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
Based on the fact that Tranth doesn't think he'd learn anything from them that he couldn't learn from the primary reactor, I don't think they're anything more than just smaller versions of the primary reactor - basically all that secondary reactors are.
Yeah, my crazy theory is that they are prototype annihilation reactors. They made a proof of concept, were having trouble up scaling them, but wanted to make use of them and they would make much more power than a plasma reactor while being smaller.

Its just my theory, but it does make sense for why Tranth would have no clue what they were.
 
I have an idea for a Sound out I want to run by everyone. What about starting a Adeptus Xenos on the level of the Security Council, or part of it, that's job is to handle dealing with Xenos? It would have a set of priorities like making sure any xenos we find arn't or quite shooting at us to full protectorates. Of course there would be other grades between that like maybe just having some light trade, hiring mercenary auxiliaries for the guard, or deplomacing them into fighting a mutual enemy.
 
could I have a vote count
Sure
Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1258 | Sufficient Velocity
##### NetTally 1.6.0

[X] Construct: Major Refit: Defence Monitors
-[X] Expedite: Construct: Major Refit: Defence Monitors
[X] Expand Naval Academy
[X] Expand City: Mirkwood
[X] Sound Out (Diplomacy with Trolls)
-[X] Double Down: Sound Out (Diplomacy with Trolls)
[X] Tutor Syr (Intrigue)
[X] Mentoring
[X] Spend Time With Family
[X] Tutor Syr (Administration)
No. of Votes: 15

[X] Construct: Ancient Defence Cruisers
[X] Small Minefield: Deiphobe
-[X] Expedite: Small Minefield: Deiphobe
[X] Expand City: Mirkwood
[X] Sound Out (Diplomacy with the Trolls)
-[X] Double Down: Sound Out (Diplomacy with the Trolls)
[X] Tutor Syr (Intrigue)
[X] Mentoring
[X] Spend Time With Family
[X] Tutor Syr (Administration)
No. of Votes: 8


[X] Expand Naval Academy
[X] Small Minefield: Deiphobe
-[X] Expedite: Small Minefield: Deiphobe
[X] Expand City: Mirkwood
[X] Request Information (Jotunheim: Internal Security Apparatus)
-[X] Double Down: Request Information (Jotunheim: Internal Security Apparatus)
[X] Way of the Blade (Syr)
[X] Mentoring
[X] Spend Time With Family
[X]Tutor Syr (Administration)
No. of Votes: 3

[X] Construct: Major Refit: Defence Monitors
-[X] Expedite: Construct: Major Refit: Defence Monitors
[X] Expand Naval Academy
[X] Expand City: Mirkwood
[X] Request Information (Jotunheim: Internal Security Apparatus)
[X] Way of the Blade (Syr)
[X] Mentoring
-[X] Double Down: Mentoring
[X] Spend Time With Family
[X] Tutor Syr (Administration)
No. of Votes: 1

[X] Construct: Major Refit: Defence Monitors
-[X] Expedite: Construct: Major Refit: Defence Monitors
[X] Expand Naval Academy
[X] Expand City: Mirkwood
[X] Request Information (Jotunheim: Internal Security Apparatus)
-[X] Double Down: Request Information (Jotunheim: Internal Security Apparatus)
[X] Tutor Syr (Intrigue)
[X] Mentoring
[X] Spend Time With Family
[X] Tutor Syr (Administration)
No. of Votes: 1

[X] Expand Naval Academy
[X] Expand Shipyards
[X] Expand City: Mirkwood
-[X] Expedite: Expand City: Mirkwood
[X] Request Information (Jotunheim: Internal Security Apparatus)
[X] Tutor Syr (Intrigue)
[X] Mentoring
[X] Spend Time With Family
[X] Tutor Syr (Administartion)
No. of Votes: 1

[X] Construct: Major Refit: Defence Monitors
-[X] Expedite: Construct: Major Refit: Defence Monitors
[X] Expand Naval Academy
[X] Expand City: Mirkwood
[X] Request Information (Jotunheim: Internal Security Apparatus)
-[X] Double Down: Request Information (Jotunheim: Internal Security Apparatus)
[X] Tutor Syr (Intrigue)
[X] Mentoring
[X] Spend Time With Family
[X] Tutor Syr (Administartion)
No. of Votes: 1

