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
Just a note - Syr has inherited her mother's features from what I remember, so she'll have silver hair and eyes.
I realize, these were just the pictures I found that were closest to her description. The Inquisitor Lilith picture is the only one that really has blond hair. The Commissar picture looks like silver hair caked in blood, and the other two are pretty close to silver hair.
 
Ship Graveyard Analysis: Cruisers and Escorts
Ship Graveyard Analysis: Cruisers and Escorts

Omnisah protects

This is a summation of the technologies found that were aboard all of the investigated ships, though only the intact ones had examples of all of them.

The Helheim Pattern life Support system: This new pattern of life support is many times more efficient and powerful than any other recorded pattern, capable of cleansing the entire ships air and water supply, using about 1/10 of the power of current patterns while making it cleaner. The life Support system also automatically seals of portions of the ship exposed to biological contaminates or the void. Archmagos Explorator Tranth believes that it will be easy to reverse engineer this system

Helheim Pattern Bridge: Found on approximatly 50% of the ships presumably due to them being the ships used by the humans of Helhime, this bridge is interlaced with advanced cogitator technology and equipped with Hololithic technology that would allow for unparalleled tactical analysis during combat and near automatic response from the ship with a few simple hand guestures. Archmagos Explorator Tranth belives he can reproduce this system with relative ease.

Auto-stabilised Logis Targeter: This system was attached to all the weapon batteries of the ship and uses incredibly advanced cogitator circuitry to automatically adjust the weapons position, power and identify possible weak points in the enemy ships. Archmagos Explorator Tranth believes he will be unable to reproduce this system without the help of Master Ridcully.

Cogitator Interlink: A complex coordinating system attached to the cogitator core of the vessles. This gives the ship unparalleled computational abilities able to respond to certain people by name and analyse substances automatically. Though it has been confirmed it is not an Abominable Intelligence we should be cautious. Archmagos Explorator Tranth believes he can reproduce this system alone, but would prefer assistance from Master Ridcully

Gyro Stabilisation matrix: A complex series of cogitators like their cousins the Logis Targeter these are designed to fix human error, only in manoverablilty adjusting causes automatically and compensating for human error ensuring that the perfect cause is calculated. Archamgos Explorator Tranth believes he will be unable to reproduce this system without the help of Master Ridcully.

Energestics conversion engine: This ancient system allows for energy to be funnelled directly into the various systems of the ship allowing for instant boosts in functionality and depowering of vulnerable systems if need be. Archmagos Explorator Tranth believe he will be unable to replicate this system without the assistance of Master Ridcully.

Helhime class emergency energy reserves: While emergency reserves of energy are not unheard off the ones discovered upon these vessels are extraordinary. Being miniscule compared to the normal seize of such Omnisah blessed devices and containing enough power to power a modern day battleship for around an hour while having numerous safety measures to vent them in case of damage. Archmagos Explorator Tranth believes he can replicate this system.

Graviton Flare: This system seems to gather ambient gravitons inside a structure in the hull before releasing them in one blast that disrupts the sensors of all vessels within its considerable range, its main disadvantage being that it takes a very long time to recharge, around 12 standard Terran hours. Archmagos Explorator Tranth believes that he could use this simpler system to gain insight into the gravity weapons aboard the Well of Urd as the two share striking similarities, but the Flare is much more simple. He believes that he may be able to reverse engineer it, but it would be very difficult.

Grave replusors: This archeotech system protects the ship from the elements of space, projecting a grav field around the ship that nudges debris out of the way. While useless against fast moving projectiles such as macrocannons, but against modern torpedoes and small asteroids its use cannot be understated. Archmagos Exporlator Tranth believes he can replicate this system.

Castellan Shield array: This type of void shield array has been investigated and has proven to be twice again as strong as modern day void shields and is posed of a staggering array of fail safes and backups such that the shield could potentially be broken several times, but coming online again instantly several times. Due to the nature of this component Archmagoes explorer Tranth believes that he could replicate the shields, but the fail safes need the assistance of Master Ridcully to properly reverse engineer.

Suspension Chamber: Every Ship even those of the Men or Iron contained a room full of suspension pods, which trap whatever is inside one in time. The benefits of this system are vast from emergency crew men, to preserving food and other rare materials. Archmagos Explorator Tranth believes he has no chance of replicating this system without a lot of luck and help from Master Ridcully.

