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

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
Yeah. I put that foreward as well mainly to know if we could get another bonus to skill if we give acess to 'professional gyms and trainer' to our generall population.
That idea was born out of the omakes picturing the standart Avernites as 'training really heavily by themself'. So how about making it 'training really heavily professionally'.
That might actually really increase moral.
 
Warpstorms can cut off an entire system as opposed to individual worlds. That is what happened with Sol for the longest time. It's easily possible that a system that had many different worlds were able to stay in contact with each other, survive long enough, and then form an alliance or nation-state of some kind.
Point. Any system built up enough to survive being cut off might have other insystem colonies.

That was poorly worded. I was thinking in terms of any polity big enough that they would need to go through the warp to trade, communicate, or co-ordinate militarily.

Agriworlds have some of the BEST defenses in the Imperium, because otherwise enemies know they can just take those worlds, hold them, and wait for the rest of the system to starve to death.
Alfheim didn't seem heavily defended to me. That in debt agri-world that General Rutbart got sent to didn't seem heavily militarized, since he worked on improving the pdf. Though we only saw a snippet of that and while canon, it wasn't written by Durin.

So, while agriworlds are targets we haven't seen examples that had strong static defenses. While it's possible there are some out there that we haven't seen, I think that's just how the system is set up. Agriworlds are supposed to be focused on the production of food. They are lightly populated, with enough people to work their farmland and pressures to keep the population down, because any excess population takes up food that they aren't sending off world. These same pressures to keep population down and use as much land as possible for food production means they probally don't have more industry than they need to maintain themselves. So, it would generally be difficult to obtain defense monitors or high grade military equipment without approaching a forge world which would charge exorbitant rates. By no means impossible, but it means the reigning nobles would have to cut into their personal hedonism budget.

With the warpstorms cutting off their trading partners, the pressure to keep down population and restrict what land can be developed is lessened. So they can start building up production, population, and defense without affecting their ability to feed themselves with trade a non-factor. They still wouldn't be able to build any technology that they didn't have on planet at the time. I wouldn't expect the average agri-world to have strong defences before being cut off. Afterwards, they would have stronger but relatively lower tech forces. Unlikely to be able to resist predation by orks and chaos unless they're lucky enough to not be attacked.

This somewhat applies to other categories of worlds, but a civilized or industrial world is more likely to have the technology, production, and population to build and maintain a defense force without importing their equipment at exorbitant rates. So I would expect the average civilized or industrial world to have stronger defenses than the average agri-world. After being cut off, I would expect their production to go down before stabilizing at a lower rate as they can only rely on whatever food or metals they produce themselves to maintain their population and production.
On the subject of not seeing multi-system alliances, I think that is wishful thinking on our part. I even gave the reasoning behind the three worlds I mentioned could survive for so long. Most of the people in charge and the worlds associated were either self-sufficient, had the capabilities to produce food/equipment/medical supplies, or were pretty much stockpiled to begin with. It's also quite possible that some worlds got very lucky and had ships marooned in their systems that had the supplies necessary. Or maybe in the Trader's Alliance case, the leadership basically figured something out.
I think you did good work with that omake, and I can see those factions existing. I don't believe they would form until after the warp-storms calmed down and everyone has time to explore and talk to eachother.

...Unless they're chaos. There's nothing to stop chaos imperiums from forming immediately, but loyalists need to have safe travel through the warp.

It would honestly be lame on Durin's part to not see something like this appear, especially once the warpstorms truly died off and due to the fact that we won't be expanding as fast to actually prevent something like that from occurring.
I think there will be multi-system non-chaos imperiums. I don't think any of them formed immediately, like the trust did, or will be likely to form for at least a few decades after the warp storms calm down.

EDIT: Also a Hive world can survive once most of the population kind of dies off and someone in charge actual remembers that most of the Imperium already eats things like CORPSE starch rations. Plenty of food to go around once you start recycling certain bio-materials. Most Hive Worlds never could sustain a food production due to the fact that the Imperium doesn't want them to do that since it means siegeing them would be all the harder. That and I guess it's more grimdark that people are constantly starving.
Even when they break out the soylent green, there's a loss of energy with every iteration of 'recycling' because of entropy. Their population would go down to whatever their hydroponics can support. So while a hiveworld with a fraction of it's population, due to rioting and starvation, might survive. I don't think it would maintain the population levels to still classify as a hiveworld.
 
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War sequences where the bulk of the action centers on the single, long-drawn siege where most of the choices are limited variations of "Bombard them" and "Assault them", or "Bombard them from the safety of the walls", "Harass them" and "Sally" when we are the ones getting sieged, seems to be this quest's main weakness.

