The number of Abomination Cultists seems to have stabilised at around a hundred and fifty thousand per year. Jane tells you that it will most likely remain there until there is another surge, though the reason for the surge can't be predicted. On average it takes two weeks to locate an outer circle cultists and six days for an inner circle cultists, a major achievement.
Cult Activity
|
Periphery Cultists Found
|
Inner Circle Cultists Found
|
Military Casualties from Cults
|
Maximum Remaining Cultists
|
Avernus Prime
|
4,269
|
470
|
493
|
10
|
Avernus' Spine
|
22,173
|
2,439
|
2,561
|
10
|
The Azure Islands
|
24,539
|
2,699
|
2,834
|
10
|
Lindon
|
16,728
|
1,840
|
1,932
|
10
|
Everglades
|
15,742
|
1,732
|
1,818
|
10
|
Elysium
|
20,578
|
2,264
|
2,377
|
10
|
Aridia
|
22,453
|
2,470
|
2,593
|
10
|
Avernus Total
|
126,482
|
13,913
|
14,609
|
70
|
Of the a hundred and ten major Psykers located this year seventeen of them were Chaotic.
Eleven of the Chaotic Psykers including one Delta-level, three Epsilon-levels and seven Zeta-levels were killed without causing any significant levels of damage this year.
Five psykers including two Epsilon-levels and three Zeta-levels, caused minor damage and killed sixteen hundred militiamen, one hundred and thirty PDF Troopers, a hundred and ten Helltroopers, five Witch Hunters and eight Psyker Hunters,
The first Psyker to cause major damage was a Delta-level Telepath in The Fair Isle who turned the local militia on the Witch Hunters who located him. By the time the conflict was over twenty-four thousand militiamen, two hundred and eighty PDF troopers, twenty Witch Hunters and sixteen Psyker Hunters had been killed. Most of these casualties were inflicted when as the local militia Brigade was turned upon itself by the Chaos Psyker and many of them were probably friendly fire incidents.
The untainted major Psykers included one Gamma-level, five Delta-levels, thirty Epsilon-levels and fifty-seven Zeta-levels.
One thousand, one hundred and seventy-two minor Psykers were located by the Witch Sniffers this year.
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)
Complete
By the end of the year Jane's intelligence analysts had finished their training and had begun to work. They will hopefully be able to provide warning about any future cult surges before they get too big and will also increase your chances of spotting foreign spy networks operation on Avernus.
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.
Complete
As the Quartok begin to move to Malae the amount of tension between them and the natives of Garden Grove dropped, mostly because the end of the forces cohabitation was in sight. Due to this Janes task force had less to do this year and could focus on getting settled in the isolated human district of Malae.
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.
Locked – One out of Three years completed
This year Jane begun the process of creating a Central Security Council to coordinate her Arbites and intelligence organisations actions. Given the sheer power that this council will potentially wield she has also begun to create a more secretive group to watch the Central Security Council and ensure that it does not get corrupted, either by the worst aspects of human nature or by the Ruinous Powers. Jane tells you that she has selected the original members for each group and is in the process of training them for for their new duties, which are still being finalised.