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
The Imperium made a gradual transition from the weapon-mount-wedges to the armoured prow designs.
Here's a transitional form:


EDIT: @durin, does the Imperial Trust, Atlas or Valinor have the schematics for the Exo-Lance? I got curious because Callamus being made canon implies that Lataminus exists(ed?) as well.
no though from what I have seen the Exo-lance has many similarities to the super-lances that The Well of Urd is equiped with
 
Would they even be that superior to what we have now? The Warp Drives and GFGs of the Dark Age didn't have to handle a post-Slaanesh Warp. The Warp Drives might be faster but they may not be as reliable as the ones we have today.

The Helheim Class Fast Mass Conveyor has engines that are 25% faster in the Warp and in sub-light compared to the Mass Conveyors the Imperium had. So yes, at the very least their Warp Drives are better.
 
Would they even be that superior to what we have now? The Warp Drives and GFGs of the Dark Age didn't have to handle a post-Slaanesh Warp. The Warp Drives might be faster but they may not be as reliable as the ones we have today.
The Ancients applied the Scientific Method to the Warp and produced some curious technologies.
The Warp Abacus, for instance, allows ships to navigate the Warp without Navigators (for short hops only).
It'd be a wonder if these survived to 43K though, the Navigator Houses had a horrible tendency to destroy any archeotech that could displace their monopoly.

None of those have nearly the wedge shape of a Star Destroyer, though. The wedge is much wider on those.
There's over 10000 years in between the DAoT and the early Imperium, so who knows what kind of changes occurred?
 
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So with our lack of space ship production and how long this is going to take the Expand Shipyards and how it can be taken multiple times is looking like a must. I'm thinking that the slot opening next turn should be used to start another shipyard unless the Survey Ship Graveyard give us a list of ships we can fix fast. I'm also think we should be burning at least 1 personal action a turn on Expand Shipyards preferably however many it takes to have three going at all times. Next is the DAoT ships we fix and the Council meeting. With most of the Navy trapped then the HQ trapped were would we send them? Should we hold on to the Navy's third until one of them pop out?

Agreed on personal action but have to do Navy Training first... might be worht it to do so we can get faster shipyard expansions going.

Use orks, that's crazy.

Wait I had forgotten these are Avernites... Ork-xiliaries are a go i guess;)

Maybe against the wildlife they could be useful.

Guys as cool as the orkxillaries idea looks like, I must disagree with it

It´s way too impratical and dangerous using them to fight our enemies would be, quoting Sir Terry Prattchet, "like trying to beat mice to death with a rattlesnake."

When the mouse a is deadly poisonous fire breathing psyker mouse, using pet rattlesnakes to keep them under control might make sense.

We do not need to repair the ship to use it. For a ship as intact as that super-battleship is, repairs are not required for it to be battle-worthy. It might not be 100% but it's still perfectly usable.

I highly doubt that they are in working condition. The Well of Urd is closer to working condition. If we wanted to focus on getting a powerful ship in working order we should focus on Well of Urd.
 
Maybe against the wildlife they could be useful.
That's kind of what I was going for. If the Ork are busy fighting the Trolls, Carniflowers, and Camo Crocs then they're not fighting us and the wild life is losing large numbers to the Orks before they can attack the cities. Really the bounce I was going for was to lower the rate of wild life attacks. Heads up but I have 4 more Waaagh Of Ta World parts planed and at lest two more Ork bosses. A Snakebitter group with vast Kustum Waaagh Squigs in Lindon and a Goff Freebooter crews in the Everglades using Swamp boats. Next should be out ~Monday or Tuesday.
 
Would they even be that superior to what we have now? The Warp Drives and GFGs of the Dark Age didn't have to handle a post-Slaanesh Warp. The Warp Drives might be faster but they may not be as reliable as the ones we have today.


@durin, what would've happened if we chose the Ministorum to be Fred's backer and we had a bunch of battle sisters sitting around when the Emperor died and the Abomination rose?
i am not sure
 
Deacon Markus Aurilian (deceased)
He died 28 years after Avernus' founding, killing a Delta-level psyker who had killed the rest of his force of dedicated witch hunters.
Adeptus Arbites
The most powerful psyker located this year was in Beirut where a Chaos worshiping Gamma-level psyker was found. This psyker killed all of Deacon Aurilian's Witch Hunters before Deacon Aurilian managed to detonate his flamer's blessed fuel killing both himself and the psyker.
@durin, the character sheet says that Deacon Aurilian was killed by a Delta-level psyker while the turn says it was a Gamma-level.

EDIT: If you have to choose, I recommend making the pysker that killed him a Delta-level for added poetic value. His life as a Witch Hunter starts with a Delta-level and it ends with a Delta-level.
 