Helheim Plasma Accelerated Torpedo launcher: Utilising more advanced cogitators, plasma from the ships engines, advanced torpedoes and multiple fail safes allow for the torpedoes fired from this launch system to travel at 4 times the speed of their modern day equivalents. 60 intact examples of the Torpedoes have been recovered all having self-adjusting capabilities and powerful engines and are a mixture between standard fragmentation torpedoes known to the Imperial Trust, but have three times the power, plasma and melta torpedoes with twice the power of the modern day verity, two new types lazor torpedoes, which fire an intense beam before they impact the ship capable of doing heavy damage to the void shields or the hull and dispersion torpedoes that fire smaller, guided payloads to intercept strike craft and bombers, and 2 intact void torpedoes of an unknown class. Archmagos explorator Tranth believes he can replicate all the torpedoes without assistance save for the void torpedoes, but for the launcher he requests the assistance of Master Ridcully.

Helheim Pattern Macrocannons: The Macro cannons seeming to be scaled down versions of those seen on the Well of Urd, but with some key differences including being simpler due to the smaller requirements for the escort and cruiser frame. Examples of their shells have been recovered, and are spread between standard munitions, which are still far more potent than modern day examples due to deeper understandings of the laws of pressure, Melta shells which are three times more potent than modern examples. Archmagos Explorator Tranth belives that he can easily replicate the cannons and the standard shells, but will ask for Master Ridcully's help with the Melta shells.

Superior layout: It is unfortunate, but modern day ships are vast confusing in their layout and often completely unintuitive. The layout of the modern ships are far more intuitive and simple, while also containing hidden spaces to hide forces and ambush enemy forces and will provide a major increase the the efficiency of the ship and decreasing its cost. Archmagos Explorator Tranth believes he can easily reverse engineer this layout, but adapting it to your current ships will be very time consuming

Internal armoring scheme: This ingenious armoring scheme breaks the ships into individual connecting hexagons, which increase the durability and survivability of the ships by an overwhelming degree as well as allowing for higher power weapons to be used in the ship to repel boarders. Simulations indicate that ships equipped with this system could three times the fire power a standard ship of its class could endure.


STC finds:

The major finds in terms of STC's, though the Data nets have not been investigated as of yet, are very interesting.

The first of two intact STCs was a form of medical foam called "bio foam." This substance seems to be applied or injected into or onto a wounded area and provides instant pain killers, encourages healing, acts as temporary blood, though this does not last forever, as well as being extremely cheap and easy to produce and store. A huge boost to survivability.

The second intact STC was that of a very small grenade around the size of a finger bone, but with the power of a full frag grenade capable of being thrown in groups and having a variable timer that can be controlled through the interface inside the heads up display, with a standard timer of three seconds.

Next is an incomplete STC for a type of exosuit armor, this design was found inside the armory one board one of the intact ships and includes basic grappling hooks and will provide an almost 75% increase in the strength and running speed of a human being, as well as providing support for recoil allowing for a human outside of power armor to use the Impaler rifle. It seems that this was used on board ships as well as by the general populate due to area constraints not allowing for power armor. This STC is 72% complete.

Next is known Assault gauntlets and seem to be gloves with magnetically accelerated tubes on the knuckles that are integrated into the exo suits. This would provide a devastating option for your men in close quarters combat if it ever came to that. This STC is 66% complete.

The final STC was an "entropic accelerator" apparently developed through study of the Gnaw Worms. This STC is 13% complete and is incredibly complicated.


The Archeotech recovered from the intact and mostly intact ships was for the most part weapons. Interesting to note is that the intact ships seemed to be the human ships that were boarded by the men of Iron. The fight between the boarders and the crew must have been fierce.

1032 examples of Phased Plasma Fusils: These incredibly stable plasma weapons from a time long gone are even more potent than the examples found in the secretive Ordo Reductor. There are 153 working examples and the rest are inoperable.

676 examples of Volkite weaponry: while these weapons were once prolific during the Grand Crusade, time stripped this pattern of Melta weapons from the Imperium. These examples are of the original design and are more potent and efficient than even those of the Grand Crusade and seem responsible for much of the damage done to the ships with the Plasma Fusils, There are 23 working examples the rest are inoperable.

312 examples of gravity weapons have been discovered each capable of turning a human to mulch instantly under immense gravitational forces or taring them apart from sudden changes in gravity presumably these weapons were used to slow down or incapacitate the Men of Iron and could be used on board a starship with little fear as it would be hard for them to breech the hulls. With so many examples Archmagos Explorator Tranth believes he could reverse engineer these, but it would take time, and wishes to first examine the graviton flare and repulsers before starting. There are 12 working examples the rest are inoperable.

