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
If we were to start breeding psykers, we'll just take DNA from the two parents and grow the products in a lab. No need to do anything Slaaneshi.
I think that being connected to the Mother's soul is a rather important part of the gestation process in this case. I don't even want to think about technological assistance for at least another two centuries.
 
We really haven't been starved for psykers regardless. In fact once we hit the five year per turn thing I'm thinking we are going to have too many psykers to balance around. I can't even imagine those write ups in terms of how many people die per turn.
 
Really, people, we have enough minor Psykers to make a fucking Regiment. Why do you want more?

Probably because trained psykers are huge force multipliers. Just look back at the space combat against the dark eldar and see how much of a bonus a group of diviners gave us. Then note how effective Xavier was even half-trained against the necron invasion. Plus, they're an enormous asset in infiltration and intelligence gathering. If most regiments had a major battle-psyker with a specialization in a relevant field plus a few minor battle psykers attached, their combat potential would be substantially higher.

This isn't to say I agree with most of the ideas for trying to artificially increase the population of psykers. We've already got as many as we can train/house effectively, and I do NOT want to start skimping on the training/housing now. Once we've trained enough that the psykers in training are a minority and have a good start on improving our understanding and treatment of psykers we can start looking for ways to help Avernus along in making more psykers. And even then I think cloning/breeding programs are stupid.
 
24 hours have passed since the warning, so final tally. Top plan has the majority.

Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1279 | Sufficient Velocity
##### NetTally 1.6.0

[X] Personal Attention: Scout Regiment: Planning
[X] Peace Treaty (Spiky Basalt)
[X] Contact Trolls
[X] Tutor Syr (Intrigue)
[X] Reverse Engineer Component: Advanced Automation
-[X] Double Down: Reverse Engineer Component: Advanced Automation
[X] Survey Ship Graveyard: Cruisers
[X] More Witch Hunter Seminaries
-[X] Expedite: More Witch Hunter Seminaries
[X] Expand Unseen University: Regional City
[X] Chain of Command
[X] Spend Time With Family
[X] Tutor Syr (Administration)
No. of Votes: 18

[X] Peace Treaty (Spiky Basalt)
[X] Contact Trolls
[X] Tutor Syr (Intrigue)
[X] Reverse Engineer Component: Advanced Automation
-[X] Double-Down: Reverse Engineer Component: Advanced Automation
[X] Reverse Engineer Component: Plasma Reactor
[X] Tutor Syr (Piety)
[X] Expand Unseen University: Regional City
[X] Spend Time With Family
[X] Spend Time With Family
[X] Tutor Syr (Administration)
[X] Chain of Command
No. of Votes: 3

[X] Personal Attention: Scout Regiment: Planning
[X] Peace Treaty (Spiky Basalt)
[X] Sound Out (Exporting Avernite Psyker Hunters to the rest of the Imperial Trust)
[X] Tutor Syr (Intrigue)
[X] Reverse Engineer Component: Advanced Void Shields
-[X] Double Down: Reverse Engineer Component: Advanced Void Shields
[X] Survey Ship Graveyard: Cruisers
[X] Tutoring (Syr)
[X] Build New Scholastia Psykana: Lindon
-[X] Expedite: Build New Scholastia Psykana: Lindon
[X] Chain of Command
[X] Spend Time With Family
[X] Whispers of Change (Safely Shutdown Xenos Technology)
-[X] On Fjol IV things would have gone a lot better if the Mechanicus could shutdown Xenos technology safely. Who else could be trusted to deal with such a dangerous responsibility?
No. of Votes: 2

[X] Personal Attention: Scout Regiment: Planning
[X] Peace Treaty (Spiky Basalt)
[X] Contact Trolls
[X] Tutor Syr (Intrigue)
[X] Reverse Engineer Component: Advanced Automation
-[X] Double Down: Reverse Engineer Component: Advanced Automation
[X] Survey Ship Graveyard: Cruisers
[X] Good Deeds (Jotunheim)
[X] Build New Scholastia Psykana: Lindon
-[X] Expedite: Build New Scholastia Psykana: Lindon
[X] Chain of Command
[X] Spend Time With Family
[X] Tutor Syr (Administration)
No. of Votes: 1

