions, gain access to new military options.

Both Headmaster Ridcully and Primaris Xavier are preparing for the coming campaign in which the talents of them and their people could prove to be vital. Despite this preperations however their normal duties remain and both of them have made personal breakthroughs this year, with Headmaster Ridcully developing a even greater theoretical understanding of the warp as Primaris Xavier figures out how to Blink while Phased, a skill that is likely to prove useful in the coming days.

Headmaster Ridcully's trait Scholar has been upgraded to Respected Scholar (+4L) – Headmaster Ridcully has developed a true skill for research and a theoretical understanding of psychic phenomena that few can match.
Primaris Xavier has developed the trait Phased Blinking (+2I, +1C, +2 Control)- Primaris Xavier is able to blink while Phased, a feat that requires enormous control and provides several new options in terms of stealth and combat.
One Locked Choose One
Note you can combine multiple deployment options.

Neo-Astropaths: Receivers- Headmaster Ridcully has recently had the idea of using high level Diviners to receive the messages that Neo-Astropaths send. While they will not be able to send messages this will have the potential to nearly double the number of Neo-Astropaths that you can train, a major advancement.

Time: 3 years. (must be taken by Headmaster Ridcully)
Chance of Success: 30%

Cost: 7,100,000 Thrones, 71,000 Material, 710, Promethium, 86 Advanced Material, 9.6 Exotic Material.
Reward: Learn how to train some Diviners to acts as Astropathic Receivers.

Locked – One out of Three years completed


Prepare Battle Psykers: Kill teams- One of the ways in which your Battle Psykers could be deployed is as small kill teams. These kill teams would be tasked engage the Dark Eldar special ops groups and attempt to disrupt the Dark Eldar forces as much as they can. This will make good use of all of the Psykers but will lead to regular combat with the Dark Eldar's elites and heavy casualties.

Time: 1 year

Cost: 6,600,000 Thrones, 6,600 Material, 3,300 Promethium, 66 Advanced Material.
Reward: Battle Psykers deployed as dozens of ten man kill teams.

Prepare Battle Psykers: Attaches- Many of your battle psykers, especially your Telepaths and Diviners, have abilities that make them highly useful when attached to larger Imperial units. This would be the best use of Diviners and Telepaths but would not use Demonologists powers very well.

Time: 1 year

Cost: 6,600,000 Thrones, 6,600 Material, 3,300 Promethium, 66 Advanced Material.
Reward: Battle Psykers deployed as attaches to Imperial officers, provide bonuses to the units they are attached to.

Prepare Battle Psyker: Task Forces- Another option for the deployment of your Battle Psykers is to form a group of task forces for specific uses. These task forces would include those capable of Phasing, those capable of using Siren Song, a Diviner Chior and a Pyromacer Choir as well as several other groups. This would limit your Battle Psykers to intervening is a couple of locations but would allow them to have a major impact where they are deployed.

Time: 1 year

Cost: 6,600,000 Thrones, 6,600 Material, 3,300 Promethium, 66 Advanced Material.
Reward: Battle Psykers deployed in six separate task forces ranging from forty to a hundred men, allows for major psychic working to be undertook.

Prepare Battle Psyker: Grand Choir- Another option for the deployment of your Battle Psykers is to form a single Grand Choir and deploy them as a mass. This would limit there effect to a single location but would allow for massive psychic workings to be used.

Time: 1 year

Cost: 6,600,000 Thrones, 6,600 Material, 3,300 Promethium, 66 Advanced Material.
Reward: Battle Psykers deployed as a single unit allow for massive psychic workings.


Last Minute Training- Given that they are about to be deployed as part of the largest campaign that the Imperial Trust has ever launched Primaris Xavier thinks that it would be a good idea to put them though an intensive training course. This would prepare them for the upcoming war but would take quite a bit of time and effort from the senior psykers.

Time: 1 year.
Cost: 6,600,000 Thrones, 6,600 Material, 3,300 Promethium, 66 Advanced Material.
Reward: +5 to Battle Psykers rolls for the upcoming campaign.


All In- Headmaster Ridcully understands the importance of the upcoming campaign and is willing to pause his current research in order to better prepare his forces for it, This will reduce his chance of succeeding with his research as well as delaying it for a year but will allow for Headmaster Ridcully to better prepare his men for the upcoming campaign.

Time: 1 year.

Cost: Free
Reward: Pause research for the year allowing you to take two other actions, free actions, -10% chance of research succeeding.

Minor Talents – Headmaster Ridcully would like to lead his Sanctionites in the hunt for minor psykers. This would greatly increase the number of minor psykers found and allow for a large group of Witch Sniffers to be built up far sooner.

