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
On the one hand, I appreciate that some more grimdark is being injected into this game but on the other...I really don't want to see anything Slaaneshi.
 
On the one hand, I appreciate that some more grimdark is being injected into this game but on the other...I really don't want to see anything Slaaneshi.
Oh no, all four are involved. And get squished by the Fifth of Four. For comparison, the Star Father is the Sixth of Four. Also, it's a crossover with a series I rather like. I'll leave it at that.
 
@durin: How do Avernites come off to off-worlder eyes? I remember you using the word "jittery", but that was for trained operatives.
jittery works for everyone, a lot of the training was on how not to be jittery
the average Avernite is constantly flickering their eyes over everything in the region and is always poised for action, they move in groups whenever possible even offworld and are always armed and armored, or at least as well equipped as local laws allow
 
could I have a vote count

Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1241 | Sufficient Velocity
##### NetTally 1.5.11

[X] Plan Enjou
No. of Votes: 14

[X] Void's Trade Plan
No. of Votes: 1

Total No. of Voters: 15
 
[X] Enjou

One thing I've sort of have been wondering; as a lord of a fief on a Feudal World, aren't we technically allowed to have Knight Vassals? And if Rotbart was allowed vassals, would he be allowed to field/operate them on Avernus? I'm not trying to sabotage Asgard here or start an incident with everyone's favorite High Marshal, it's just Imperial Knights would be a nice contribution against the local wildlife and I'm kinda curious to see what kind of culture Avernite Knights would develop.

Considering how much we've helped Asgard, we may want to talk to Sigurd in private the next council meeting and see if we can get permission to field some Knights of our own, possibly as a means of forgiving a large amount of the debt.
 
The Third Meeting of the High Council Part Six: Finishing up
The Third Meeting of the High Council Part Six: Finishing up

The trade deals are finalised after a day or two with the main focus of the trade deals being to prepare to supply Vanaheim with Metal once it is released from the Warp Storm. You paid off your debt to Svartalfheim by selling ten Merchantmen and promising the next ten Merchantmen that you shipyards produce.

BUY
N/A

SELL
100 Knight Titans - 1,300 Cr, N/A Cargo
SELL
Training - 2 Cr, N/A Cargo

BUY
50 Exotic Material per year - 2 Cr, N/A Cargo
SELL
4,600,000 Thrones - 5 Cr, 0 Cargo0

BUY
10,000 Advanced Material per year - 5 Cr, 0 Cargo
SELL - 2480 Cr
702,890,000 Metal per year - 1405.78 Cr, 44.985 Cargo
75,000,000 Promethium per year - 217.5, 4.8 Cargo
436,159,600 Thrones per year - 200.72 Cr, 0 Cargo
10 Merchantmen (from next decade's production) - 656 Cr, 0 Cargo
10 Merchantmen (currently owned, traded to Svartalfheim but required to be used to ship goods from Avernus this trade) - 656 Cr, 0 Cargo

BUY - 910 Cr
300,000,000 Material per year - 750 Cr, 19.2 Cargo
200,000 Advanced Material per year - 100 Cr
1,000 Exotic Material per year - 60 Cr
SELL
5,000,000 Promethium per year - 14 Cr, 0.215 Cargo
52,500,000 Thrones per year - 50 Cr, 0 Cargo

BUY
32 Cr with Vanaheim - 64 Cr, 0 Cargo
 
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Considering that Asgard has the equivalent of 40 merchantmen in cargo ships, can we ask them to cover (part of) their payment obligations with using their own craft to ship metal?
 
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Turn Fifty-Nine
Turn Fifty-Nine

The major event of last year was the third High Council Meeting, where little was decided on other then trade deals. Avernus did well out if the trade deals, paying off most of your debt to Svartalfheim and gaining a decent amount of material. Another important event was the fact that Trolls have started using looted weapons, proving that they are truly an intelligent species and may be worth making diplomatic contact with.

General Drago is currently rather busy with a collection of large military projects that are under way which he tells you will massively increase the combat potential of the Avernite military. One thing you do hear is that Lieutenant-General Christianson of Aridia had a close brush with death as a result of a Titan Scorpion and had to spend a month recovering. Lieutenant-General Donovan has developed his administrative skills in the years since being promoted, out of necessity more then anything else.