@durin just my hopes and theories for what we could find on the ships after all these ones have not been tracking through the warp for thousands of years and some are according to you completely intact. :D

BTW these are based on canon examples of STC space ship technology so the chance does seem rather high I think :D

Also no comment on my other Omake. No "NO WAY" :( my omake was not good enough for Durin the deathless.

THEN I WILL TRY BETTER NEXT TIME :rage::p
 
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Have we put any thought into what we're gonna do after Syr becomes an adult? Are we going to have multiple children or are we sticking to the single heir thing? If we do go with having multiple children are we planning on trying to specialize each? I mean so far Syr is basically everything we could ask for out of a military commander so maybe we should try and make the next one a diplomat, or maybe try and push them toward the Mechanicus?
Considering how the dice for her training are going, I figure we would teach them whatever and see what sticks rather than trying to specialize them artificially.
As for number of children, gotta have more than 1 just to make sure an heir survives
 
@durin: What does Freya do with her free time? Does she still practice her swordswomanship for her membership in the SwordMaidenhood? What kind of paintings has she produced?
 
Ok, looking over the Avernite fleet and the number of slips we've got to build ships going forward I have some ideas.

Avernus has the following:
1 Heavy Cruiser, 3 Battlecruisers, 4 Cruisers, 3 Light Cruisers, 7 Escorts

The most significant problem here is that we don't really have enough escorts for our capital ships. The other planets have a significantly larger number of Escorts relative to their capital ships. Escorts are essential as they provide a defense screen for the larger ships, shooting down torpedoes and fighter craft. So, increasing our Escort numbers is important. Though it can be noted that Light Cruisers can serve escort duty to an extent, especially for larger ships.

Now, while we will have the option to build 30 Escorts next turn, which will take 2 to 3 years depending on whether we expedite or not, that isn't necessarily the best use of our shipyard space since a fleet with too many escorts isn't as effective as it could be.

So, there's a couple possible options we could pursue IMO. The first is to build 4 cruisers and 28 Escorts. The second is to build 2 Cruisers, 4 Light Cruisers, and 20 Escorts. Remember that half of those numbers would go to the Imperial Trust Navy due to the ship tithe.

Cruisers and Escorts
4 Cruisers (16 slips, 6 years)
28 Escorts (14 slips, two batches of 14 at 3 years each)

Resulting Avernite Fleet:
1 Heavy Cruiser, 3 Battlecruisers, 6 Cruisers, 3 Light Cruisers, 21 Escorts

Mixed Cruisers and Escorts
2 Cruisers (8 slips, 6 years)
4 Light Cruisers (12 slips, 5 years)*
20 Escorts (10 slips, two batches of 10 at 3 years each)

Resulting Avernite Fleet:
1 Heavy Cruiser, 3 Battlecruisers, 5 Cruisers, 5 Light Cruisers, 17 Escorts

I'm not sure which would be better (our naval experts could determine that) but either one would balance our fleet out as well as give us enough time to reverse engineer enough of the ships in the graveyard to fill up all our slips for a future action.

*Maybe use the extra slips to build some tugs when they empty out for this plan, if they only take a year to build. We might need more to help move ships from the graveyard to the shipyards quickly.
 
I think that the staying power of the Cruiser is better suited for defending the critical sites in the Avernus System than the raid/patrol focused Light Cruisers, so I'd go for the Cruisers and Escorts option.
 
The downside would be locking our ability to repair the ships we are researching. So while we may want cruisers or light cruisers it is probably quicker to repair them fro. The graveyard then build new ones. If we go escorts only we can get to repairing graveyard ships sooner
 
Ok, looking over the Avernite fleet and the number of slips we've got to build ships going forward I have some ideas.

Avernus has the following:
1 Heavy Cruiser, 3 Battlecruisers, 4 Cruisers, 3 Light Cruisers, 7 Escorts

The most significant problem here is that we don't really have enough escorts for our capital ships. The other planets have a significantly larger number of Escorts relative to their capital ships. Escorts are essential as they provide a defense screen for the larger ships, shooting down torpedoes and fighter craft. So, increasing our Escort numbers is important. Though it can be noted that Light Cruisers can serve escort duty to an extent, especially for larger ships.

Now, while we will have the option to build 30 Escorts next turn, which will take 2 to 3 years depending on whether we expedite or not, that isn't necessarily the best use of our shipyard space since a fleet with too many escorts isn't as effective as it could be.