Thankfully, one small weakness in the otherwise great quest.
 
War sequences where the bulk of the action centers on the single, long-drawn siege where most of the choices are limited variations of "Bombard them" and "Assault them", or "Bombard them from the safety of the walls", "Harass them" and "Sally" when we are the ones getting sieged, seems to be this quest's main weakness.

Thankfully, one small weakness in the otherwise great quest.
This. The war sequences tend to be somewhat uninteresting and drawn-out, in my opinion. Plus, in many cases they just seemed rather odd, when armies millions of men/orks/whatever race across entire continents in the span of a day or a few hours.

It's probably not helped by the fact that we're generally operating on the strategic level, while most of the "interesting" stuff happens on the tactical level. Barring something like Surt's gambit (which I found also rather unrealistic due to the huge amount of people involved), decisions and plans mostly boil down to general objectives; "prioritize taking that city", "focus on eliminating that spaceport". And so on. Just with the details being glossed over and left in the hands of local commanders.
 
I think the battle updates are important to this quest. Avernus is a factory for super-soldiers and most of our actions in a single category do tend to be military actions. Without the battles, that would be without context.

fasquardon
 
The issue isn't that they're there, the issue is more that they don't really flow/work all that well, in my opinion. Simply put, they could use some improvement.
 
The issue is how long they take. They need to be trimmed down somehow. The phases of the war shouldn't take so long. I think the naval portions are fine, as they tend to be settled quickly, it's just that the ground campaigns can drag on.
 
The main problem is that battle turns tend to be identical to one another unless our strategy changes, so they seem to drag on.

A system that could be implemented is that once the enemy NPC changes their own tactics/strategy, rolls are made to see whether or not the Imperial Trust field commander realizes this. Once the change is identified and acknowledged, then the battle turn can end and a vote can be made to determine what the new tactics/strategy will be.

The advantage of this is that battle turns can shuffle forward quicker without having people vote the same thing over and over.
The disadvantage of this is that durin will have to write more for each update, though lengthening the pauses before updates could soften this problem. Another is that and we can't make minute adjustments to our field plans.
 
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The battle updates as they are now are fun both for reading and playing. The problem is that updates come out to slowly and we end up in the same battle for multiple real life months. My proposed remedies are to either double the speed at which we get updates or to stagger the content within the updates less. Tell the time in days rather than hours is what I mean.
 
The issue I've seen where the battles turn into days instead of hours is that too many things occurred way too fast. Suddenly we are reading about how we were defending one of our cities and the next we thing we know it was destroyed by of thing occurred. That is a problem when it comes to story telling is that you need to describe in detail things as they occurred in sequence to get the full picture.

Otherwise you get instances of "To make a long story short" tropes such as "There was this guy named Hitler who started a political party, and to make a long story short, the US dropped two atomic bombs on Japan and ended WW2" as basically the comical extreme in such an instance.

If Durin wants to quicken the pace, that is fine, but I feel that we are going to miss something in the midst of all of this and war turns are basically going to turn into things in which are just glossed over so we can get back to the Empire Building.
 
To be honest I find the war turns far less interesting than the Empire building, so I'm fine with anything that makes them faster. Especially if we switch to five or ten year turns, then we'd be looking at one or two turns, then a month of war updates. Which is what this is starting to turn into anyways.
 
The issue I've seen where the battles turn into days instead of hours is that too many things occurred way too fast. Suddenly we are reading about how we were defending one of our cities and the next we thing we know it was destroyed by of thing occurred. That is a problem when it comes to story telling is that you need to describe in detail things as they occurred in sequence to get the full picture.

Otherwise you get instances of "To make a long story short" tropes such as "There was this guy named Hitler who started a political party, and to make a long story short, the US dropped two atomic bombs on Japan and ended WW2" as basically the comical extreme in such an instance.

If Durin wants to quicken the pace, that is fine, but I feel that we are going to miss something in the midst of all of this and war turns are basically going to turn into things in which are just glossed over so we can get back to the Empire Building.
I'm not saying it should all be days-long. For instances like taking the outer city, the action would've been served well by taking days rather than mere multiples of hours. For attacking the keep, the turn was staggered well.
 
Now to restart the discussion on what to do with the next regular turn.

Here are the options givin to us last turn. I was so free and deleted the emergecy options and those finished out of them:
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.
None Locked Choose Three

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,

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.
Two Locked Choose One

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

Edit: these are out of turn 51

Expand Shipyards- Large as your shipyards are they still are nothing compared to Vanahiem's, which themselves are insufficient to replace losses like those suffered over Midgard in a timely manner. Henry has put forward a plan to continue to increase your Naval production by building another small shipyards. .