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Turn Fifty-Eight Results
Turn Fifty-Eight Results

This year one million, two hundred and ninety thousand thousand troopers fell defending their homes from the local wildlife while another fourteen thousand men fell fighting cults.
430,000 troopers fell in Avernus' Spine this year, mostly due to Troll attacks. One interesting change is that Trolls are starting to use discarded and stolen weapons, making them far more deadly.
440,000 men died defending the Azure Islands from the wildlife this year, most of whom fell in a Kraken attack on Arbor.
The number of Phase-Tiger attacks in Linden rose this year, with 170,000 men falling in the line of duty.
The number of attacks in the Everglades continued to drop with only 60,000 troopers dying this year.
Five armour regiments fell to wandering Tyrant Lizards in Elysium this year, one of the best years in the last few decades.
The number attacks in Aridia continued to fall with 130,000 troopers being killed by the wildlife over the year.


Recruiting- The assault on Fjol IV killed around half of your military, with some forces such as the Drop Troopers being nearly wiped out. It will take almost a decade for General Drago to train up enough new men to bring your forces to full strength and he would like to begin as soon as possible. It would take twenty years for normal recruiting to replace those who have fallen on Fjol IV during which some of your cities will be dangerously exposed to the wildlife of Avernus.

Time: 9 years.

Cost:35,790,000 Thrones, 8,522,000 Material, 1,538,000 Promethium, 142,000 Advanced Material, 287 Exotic Material.
Reward: Bring the Helguard, PDF, Specialist Regiments, Skitarii, Tech-Guard and Macharius Regiments up to full strength and repair those Titans that can be repaired.

Locked – Five out of Nine Years completed

The second wave of PDF soldiers approaches the final sections of their training this year, with several of the most gifted recruits being selected for Helltrooper training. Late this year the first wave of Helltrooper and Helguard completed their training and were deployed to protect the cities of Avernus, brining your civil defences one step closer to being complete.


Vanquishers: Helltroopers- General Drago has put forward a proposal to replace half of the Helguard's and a fifth of the Helltroopers' Leman Russ Battle Tanks with Leman Russ Vanquishers. While expensive this would give all of your forces access to some very wonderful anti-tank weapons, make your armour capable of exterminating most enemy armour, and even being a major threat to the smaller Titans. This option will improve your general forces rather then provide an elite antitank force. Which option is more efficient is hard to determine but you can see how both are useful.

Time: 4 years

Cost: 17,470,000 Thrones, 13,110,000 Material, 436,800 Promethium, 307,900 Advanced Material.
Upkeep per year: 1,747,357 Thrones, 1,310,520 Material, 218,420 Promethium, 15,397 Advanced Material.
Reward: Replace half the Helguard Leman Russ Battle Tanks with Leman Russ Vanquishers and 20% of the Helltrooper Helguard Leman Russ Battle Tanks with Leman Russ Vanquishers

Locked – One out of Four Years completed

After much thought you have decided to both add Leman Russ Vanquishers to your current regiments and to form a Vanquisher division. The first several hundred thousand Vanquishers have been built and given to crews from the Helguard Regiments who are being trained in how to use them. General Drago tells you that training is going well so far and will most likely finish in three years time as scheduled.


Vanquishers: Specialists- General Drago's second proposal about Leman Russ Vanquishers is to recruit a full division of a hundred regiments of them. This would provide you with a large, dedicated antitank force that could be a threat even to forces of Titans but would have no impact on your regular forces.

Time: 4 years

Cost: 878,400 Thrones, 658,800 Material, 21,960 Promethium, 15,480 Advanced Material.
Upkeep per year: 87,840 Thrones, 65,880 Material, 10,980 Promethium, 774 Advanced Material.
Reward: recruit enough Vanquishers to replace your current regiments and raise 100 Regiments.

Locked – One out of Four Years completed

This year General Drago began the training of the First Helltrooper Vanquisher Division, sixty thousand Helheim Pattern Leman Russ Vanquishers with a combined crew of over three hundred thousand. The crews were selected from the best tank hunters on Avernus, including all of the previous Vanquisher crews and many others. Currently General Drago is having them alternate training on the thirty thousand Vanquisher that have already been assigned to the division and reports that they are doing well.


Personal Attention: 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

Locked – One out of Three Years completed

This year you started the recruitment of another fifty regiments of artillery, bringing the total number of to seventy. So far the artillery crews have been recruited and the Basilisks made and training has begun. The artillery crews training is going well and you expect them to be combat ready within eighteen months, three months better then your original projection.


Personal Attention: 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.

Locked – One out of Three Years completed

You also supervised the first stages of the doubling of your Siege Infantry forces this year. Currently the best ten percent of your old PDF siege infantry are being rained as Helltroopers while over twenty million new soldiers have been recruited to fill out the ranks of the PDF siege infantry. Combined with your other actions this should greatly increase the power of the Avernite military, which given the current situation is essential.