Time: 1 year.
Chance of Success: 80%

Cost: 810,000 Thrones.
Reward: increased number of minor psykers found this year


Research (Trolls, Gnaw Worms) – 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.


Research (Siren Shield)- One of the abilities that Siren Ladies display is the capacity to form a powerful Psychic Shield that protects them from harm. While this is a common power the Sirens version seems to be superior to the type used by Imperial Sanctionites. Primaris Xavier is sure that with a few years study he would be able to figure out what the difference is and how to improve on the Imperial version.

Time: 3 years
Chance of Success: Unknown, very low(uses control)

Cost: 720,000 Thrones, 72,000 Material, 86 Advanced Material.
Reward: Chance of improving Psychic Shield power.


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

You are currently rather busy preparing for the upcoming campaign against the Dark Eldar and have been getting as much of your normal work out of the way beforehand. You have actually honed your administrative skills to an even higher level doing this and can now match Henry in administrative skill again.

Trait Avernite Administrator upgraded to Expert Avernite Administrator (+3A, +1C)- In your time on Avernus you have developed both your administrative skills and combat capabilities to ever increasing levels. You have continued to developed your administrative skills as time goes on even as your combat skills start to plateau.
Two Locked Choose Two

Personal Attention: Heavy Armour – 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 – One out of Three years complete


War Council- Late this year there will be a War council on Vanaheim to plan the upcoming campaign against the Dark Eldar. You will be attending it as both the representative of Avernus and as one of the greatest military minds of the Nine Worlds.

Time: 1 year.

Cost: Free
Reward: Attend War Council meeting on Vanaheim.

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.


Spend Time With Family- Despite the current issues with Abomination Cuts you should make sure to sped some time with Freya and Syr. You are told that Syr will most likely take her first steps this year and speak her first words, events you do not want to miss out on if at all possible.

Time: 1 year.
Chance of Success: Unknown

Cost: Free (can be taken multiple times)
Reward: Spend time with Freya and Syr, chance of improving your relationship, chance of improving your diplomacy, chance of boosting Freya's stats, increases chance that Syr will inherit some of your stats and traits


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.

Time: 1 Year.
Chance of Success: 60%

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


Attend Naval Academy- Now that the Naval Academy is running it might be a good idea to out yourself though it, or at least that is what Freya tells you. This will be time consuming and take up a lot of time you could be spending with your family but gaining a better understanding of Naval matters is worthwhile. If Freya also attends you could arrange to have Syr moved to the Ramilies and keep your family close by.

Time:3 years.
Chance of success: 30%

Cost:Free (take up 2 action slots per turn)
Reward: Attend Naval Academy, +1 Naval Morale, gain ability to command Navy (at what level depend on you level of success), gain ability to do Helheim Void Command Actions as a personal attention, chance of gaining + Martial.


Bonus Action: Double Down – By making use of the financial experts housed in a dedicated wing of your Gubernatorial Palace, you can throw extra resources and effort at a project to increase its chances of success. You can only do this at the beginning of a project and only for actions that have a cost.

Time: 1 year

Cost: as project.
Reward: +20 to the success roll of the selected project.


Bonus Action: Expedite – By making use of the financial experts housed in a dedicated wing of your Gubernatorial Palace, you can expend extra money and resources on a project to hurry up its completion schedule. You can only do this for construction actions, and only when starting the project.

Time: 1 year

Cost: as project.
Reward: Finish selected project one year early. Projects cannot be reduced to less than 1 year.


Tutor Syr (Statistic)- Now that Syr is old enough you can start to tutor her, passing down some of the skills you have developed over your life. This will also have the added benefit of spending some more time with Syr without feeling guilty about putting off your other work, something that you are always up for.

Time: 1 year.
Chance of Success: 30%

Cost: Free
Reward: Syr gains +1 chosen statistic, on critical success Syr gains trait as well, can be taken multiple times

  Thrones Material Metal Promethium Advanced Material Exotic Material Food
Gross Income 980,185,221 162,969,426 1,543,918,571 145,509,942 160,439 2,025 1,811
Current Reserves 9,304,503,776 354,035,544 7,914,007,522 1,481,857,852 1,244,116 6,429 34,854
 
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[X]plan darkcrest
military
[X]Training: Planetary Assault
[X]Training: Aggressive Siege Operations

Void
[X]Upgrade Escorts: Sensors and Point Defense
--[X]personal action
administration
[X]Educational Reform
--[X]personal action
diplomacy
[X]Sound Out (Colonisation)
[X]Request Trainers: Void Infantry Regiments
Arbites
[X]Dark Eldar Infiltrators
Mechanicus
[X]Examine Medical Diagnostic Pod
[X]Try to complete STC fragment: Superheavy Transport
[X]Detailed Survey (Island Turtle)
ministorum
[X]Orders Dialogous Attachments
telepathica
[X]Prepare Battle Psykers: Kill teams
 
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@durin couple of questions research wise.
Examine: Super Lances- The Well of Urd is armed with a broadside of massive super ances. This is a type of weapon unknown to the Imperium and Archmagos Tranth believes that he could learn much from studying it.