Time: 5 years.

Cost: 144,000,000 Thrones, 21,600,000 Material, 10,800,000 Metal, 21,600,000 Promethium, 1,032 Advanced Material, 48 Exotic Material.
Upkeep per year: 34,800,000 Thrones, 5,220,000 Material, 2,610,000 Metal, 5,220,000 Promethium
Reward: 1 new small shipyard can build three more merchantmen at a time, increase to material production, decrease to ship upkeep.


Construct: Naval Expansion- In the recent war over Midgard your Light Cruisers and escorts suffered heavy losses. Admiral Parnell request that you build four more Dauntless-Class Light Cruisers along with four Firestorm-Class Frigates to help counteract this loss. This would improve the number and quality of light combatants your fleet can field even after the Imperial Trust takes their cut. It would also represent a major milestone being met as the first Warp capable Warships built on Avernus. On the other hand it would use up the majority of your free advanced and exotic material so perhaps should wait until after your next trade with Svartalfheim so that you can more easily afford it.

Time: 5 years.

Cost: 94,860,000 Thrones, 8,008,000 Material, 431,200 Promethium, 24,080 Advanced Material, 108 Exotic Material
Upkeep per year: 385,000 Thrones, 666,220 Material, 107,800 Promethium, 120 Advanced Material, 1.1 Exotic Material
Reward: 2 Dauntless-Class Light Cruiser and 2 Firestorm-Class Frigates for both you and the Imperial Trust Navy


Construct: Defence Monitors- Defence Monitors are a vital component of the defences of any system and while Avernus has a reasonable number Freya wants even more. This will only take a few years as Defence Monitors are far easier to construct then anything that requires Warp Drive and will provide a significant boost to the systems defence fleet.

Time: 2 years.

Cost: 64,800,000 Thrones, 12,960,000 Material, 172,800 Promethium, 10,320 Advanced Material.
Upkeep per year: 864,000 Thrones, 172,800 Material, 86,400 Promethium, 103 Advanced Material
Reward: 30 Defence Monitors added to the defences of Avernus.


Naval Evaluation- Freya would like to have professional Naval Officers from Vanaheim evaluate your navy so you know exactly what condition each ship's crew is in, both so you know if any ships need retraining and so you know if you have any ships with above regular levels of skill.

Time: 2 years.

Cost: 14,400,000 Thrones, 144,000 Material, 144,000 Promethium.
Reward: Gain Current Navy datasheet


Formal Education- While Freya has been taught a lot about Naval Command by her brother she lacks a formal education in these matters. She wants to spend three years going though the Naval Academy to change this. As well as increasing her abilities to command the Avernite Navy this would give her a higher level of respect from the professional Naval Officers of the Avernite Navy.

Time:3 years.
Chance of success: 50%

Cost:Free
Reward: Freya attends Naval Academy, +1 Naval Morale, Freya Gains Trait Avernite Naval Academy Graduate, reduces amount of time Freya can spend with your and Syr for its duration (unless you also attend Naval Academy)

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.
Two Locked Choose One

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

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.
One Locked Choose Two

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: 0 out of 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.


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.


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 (sorry, this is a mess)

Expedite: 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.

Locked – 0 out of Four years completed: Expedited


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. COMPLETE! Will get follow up action.
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

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),


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

Edit: This could be eased by finishing the weapon load out SCT first, I think,


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.

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% -10% because of emergency

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


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.
None Locked Choose Four


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

Most noteable is that we will gain an AdMun option to build our military back up and have 4 free personal actions.

Here an tentatibe plan from me:
AdMun:
Rebuild military.
Recruit more artillery.
Give Phase tigers stealth power armor

VoidCom
Expand Shipyards because we are out of ships and need the ability to produce more. Vanheim alone can produce greater quantities and next year we can set up the constant construction of further merchants without needing further actions.

AdAdm
We need to start with the 'Educational exchange'. We have next year a chance as well but than we do not have a choice if we want to save face.

Diplo
We need to lobby for the quartoks. May be better to use both actions for it. Colonization has more time and the void training as well.

AdArb
At the moment we have no choice but to install more spy networks... Hopefully we get some other choice. Like training with Syr.

AdMech
This is a minefield to even offer a plan...
Explorer: Ruins under the sand
Biologis: Any
Construction: Phase-Tiger Armor

AdMin
Good Deeds (Jotunheim) because tutoring shloud not be used more than twice per turn.