Administrator (+2A)In his time as the commander of the Azure Islands PDF Lieutenant-General Donovan has been forced to develop his administrative skills to a decent level.
Five Locked Choose None

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


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


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


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


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

Now that she has the free time to start another project Freya tells you that you have two major paths that you can follow. To either build up your shipyards and hope to build a large enough fleet to meet any potential invasion fleet or to focus on building defences so that you can hold out against major fleets but can not offer as much aid to the rest of the Nine Worlds. Given how valuable The Well of Urd is both options are equally valid but trying to do both will be futile.
Two Locked Choose One

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


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


Orbital Defences: Defence Stations- The natural next step in building defences is to build more Defence Stations. These massive constructions have the firepower and defences to exchange fire with a Grand Cruiser on an equal footing and are threats to even Battleships. Freya wants to build fourteen. This will allow you to position ten in both of your naval centers which will be enough to stop all but the most overwhelming attacks.

Time: 6 years.

Cost: 277,800,000 Thrones, 72,580,000 Material, 21,590,000 Metal, 5,824,000 Promethium, 9,752 Advanced Material.
Upkeep per year: 27,776,000 Thrones, 7,257,600 Material, 2,159,360 Metal, 313,600 Promethium, 590 Advanced Material
Reward: 14 Defence Stations added to the defences of the Avernus System.


Small Minefield: Deiphobe- One of the most effective methods of defending a naval base is the placement of a minefield. Freya would like to begin by placing a small minefield around Deiphobe, limiting the approaches that escorts can make and inflicting some damage on approaching cruisers. She has a whole collection of plans to enlarge or thicken this minefield, increasing the defence it provides.

Time: 2 years.

Cost: 64,000,000 Thrones, 12,800,000 Material, 640,000 Promethium, 8,600 Advanced Material
Upkeep per year: 1,600,000 Thrones, 320,000 Material, 16,000 Promethium, 107.5 Advanced Material
Reward: A small, light minefield around Deiphobe


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.


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 you and Syr for its duration (unless you also attend Naval Academy)

Henry is rather busy with his current projects this year but still has some time to plan for the future. He mentions that Mirkwood is nearly large enough to expand and that he should be able to begin the expansion in a year or two at the most, increasing the defences of your most vulnerable city.
Three Locked Choose None

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


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


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

Inquisitor Klovis-Ultan is pleased by how the High Council Meeting went, with no problems occurring despite your slightly risky proposal. He tells you that it is a very good sign that the leaders of the three technological groups were able to talk about their issues without any animosity and have not ruled out sharing more in the future. He has also suggested trying to make contact with one of the Troll High Chiefs in order to reduce the attacks from Trolls.
Choose Two

Contact Trolls- Inquisitor Klovis-Ultan has suggested trying to make diplomatic contact with one of the Trollish High Chiefs. If successful this could lead to forming a peace treaty or even alliance with one of the Troll tribes which could prove to be very useful, and lead to some more diplomatic issues in the Imperial Trust.

Time: 2 years
Chance of Success: 50% (Inquisitorial re-roll can not be used)

Cost: 12,200,000 Thrones, 610,000 Material, 12,200 Promethium, 87 Advanced Material.
Reward: Diplomatic Contact with one of the Troll Tribes.


Power Armoured Exchange: Part One- At the High Council Meeting you proposed a exchange between the Avernite Power Helguard and the Svartalfar Guard. Inquisitor Klovis-Ultan is ready to discuss the details of this exchange with his opposite number in Svartalfheim's Administratum.

Time: 1 year

Cost: 128,000 Thrones
Reward: Organise Power Armoured Exchange with Svartafheim


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, Muspelheim, Svartalfheim, 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 (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 has spent the last year beginning the construction of over a dozen new Psyker Hunter Academies. She tells you that with the recruits she will gain from these academies Avernus will be able to quickly gain enough Psyker Hunters to be able to safety send them off world. She tells you that now that Syr is old enough she is willing to begin instructing Syr in the Way of the Blade.
One Locked Choose One

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


Way of the Blade (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 swordsmanship. Given that Jane is both one of the best swordsmen on Avernus (and in the Nine Worlds) and a skilled teacher, she is the best possible teacher for Syr in this art. Given Syr's age it will take years for her to develop any real skills but on Avernus it is better to begin advanced combat training as soon as possible.