[X] Formal Education
[X] Expand Naval Academy
-[X] Expedite: Expand Naval Academy
[X] Expand City: Mirkwood
[X] Sound Out (Diplomacy with Trolls)
-[X] Double Down: Sound Out (Diplomacy with Trolls)
[X] Tutor Syr (Intrigue)
[X] Mentoring
[X] Attend Naval Academy
No. of Votes: 1

[X]Expand Shipyards
[X]Construct: Escorts
-[X] Expedite: Construct: Escorts
[X] Expand City: Mirkwood
[X] Request Information (Jotunheim: Internal Security Apparatus)
-[X] Double Down: Request Information (Jotunheim: Internal Security Apparatus)
[X] Way of the Blade (Syr)
[X] Mentoring
[X] Spend Time With Family
[X]Tutor Syr (Administration)
No. of Votes: 1

Total No. of Voters: 32
 
@durin
1. How does the Impaler Sniper compare to the Exitus Rifle?
2. How does the Heavy Impaler Pistol compare to the Exitus Pistol?
3. Does the Nine Worlds Mechanicus possess the knowledge to produce assassin gear?
 
Turn Sixty Results
Turn Sixty Results

This year one million, two hundred and twenty thousand thousand troopers fell defending their homes from the local wildlife while another nineteen thousand men fell fighting cults.
560,000 troopers fell in Avernus' Spine this year, many defending the breaches left in Dis' defences by the Magma Wyrm.
150,000 men died defending the Azure Islands from the wildlife this year as attacks continued to rapidly decrease in both number and intensity.
160,000 men were killed in Linden this year as Phase-Tiger attacks decreased significantly.
The number of attacks in the Everglades continued to drop with only 40,000 troopers dying this year, getting ever closer to a record low.
Seven armour regiments fell to wandering Tyrant Lizards in Elysium this year, a notable drop from the previous year.
A series of attacks on Babylon and True Grit is responsible for most of the 220,000 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 – Seven out of Nine Years completed

The training of the final wave of Helguard and Helltroopers, which consist mostly of Drop Troopers, is continuing to go well. The newly reformed regiments are starting to fight as single entities rather then a collection of parts and the soldiers individual skill level is improving. General Drago tells you that the training is several months ahead of schedule and therefore almost guaranteed to finish on time.


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 – Three out of Four Years completed

The Leman Russ Vanquisher crews assigned to your main army have continued their training this year and are making great improvements. They have mostly mastered their new tanks and are now starting to work on how to best use them as part of their mixed regiments.


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 – Three out of Four Years completed

This year the crews of the First Helltrooper Vanquisher Division finally managed to adjust to the two very different mentalities that they are being trained to fight in. General Drago tells you that he will have them spend the next year engaging in wargames against other Avernite forces including the Titans of the Adeptus Mechanicus in order to better prepare them for the future.


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

Complete

Six months into the year your new artillery regiments finally reached the level of skill and coordination that you expect of them. They can now quickly shift targets according to vox transmissions, split fire to target hundreds of different locations and coordinate fire so all of their shells hit the same location near simultaneously.


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.

Complete

Late this year your new Siege infantry Brigades completed their training and were deployed around Avernus. This was after most of a year of sustained drilling and wargaming in defensive tactics, which are essential for siege combat for both sides.

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 – Two out of Four years completed: Expedited

The skeleton of the new shipyard over Deiphobe was completed late this year, which will allow for Freya to begin working on the inner portions next year. The first portion of the machinery has been completed and will begin to be installed next year. The new workers are shaping up well and will most likely be ready in two years time as planned.


Construct: Major Refit: Defence Monitors- Avernus has over a hundred and forty Defence Monitors making up a major portion of its System Defence Force. Freya would like to take a few years to refit them with the advanced technologies recently discovered. Doing this will greatly increase the combat power of your Defence Monitors, making them an even more formidable force.

Time: 5 years.

Cost: 103,900,000 Thrones, 20,790,000 Material, 277,200 Promethium, 39,080 Advanced Material, 136 Exotic Material.
Upkeep per year: 1,385,920 Thrones, 277,184 Material, 138,592 Promethium, 139 Advanced Material, 3 Exotic Material.
Reward: all 142 Defence Monitors refitted with up to date technologies.