AdAstra
Research (Gnaw Worms) as to allow psykers the chance to learn to open up holes in the strongest of defences and maybe some way to protect against them.

Personal
Spend Time With Family
Tutor Syr (Administration)
Tutor Syr (Martial)
Personal Attention to some AdMun action or the 4th AdAdm reorg.
Double Down on Diplo
Expidite Shipyards​

This post is mainly here to refocus on the comming regular turns and not to lobby for one set of actions or another.
 
AdMin
Good Deeds (Jotunheim) because tutoring shloud not be used more than twice per turn.
I think this action should be replaced with tutoring Syr. The last time we took this option, she got the Pious trait. Another crit like last time and she gets the Faith is Stronger than Steel trait. One or two more times after that and something wonderful might happen. To maximise the chance of Syr gaining the traits, I think we should spend a personal action boosting the action.
 
I would be more in favor of the deathstrikes action. They are powerful but we have been limited since we only have two volleys. More would let us use them more often
 
Assault on Fjol IV Part Twenty-Eight: A Tower of Horrors
Assault on Fjol IV Part Twenty-Eight: A Tower of Horrors
T=42:15:00-43:04:00


The most important remaining Dark Eldar facility was the unknown building south of Objective Alpha-One, which has been found to be a Haemonculi facility. Knowing this Governor-General Aelfric brings the entire Timeless Army along with Task Forces Hammer and Anvil and the Battle Psykers to purge this facility. He also requests that Admiral Freyr have his fleet move into position to bombard the faculty if required.
T=42:15

The facility was a large tower guarded primarily by Grotesques and Engines of Pain, ranging from the common Talos to strange and horrible one of a kind monstrosities. There was a noticeable number of larger Engines of Pain, with many even matching the Knights of the Aesir in size. Despite their numbers the Engines of Pain provided little resistance, in large part due to the fact that most of them seemed to be prototypes and had major flaws.
T=42:15:00-42:18:00

The lower levels of the tower consisted of massive factories in which hundreds of Engines of Pain were being constructed, including several the size of Battle Titans. Thankfully they were not yet finished and the Aesir Knights were able to quickly destroy them. As the Timeless Army fought its way though the tower they found and destroyed many horrific experiments but failed to find any of the Haemonculi responsible, who had probably evacuated days if not weeks ago.
T=42:18:00-42:23:00

In the upper layers of the tower were several abominations that worried Primaris Xavier, who was leading the Battle Psyker contingent enough that he convinced Governor-General Aelfric to pull his men away from the tower and destroy it with a mix of sustained lance strikes and Warp-fire summoned by every Psyker available.
T=43:02:00-43:04:00

After the site was purged you were informed that the Dark Eldar were experimenting in powering Engines of Pain with the essence of trapped daemons to a varying level of success. He believes that the combination of lance strikes and Warp-Fire was hopefully enough to banish all of the Daemons and desroy any information on what was happening but tells you that he will request the Inquisition investigate this site for any lingering taint.

6,830 Elite Grenadier Regiments

2 Fire Giant Regiments
24 Svartalfar Guard regiments
8 Avernite Helguard Regiments

3 Warlord Titans
7 Reaver Titans (1 destroyed, 2 repairable)
12 Warhound Titans (2 destroyed, 1 repairable)
9 Knight Titan Maniples
4 Leviathans (1 destroyed, 1 repairable)
37 Baneblade Squadrons
7 Macharius Regiments
8 Skitrii Regiments
36 Tech-Guard Regiments
 
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Fucking shit, that is worrying information. Thank the God-Emperor we attacked this world as soon as we did.

Also, the Dark Eldar are starting to up their damn game. If a resurgent Eldar empire is on the rise and the DE are assisting their Craftworld cousins that means we could be seeing bio-engineered weapon platforms and creatures that can combat good old fashion human technology and engineering.

Very worrying information indeed.
 
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Now what?

Do we go home or have some sort of debriefing with the Generals? We should really plan one if only to inform on our massive casualties.

EDIT: What Rurik said. With a possible Eldar god unleashed both Eldar factions and the Harlequins have the potential to unify (Shudders) which would mean the *ahem* inventiveness of the DE combined with the frankly greater coordnation of the normal Eldar could mean a new Eldar Empire.

An then theirs the Harlequins who may have finally won their war against she who thirsts if the warp is being taken over by the abomanation and the old chaos gods are losing said ground.

This may be a great set back or a annoyance and I pray the inquisition can find something on this site. Working omake now for the points.
 
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