Time: 1 year
Chance of Success: 30% (uses Syrs combat, increases by 5% per year)
Reward: Syr gains Novice Swordsman (+10 to melee rolls)


Tutor Syr (Intrigue)- 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


Hidden Watchers- One of the ways in which you can keep a close watch on the Quartok is to install hidden watchers in Malae, both human and technological. This would allow Jane to ensure that the Quartok are what they seem to be and that they are not doing anything dangerous without making it obvious that they are being watched. If detected this would lead to some major diplomatic issues with the Quartok.

Time: 4 years.
Chance of Success: 40%

Cost: 6,500,000 Thrones, 325,000 Material, 16,250 Metal, 65,000 Promethium, 430 Advanced Material.
Upkeep per year: 650,000 Thrones, 32,500 Material, 1,625 Promethium, 21.5 Advanced Material.
Reward: Hidden watchers on Quartok, increased chance of warning if they begin acting against your interests or if Chaos Cults form.


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)- 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 has completed his recent survey of the ship graveyard and catalogued ten different classes of warships. Next he would like to give a single class a closer look before he can begin reverse engineering them. The rest of the Mechanicus continues to prosper with Magos Biologis Saren being rather enthused by the idea of controlling kraken, as are you to be honest as it would fill the largest hole in your defences.
One Locked Choose Three

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

Must choose at least One of the following

Detailed Survey (Any)- Now that he has conducted several surveys Archmagos Explorator Tranth would like to examine the ships of a single class in more detail. This will allow him to determine whether there are any other technological treasures hidden in the more intact samples as well as getting more information in the ship class itself.

Time: 2 years.

Cost: 12,200,000 Thrones, 610,000 Material, 244,000 Promethium, 384 Advanced Material
Detailed Survey (Escort Cruiser)- The Escort Cruiser is a large light cruiser that is heavily armoured, heavily gunned warship equipped with a massive point defence grid. 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.

Reward: Search the intact, mostly intact and half destroyed Escort Cruisers for archeotech and get more detail on the capabilities of the Escort Cruiser.

Detailed Survey (Escort Carrier)- The Escort Carrier is similar to an Escort Cruiser but 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..

Reward: Search the intact, mostly intact and half destroyed Escort Carriers for archeotech and get more detail on the capabilities of the Escort Carrier.

Detailed Survey (Light Cruiser)- The Light Cruiser 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.

Reward: Search the intact, mostly intact and half destroyed Light Cruisers for archeotech and get more detail on the capabilities of the Light Cruisers.

Detailed Survey (Light Carrier)- The Light Carrier is a carrier variant of the Light Cruiser, 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.

Reward: Search the intact, mostly intact and half destroyed Light Carriers for archeotech and get more detail on the capabilities of the Light Carriers.'

Detailed Survey (Escort Frigate)- The Escort Frigate 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.

Reward: Search the intact and mostly intact Escort Frigate for archeotech and get more detail on the capabilities of the Escort Destroyer.

Detailed Survey (Hunter Frigate)- The Hunter Frigate is a variant of the Heavy Gunship 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.

Reward: Search the intact and mostly intact Hunter Frigate for archeotech and get more detail on the capabilities of the Hunter Destroyer.

Detailed Survey (Raider)- The Raiders 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.

Reward: Search the intact and mostly intact Raiders for archeotech and get more detail on the capabilities of the Raiders.

Detailed Survey (Shadow Destroyer)- The Shadow Destroyer is a small stealth based escort. 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.

Reward: Search the intact, mostly intact and half destroyed Shadow Destroyers for archeotech and get more detail on the capabilities of the Shadow Destroyer.

Detailed Survey (Escort Destroyer)- The Escort Destroyer is 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.

Reward: Search the intact and mostly intact Escort Destroyers for archeotech and get more detail on the capabilities of the Escort Destroyer.