Locked – One out of four years completed

This year Freya begun work on re-fitting the Avernite Defence Monitors using the new technology. At the moment thirty-five have been refitted and another thirty-six have recently entered the shipyards. Freya tells you that the new Defence Monitors can easily destroy any escort class ships and in a group can make short work of cruisers. The heavy point defence systems and armour makes the upgraded Defence Monitors incredibly resistant to ordnance and the weapon batteries of escorts.


Expand Naval Academy- In a few years your shipyards will be able to begin repairing the hulked warships in the ship graveyard. This will be far quicker then building new ships from scratch and you will be able to repair warships faster then you can crew them. Freya would like to vastly expand the Naval Academy in order to provide this crew.

Time: 5 years

Cost: 30,500,000 Thrones, 305,000 Material, 305,000 Promethium, 8,670 Advanced Material.
Upkeep per year: 3,050,000 Thrones, 30,500 Material, 30,500 Promethium, 867 Advanced Materiel.

Reward: Navel Academy Expanded, can train three hundred thousand crew a year.

Locked - One out of Five years competed

This year Freya began a major expansion of the Naval Academy in preparation of the massive increase in naval size that you expect to begin in the next decade. Currently this has taken the form of the Naval Academy being expanded to fill an entire wing of the Ramilies Starfort, Atlas' Gift, and an expanded staff being selected.

The population growth of Avernus increased to 2.02% this year, with the plague being reduced to several isolated pockets.

This year the population of Dis shrunk by 0.46% as wildlife took advantage of the holes left in Dis defences by the Magma Wyrm.
The population of Avernus' Spine grew by 2.64% due to the plague being totally removed from this region.
The population of The Azure Islands grew by 2.82% despite a resurgence of the plague, which was quickly isolated to several districts.
Linden's population growth slowed to 2.05% this year for no single reason.
Despite a minor outbreak of plague the population growth in the Everglades increased to 3.21% this year.
The population of Elysium grew by 2.43% this year, allowing the population to exceed six hundred million.
The plague in Aridia was mostly dealt with allowing the population to grow by 2.29%.


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 – Three out of Six years completed

The new defences of Dis and Hollin continue to be erected, despite some issues with the Magma Wyrm at Dis. Late in the year work on building several dozen new orbital defence lasers began, which when completed will provide your cities with a massive amount of anti-orbital firepower.


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 – Three out of Five years completed: Expedited

Early this year the factories buildings were finished and the construction machinery began to be installed, a process that will take another few years at most. The training has been going well and is now only a single month behind schedule, greatly increasing the chance that the workers will be fully trained when the factories are finished.


Expand City: Mirkwood- Mirkwood in Lidon is your last city that can be called regional and is therefore a defensive liability. It has had its population grow to the point where it can easily be expanded which would help reduce this liability. Henry considers this to be of high priority.

Time: 2 years.

Cost: 5,073,000 Thrones, 901,700 Material, 519,500 Metal, 209,100 Promethium, 3,558 Advanced Material.
Upkeep per year: 603,110 Thrones, 79,258 Material, 43,648 Metal, 15,385 Promethium, 317 Advanced Material.
Reward: Expand Mirkwood into a Minor City.

Locked – One out of Two years completed

This year Henry has begun the expansion of Mirkwood into a minor city, with a new wall beginning to be built along with entire new districts. The expansion also includes several new Orbital Defence Lasers and a new reactor. This reactor has been copied from the Ancient Defence Cruiser and is therefore slightly more powerful and a lot less volatile than the usual Imperial designs.

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.

Complete d100=55+ 15(diplomacy) =70: Success

Late this year Inquisitor Klovis-Ultan informed you that he had successfully made contact with with the Troll High Chief closest to Dis, a Troll whose name translates as Spiky Basalt. High Chief Spiky Basalt is willing to talk with humanity and according to Inquisitor Klovis-Ultan seems open to the idea of a peace treaty, though what he will want in return is unknown.


Sound Out (Diplomacy with Trolls)- 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.