[X] Personal Attention: Scout Regiment: Planning
[X] Peace Treaty (Spiky Basalt)
[X] Contact Trolls
[X] Tutor Syr (Intrigue)
[X] Reverse Engineer Component: Advanced Automation
-[X] Double Down: Reverse Engineer Component: Advanced Automation
[X] Reverse Engineer Component: Plasma Reactor
[X] More Witch Hunter Seminaries
-[X] Expedite: More Witch Hunter Seminaries
[X] Expand Unseen University: Regional City
[X] Chain of Command
[X] Spend Time With Family
[X] Tutor Syr (Administration)
No. of Votes: 1

[X] Personal Attention: Scout Regiment: Planning
[X] Peace Treaty (Spiky Basalt)
[X] Contact Trolls
[X] Tutor Syr (Intrigue)
[X] Reverse Engineer Component: Advanced Automation
-[X] Double Down: Reverse Engineer Component: Advanced Automation
[X] Survey Ship Graveyard: Cruisers
[X] More Witch Hunter Seminaries
-[X] Expedite: More Witch Hunter Seminaries
[X] Build New Scholastia Psykana: Lindon
[X] Chain of Command
[X] Spend Time With Family
[X] Tutor Syr (Administration)
No. of Votes: 1

Total No. of Voters: 26
 
So here's a partial update to my material. The Tabletop needs rules for Helguard Scout squads, what Pilot Armor does, and the revised pricing of Vanquishers. The Super Heavy and Aeronotica have received alteration for improved coherency and clarity. Efforts to stat Pre-Fab Forts are ongoing. For the Trust, I am working on give Musphelheim a buff to Meltas, and I am working on replacing Svartlehiem's Plasma with something else. Coverage for Ad Mech forces is still non-existent, and is likely to continue to be that way for some time. I am not even going to think about Inquisition.
 
Turn Sixty-One Results
Turn Sixty-One Results

This year nine hundred and ten thousand thousand troopers fell defending their homes from the local wildlife while another twenty thousand men fell fighting cults.
Only 320,000 troopers fell in Avernus' Spine this year due to the holes in Dis' defences having being totally repaired.
Another 150,000 men died defending the Azure Islands from the wildlife this year as attacks steadied out.
120,000 men were killed in Linden this year as attacks continued to decrease.
The number of attacks in the Everglades increased significantly to a still low 70,000 troopers dying this year.
Eleven armour regiments fell to the wildlife in Elysium this year,half again the number that fell the previous year.
Aridia calmed down significantly this year with only 120,000 troopers falling in battle.

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 – Eight out of Nine Years completed

The training of the final wave of Helguard and Helltroopers is reaching its final stages this year. The Avernite troopers are starting to reach the incredible levels of skill and coordination that Avernite elites are known for and are now only a few months off from being ready to be deployed. General Drago is glad that this project is nearing its end as it has devoured a lot of his attention over the last decade.


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

Complete

This year the Leman Russ Vanquisher crews assigned to your main army were fully integrated back into their units. It took a while for their commanders and comrades to get used to their new rolls but the transition was fully made by the end of the year. General Drago tells you that your forces now have significantly more anti-tank punch then most enemies will expect and will be a greater threat to superheavies.


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.

Complete

The First Helltrooper Vanquisher Division completed its training late this year after almost a year of wargames. During these wargames they fought against and beside all of the forces Avernus can field including the Titans of the Adeptus Mechanicus, which they proved able to bring down with far less difficulty then any ordinary armour division. General Drago is glad that they are combat ready saying they will prove invaluable if Garkill returns to Avernus, given that he is certain to bring at least as many Gargants as he fielded last year and probably even more.


Personal Attention: Scout Regiment: Planning- With the discovery of Scout Power Armour it will become possible to equip elite Light Infantry forces with Power Armour in an affordable manner. General Drago would like to spend a few years working out the best composition for such a force. This will allow you to field large numbers of elite skirmishers and will provide you with a deadly harassment force and answer to enemy harassment.