Detailed Survey (Hunter Destroyer)- The Hunter Destroyer is a variant of the Escort Destroyer 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.

Reward: Search the intact and mostly intact Hunter Destroyers for archeotech and get more detail on the capabilities of the Hunter Destroyer.

Survey Ship Graveyard: Any- The ship graveyard orbiting Cocceio contains countless warships from the Dark Age of Technology in conditions ranging from near intact to dust. The first step of finding the secrets hidden here is to survey the graveyard in order.

Time: 1 year.

Cost: 6,100,000 Thrones, 305,000 Material, 122,000 Promethium, 192 Advanced Material
Survey Ship Graveyard: Above Battleships- There are the remains of six warships longer then ten kilometres in the ship graveyard. Of these one seems intact, one is mostly intact, two are half destroyed and two nearly totally destroyed. These were once ships in the league of The Well of Urd and investigating them may reveal many secrets.

Reward: Information on the Above Battleship sized wrecks, more options

Survey Ship Graveyard: Battleships- There are the remains of one hundred and seventy-six warships between seven and ten kilometres long in the ship graveyard. These ships were most likely the battleships of the Dark Age of Technology and are likely to contain many powerful weapons systems. There are two that seem intact, fourteen mostly intact, forty-eight half destroyed and a hundred and twelve nearly totally destroyed.

Reward: Information on the Battleship sized wrecks, more options

Survey Ship Graveyard: Heavy Cruisers- There are the remains of one thousand six hundred hundred and ninety warships between five and seven kilometres long in the ship graveside. These ships were most likely the Heavy 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 one hundred and eighty mostly intact, four hundred and thirty half destroyed and one thousand and eighty nearly totally destroyed.

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

Survey Ship Graveyard: Cruisers- There are the remains of one thousand two hundred and sixty warships between three and five kilometres long in the ship graveside. These ships were most likely the 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 two hundred and forty mostly intact, four hundred and twenty half destroyed and five hundred and seventy nearly totally destroyed.

Reward: Information on the Cruiser sized wrecks, more options

Ship Graveyard: Ordinance- There is an massive amount of ordinance within the ship graveyard, mostly battered into uselessness but some still partially intact. Archmagos Explorator Tranth thinks that if he spends a few years sorting though it he will be able to gain some mostly or totally intact attack craft and torpedoes, which could have a massive impact on your own ordinance.

Reward: Chance of finding reasonably intact attack craft or torpedoes.

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.
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: -50% (40% 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: 20% (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: -80% (10% 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 learn something.

Chance of Success: -120% (-30% 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: -70% (20% 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: -110% (-20% 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: -60% (30% after bonuses)
Reward: Gain information about Reactors, first step on the path to improving your current Reactors.


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 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
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: 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% (99% after bonuses).

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

Cost: 8,100 Thrones, 1,640 Material, 41 Metal, 10 Promethium.

Must choose at least One of the following

In-depth Examination (Kraken)- Magos Biologis Saren wishes to spend another few years studying the kraken in order to determine if his thoughts on them being susceptible to cybernetic control is accurate. He will attempt to create several prototype control systems which will have to be test on live kraken at a later date.

Time: 3 years.
Chance of Success: Unknown

Cost: 1,200,000 Thrones, 60,000 Material, 60,000 Metal, 24,000 Promethium.
Reward: More information about Kraken.

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

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

Time: 3 years.
Chance of Success: 20%

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


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

Time: 3 years.

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

Saint Lin is currently splitting his time between Avernus and Asgard and so has been spending a lot of time travelling. This travel has allowed him to have a large amount of time to himself that he has not had much of since the death of the Emperor. Saint Lin seems more cheerful and better rested then he has been for years and several stress lines have disappeared from his face.
Two Locked Choose None

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


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

While disappointed that the Congregation Asps biomancy is unlikely to be useful Headmaster Ridcully is accepting of the fact that some of the wildlife's powers will prove to be impossible to make use of. He is strongly lobbying to begin his study of Psychic Frequencies saying that the improvements to Neo-Astropaths that this field of study may lead to will prove essential as Astropaths start to die off.
One Locked Choose One

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


Research: Psychic Frequencies Part One- Headmaster Ridcully's investigation of the Hive Mind of Congregation Asps found that Psychic Frequencies are a rather important topic. Currently little is known about this field, on Avernus anyway, and Headmaster Ridcully would like to spend a few years investigating them. This will be the first step of a long term project that will greatly increase your understanding of Psychic Powers and the Warp.