Complete
d100=50+ 15(diplomacy)+10(Astropathic Choir)+20(double down) =95: Success

This year Inquisitor Klovis-Ultan sounded out the available High Council members about their view of you conducting diplomacy with your local Trolls. He was able to gather the opinion of all five Planetary Governors in contact as well as the Inquisition and the Adeptus Mechanicus.
High Marshal Sigurd of Asgard believes that as long as the Trolls remain on Avernus they are your problem and how you deal with them is up to you.
King Zaren of Alfheim is a bit leery of you contacting xenos for any reason but will not complain unless you start giving them technology or teaching them, he is totally fine if you stop at a peace treaty however.
First Artisan Granalf of Svartalfheim and Governor Garp of Jotunheim do not mind what you do with the Trolls as long as you do not give them any technology or teach them anything.
Champion Surt of Muspelheim does not mind what you do with the Trolls as long as you do not give them Imperial grade or above technology.
The Inquisition are willing to support your contact with the Trolls as long as it does not make the Trolls a potential threat to humanity, any more then they currently are anyway.
The Adeptus Mechanicus are all for you convincing the Trolls to stop attacking them as long as you do not give the Trolls any human technologies.

The number of Abomination Cultists increased slightly to a hundred and eighty 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 3,645 401 421 10
Avernus' Spine 21,385 2,352 2,470 10
The Azure Islands 23,847 2,623 2,754 10
Lindon 28,551 3,141 3,298 10
Everglades 24,735 2,721 2,857 10
Elysium 33,857 3,724 3,911 10
Aridia 24,522 2,697 2,832 10
Avernus Total 160,542 17,660 18,543 70
Of the hundred and fifty-four major Psykers located this year twenty-six of them were Chaotic.
Twenty-three of the Chaotic Psykers consisting of one Delta-level, six Epsilon-level and sixteen Zeta-levels were killed without causing any significant levels of damage this year.
The first Chaos Psyker to cause problems was a Epsilon-level Pyromancer in Storm's End who killed one hundred Helltroopers, five Witch Hunters and thirteen Psyker Hunters before being taken out by a Psyker Hunter Sniper.
The second Chaos Psyker to cause was a Zeta-level Diviner in Gormec who killed one hundred and eighty PDF Troopers and two Witch Hunters before being roasted by a flame-thrower.
The third and by far the most powerful Chaos Psyker found this year was a Gamma-level Diviner/Daemonologist in The Fair Isle whose summoned Angyls killed one and a half million militiamen, six hundred and forty PDF Troopers, four hundred Helltroopers and sixteen Witch Hunters before Primaris Xavier annihilated him and closed the Warp rift.

The untainted major Psykers included one Gamma-level, twelve Delta-levels, forty-seven Epsilon-levels and sixty-eight Zeta-levels.
Three thousand, seven hundred and seventy-nine 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 – Three out of Six years completed

This year the construction of the new Psyker Hunter Academies was completed, several years before the staff are expected to finish training. The staff's training is going slowly but steadily and will most likely finish in two years time.


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=26+18(intrigue)+10(teacher)=54: Fail
Divination re-roll d100=27+18(intrigue)+10(teacher)+10(Grandmaster Diviner)=65: Success

With the aid of some useful advance from Headmaster Ridcully Jane was able to tutor Syr in more of the arts of intrigue. Syr can now often detect hidden motives and see the signs of people plotting against her as well as being able to operate with a good degree of stealth and do some plotting herself.

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 – Five 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 the final walls and floors were installed, bringing the Forges one large step closer to being completed.


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.

Complete

Archmagos Explorator Tranth's more detailed examination of the mostly intact and intact Hunter Frigates finished this year. He tells you that the Hunter Frigate has four major new technologies that will need to be reverse engineered: the lance, the plasma reactor, the void shields, and the advanced automation systems. Each of these technologies must be reverse engineered and then the final design must be deciphered. Archmagos Explorator Tranth estimates that it will take six years for this process to be completed.


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.

Complete

Archmagos Explorator Tranth's more detailed examination of the mostly intact and intact Escort Destroyers finished this year. He tells you that the Escort Destroyer has two new technologies that need to be reverse engineered, the advanced automation systems and the plasma reactor. Archmagos Explorator Tranth estimates that it will take four years for this ship design to be fully deciphered.