Time: 2 years
Chance of Success: 60%

Cost: 6,100,000 Thrones, 61,000 Material, 6,100 Promethium, 3,050 Advanced Material.
Reward: Get Composition of Scout Regiments

Locked – One out of Two Years completed

Over the last year you have been working with some of the better light infantry officers on figuring out the best composition of a Light Infantry Regiment equipped with Scout Power Armour. You have made a decent degree of progress and will be ready to begin training these regiments next year. From what you can tell they will be an almost entirely infantry force supported by a large number of monitors.

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

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

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

Locked – Three out of Four years completed: Expedited

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


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 – Two out of four years completed

The second group of Defence Monitors were fully refitted this year and the third, constituting of thirty-five Defence Monitors has recently entered the shipyards. Freya tells you that half of the Defence Monitors have been refitted and that it will take another two years to refit the remaining half.


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 - Two out of Five years competed

As the physical expansion of the Naval Academy was completed the training of its new staff has begun. Freya tells you that this will most likely take another two years due to the sheer number of new teachers that are currently being trained. This would be quicker if she had access to the Vanaheim Naval Academy and could loan some instructors but unfortunately she does not.

The population growth of Avernus increased to 2.43% this year as the last remnants of the plague are wiped out.

This year the population of Dis grew by 0.44% as the weaknesses in its defences were closed.
The population of Avernus' Spine grew by 0.74% despite a rise in Blink Spider numbers.
The population of The Azure Islands grew by 3.67% due to the plague being totally wiped out.
Linden's population growth increased to 2.53% this year for no simple reason.
The ending of the plague in the Everglades allowed the population growth to increase to 3.9% this year.
The population of Elysium grew by 2.76% this year, continuing to prove that Elysium is well named.
The plague in Aridia was wiped out allowing the population to grow by 3.47%.


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 – Four out of Six years completed

The work on upgrading the defences of Dis and Hollin continues this year with significant progress being made. Several portions of the outer wall approach completion even as scores of new Macrocannons begin to be built. These Macrocannons will be able to cause massive damage to any attacking army, particularly to any Titans among the attackers.


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 – Four out of Five years completed: Expedited

The factories near completion after another year of hard work, with all major components having been installed and needing only to be fine tuned for the factories to be operational. The workers' training also nears completion and Henry estimates that the factories will be operational in ten months time.


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.

Complete

Henry finished the expansion of Mirkwood into a minor city this year, bringing your last city up to minor status. While Mirkwood is still on the small side for a minor city Henry has several plans to encourage immigration from other cities in Lindon to Mirkwood in an effort to change this. You are relieved to hear that the largest weakness in the cities of Avernus has been substantially reinforced. Now all you need to do is finish the expansion of the Unseen University and further expand Yphax and Mirkwood and your entire population will be safe from almost any invasion force.

Peace Treaty (Spiky Basalt)- Now that you have contacted a tribe of Trolls Inquisitor Klovis-Ultan suggests forming a peace treaty with them. From what he can gather High Chief Spiky Basalt is open to the idea though it is likely that he will want something out of the process. A peace treaty with the Trolls will greatly reduce losses suffered in Avernus' Spine and allow your military to focus on other threats.

Time: 1 year.
Chance of Success: 70% (Inquisitorial re-roll can not be used)

Cost: 6,100,000 Thrones, 305,000 Material, 6,100 Promethium, 43 Advanced Material.
Reward: Peace Treaty with High Chief Spiky Basalt.

Complete d100=19+ 15(diplomacy) =34: Success
must pay 1 food per year
Peace treaty with Southern Trolls

Despite several near disasters the talks with High Chief Spiky Basalt were successful and he was convinced to have warriors of his tribe stop attacking humans. In return you agreed to stay out of several areas of the mountains and to provide his tribe with food, a lot by his standards not much by yours. According to Inquisitor Klovis-Ultan, High Chief Spiky Basalt does not like humans and is unlikely to ever like humans but sees how this treaty benefits his tribe and so will most likely hold to it. This should greatly reduce if not stop the Troll attacks in the vicinity of Dis and the Lonely Citadel.