So, there's a couple possible options we could pursue IMO. The first is to build 4 cruisers and 28 Escorts. The second is to build 2 Cruisers, 4 Light Cruisers, and 20 Escorts. Remember that half of those numbers would go to the Imperial Trust Navy due to the ship tithe.

Cruisers and Escorts
4 Cruisers (16 slips, 6 years)
28 Escorts (14 slips, two batches of 14 at 3 years each)

Resulting Avernite Fleet:
1 Heavy Cruiser, 3 Battlecruisers, 6 Cruisers, 3 Light Cruisers, 21 Escorts

Mixed Cruisers and Escorts
2 Cruisers (8 slips, 6 years)
4 Light Cruisers (12 slips, 5 years)*
20 Escorts (10 slips, two batches of 10 at 3 years each)

Resulting Avernite Fleet:
1 Heavy Cruiser, 3 Battlecruisers, 5 Cruisers, 5 Light Cruisers, 17 Escorts

I'm not sure which would be better (our naval experts could determine that) but either one would balance our fleet out as well as give us enough time to reverse engineer enough of the ships in the graveyard to fill up all our slips for a future action.

*Maybe use the extra slips to build some tugs when they empty out for this plan, if they only take a year to build. We might need more to help move ships from the graveyard to the shipyards quickly.

The thing is that if either Orks or Tyranids attack the system, Avernus is going to be almost certainly his objective, the Orks because of the fun they had last time, and Tyranids because they seem to be atracted by Psychic emanations... and the orbital defences seem better suited for this fight than the ships that we can build in an equivalent time...

In my opinion we should instead of building new ships, we should keep building shipyards and upgrading our defences, preparing a free slot for both Void and Personal Actions so we Freya and Robart can go to the Academy ASAP, and after that start expanding our fleet...
 
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I think we shouldn't do cruisers right now because it locks up the slips for too long. I expect we'll get the opportunity to start refitting the graveyard ships soon, and that refitting will take less time than new builds. So, I don't want to lock up the shipyards with new ships.

Maybe refitting the monitors? They haven't been upgraded yet and we have a sizeable fleet of them. Since we can build 30 in 2 years, we can expedite and get them done in less than 5 years with the ability to stop if a more important option comes up.

If you think the need of the imperial trust for ships is strong and urgent enough then you should stick to cruisers and light cruisers(as other worlds already have more escorts) for the first batch and avernus can make due with monitors until we can refit the DAoT frigates. There would be enough room for 6 cruisers and 2 light cruisers. I'd rather not do that because I think what we find in the grave yard will be better and faster and in the meantime we can stamp out escorts or upgraded monitors like nobodies business.
 
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That is true, we have literraly thousnds of Light carriers and escorts in the graveyard, better to try to repair them than building new ones...
 
I think we shouldn't do cruisers right now because it locks up the slips for too long. I expect we'll get the opportunity to start refitting the graveyard ships soon, and that refitting will take less time than new builds. So, I don't want to lock up the shipyards with new ships.

I agree with this. Let's get as many escorts as we can to fill that hole in our line (we only get to keep half of them anyway, so we won't be that unbalanced either.

Meanwhile we continue our explorations, and can build cruisers next time.
 
I agree with this. Let's get as many escorts as we can to fill that hole in our line (we only get to keep half of them anyway, so we won't be that unbalanced either.

Meanwhile we continue our explorations, and can build cruisers next time.

With two more small shipyards we can built a large one, with that we can build/repair cruisers and heavy cruisers quicker, so better to keep the shipyards going, so when we get those new designs we can build/repair more powerful ships ASAP...
 
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The downside would be locking our ability to repair the ships we are researching. So while we may want cruisers or light cruisers it is probably quicker to repair them fro. The graveyard then build new ones. If we go escorts only we can get to repairing graveyard ships sooner

The problem though is that we don't know how long it will actually take to prepare to actually get ourselves fully ready to repair the ships. It takes two years to do a detailed survey on a ship, and we don't know if that even gets us the design. If not, then that's another action. Then there's actually moving the ships to the shipyard, which could take time as well. If that's the case then having our shipyards not actually producing anything in the mean time would be extremely wasteful. Depending on the time it takes to do so and prepare enough intact ships to actually fill all the slips, expediting so we spend five years building new ships may be better.

@durin - do Tranth and our other relevant people have an estimate on how long it will actually take to do any relevant research and prep? What all the steps are and how long they'll take?


The thing is that if either Orks or Tyranids attack the system, Avernus is going to be almost certainly his objective, the Orks because of the fun they had last time, and Tyranids because they seem to be atracted by Psychic emanations... and the orbital defences seem better suited for this fight than the ships that we can build in an equivalent time...