Archmagos Explorator Tranth and his teams have found a large collection of Dark Age Weaponry and armour on the ships examined. While many of them were either known designs or not in operable condition there were still several useful discoveries. One interesting note that he makes is that the Melta weaponry found in the ships is actually less advanced then the designs that Muspelheim has distributed among the Imperial Trust.

The most common new weapon was the massive array of haywire weaponry, ranging from pistols and grenades all the way to crew served heavy weapons. There are tens of thousands of weapons in this category making it the second most common weapon found, behind only Impalers.

There were many plasma weapons that seem to have avoided the overheating problems. There are a thousand plasma pistols, five hundred plasma guns, three hundred plasma cannons and three hundred of a new form of plasma weapon. This weapon is always mounted in Shocktrooper or Destroyer armour and seems to be a plasma version of a flamethrower. It is incredibly deadly at short ranges and suicide for anyone without power armour, preferably Shocktrooper or Destroyer, to use.

There were far less Grav weapons but any is still very useful. In total there were two hundred Grav-pistols, thirty Grave-guns and ninety Grav-cannons. Archmagos Explorator Tranth hopes that he will be able to discover the secrets of Grav weaponry from these examples.

Other more exotic weapons were discovered such as twenty-two conversion beams and ten Vortex Grenades.


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 – Two out of Three years complete

This year Magos Biologis Saren continued his studies of kraken. As 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

Complete

The best of the students at the Collegia's languages courses have begun training as new translators this year. Saint Lin tells you that this will ensure that you always have sufficient translators when dealing with xenos, including the Trolls and the Quartok which may prove useful.


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 – Three out of Four years completed
d100=71+46(piety)=117: Success
+1 Morale

Saint Lin's efforts to reform the Imperial Church on Asgard continue to go well, with there now being little opposition to his reforms. He tells you that he will need to spend another year ensuring that there is no backsliding and that the institutions are stable but that otherwise Asgard is fully converted to the New Imperial Truth.

Of the eighty-three major Psykers who underwent the trials this year forty-two passed, including the Gamma-level, three of the seven Delta-levels, seventeen of the twenty-five Epsilon-levels and thirty-one out of forty-nine Zeta-levels.
Tamia Jameson, the Beta-level Pyromancer/Telapath is currently training as a Elite Primaris after Primaris Xavier spent an year personally tutoring her.
The Gamma-level Telekinetic is training as a Sanctionite, lacking the will and control for any other role.
The Delta-level Biomancer, Pyromancer and the Telekinetic are training as Sanctionites.
The only Epsilon-level Biomancer, all three Pyromancers, two of the four Telekinetics and one of the three Daemonologists are being trained as Battle Psykers. One Diviner, two Telekinetics, three Telepaths and two Daemonologists are being trained as Sanctionites. One Diviner and one Telepath are training as Neo-Astropaths.
Four of the five Zeta-level Biomancers, two of the four Diviners, six of the seven Pyromancers, one of the two Telekinetics, one of the eight Telepaths and four out of five Daemonologists entered training as Battle Psykers this year. One Biomancer, two Diviners, one Pyromancer, one Telekinetic, three Telepaths and one Daemonologist are being trained as Sanctionites while the other four Telepaths are training as a Neo-Astropaths.
Of the one thousand, nine hundred and eight-two minor Psykers to undergo the trials this year two hundred and fifty-two failed. Five hundred and seventy-four of those who passed are training as Battle Psykers, three hundred and ninety as Witch Sniffers and four hundred and ninety-seven as Sanctionites while two hundred and sixty-eight have been taken by the Inquisition for training.

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

Among the major Battle Psykers one Veteran Delta-level Telekinetic, one Epsilon-level Diviner, one Zeta-level Diviner, one Zeta-level Pyromancer, one Delta-level Telepath and one Zeta-level Daemonologist died this year along with two Veteran minor Battle Psykers and fifty-five minor Battle Psykers.
Among the major Sanctionites one Zeta-level Biomancer, one Epsilon-level Pyromancer and one Epsilon-level Telepath died along with seventy-one minor Sanctionites and sixty-five Witch Sniffers. One Zeta-level Neo-Astropathic Receiver was also among Avernus' kills this year.