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 Lemnos. 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 continued to slowly increase this year. On average it takes eleven days to locate an outer circle cultist and five days for an inner circle cultist, slightly worse than last year.

Cult Activity Periphery Cultists Found Inner Circle Cultists Found Military Casualties from Cults Maximum Remaining Cultists
Avernus Prime 3,760 414 434 10
Avernus' Spine 22,295 2,452 2,575 10
The Azure Islands 25,231 2,775 2,914 10
Lindon 29,923 3,292 3,456 10
Everglades 26,270 2,890 3,034 10
Elysium 35,686 3,925 4,122 10
Aridia 25,751 2,833 2,974 10
Avernus Total 168,916 18,581 19,510 70
Of the hundred and two major Psykers located this year twenty of them were Chaotic.
Fourteen of the Chaotic Psykers consisting of one Delta-level, five Epsilon-levels and eight Zeta-levels were killed without causing any significant levels of damage this year.
The first Chaos Psyker to cause problems was a Epsilon-level Daemonologist in The Fens whose summoned Furys killed three thousand five hundred militiamen, two hundred and sixty PDF Troopers, four Witch Hunters and two Witch Sniffers before being taken out by a militia lascannon.
The second Chaos Psyker to cause was a Zeta-level Biomancer in Lemnos who killed one hundred PDF Troopers, twenty Helltroopers and a Witch Sniffer before being taken out by massed Impaler fire.
The third Chaos Psyker found this year was a Zeta-level Telekinetic in Arbor killed eighty PDF Troopers and a Witch Hunter before being taken out by multilaser fire.
The fourth Chaos Psyker found this year was a Epsilon-level Biomancer in Beirut who killed a thousand militiamen and four Witch Hunters before being cut down.
The final Chaos Psykers found this year were a pair of Epsilon-levels in Garden Grove, one a Telepath and one a Daemonologist. The telepath managed to mind control a large force of soldiers which with the support of the Daemonologist's Angyls caused devastation. By the time the conflict was over a hundred and thirty thousand militiamen, one thousand eight hundred PDF Troopers, three hundred and forty Helltroopers, forty-two Witch Hunters, fourteen Psyker Hunters, four Witch Sniffers, sixteen minor Battle Psykers and one major Battle Psyker (Zeta-level Daemonologist) had fallen. This force was eventually destroyed by a large Helguard task force supported by several hundred Battle Psykers.

The untainted major Psykers included one Beta-level, one Gamma-level, six Delta-levels, twenty Epsilon-levels and fifty-four Zeta-levels.
Four thousand, five hundred and fifteen 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 – Four out of Six years completed

The training of the new Psyker Hunter Academies' staff is going well and Jane expects it to finish by the end of next year. In preparation for that she is having her people begin to select the first class, with many students coming from among those who have distinguished themselves against the psykers of the last few years.


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=95+18(intrigue)+10(teacher)=123: Critical Success, -15 to success chance of future attempts
Syr gains trait Stealth Expert (+3I, +15 to stealth for units under her personal command)- Her training with Arbitrator Jane Oakheart has allowed Syr to develop her skills in stealth to a high degree. She can sneak past many sentries and is capable of passing some of this skill to her direct subordinates.

This year Jane's training of Syr was a major success, with Syr having put together the lessons that Jane has been giving over the last few years and finally grasped what Jane was trying to say. Syr has developed her skills in stealth to a high degree and she is already approaching Freya with her skills.

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 – Six out of Seven years completed

The interior of the new Forges was completed this year, with both the final internal components and the internal details being installed. All that remains is for the Forges to be consecrated, which Fabricator-General Britton tells you will take most of next year.


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.