Construct: Major Refit- Freya has suggested giving your Warp capable Navy a major refit to equip them with many of the advanced components that Archmagos Explorator Tranth has discovered. You are informed that as well as the sensors and point defence systems the weapons, armour and datanet can be upgraded but that the engines and reactor cannot be replaced. This would take up your shipyards for most of the decade but would provide your fleet with a major boost.

Time: 6 years.

Cost: 62,230,000 Thrones, 4,807,000 Material, 312,000 Promethium, 48,670 Advanced Material, 360 Exotic Material.
Upkeep per year: 632,704 Thrones, 108,288 Material, 165,990 Promethium, 497 Advanced Material, 7 Exotic Material.
Reward: Capital Ships equipped with Laser Defence Grid and Advanced Sensors, Capital ships and Escorts have armour replaced, datanet upgraded and weapons systems replaced

Locked – Four out of Five years completed: Expedited

The installation of the new components in the capital ships was completed this year and work has begun on rebuilding the ships. The three Light Cruisers in the Avernite fleet were finished five months into the year and are now fully operational.


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 shipyard .

Time: 5 years. (can be taken multiple times)

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.

Locked – Three out of Four years completed: Expedited

The integral sections of the new shipyard have been taking shape this year and most of the required machinery installed. Next year the final few portions of machinery will need to be installed, the reactor will need to be brought online along with the life-support systems. Freya estimates that this will take between eight and ten months, allowing the shipyards to be fully operational by the end of the year.


Constant Production: Merchantmen- Freya has put forward a proposal to devote a small shipyard entirely to building a Merchantman a year. This will provide you with a constant stream of Merchantmen while requiring minimal supervision, at the cost of reducing the amount of space your shipyards have for other tasks. This will also reduce the price per ship by a small but significant percentage.

Time: 3 years.

Cost: 12,000,000 Thrones, 1,800,000 Material, 3,600,000 Metal, 600,000 Promethium, 4,050 Advanced Material, 220 Exotic Material
Upkeep per year: 1,200,000 Thrones, 180,000 Material, 360,000 Metal, 60,000 Promethium, 405 Advanced Material, 22 Exotic Material
Reward: 1 new Merchantman per year

Complete

This year the last sections of the small shipyard were optimised for the production of Merchantmen and the first Merchantman was built. This shipyard will be able to build another merchantman a year, providing a constant and predictable stream of additional cargo capacity.

The population growth of Avernus slowed to 0.91% this year due to a major plague.

This year the population of Dis grew by 0.95% as the Blink Spider plague died down.
The population of Avernus' Spine grew by a 3.5% as the Blink Spider plague moved on.
The population of The Azure Islands shrunk by 3.36% this year due to a major plague outbreak.
Linden's population growth remained steady at 2.75% this year.
Despite several outbreaks of plague the population of the Everglades grew by 5.05% this year, proving just how effective the Avernite medical system can be.
A plague outbreak in Elysium killed 1.93% of the population this year.
A minor plague outbreak in Aridia killed 0.4% of the population this year.

Juve-Nat Production Factory: All- This year Henry has put forward a plan to build Juve-Nat Production Factories in the remaining cities of Avernus. This will increase your production of Juve-Nat fourfold to twenty-four million doses per year and allow you to start rolling out free Juve-Nat to more civilians and to export them in massive quantities.

Time: 5 years.

Cost: 107,300,000 Thrones, 21,450,000 Material, 1,073,000 Metal, 4,290,000 Promethium, 5,676 Advanced Material.
Upkeep per year: 10,725,000 Thrones, 2,145,000 Material, 107,250 Metal, 429,000 Promethium, 568 Advanced Material.
Reward: eighteen new Juve-Nat Production Factories, +18,000,000 Juve-Nat doses per year

Locked – Four out of Five years completed

As the final mechanisms were installed in the Juve-Nat factories, training continued for the future workers. Henry tells you that the first factory will begin production in a few weeks and the final factory will take a few months at most.


Upgrade Defences: Dis and Hollin- This year Henry has put forward an plan to further upgrade the defences of both Dis and Hollin. The improvements that he has suggested are extensive and would approximately double the fire-power of these Hives' defensive weapons as well as strengthening the walls, adding more void shield generators, improving the internal defences and countless other improvements. It would be an expensive and time consuming task carrying out these upgrades, particularly if you follow Henry's plan and upgrade all the cities on Avernus, but it would greatly increase the difficulty of taking an Avernite city.