Chance of Success: -60% (30% after bonuses)
Reward: Can repair Super Lances, gain information about Super Lances, first step on the path to creating your own Super Lances.
Examine: Secondary Engines- 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.

Chance of Success: -120% (-30% after bonuses)
Reward: Gain information about Secondary Engines, first step on the path to creating your own version of Secondary Engines.
Shouldn't these have higher chances of success since we found half finished components of them to study from the crit on internal factories?

Also sensors but those aren't on the list unless they fall under Datanet and plasma batteries.
Examine: Laser Batteries- The Laser Batteries on The Well of Urd are one of the simplest of the weapons designs and will be applicable to the largest amount of military forces. This is due in large part to the fact that they provide the smallest advantage over current tech of any of The Well of Urd's systems.

Chance of Success: 10% (99% after bonuses)
Reward: Can repair Laser Batteries, gain information about Laser Batteries, first step on the path to improving your current Macrocannon Laser.
Examine: Laser Defence Grid- The Laser Defence Grid of The Well of Urd is significantly better then any currently produced in the Nine Worlds. Archmagos Tranth thinks that with time he can both repair it and figure out how to copy it.

Chance of Success: 30% (99% after bonuses)
Reward: Can repair Laser Defence Grid, gain information about Laser Defence Grid, first step on the path to creating your own Laser Defence Grids.
Aren't both of these pretty much complete since we have the STCs for them from the ancient Defense Cruiser thus shouldn't need to look them over on the Well?
Examine: Stealth Assault Shuttle- One of the more interesting finds in The Well of Urd is a group of Stealth Assault Shuttles. Archmagos Tranth believes that with a few years work he should be able to reverse engineer the design .

Chance of Success: -30% (52% after bonuses)
Reward: Gain Blueprints of Stealth Assault Shuttle, lose d3 Stealth Assault Shuttles.

Examine: Knight Forlorn- One of the more interesting finds in The Well of Urd is a new type of Knight Titan that seems to be designed for boarding actions. Archmagos Tranth tell you that if he manages to reverse engineer the Knight Forlorn it would provide a major boost to the Aesir's capabilities in boarding actions.

Chance of Success: -40% (42% after bonuses)
Reward: Gain Blueprints of Knight Forlorn, lose d3 Knight Forlorns

Examine: Land Raider- One of the known finds in The Well of Urd is a hundred Land Raiders of a unknown patten. Archmagos Tranth is confident that he could reverse engineer it with a year or twos work and tells you it would give you access to one of the toughest and most modifiable tanks that the Imperium had access to.

Chance of Success: 10% (92% after bonuses)
Reward: Gain Blueprints of Land Raider, lose d3 Land Raiders
Examine: Jetbikes- One of the more interesting finds in The Well of Urd is three hundred Jetbikes of an unknown make. According to Archmagos Tranth he should be able to reverse engineer them and you need no explanation for why Jetbikes could be useful.

Chance of Success: 0% (82% after bonuses)
Reward: Gain Blueprints of Jetbike, lose d6 Land Speeders
Should the success chance being higher on these as well since we have half finished versions we can study?
 
@durin couple of questions research wise.


Shouldn't these have higher chances of success since we found half finished components of them to study from the crit on internal factories?

Also sensors but those aren't on the list unless they fall under Datanet and plasma batteries.


Aren't both of these pretty much complete since we have the STCs for them from the ancient Defense Cruiser thus shouldn't need to look them over on the Well?


Should the success chance being higher on these as well since we have half finished versions we can study?
the super lance and secondary engines have gained +20 to their success chance
there are several differences in design for the laser weapons batteries
the assault shuttle and jetbikes have had their chances improved
please compare to previous turns before complaining
 
the super lance and secondary engines have gained +20 to their success chance
there are several differences in design for the laser weapons batteries
the assault shuttle and jetbikes have had their chances improved
please compare to previous turns before complaining
Sorry didn't notice the changes from previous turn and didn't mean to make it sound like I was complaining just curious.
 
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