Complete
d100 = 50 + 50(building) + 15(Cogitator) + 10(Rune Priests) + 8(learning )+15(carcass)= 138: Success

Magos Biologis Saren has spent the last three years creating several cybernetics implants that he hopes will be able to control a kraken. He believes that his latest prototypes will be able to do the job and has turned his attention to ways of subduing a kraken long enough to implant them. He has created a combination of several specially tailored knock out drugs and massive calibre weapons to fire them from which he believes will do the job. Next he will need to form a team able to subdue the next kraken to appear.


Double Down: Reverse Engineer Component: Advanced Automation- Both the Escort Destroyer and the Hunter Frigate have very advanced automation systems, which allow them to run with a third the crew of a Imperial warship the same size. You will need to reverse engineer this before you can build either.

Chance of Success: -10%(81% after bonuses)
Reward: Advanced Automation System for escorts, required to repair Escort Destroyers and Hunter Frigates

Locked -One out of Two years completed

This year Archmagos Explorator Tranth and his team began the process of reverse engineering the advanced automation systems of the Helheim Pattern Escorts. He has been making a good degree of progress and tells you that he will have finished by the end of next year.


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

Reward: Information on the Cruiser sized wrecks, more options

Complete

This year Archmagos Explorator Tranth's teams began their next survey of the ship graveyard, focusing on the cruisers. As expected many of the cruisers found were Helheim Pattern Defence Cruisers but there were many other designs. In total nineteen classes of cruisers were located in the graveyard, split between four types.

The most common cruiser in the ship graveyard is the four point eight kilometre long Helheim Pattern Defence Cruiser, which you already have the design for. There are no intact ships of this class, twenty-eight mostly intact, fifty-one half destroyed and sixty-five mostly destroyed. Given that he already has the design Archmagos Explorator Tranth will only need to conduct a brief search for archeotech before beginning repairs. There were five other variations of the Defence Cruiser, all derived from the same basic design.

The second variety of Defence Cruiser replaces the weapon batteries with an additional four lances but is otherwise identical. There are no intact ships of this class, eleven mostly intact, twenty half destroyed and sixteen mostly destroyed. Given that he already knows how to build all of the components, Archmagos Explorator Tranth will need far less time to learn this design then most other ships.

The third variety of Defence Cruiser replaces the lances with eight torpedo tubes but is otherwise identical. There are no intact ships of this class, five mostly intact, fifteen half destroyed and twenty mostly destroyed. Archmagos Explorator Tranth tells you that this would be a good way to discover more about the Helheim Pattern torpedoes which are the one unknown component of the ship.

The fourth variety of Defence Cruiser replaces the weapon batteries and half the lances with attack craft bays but is otherwise identical. There are no intact ships of this class, ten mostly intact, eleven half destroyed and twenty-one mostly destroyed. Archmagos Explorator Tranth tells you that this would be a good way to discover more about the Helheim Pattern attack craft and attack craft bays which are the unknown components of the ship.

The fifth variety of Defence Cruiser replaces the weapons with short range, overpowered weapons batteries but is otherwise identical. There are no intact ships of this class, eight mostly intact, five half destroyed and fifteen mostly destroyed. Archmagos Explorator Tranth tells you that this would be a good way to discover more about the overpowered short range weapons batteries that this variety is equipped with.

The sixth and final variety of Defence Cruiser replaces the weapons with an unknown type of energy weapon but is otherwise identical. There are no intact ships of this class, one mostly intact, four half destroyed and nine mostly destroyed. Archmagos Explorator Tranth tells you that this would be a good way to discover more about the unknown energy weapons that this ship is equipped with.

The next major class of cruiser is a heavily armoured, well defended cruiser five kilometres long. These ships have adequate at best speed and manoeuvrability but make up for it with fire-power and defences. The most common ship of this type is primarily armed with several long range weapons batteries and a pair of lances. There are no intact ships of this class, eighteen mostly intact, thirty-seven half destroyed and fifty-four mostly destroyed. Archmagos Explorator Tranth tells you that this ship seems to be a powerful ship of the line and would be worth investigating.