Time: 6 years

Cost: 702,700,000 Thrones, 683,200,000 Material, 644,200,000 Metal, 144,900,000 Promethium, 29,280 Advanced Material.
Upkeep per year: 7,027,200 Thrones, 6,832,000 Material, 6,551,600 Metal, 1,449,360 Promethium, 293 Advanced Material.
Reward: upgrade the defences of Dis and Garden Grove to Super-Heavy

Locked – One out of Six years completed

This year Henry, Jane, General Drago, Fabricator-General Britton, and a large team of architects, spies, soldiers, engineers and Magos sat dawn and designed improved defences for Dis and Hollin. It took most of the year for the plans to be finalised but from what you can tell the designs make use of every available piece of technology and every skill that the designers have in order to create a set of fortifications that Rogal Dorn himself would not be ashamed of. Work will begin next year on turning the plans into reality.


Expedite: 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 60%. He tells you that your current mining industry is more then sufficient to allow this expansion which would be the first step on bringing your production capacity in line with the rest of your industrial capacity. Henry considers this to be of low priority.

Time: 6 years.

Cost: 16,680,000 Thrones, 3,337,000 Material, 3,337,000 Metal, 667,400 Promethium, 340 Advanced Material.
Upkeep per year: 6,673,920 Thrones, 667,392 Metal, 133,478 Promethium, 17 Advanced Material.
Reward: enlarges factories over Avernus, +1,840,000 Production Capacity, +300% base production capacity (increase of +100%).

Locked – One out of Five years completed: Expedited

This year work has begun on expanding the factories all over Avernus. Currently this has taken the form of areas being cleared for the new factories and new workers beginning to be trained. Henry tells you that work will begin on the factories in a few weeks time and that it will take around four years for them to be ready to begin production.

Late this year a High Council Meeting was held in the halls of Valhalla, with several planets going unrepresented due to Warp Storms.

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 suggests 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.

Complete
d100=77+ 15(diplomacy) + 10(astropathic choir)=102: Success

Inquisitor Klovis-Ultan was able to gather the general opinion of the security council on colonisation this year. He tells you that as expected the main concern of the security council is defence. In particular they believes that each colony must have a minimum level of ground and orbital defences as well as a minimum garrison which can be provided by the coloniser. They also believe that permission should be requested of the Security Council before founding a new colony in order to ensure that it can be properly defended.


Request Information (Asgards Mines)- 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.

Complete
d100=97+ 15(diplomacy) + 10(astropathic choir)+20(relationship)=142: Success
+20% to base terrestrial mining output

This year you had Inquisitor Klovis-Ultan request information from Asgard about the workings of Asgard's mines. Unsurprisingly you were given detailed information on the mines which are an interesting mix of feudal serfs and advanced automation, with skilled miners whose families have worked the mines for hundreds of generations operating advanced machinery traditionally provided by Atlas. Henry has been able to use this information to improve the efficiency of your terrestrial mines by a fifth. However given the sheer scale and productivity of your lunar mines this has had little effect on your total output.

The number of Abomination Cultists increased a small amount to a hundred and seventy thousand per year. On average it takes ten days to locate an outer circle cultists and four days for an inner circle cultist, exactly the same as last year.

Cult Activity Periphery Cultists Found Inner Circle Cultists Found Military Casualties from Cults Maximum Remaining Cultists
Avernus Prime 3,427 377 396 10
Avernus' Spine 20,096 2,211 2,321 10
The Azure Islands 23,599 2,596 2,726 10
Lindon 26,332 2,897 3,041 10
Everglades 22,500 2,475 2,599 10
Elysium 33,039 3,634 3,816 10
Aridia 24,929 2,742 2,879 10
Avernus Total 153,922 16,931 17,778 70
Of the hundred and thirty-two major Psykers located this year seventeen of them were Chaotic.
Fifteen of the Chaotic Psykers consisting of two Epsilon-levels and thirteen Zeta-levels were killed without causing any significant levels of damage this year.
The first Chaos Psyker to cause any problems was a Zeta-level Telepath in Lorien who killed four Witch Hunters before being killed in turn.
The second Chaos Psyker to cause problems was an Epsilon-level Diviner in Dis who killed two hundred and forty PDF Troopers, one hundred and fifty Helltroopers and six Witch Hunters before being killed by a Helltrooper sniper.

The untainted major Psykers included one Gamma-level, eight Delta-levels, thirty-five Epsilon-levels and seventy-one Zeta-levels.
Two thousand, four hundred and seventy-nine minor Psykers were located by the Witch Sniffers this year, continuer the trend of increasing numbers found every year.


Build Psyker Hunter Academies: All- This year Jane has suggested that you build more Psyker Hunter Academies, bringing the total up to one in every city on Avernus. This would massively increase the number of Psyker Hunters that can be trained allowing you to quickly reach the point where you can start sending them off world. Jane estimates that around forty thousand Psyker Hunters are needed for Avernus for maximum effect which would take decades to reach with the current training facilities.

Time: 6 years.