The Tyranids will more likely attack Alfheim, IMO, because of the biomass there. Avernus isn't a giant Warp Beacon like the Astronomican was, so the psychic emanations thing isn't likely an issue.

In my opinion we should instead of building new ships, we should keep building shipyards and upgrading our defences, preparing a free slot for both Void and Personal Actions so we Freya and Robart can go to the Academy ASAP, and after that start expanding our fleet...

Not having our shipyards doing anything is stupid. The entire point of having them is to build ships, one way or another.
 
Current tally.

Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1247 | Sufficient Velocity
##### NetTally 1.6.0

[X] Expand Shipyards
-[X] Expedite: Expand Shipyards
[X] Power Armoured Exchange: Part One
[X] Contact Trolls
[X] Tutor Syr (Intrigue)
[X] Detailed Survey (Escort Destroyer)
[X] Detailed Survey (Hunter Frigate)
[X] In-depth Examination (Kraken)
[X] Research: Psychic Frequencies Part One
-[X] Double Down: Research: Psychic Frequencies Part One
[X] Tutor Syr (Administration)
No. of Votes: 12

[X] Expand Shipyards
-[X] Expedite: Expand Shipyards
[X] Power Armoured Exchange: Part One
[X] Contact Trolls
[X] Tutor Syr (Intrigue)
[X] Ship Graveyard: Ordinance
[X] Detailed Survey (Hunter Frigate)
[X] In-depth Examination (Kraken)
[X] Research: Psychic Frequencies Part One
-[X] Double Down: Research: Psychic Frequencies Part One
[X] Tutor Syr (Administration)
No. of Votes: 4

[X] Expand Shipyards
-[X] Expedite: Expand Shipyards
[X] Power Armoured Exchange: Part One
[X] Contact Trolls
[X] Tutor Syr (Intrigue)
[X] Detailed Survey (Escort Destroyer)
[X] Detailed Survey (Hunter Destroyer)
[X] In-depth Examination (Kraken)
[X] Research: Psychic Frequencies Part One
-[X] Double Down: Research: Psychic Frequencies Part One
[X] Tutor Syr (Administration)
No. of Votes: 2

[X] Expand Shipyards
-[X] Expedite: Expand Shipyards
[X] Power Armoured Exchange: Part One
[X] Contact Trolls
[X] Tutor Syr (Intrigue)
[X] Detailed Survey (Escort Destroyer)
[X] Detailed Survey (Escort Frigate)
[X] In-depth Examination (Kraken)
[X] Research: Psychic Frequencies Part One
-[X] Double Down: Research: Psychic Frequencies Part One
[X] Tutor Syr (Administration)
No. of Votes: 1

[X] Expand Shipyards
-[X] Expedite: Expand Shipyards
[X] Power Armoured Exchange: Part One
[X] Contact Trolls
[X] Tutor Syr (Intrigue)
[X]Examine: Starship Construction Technologies
-[X]Double Down: Examine: Starship Construction Technologies
[X]Detailed Survey (Light Cruiser)
[X] In-depth Examination (Kraken)
[X] Research: Psychic Frequencies Part One
[X] Tutor Syr (Administration)
No. of Votes: 1

Total No. of Voters: 20
Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1247 | Sufficient Velocity
##### NetTally 1.6.0

[20] Expand Shipyards
-[20] Expedite: Expand Shipyards
[20] Power Armoured Exchange: Part One
[20] Contact Trolls
[20] Tutor Syr (Intrigue)
[20] In-depth Examination (Kraken)
[20] Research: Psychic Frequencies Part One
[20] Tutor Syr (Administration)
-[19] Double Down: Research: Psychic Frequencies Part One
[16] Detailed Survey (Hunter Frigate)
[15] Detailed Survey (Escort Destroyer)
[4] Ship Graveyard: Ordinance
[2] Detailed Survey (Hunter Destroyer)
[1] Detailed Survey (Escort Frigate)
[1] Examine: Starship Construction Technologies
-[1] Double Down: Examine: Starship Construction Technologies
[1] Detailed Survey (Light Cruiser)