The next most common ship of this variety replaces the weapon batteries with an additional six lances but is otherwise identical. There are no intact ships of this class, thirteen mostly intact, twenty-five half destroyed and thirty-six mostly destroyed. Archmagos Explorator Tranth tells you that this ship seems to be a powerful lance boat and would be worth investigating.

The third ship of this variety replaces the weapons batteries with powerful short range fire-power. There are no intact ships of this class, sixteen mostly intact, seventeen half destroyed and eighteen mostly destroyed. Archmagos Explorator Tranth tells you that this ship seems to be a powerful linebreaker and would be worth investigating.

The fourth and final ship of this variety replaces the weapons batteries with a collection of torpedo tubes. There are no intact ships of this class, ten mostly intact, eleven half destroyed and nineteen mostly destroyed. Archmagos Explorator Tranth tells you that this ship seems to be a powerful torpedo boat and would be worth investigating.

The third major class of cruiser is a fast, well armed ship four point three kilometres long. These ships are very fast and manoeuvrable with good firepower but lack the armour and shielding of the previous class. The first ship of this type is armed with a collection of long range weapons batteries and a single long range lance. There are no intact ships of this class, twenty mostly intact, thirty-one half destroyed and thirty-eight mostly destroyed. Archmagos Explorator Tranth tells you that this ship seems to be a powerful raider and would be worth investigating.

The second ship of this variety replaces the weapon batteries with an additional five long range lances but is otherwise identical. There are no intact ships of this class, fourteen mostly intact, twenty-nine half destroyed and forty-four mostly destroyed. Archmagos Explorator Tranth tells you that this ship seems to be a powerful hunter killer and would be worth investigating.

The third ship of this variety replaces the most of the weapon batteries and the lance with half a dozen torpedo tubes. There are no intact ships of this class, sixteen mostly intact, twenty-nine half destroyed and forty-four mostly destroyed. Archmagos Explorator Tranth tells you that this ship seems to be a fast torpedo boat and would be worth investigating.

The fourth and final ship of this variety replaces the weapon batteries with an additional long range lance and several attack craft bays. There are no intact ships of this class, nine mostly intact, eighteen half destroyed and twenty-one mostly destroyed. Archmagos Explorator Tranth tells you that this ship seems to be a raider carrier and would be worth investigating.

The fourth major class of cruiser is a fast, well armed ship three and a half kilometres long. These ships seem to strike a balance between firepower and manoeuvrability and are almost certainly the cheapest to build. The first ship of this type is armed with a collection of medium range weapons batteries. There are no intact ships of this class, twenty-five mostly intact, forty half destroyed and fifty-seven mostly destroyed. Archmagos Explorator Tranth tells you that this ship seems to be a cheap ship of the line and would be worth investigating.

The second ship of this variety replaces the weapon batteries with six lances but is otherwise identical. There are no intact ships of this class, eight mostly intact, twenty-three half destroyed and thirty-six mostly destroyed. Archmagos Explorator Tranth tells you that this ship seems to be a cheap lance boat and would be worth investigating.

The third ship of this variety replaces most of the the weapon batteries several attack craft bays. There are no intact ships of this class, thirteen mostly intact, twenty-nine half destroyed and thirty-nine mostly destroyed. Archmagos Explorator Tranth tells you that this ship seems to be a cheap carrier and would be worth investigating.

The fourth ship of this variety replaces the weapons batteries with powerful short range fire-power. There are no intact ships of this class, thirteen mostly intact, twenty-eight half destroyed and ten mostly destroyed. Archmagos Explorator Tranth tells you that this ship seems to be a cheap linebreaker and would be worth investigating.

The fifth and final ship of this variety replaces the weapons batteries the same unknwon energy weapons found on some of the Defence Cruisers. There are no intact ships of this class, two mostly intact, seven half destroyed and eight mostly destroyed. Archmagos Explorator Tranth tells you that this would be a decent way to discover more about the unknown energy weapons that this ship is equipped with.

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

Complete
d100=33+46(piety)=79: Success
+1 Morale

This year Saint Lin finished the reformation of the Imperial Church on Asgard. He tells you that there was little backsliding and that the population are starting to get accustomed to the new Imperial Church. He is relatively certain of the Church on Asgard's stability and can now turn his attention elsewhere.