Cost: 28,590,000 Thrones, 1,144,000 Material, 114,400 Metal, 11,438 Promethium.
Upkeep per year: 2,859,375 Thrones, 114,375 Material, 11,438 Metal, 1,144 Promethium.
Reward: Psyker Hunter Academies in every city, addition 2,600 Psyker Hunters trained per year

Locked – One out of Six years completed

This year Jane begun the construction of several dozen new Psyker Hunter Academies, one in every non Hive city on Avernus. As construction began she started to select the academies staff, choosing a mix of veteran Psyker Hunters, staff from the other academies and drill sergeants from the local boot camps.


Tutor Syr- Given that it is currently a rather quiet time for her Jane is willing to spend a bit of time tutoring Syr in the very basics of her trade. This would greatly held Syr develop the skills in stealth and intrigue that she will need if she ever inherits Avernus from you.

Time: 1 year
Chance of Success: 35%
Reward: Syr gains +1 Intrigue, on critical has a chance of gaining a trait

Complete
d100=38+18(intrigue)+10(teacher)+20(Omake)=86: Success
Syr gains +1 Intrigue

Over the last year Jane has taken advantage of her increased free time to teach Syr both the basics of stealth, which led to Syr making an escape for an evening and much humiliation for Syr's guards - and the basics of espionage. Syr, despite not being innately gifted at these has proven to be an adept student and is picking up skill around as fast as Jane expected.

This year the Collegia Reconstructus competed two STCs: one was the Superheavy Transport and one was the Hercules Implant.
The large armoured transport, called the Magni Transporter, has been determined to weigh around ten thousand tons and has an underside made up of multiple, articulated tracks which allows it to travel over a surprising variety of terrain. The Magni has several massive loading bays, each thirty meters long as well as a collection of passages, bunkers and smaller exits. Each of these loading bays can be configured in several forms and has a ramp leading to it allowing for armoured vehicles to be transported. On the combat front a Magni Transporter has armour as strong as a Leviathan and while lightly armed, for its size, can shrug off pretty much anything but high grade antitank weapons. It return fire is usually enough to see off most attacks particularly if the bunkers are manned.

The main use for this tank that you can see are as secure cargo transport, where it can carry enormous amounts of explosives and perishables in a war-zone without being vulnerable to harassment attacks. Given that it can carry ten kilotons, as much as two transport regiments, when fully loaded or five kilotons at maximum speed a relativity small number of large armoured transport can carry the supplies for an army.

The Hercules Implant is a lot more simple, being a strength boosting implant that is around half again as effective as any currently known. This will provide a major boost to the combat capabilities of the Adeptus Mechanicus infantry forces and heroes but have few other effects.

+5 to Tech-Guard rolls, +10 to Skitrii rolls, +1 to Combat of Adeptus Mechanicus Characters


Build Greater Forge: All – Fabricator-General Britton has put forward a proposal to build a Greater Forge in each of your Forge-Cities. These huge Forges would be able to build massive amounts of advanced weapons and machinery and would over double your production of Advanced Material. Fabricator-General Britton strongly advises you to build them as soon as possible but warns you that they are the largest Forges that can currently be built in the Forge-Cities of Avernus.

Time: 7 years.

Cost: 752,600,000 Thrones, 188,200,000 Material, 75,260,000 Metal, 3,763,000 Promethium, 10,840 Advanced Material, 1,210 Exotic Material.
Upkeep per year.: 75,264,000 Thrones, 18,816,000 Material, 7,526,400 Metal, 376,320 Promethium, 1,084 Advanced Material, 121 Exotic Material.
Reward: Greater Forge built in all Forge-Cities, +9,600 Advanced Material production (100,000 after STCs).

Locked – Three out of Seven years completed

Work on the superstructure of the new Forges continued this year, finishing a mere month ago. While the Forges look complete from the outside when you enter into them they are shown to be early totally hollow, with only the the skeleton in place. Work has begun on the largest internal components such as the reactors and the production machinery. Fabricator-General Britton estimates that it will take another three years to finish installing the internal components.


Detailed Survey (Kraken)- Magos Biologis Saren could continue his investigation into the Kraken in an attempt to discover more about it. He is particularly interested in how it manges to float and whether there is any way to control a kraken.

Time: 2 years
Chance of Success: Unknown.

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

Complete
d100 = 75 + 50(building) + 15(Cogitator) + 10(Rune Priests) + 8(learning )+15(carcass)= 163: Success

Magos Biologis Saren's investigation into the kraken continues to be successful, with several more discoveries being made this year. This first discovery is that the kraken uses telekinesis to lower its weight, allowing it to float. The second major discovery that he has made is that the mind of a kraken is remarkably simple for a psychic species, meaning that it may be possible to use cybernetics to control or influence a kraken, though this will take a lot more research and a live kraken.