Total No. of Voters: 20
 
Turn Fifty-Nine Results
Turn Fifty-Nine Results

This year one million, eight hundred and six thousand thousand troopers fell defending their homes from the local wildlife while another eighteen thousand men fell fighting cults.
1,020,00 troopers fell in Avernus' Spine this year, with the vast majority falling in a Magma Wyrn attack on Dis, were the PDF managed to prevent the Magma Wyrm from inflicting many civilian casualties at great cost.
250,000 men died defending the Azure Islands from the wildlife this year as attacks decrease across the board.
190,000 men were killed in Linden this year to a variety of causes, many of them less well known.
The number of attacks in the Everglades continued to drop with only 50,000 troopers dying this year, approaching a record low
Eight armour regiments fell to wandering Tyrant Lizards in Elysium this year, a significant increase but still a good year
A massive series of attacks on Babylon is responsible for most of the 250,000 men who fell in Aridia this 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 – Six out of Nine Years completed

Late this year the second wave of PDF soldiers finished their training, bringing your PDF back up to full strength for the fist time since the Assault on Fjol IV. The second and final wave of Helltroopers and Helguard begun their training this year. So far they have been formed into units and will spend the next three years training with their new comrades.


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 – Two out of Four Years completed

The rest of the Leman Russ Vanquishers were made this year allowing all of your Helguard and Helltroopers to train for combat in them. The training is going as well as expected with the crews starting to get accustomed to the differences between a Ryza Pattern Leman Russ and a Helheim Pattern Leman Russ Vanquisher.


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 – Two out of Four Years completed

The training of the First Helltrooper Vanquisher Division is going well, with every tank being completed and fully crewed. General Drago tells you that the tank crews are taking a while to adjust to the different tank hunter and Titan hunter mentalities needed for the Vanquisher Regiemnts but that they are making progress.


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 – Two out of Three Years completed

The training of the new artillery crews is going well, with your artillery regiments being able to quickly reposition, set up, and' fire with a reasonable degree of accuracy. You are currently working on accuracy, communications protocols and the more advance firing pattens. This should take another four to five months allowing your regiments to be combat ready six months earlier then originally predicted.


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 – Two out of Three Years completed

The training of the new Siege Infantry Brigades has been going relativity well despite several minor setbacks. The recruited soldiers are starting to behave like Brigades rather then regiments and are starting to pick up the defensive skills needed for their speciality. You expect training to last for another ten to eleven months after which they will be able to be deployed to aid in the defences of the cities of Avernus.

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

Complete

Late this year the Battlecruisers and Heavy Cruiser finished their refit and were released from the shipyards. Now your entire Warp capable Navy has been refitted using technology found in The Well of Urd and is therefore considerably tougher and more dangerous. Freya tells you that the next step would be to refit the Defence Monitors which would take another five years but would vastly improve your system defence force.


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.

Complete

Late this year the new shipyard was completed, increasing your naval production capacity by 20%. Freya tells you that the final component - the reactor - was finished two months ago but it took another month to finish training the shipyards' workforce.


Expedite: 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 – One out of Four years completed: Expedited

This year Freya started the next expansion of the shipyards orbiting Deiphobe, not even waiting for the current expansion to finish. Currently a massive workforce is working on building the skeleton of the shipyards around Deiphobe while the machinery that makes Avernus' shipyards so efficient is being built in Mag Mell, the nearest Forge-City. Freya continues to use the construction of the shipyards as an opportunity to train more void capable workers who will run the shipyards when they are complete.

The population growth of Avernus increased to 0.91% this year as the plague was mostly dealt with.

This year the population of Dis grew by 2.1% despite the Magma Wyrm attack.
The population of Avernus' Spine grew by only 1.36% as the plague reached the region.
The population of The Azure Islands grew by 2.1% as the plague was dealt with within the region.
Linden's population growth remained steady at 2.88% this year.
A combination of factors was responsible for the population growth in the Everglades slowing to 1.82% this year.
The end of the plague in Elysium allowed the population to grow by 1.67% this year.
The plague in Aridia flares up massively killing 3.91% of the population.

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

Complete

Early this year the workers in the Juve-Nat production factories finished their training and the factories opened. This greatly increases the amount of Juve-Nat that Avernus can produce which is just in time, given that 95% of the previous production was being used. Henry tells you that there is now enough production to supply around two percent of the population of Avernus with Juve-Nat, which is a lot by most measures.


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 – Two out of Six years completed

Early this year construction of the new defences of Dis and Hollin began, with the new walls beginning to be built along with several new reactors based on the stable design found in the Ancient Deface Cruiser STC. It will take years for these to be completed which is why they are the first stages to begin construction.


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 – Two out of Five years completed: Expedited

The expansion of the factories continued this year with the factory building being mostly built and the workers' training continuing. There were several major issues with the training which have resulted in the training programs being two months behind schedule. While at the moment the factories will be ready to open in three years time any more major delays will push that back a year.