Time: 4 years
Chance of Success: 30%(uses average of learning and control).

Cost: 6,100,000 Thrones, 61,000 Material, 610 Promethium, 870 Advanced Material, 96 Exotic Maternal
Reward: More information on Psychic Frequencies


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 or 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: 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


Cheating- Recently Archmagos Explorator Tranth and Headmaster Ridcully have come up with the idea to use Headmaster Ridcully's postcognition to discover more about The Well of Urd and the technologies that make it up. This should be very effective and will hopefully be enough to allow Magos Explorator Tranth to learn how to use technologies otherwise incomprehensible.

Time: 1 year. (must be taken by Headmaster Ridcully, Archmagos Explorator Tranth must have taken and Examine Sub-Systems action this year)
Chance of Success: 30%

Cost: 71,000 Thrones, 710 Material, 7 Promethium, 86 Advanced Material, 9.6 Exotic Material.
Reward: permanently reduce the difficulty of the Examine Sub-Systems or an Examine: Any that was found on The Well of Urd by one percent per three percent that the action is passed or one percent per five the action is passed by if it is Examine: Any

The High Council Meeting was definitely a success despite the fact that most proposals were delayed. One issue that you realised during the meeting is the fact that the Mechanicus still considers itself the only authority on technology. This attitude is why they are refusing to share any more secrets with the Artisan Guilds and why Champion Surt fears to share any more of his secrets. Changing this attitude by even the smallest amount will be hard.
Three Locked Choose One

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


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

Attend High Council Meeting-You have just returned form the third High Council Meeting of the Imperial Trust, a meeting that took several moths once you take travel time into account. This has greatly reduced the amount of free time that you have this year.

Locked – Zero out of One years completed

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


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.


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% (10% for Martial)

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


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.

  Thrones Material Metal Promethium Advanced Material Exotic Material Food
Gross Income 840,196,272 610,049,202 1,202,206,027 52,085,023 285,892 1,113 1,572
Current Reserves 14,088,069,243 403,252,275 18,238,636,395 2,218,566,723 1,502,521 15,906 39,750
Project Cost Thrones Cost Materials Cost Metal Cost Promethium Cost Advanced Material Cost Exotic Material
More Specialists 362,900 69,670   18,580    
Specialist Grenadiers (Write In): Planning 6,650,000 13,300   1,330 860  
Flying Fortress: A Soldiers View 65,580          
Recon Amour: Phase-Tigers: Planning 13,300,000 133,000   26,600 17,200  
Scout Regiment: Planning 6,100,000 61,000   6,100 3,050  
Pilot Armour: Helguard and Elite Specialists 610,300 122,100   12,210 16,210  
Constant Production: Merchantmen 12,000,000 1,800,000 3,600,000 600,000 4,050 220
Orbital Defences: Defence Stations 277,800,000 72,580,000 21,590,000 5,824,000 9,752  
Small Minefield: Deiphobe 64,000,000 12,800,000   640,000 8,600  
Expand Shipyards 144,000,000 21,600,000 10,800,000 21,600,000 1,032 48
Naval Evaluation 14,400,000 144,000   144,000    
Underground Railways: Expand 240,000,000 80,000,000 200,000,000 40,000,000 8,000  
Administratum Reorganisation: Part Four 66,500,000          
Expand Promethium Refineries: Mag Mell 16,750,000 3,352,000 3,352,000 670,400    
Food Stores 71,120,000 16,070,000 822,000 1,607,000 8,600  
Rapid Good Couriers: Mass 65,020,000 16,260,000 1,626,000 3,251,000 172,000  
Educational Reform 934,700 93,470 93,470 9,347    
Sound Out (Write In Proposal)- 133,000          
Investigate (Planet)- 401,800          
In Depth Investigation (All) 2,189,000          
Spy Network (Planet 665,000 6,650   665 9  
Social Policy: Greatly Increased Surveillance 133,000 13,300        
Social Policy: Big Brother 665,000 66,500        
Police Coverage: Extreme 13,260,000 1,426,000 1,706,000 52,120 490  
Deepen Spy Network (Any) 3,325,000 332,500   33,250 43  
Hidden Watchers 6,500,000 325,000 16,250 65,000 430  
Detailed Survey (Any)- 12,200,000 610,000   244,000 384  
Examine: Any 6,650 1,330 33 6    
Try to complete STC fragment: Any 6,650 1,330 33 6    
Survey Ship Graveyard: Any 6,100,000 305,000   122,000 192  
Examine Sub-System: Any 665,000 13,300   6,650 860 10
Preliminary Examination (Species) 33,250 1,663 1,663 333    
Detailed Survey 166,250 8,313 8,313 3,325    
Detailed Survey (Island Turtle) 332,500 16,625 16,625 6,650    
In depth examination 997,500 49,875 49,875 19,950    
Regional Survey (Region) 33,250 3,325 333 666    
Flying Fortress: Design Part One 28,400,000 2,840,000 710,000 284,000 860  
Recon Amour: Phase-Tigers: Implantation 13,250,000 13,250   33,250 1,920  
Missionary Work (Planet)- 133,000 33,250        
Good Deeds (All)- 33,250,000 332,500 33,250 3,325    
Research: Psychic Frequencies Part One 6,100,000 61,000   610 860 96
Minor Talents 665,000          
Research (All) 66,500       9  
Cheating 66,500 666   7 86 10
Research (Black Crystal) 332,500 16,630     43  
Speak to the People 3,325          
 