Survey Ship Graveyard: Light Cruisers- There are the remains of one thousand two hundred and twenty warships between two and three kilometres long in the ship graveside. These ships were most likely the Light Cruisers of the Dark Age of Technology and are likely to contain many useful technological secrets, most of which are the correct size for your current ships to use. There are ten intact, one hundred and ten mostly intact, two hundred and forty half destroyed and seven hundred and sixty nearly totally destroyed.

Reward: Information on the Light Cruiser sized wrecks, more options

Time: 1 year.

Cost: 6,100,000 Thrones, 305,000 Material, 122,000 Promethium, 192 Advanced Material

Complete

This year Archmagos Explorator Tranth's teams began their survey of the ships graveyard, focusing on the smaller ships. Archmagos Tranth has discovered that there are four separate designs of Light Cruisers in the graveyard, each seemingly in use by both sides. There are two distinct sizes of Light Cruisers, one two point eight kilometres long and the other two point four kilometres long. In this survey intact is used to refer to no structural damage (over 99% of the ship still in one piece), mostly intact refers to moderate structural damage (between 98% and 67% of the ship in one piece), half destroyed refers to major structural damage (between 66% and 34% of the ship in one piece), while nearly totally destroyed refers to critical structural damage (between 33% and 1% of the ship in one piece).

The largest Light Cruiser is a heavily armoured, heavily gunned warship with a massive point defence grid. This ship seems to be designed to act as an escort for larger capital ships in the thick of the battle. There are three intact ships of this class: thirty mostly intact, eighty half destroyed and two hundred and sixty mostly destroyed. From what Tranth can determine these ships are equipped with powerful defences and short range but powerful weapons, but have at best average speed and manoeuvrability.

The second large Light Cruiser seems to be a variant of the first modified to act as a carrier. It retains the heavy armour and point defences of the original design but replaces most of the weaponry with a few lances and several Attack Craft bays; they are most likely designed to act as battlefield carriers. There are two intact ships of this class: thirty mostly intact, eighty half destroyed and a hundred and sixty mostly destroyed. From what Tranth can determine these ships simply replace the weapons on the previous class with Attack Craft bays and examining them may be a good method of finding intact Attack Craft.

The first of the smaller Light Cruisers is a sleek, massively engined warship obviously designed for speed rather then toughness. This ship seems to be designed for the classic Light Cruiser roles of commerce raiding, scouting and skirmishing. There are three intact ships of this class: thirty mostly intact, fifty half destroyed and two hundred and ten mostly destroyed. From what Tranth can determine these ships are equipped with powerful engines, advanced sensors, torpedoes and long range weaponry but have at best average defences.

The second of the smaller Light Cruisers is a carrier variant of the first, replacing most of the weaponry and all of the torpedoes with several Attack Craft bays. This design was most likely built to provide support for the raiding and skirmishing task groups as well as scouting. There are two intact ships of this class: twenty mostly intact, thirty half destroyed and a hundred and thirty mostly destroyed. From what Tranth can determine these ships simply replace the weapons on the previous class with Attack Craft bays and examining them may be a good method of finding intact Attack Craft.


Survey Ship Graveyard: Escorts- There are the remains of thirty-five thousand, eight hundred warships between one and two kilometres long in the ship graveside. These ships were most likely the Escots of the Dark Age of Technology and are likely to contain many useful technological secrets, most of which are the correct size for your current ships to use. There are fifty intact, five thousand, four hundred mostly intact, ten thousand half destroyed and twenty-three thousand, four hundred nearly totally destroyed.

Reward: Information on the Escort sized wrecks, more options

Time: 1 year.

Cost: 6,100,000 Thrones, 305,000 Material, 122,000 Promethium, 192 Advanced Material

Complete

Archmagos Explorator Tranth's survey teams found that there were six different classes of Escort of three different builds. The largest of the escorts are one point eight kilometres long while the smallest are little over a eight hundred meters.

The largest escorts are heavily armoured gunships with advanced defensive systems and underpowered engines. They are equipped with powerful weapons batteries and were most likely designed to act as escorts to the capital ships. There are eight intact ships of this class: eight hundred and twenty-five mostly intact, one thousand five hundred half destroyed and three thousand four hundred mostly destroyed. From what Tranth can determine these ships are the escort version of the first cruiser and have similar technologies.

The second class of escort is a variant of the first that replaces the weapons batteries with a powerful lance. A group of this form of escort would be able to quickly bring down many capital ships and they most likely acted as hunter-killer teams in the larger battle, targeting heavy cruisers and battleships. There are seven intact ships of this class: eight hundred and twenty-five mostly intact, one thousand five hundred half destroyed and three thousand four hundred mostly destroyed. From what Tranth can determine these ships are very similar to the previous class except for the weapons loadout.