Expedite: More Witch Hunter Seminaries – Saint Lin would like to like to build a new Witch Hunter Seminary in every city on Avernus. This would greatly increase the amount of Witch Hunters recruited per year and allow their numbers to keep up with the Psyker Hunters once Janes new Psyker Hunter Academies start work.

Time: 6 years.

Cost: 102,900,000 Thrones, 20,590,000 Material, 1,029,000 Metal, 102,900 Promethium.
Upkeep per year: 10,480,410 Thrones, 2,075,220 Material, 102,938 Metal, 11,941 Promethium, 604 Advanced Materials.
Reward: Number of Witch Hunters recruited increases to 1,200 per year.

Locked – One out of Five years completed: Expedited

This year Saint Lin has begun the construction of a Witch Hunter Seminary in every city on Avernus that does not already have one. As this began he had the initial teachers at these schools selected from among the priesthood, veteran Witch Hunters and the teachers in the current Witch Hunter Seminaries. These new teachers have started their training and will be expected to finish in three more years.

Of the ninety major Psykers who underwent the trials this year sixty-five passed, including two of the three Gamma-levels, three of the five Delta-levels, twenty-three of the thirty-three Epsilon-levels and thirty-seven out of forty-nine Zeta-levels.
Both of the Gamma-level Daemonologists are training as Battle Psykers.
The Delta-level Biomancer, Pyromancer and the Telekinetic are training as Sanctionites.
One of the two Epsilon-level Biomancers, one of the two Diviners, three of the four Pyromancers, the only Telekinetic, four of the seven Telepaths and one of the four Daemonologists are being trained as Battle Psykers. One Biomancer, one Pyromancer, one Telepath and three Daemonologists are being trained as Sanctionites. One Diviner and two Telepaths are training as Neo-Astropaths while three Psykers have been taken by the Inquisition for training.
Three of the five Zeta-level Biomancers, both of the Diviners, six of the nine Pyromancers, four of the eight Telekinetics, three of the eight Telepaths and two out of three Daemonologists entered training as Battle Psykers this year. Two Biomancers, three Pyromancers, three Telekinetics, three Telepaths and one Daemonologist are being trained as Sanctionites. The other Telepath is training as a Neo-Astropath and one Zeta-level has been taken by the Inquisition.
Of the one thousand, seven hundred and fifty-nine minor Psykers to undergo the trials this year three hundred and fifty-two failed. Three hundred and ninety-six of those who passed are training as Battle Psykers, four hundred and thirty-eight as Witch Sniffers and five hundred and thirty-two as Sanctionites while forty-one have been taken by the Inquisition for training.

One Epsilon-level Biomancer, one Zeta-level Diviner, one Epsilon-level Pyromancer, one Zeta-level Pyromancer and six 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 Gamma-level Pyromancer, two Epsilon-level Telekinetics and one Zeta-level Telekinetic died this year along with two Veteran minor Battle Psykers and fifty-three minor Battle Psykers.
Among the major Sanctionites one Zeta-level Biomancer, one Zeta-level Pyromancer and one Epsilon-level Telepath died along with sixty-three minor Sanctionites and sixty-nine Witch Sniffers. One Zeta-level Neo-Astropath 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 Three out of Four years completed

Headmaster Ridcully's studies into Psychic Frequencies have continued this year with a moderate degree of success. He has made several more discoveries about what effects a person's Psychic Frequency by finding that significant events in someone's life can lead to a long term effect on their Psychic Frequency, long after after they stopped regularly thinking. He learnt this by discovering that those psykers who had a parent die in front of them while they were young all have similarities in their Psychic Frequencys and has confirmed that several other events, such as fighting in a war, can also have long term effects. This year he made little progress in his discovery on what effect similar Psychic Frequencies has but he has determined the rather unsurprising fact that Telepathy, Divination and Biomancy are harder to use on or in conjunction with a Psyker with a very different Psychic Frequency then you.