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Hmm.

Mostly internal policies I see.

Contacting trolls I think would be a good idea. The idea of having Avernite Ogyrns that can krump those filthy green skins is very pleasing. Beyond that i'm open to vote for anything else.
 
Ok, so, two major choices we have to make here IMO, dealing with our Double Down.

Now, we have a Beta taking the trials next year. That's a big deal, but Ridcully has lobbied strongly to start the Psychic Frequency research ASAP and I'm generally inclined to listen to him when he wants something strongly. If we do it this year, we should definitely do the double down. And even if we do, Xavier will be available to do tutoring next year since his current project will finish this year.

That said, if we do that, we may want to hold off on Troll diplomacy for a year so we can double down on it then. There's a +15 diplomacy bonus on that, so it's only a 65% chance of success. Mind you, if we fail, we can try again with a different tribe, and we could get the Divination reroll as well.

Anyone have any thoughts?
 
Ok, so, two major choices we have to make here IMO, dealing with our Double Down.

Now, we have a Beta taking the trials next year. That's a big deal, but Ridcully has lobbied strongly to start the Psychic Frequency research ASAP and I'm generally inclined to listen to him when he wants something strongly. If we do it this year, we should definitely do the double down. And even if we do, Xavier will be available to do tutoring next year since his current project will finish this year.

That said, if we do that, we may want to hold off on Troll diplomacy for a year so we can double down on it then. There's a +15 diplomacy bonus on that, so it's only a 65% chance of success. Mind you, if we fail, we can try again with a different tribe, and we could get the Divination reroll as well.

Anyone have any thoughts?
with how hard he is lobbying for it, we should probably start on the frequencies and give it the DD. 65% is fine, especially on an action that can be done more than once and is only one year.
 
Ok, here's my plan, subject to change as usual, but this is a smaller vote than normal due to most things being locked.

Void Command

[X] Expand Shipyards
-[X] Expedite: Expand Shipyards

We need to continue with this. I think we could build a minefield next turn if we want, but we need to be sure we have at least one of these going at a time. Or we could build Defense Cruisers, though those take a while to build. It's going to take a while to actually build reverse engineer the ships in the graveyard to actually build them anyways, from the looks of things.