The third class of escorts combine incredibly powerful engines and light builds in order to maximise their speed and maneuverability. They are equipped with torpedoes and are most likely designed for harassment and skirmishing rather then head to head battle. There are ten intact ships of this class: one thousand and eighty mostly intact, two thousand half destroyed and four thousand six hundred mostly destroyed. From what Tranth can determine these ships are equipped with with very powerful engines, torpedoes and average at best defences.

The fourth escort class, and the smallest, seems to be a stealth design. It is equipped with small engines that minimise emissions and is covered in some sort of coating that absorbs radiation. On the other hand this ship has by far the weakest defensive and offensive capabilities of the escort types, though Archmagos Tranth would not be surprised to find that they often had exotic torpedoes in their single torpedo tube. There are five intact ships of this class, five hundred and forty mostly intact, one thousand half destroyed and two thousand three hundred mostly destroyed. From what Tranth can determine these ships are equipped with advanced stealth technology and may contain powerful torpedoes.

The fifth, and most common, escort class seems to be an all rounder design, with a mix of fire-power, speed and defences. This class is generally armed with long range weapon batteries and was most likely the cheap, expendable escort that was tasked with engaging enemy escorts. There are fifteen intact ships of this class, one thousand, six hundred and twenty mostly intact, three thousand half destroyed and six thousand nine hundred mostly destroyed. From what Tranth can determine these ships do not have any really new technologies.

The final class of escort is a variant of the fifth class that replaces the long range weapon batteries with powerful, short range weapons batteries. This class was most weekly tasked with smashing enemy escorts and cruisers at short range, using the fire-power of its guns and numbers to overwhelm the foe. There are ten intact ships of this class, one thousand and eighty mostly intact, two thousand half destroyed and four thousand six hundred mostly destroyed. From what Tranth can determine the powerful short range weapons batteries may be interesting but little else is likely to be revolutionary.

Spread the Words- One of the main reasons that it took so long to translate the information from Fjol IV was that only a handful of people in the Imperial Trust can read the language. Saint Lin has offered to have his Ordo Dialogis Sisters teach it - along with all of the other languages that they speak or read - in the Collegia to increase the number of people that can act as translators.

Time: 4 years.

Cost: 31,000,000 Thrones, 31,000 Material, 3,100 Metal, 310 Promethium.
Upkeep per year: 3,100,000 Thrones, 3,100 Material, 310 Metal, 31 Promethium
Reward: increased number of people who speak other languages

Locked – Two out of Four years completed

The new languages courses at the Collegia opened this year to a good deal of publicity. They have attracted a lot of students and Saint Lin is confident that his Sisters will be able to find students with enough talents to act as translators in the future, even for difficult languages like Eldar.


Good Deeds (Asgard)- 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
d100=93+46(piety)=139: Critical Success
+2 Morale

Saint Lin's efforts to reform the Imperial Church on Asgard have been highly successful despite some opposition from the Aesir. The church's change from an authoritarian force pressing down on the Thralls to a supportive power has greatly calmed the peasantry who have always been the group most likely to cause trouble on Asgard.

Of the seventy major Psykers who underwent the trials this year forty-eight passed, including four of the six Delta-levels, fourteen of the nineteen Epsilon-levels and thirty out of forty-four Zeta-levels.
One Delta-level Telapath is training as a Sanctionite while the other two are training as Battle Psykers. The final Delta-level has been taken by the Inquisition for training.
One of the four Epsilon-level Biomancers, one of the three Diviners, both Pyromancers and one of the two Telekinetics are being trained as Battle Psykers. Three Biomancers, one Diviner, one Telekinetic and two Telepaths are being trained as Sanctionites. One Diviner and one Telepath are training as Neo-Astropaths.
Four of the five Zeta-level Biomancers, three of the seven Diviners, two out of four Pyromancers, four of the nine Telekinetics and one of the two Telepaths entered training as Battle Psykers this year. One Biomancer, two Diviners, two Pyromancers and five Telekinetics are being trained as Sanctionites while the other two Diviners and one Telepath are training as a Neo-Astropaths. Three Zeta-levels were taken by the Inquisition for training.
Of the one thousand, one hundred and seventy-two minor Psykers to undergo the trials this year two hundred and forty-four failed. Three hundred and nine of those who passed are training as Battle Psykers, two hundred and ninety-four as Witch Sniffers and three hundred and six as Sanctionites while seventeen have been taken by the Inquisition for training.

One Zeta-level Biomancer, one Zeta-level Pyromancer, one Zeta-level Telekinetic, and fourteen minor psykers have developed their skills enough to graduate from Battle Psyker to Veteran Battle Psyker.