Svartalfheim has finished upgrading another fifty of its cities' defences, bringing the total number upgraded to two hundred and fifty out of five hundred.

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

Complete

Over the year representatives from Avernus and Svartalfheim meet to discuss the exchange between the Avernite Helguard and the Svartalfar Guard. In the end it was decided that fifteen regiments of the Avernite Helguard, an equal mix between the three power armoured types, will be sent to Svartalfheim for five years while an equal number of Svartalfar Guard will be sent to Avernus. The regiments on exchange will work beside, engage in training with and see the boot camps of their opposite numbers in order to learn more about their training and skills.


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.

Locked – One out of Two years completed

This year Inquisitor Klovis-Ultan begun attempts to make peaceful contact with the Troll High Chief near Dis. So far he has had a bit of success and has mostly been able to convince one of the local Clan Chiefs that he wishes to meet the High Chief for peaceful reasons and the message has been passed on. You can only hope that the High Chief will both believe the message and agree to the meeting.

The number of Abomination Cultists remained steady at a hundred and seventy thousand per year. On average it takes eleven 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 3,460 381 400 10
Avernus' Spine 20,799 2,288 2,402 10
The Azure Islands 22,806 2,509 2,634 10
Lindon 27,000 2,970 3,119 10
Everglades 23,635 2,600 2,730 10
Elysium 32,400 3,564 3,742 10
Aridia 24,828 2,731 2,868 10
Avernus Total 154,929 17,042 17,894 70
Of the hundred and one major Psykers located this year twenty-one of them were Chaotic.
Sixteen of the Chaotic Psykers consisting of two Delta-levels, one Epsilon-level 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 Epsilon-level Diviner is Asmet who killed a thousand civilians, five Witch Hunters and three minor Battle Psykers before dying.
The second Chaos Psyker to cause problems was a Zeta-level Biomancer in Doriath who killed three hundred civilians, eighty Helltroopers, two Witch Hunters and a Witch Sniffer before being pulverised by an artillery strike.
The next Chaos Psykers to cause trouble were a pair of Epsilon-levels who summoned daemons in Garden grove, fifty-six hundred militiamen, eight Witch Hunters, six Psyker Hunters and four minor Battle Psykers fell in battle before the last daemon was banished.

The untainted major Psykers included one Beta-level, one Gamma-level, seven Delta-levels, twenty-one Epsilon-levels and fifty Zeta-levels.
Two thousand, six hundred and three minor Psykers were located by the Witch Sniffers this year, continuing 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 – Two out of Six years completed

The selection of the Psyker Hunter Academies staff was completed this year and the staff have begun their training, which will continue for another few years. As this was happening the construction of the academy buildings continued and is expected to finish midway though next year.


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

Complete
d100=16+18(intrigue)+10(teacher)=44: Fail

Jane has continued to train Syr in the basics of intrigue this year to little success. While Syr is continuing to slowly improve she is not making the sort of progress that she made last year and will take a lot more more to make any substitutional improvements.

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 – Four out of Seven years completed

Work on the new Forges continued for another year, with the internal components continuing to be put in place. Late in the year progress reached the point at which the floors and walls could begin to be installed, a process which will finish next year.


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.

Locked – One out of Two years completed

Archmagos Explorator Tranth has begun a more detailed examination of the mostly intact and intact Hunter Frigates this year. He tells you that while there are several intact specimens of every component he will still need to spend a good bit of time reverse engineering the design. On another note he has found quite a few examples of Dark Age of Technology weaponry which may be possible to reverse engineer.


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.

Locked – One out of Two years completed

Archmagos Explorator Tranth has begun a more detailed examination of the mostly intact and intact Escort Destroyers this year. He tells you that while there are several intact specimens of every component he will still need to spend a bit of time reverse engineering the design. He has also found more ancient pieces of weaponry and armour, many of them of known designs.


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.

Locked – One out of Three years complete

This year Magos Biologis Saren began the next stage of his studies of kraken, like always he will give his report when he is finished and not before.

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 – Three out of Four years completed

The languages courses at the Collegia are continuing to be rather popular even though the initial publicity has died down. Several of the more gifted students have been earmarked for advanced courses and eventual positions as translators, assuming they are willing of course.


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 – Two out of Four years completed
d100=64+46(piety)=110: Success
+1 Morale

Saint Lin's efforts to reform the Imperial Church on Asgard continue to go well despite the opposition. He has even managed to convince a large portion of the Aesir that they need to give the Thralls a higher degree of freedom now that the Abomination exists, a feat that you consider proof of his Sainthood; he convinced Knights that it was a good idea to give peasants more freedom.