Expand Unseen University: Regional City- The Unseen University is currently expected to be filled to its capacity within the next few years. Primaris Xavier could oversee the beginning of its final expansion immediately. This would allow the Unseen University to contain a truly massive number of psykers but this number in a single location would be dangerous. While incredibly expensive a Psyker City this size will eventually have to be built on Avernus.

Time: 5 years

Cost: 2,440,000,000 Thrones, 244,000,000 Material, 122,000,000 Metal, 24,400,000 Promethium, 68,800 Advanced Material, 15,360 Exotic Material.
Upkeep per year: 24,400,000 Thrones, 2,440,000 Material, 1,220,000 Metal, 244,000 Promethium, 696 Advanced Material, 140 Exotic Material.
Reward: Expand Unseen University to allow it to hold up to 250,000 Psykers at a time.

Locked – One out of Five years completed

After much thought you decided that the slight increase in risk and the massive cost of expanding the Unseen University was worth it. After receiving your decision Primaris Xavier immediately started clearing an area around the Unseen University, using it as a training exercise for his Pyromancers, and began planing the expansion with senior members of the Administratum, the military and the Mechanicus. The plans were finalised late this year and the foundations have begun to be built.

Personal Attention: Scout Regiment: Planning- You are highly capable of military command, administration, diplomacy and intrigue and are capable of managing a project in any of those fields. Can be taken twice.

Time: as project.

Cost: free.
Reward: get one extra Adeptus Munitorum, Adeptus Administratum, Diplomacy or Adeptus Arbites action with your characteristic bonus.

Locked – One out of Two years completed

This year you began to determine the best composition for Scout Armoured Light Infantry Regiments. You expect to finish this sometime next year, allowing the regiments to begin training the year after.


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=70+5(Palace)+13(Diplomacy)=88: Success
Success Freya gains +1 Martial

You continued to ensure that you had free time to spend with your family this year which both Syr and Freya appreciate. A lot of your conversations over the last year have been about military command which Syr is highly interested in. You can tell she wishes to enter the Avernus Officers Academy as soon as she can. Freya seems to have learnt a bit from these conversations and has picked up several things about military command and tactics.


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=13+5(Palace)+24(Administration)=42: Fail
Divination Re-roll d100=16+5(Palace)+24(Administration)+10(Grandmaster Diviner)=55: Fail

Despite your attempts to teach her more Syr failed to make any major improvements in her administrative skills this year. You have devoted a lot of time to trying to teach her this over the last few years and have reluctantly come to the conclusion that she just is not very good at it and you should probably devote some of that time and effort to another subject.


Chain of Command- With the death and replacement of Lieutenant-General Durant another senior officer you know little of has taken command of a regions PDF. You should spend some of your time this year getting to know her.

Time: 1 year.
Reward: Get character sheets for new Lieutenant-General

Complete

You spent a good part of the last year getting to know Lieutenant-General Marija Paulson, who has replaced Lieutenant-General Durant as the commander of the Everglades PDF and like him was part of the Biharti Steel Guard originally assigned to Avernus.

Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food
Starting 15,335,174,114 1,510,428,623 20,625,843,532 2,284,136,435 1,979,585 17,568 39,750
Net Income -1,816,321,698 184,421,445 1,100,892,910 28,631,478 213,971 -14,246 1,643
Remaining 13,518,852,416 1,694,850,068 21,726,736,442 2,312,767,913 2,193,556 3,322 40,000
 
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Dem ships. I wonder what would happen if you took pre Abomination Terra, and threw all this fleet running full-up at it. Honestly not sure Terra would win, given how ridonk these ships are.
 
Syr continues to not want to deal with paperwork, and becomes even more effective at getting away from her bodyguards. Saren continues to earn his grant, and Klovis-Ultan barely passes his Troll diplomacy attempt.

The Ancients got A LOT of mileage out of the Defense Cruiser chassis didn't they.
 
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...during, what happens if a Troll does the body-remake thing with gems in it? Can they do that?

Because I just had an idea. Mr.Shine, him diamond.
 
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