One Primaris Psyker, a Delta-level Telekinetic was killed by the Avernite wildlife this year.
Among the major Battle Psykers one Zeta-level Biomancer, one Delta-level Pyromancer, one Zeta-level Pyromancer and one Zeta-level Telekinetic died this year along with one Veteran minor Battle Psyker and forty-five minor Battle Psykers.
Among the major Sanctionites one Zeta-level Biomancer, one Zeta-level Telekinetic and one Zeta-level Telapath died along with thirty-one minor Sanctionites and fifty-one Witch Sniffers. One Zeta-level Neo-Astropathic Receiver was also among Avernus' kills this year


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.

Locked – Two out of three years completed

Primaris Xavier has spent the year examining exactly how the Siren Ladies make such decorated shields as well as why it is more effective. He has yet to fully answer either question though he believes that they can make such complex shields by a feat of memorisation with most Ladies having a single shield that they always use. He has also found that each Lady's shield is a bit stronger against certain forms of attacks and weaker against others, a tendency that he believes has something to do with the inscriptions on the shields.


Double Down: Research (Congregation Asps): Part Two – While he has investigated the Hive Mind of the Congregation Asps, Headmaster Ridcully did not have the time to investigate their Biomancy. He would like to spend a year or so investigation this aspect of their powers in the hope that he will find something useful about them.

Time: 1 year
Chance of Success: 40%

Cost: 81,000 thrones, 8,100 Material, 8.6 Advanced Material.
Reward: More information on the Biomacy of Congregation Asps.

Complete
d100=52+9(learning)+20(double Down)=81: Success

After another year of study Headmaster Ridcully has determined several important bits of information about the Biomancy of the Congregation Asps. The first is that it takes constant effort of months to years to get any changes and second that changes are irreversible with Biomancy. Between these two discoveries learning the Biomancy of Congregation Asps seems far less attractive, particularly as it does not have consistent results for people on different Psychic Frequencies.

Personal Attention: More Siege Infantry – 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 completed

This year you began the formation of another two corps of Siege Infantry, doubling your siege infantry forces. You expect that it will take another two years to train them up to Avernite standards.


Personal Attention: King of Battle – 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 completed

This year you supervised the first steps of recruiting another half a brigade of artillery, which when complete will provide a major boost to your articular forces. You expect that it will take another two years to train the crews up to Avernite standards.


Spend Time With Family- Despite the constant issues of running Avernus you should make sure to sped some time with Freya and Syr. Syr is currently attending her initial schooling which will give you the opportunity to spend some more time with Freya.

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

Complete
D100=41+5(Palace)+13(Diplomacy)=59: Success

You and Freya continued to trade stories of your pasts over the year, reaching all the way back to your youth as a junior member of the Administratum and her childhood as a spoiled brat, or at least that is what she claims. It is nice to learn more of your wife as you have been over the last few years and you can tell that she feels the same way.


Tutor Syr (Combat)- 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% (10% for Martial)

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

Complete
d100=72+5(Palace)+28(Combat)=105: Success
Syr gains +1 Combat

This year you personally trained Syr for combat, or rather survival. She has proven to have a natural instinct for combat that with sufficient refining you think could see her develop into one of the most dangerous humans on Avernus. That is a long way off however and you have been focusing on hand-eye coordination and situational awareness, both vital skills.

Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food
Starting 12,784,916,962 914,441,572 15,420,797,527 2,131,393,244 1,750,606 13,473 39,500
Net Income 327,298,459 -754,223,299 928,759,060 -18,818,793 -153,786 1,985 1,785
Remaining 13,112,215,421 160,218,273 16,349,556,587 2,112,574,451 1,596,820 15,458 41,285
 
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Well we know how to talk to the Trolls and now they are learning to use weapons would it be worth it to talk to them now?

Also awesome two free STCs complete with the Superheavy Transport being useful to move our Pre-Fab Fortresses and the Implants makes Admech forces much more useful.
 
We should see about trying to diplomance some of the Trolls. Find some tribe that's amenable, and get them to attack each other instead of us.
 
Pretty good turn all things told. Except the Wildlife decided to come back with a vengeance as a plague decides to migrate to another region. Dammit.

Also holy s*** the Trolls decided to pick up our guns? How's this for a reformation of the armed forces "Either bring back your equipment or destroy it in it's entirely!".

The idea that our disciplined military is leaving it's garbage around is terrible! But hey at least their learning their lesson and our recruitment/training is getting their.

Speaking of getting their Syr seems to be getting closer to Lu Bu levels. I've played with an idea where she creates her own small private army called the "Valkyrias" (mostly in keeping with the Viking System were in) where she merges Rowdy Sword Maidens and Army/Naval officers from the Academy as an all female force that is entirely loyal to her and her only. They'll mostly server 'at her pleasure' so wherever she decides she needs to fortify or press a certain attack she sends a Valyrian army their to make sure it's done.

Also that Robo Kraken is such a great idea if we can get the Mechanicus to Cyborg them after a certain elite Ranger unit is sent in to catch one alive.
 
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