Of the sixty-seven major Psykers who underwent the trials this year forty-two passed, including four of the seven Delta-levels, fifteen of the twenty-two Epsilon-levels and twenty-three out of thirty-eight Zeta-levels.
The Delta-level Biomancer and the Telekinetic are training as Sanctionites while the Pyromancer is training as a Battle Psyker. The Telepath is training as a Primaris Psyker.
One of the five Epsilon-level Biomancers, one of the three Pyromancers, three of the four Telekinetics and one of the three Daemonologists are being trained as Battle Psykers. Four Biomancers, two Pyromancers, one Telekinetic and two Daemonologists are being trained as Sanctionites.
The only Zeta-level Biomancer, one of the four Diviners, two out of four Pyromancers, all three Telekinetics, two of the six Telepaths and one out of four Daemonologists entered training as Battle Psykers this year. Two Pyromancers and three Daemonologists are being trained as Sanctionites while the other three Diviners and four Telepaths are training as a Neo-Astropaths. One Zeta-level 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 twenty-four failed. Three hundred and sixteen of those who passed are training as Battle Psykers, two hundred and thirty-eight as Witch Sniffers and three hundred and sixty as Sanctionites while thirty-four have been taken by the Inquisition for training.

One Zeta-level Diviner, one Zeta-level Pyromancer, one Zeta-level Telepath, and twelve minor psykers have developed their skills enough to graduate from Battle Psyker to Veteran Battle Psyker.

Among the major Battle Psykers one Zeta-level Biomancer, one Zeta-level Diviner, one Zeta-level Pyromancer, one Zeta-level Telekinetic, one Epsilon-level Daemonologist and one Zeta-level Daemonologist died this year along with two Veteran minor Battle Psykers and thirty-four minor Battle Psykers.
Among the major Sanctionites one Zeta-level Biomancer, one Elsion-level Telekinetic and one Zeta-level Daemonologist died along with fifty minor Sanctionites and fifty-three 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.

Complete
d100=17+24(control)+10(traits)+20(Double Down)=71: Fail
Divination re-roll d100=25+24(control)+10(traits)+20(Double Down)+10(Grandmaster of Divination)=89: Close Fail +20 to next attempt

Primaris Xavier spent most of the year studying the inscriptions on the Siren Ladies shields and how that relates to what they were strong against. Despite recruiting several linguistics experts he was unable to decipher anything of the language used on the shields, which has some relationship with the Eldar language. Primaris Xavier is sure that the added strength of the Siren Shield is a result of the inscriptions on them but has yet to determine exactly why.


Double Down: 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

Locked One out of Four years completed

Headmaster Ridcully was glad to be given permission to begin his research on Psychic Frequencies this year and began at once. He currently has two main lines of research, one trying to determine exactly what influences someone's Psychic Frequency and the other is determining exactly how much effect having similar or dissimilar Psychic Frequencies has on two psykers. Work on both lines of research is just beginning.

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 – Two out of three years completed

This year you continued to oversee the formation of two corps of Siege Infantry. Their training is going well and you expect to finish next year as originally scheduled.


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 – Two out of three years completed

This year you continued to oversee the formation of half a brigade of artillery. Their training is going well and you expect to finish next year as planned.


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.

Complete

Late last year and early this year you attended the Third Meeting of the High Council of the Imperial Trust. The meeting went well despite agreeing to delay most matters until Vanaheim or Midgard has been released from the Warp Storm.


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

Time: 1 year.
Chance of Success: 30%

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

Complete
d100=4+5(Palace)+24(Administration)=33: Fail

Despite spending much of the year teaching Syr mathematics and logistics she has failed to make much progress. Syr has been rather distracted this year, by the beginning of puberty more then anything else. You hope that she will be able to focus better next year and be able to learn what you are trying to teach.

Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food
Starting 14,088,069,243 403,252,275 18,238,636,395 2,218,566,723 1,502,521 15,906 39,750
Net Income 514,332,772 543,161,390 1,180,556,152 8,375,853 281,340 825 1,572
Remaining 14,602,402,015 946,413,665 19,419,192,547 2,226,942,576 1,783,861 16,731
39,750
 
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Hey guys, what do you think the chances are of 70% of these Svartalfar Guard guys living through the year?

Also Syr going through puberty. Should we break out the gubernatorial melta to threaten boys with?
 
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