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 Two out of Four years completed

Headmaster Ridcully is starting to make some headway into determining what influences a persons Psychic Frequency. So far he has determined that general personality, common emotions, beliefs, psychic discipline and the source of psyker training all influence Psychic Frequency. Over the next few years he will try to discover more about exactly how they influence Psychic Frequency and to what extent. Headmaster Ridcully's research into exactly what effect Psychic Frequency can have has also made some progress, though not as much. He has determined that it is generally easier to use Telepathy, Divination and Biomancy on a Psyker with a similar Psychic Frequency to you.


Mentoring- Given the high rate of failure for the more powerful psykers Primaris Xavier would like to personally mentor the Beta-level in the year leading up to his trails. This will hopefully be enough to increase his chances of passing by a significant degree.

Time: 1 year.
Chance of Success: 40%

Cost: Free
Reward: each point of success increases chance of the Beta-level psyker passing the trails by 1% (base success chance 30%), can be taken multiple times.

Complete
d100=93+24(control)+10(same specialities)=127: Critical Success +84 to the Beta's success chance

Primaris Xavier spent the year teaching Tamia Jameson, a Beta-level Pyromancer/Telapath in preparation for his trials. Given their near identical base skillsets Xavier was able to help Tamia Jameson far more then any other psyker could. Heestimates that without his aid she would have failed the trials rather than pass them as she did. As is, she has proven herself worthy of being trained as an Elite Primaris, one of the most senior psykers on Avernus.

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.

Complete

This year you oversaw the final stages of the formation of two corps of Siege Infantry. They have now been deployed to further reinforce the defences of Avernus' cities.


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.

Complete

This year you oversaw the final stages of the formation of half a brigade of artillery. Their training is complete and they are ready to be deployed into combat situations.


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

Time: 1 year.
Chance of Success: Unknown

Cost: Free (can be taken multiple times)
Reward: Spend time with Freya and Syr, chance of improving your relationship, chance of improving your diplomacy, chance of boosting Freya's stats, increases chance that Syr will inherit some of your stats and traits

Complete
D100=48+5(Palace)+13(Diplomacy)=66: Success

You made sure to spend some time with Freya this year in order to make up for being busy last year, she appreciates that you made an effort and you both enjoyed the time you spent together immensely. Much to your relief Freya gave Syr a basic talk on puberty, its effects and how to best cope with them from a woman's prospective.


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=83+5(Palace)+24(Administration)=112: Successful
Syr gains +1 Administration

Now that she is a bit more used to puberty Syr was able to focus far better on your lessons and actually made significant progress. She is unlikely to ever be a great administrator but is well on the way to being a good one.

Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food
Starting 14,602,402,015 946,413,665 19,419,192,547 2,226,942,576 1,783,861 16,731 39,750
Net Income 732,772,099 564,014,958 1,206,650,985 57,193,859 195,724 837 1,734
Remaining 15,335,174,114 1,510,428,623 20,625,843,532 2,284,136,435 1,979,585 17,568 41,484
 
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Well that went well, we have grav weapons haywire tech, plasma fusilds, vortex grenades we need to reverse engineer.

One of these would be enough to get us into Mar's good books, all of those are great.

That and everything else went good too :D
 
@durin once we get the vanquishers up, will the casulties in the Elysium decrease as vanquishers would be better against the Lizards and thunder beasts
 
Fucking sweet, found Conversion Beamers and Vortex grenades. That'll be a nice long term tech to research. Those plasma weapons should be a good project to look over now.
 
Fucking sweet, found Conversion Beamers and Vortex grenades. That'll be a nice long term tech to research. Those plasma weapons should be a good project to look over now.
Yeah, having stable plasma weapons will be an awesome bonus. Conversion beamers too, if we can mass produce them to a certain degree would make for an invincible seige weapon.

Haywire weapons are good too, they work on anything from eldar tech to necrons.
 
So I'm going to say this right now, whatever infantry scaled weapons we don't send over to the Ad Mech or that they don't need, we probably should just hand off to the Governors Own or someone we deem important.

Because having at least one or two Conversion Beamers for the Governors Own is a fucking must.
 
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