Diplomacy

[X] Power Armoured Exchange: Part One
[X] Contact Trolls

We asked for the Power Armor Exchange, so let's go through with it.
For the Trolls, we have a 65% chance given the Diplomacy bonus. We might have some other bonus due to our translators in the Ecclesiarchy, but we'll see. The Divination reroll might be used, if needed.

Arbites

[X] Tutor Syr (Intrigue)

We can wait another year to start blade training, giving it a better chance next year. Let's just increase general Intrigue for this year if we can.

AdMech

[X] Detailed Survey (Escort Destroyer)
[X] Detailed Survey (Hunter Frigate)
[X] In-depth Examination (Kraken)

I've said before I believe these two are the best ones to start with, so that's what I'm voting for. EDIT - changed the Escort Frigate to the Hunter, as our naval people want only one of the two picks and one of the Hunters.
Avernus has no terrestrial navy for obvious reasons. As such, getting some Krakens would give us something like it.

Astra Telepathica

[X] Research: Psychic Frequencies Part One
-[X] Double Down: Research: Psychic Frequencies Part One

Personal

[X] Tutor Syr (Administration)

Family time will just have to be put on the backseat this year as the High Council meeting is taking up a slot (since it didn't last year like it should have) - Freya will understand. Let's try to get Syr's Administration up again.
 
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The backlog in the Mechanicus is getting absolutely ridiculous. And we've barely begin to investigate Avernus itself!

We may need some sort of "adeptus Avernus" that is specialized in the investigation of the planet.

fasquardon
 
Void Command

[X] Expand Shipyards
-[X] Expedite: Expand Shipyards

Next turn we have two options open. One of which will have to go to shipbuilding of some type. Naval Academy is a valid choice if we send Rotbart there as well. Start spending personal actions on the Navy. But that has to wait two more turns so that Rotbart can finish his military actions first.

Diplomacy

[X] Power Armoured Exchange: Part One
[X] Contact Trolls

We asked for the Power Armor Exchange, so let's go through with it. Let's also attempt the Trolls. Next turn we can sound out other systems about importing Avernite Psyker Hunters.

Arbites

[X] Tutor Syr (Intrigue)

We can wait another year to start blade training, giving it a better chance next year. Let's just increase general Intrigue for this year if we can. Still hoping for a crit.

AdMech

[X] Ship Graveyard: Ordinance
[X] Detailed Survey (Hunter Frigate)
[X] In-depth Examination (Kraken)

I think the Hunter Frigate is the most important, as it will allow us to take down capital ships. It's going to be a long time before we can build anything bigger than a cruiser, so we need something to fill the hole in allowing us to take out enemy capital ships.
Stealth Shuttle for a similar reason. Our boarding forces are some of the best, and a unique strength of the Avernite Navy. Stealth Assault Shuttles will make for a huge boost in our combat abilities. Plus they can be built without requiring a shipbuilding slot (of which we only have one), so our second Navy action next year can be spent on it.

EDIT: Turns out the Assault craft is actually a lander not a boarding ship. So decided to explore the ship graveyard for ordinance. It should provide a source of additional weapon types and hopefully some assault craft for boarding ships as that is one of our unique strengths.

Avernus has no terrestrial navy for obvious reasons. As such, getting some Krakens would give us something like it.

Astra Telepathica

[X] Research: Psychic Frequencies Part One
-[X] Double Down: Research: Psychic Frequencies Part One

Personal

[X] Tutor Syr (Administration)

We can do whispers of chance in a couple years when we have more personal action slots open.
 
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The backlog in the Mechanicus is getting absolutely ridiculous. And we've barely begin to investigate Avernus itself!

We may need some sort of "adeptus Avernus" that is specialized in the investigation of the planet.

fasquardon
I do agree with you kind of. I'm more surprised that the Ad Mec has not gotten another action with how much we have expanded their facilities in the past few decades. we have had the same number of actions for them since at least chapter 20. but i do understand why we are limited. We will eventually work our way through the backlog (this turn +5 more until the shift in scale to 5 years a turn) and the more actions Durin lets us take, the more he will have to come up with later, increasing his workload.

an "adeptus avernus" does not really make sense because the explorators already exist, and they would be a subset of them that would eventually go obsolete and need to be dissolved.
 
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