The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
Just keep in mind that if we find an intact STC constructor that Chaos is going to be all up in our business - DarkMech Titan Legion would be incoming. We need a great deal more time before we could handle something like that.
I don't want us to announce it, but having it and tech we would get from it. How can y'all not like that :p.

In all seriousness I do get your concerns. I just feel the reward out weighs the risk this time
 
I don't want us to announce it, but having it and tech we would get from it. How can y'all not like that :p.

In all seriousness I do get your concerns. I just feel the reward out weighs the risk this time

Announcing it is not required for Chaos to find out about it. Remember what Chaos is, where it lives. The Chaos Gods can simply find out about it from people thinking about it.
 
is there any projects that you want to see in the next few years, I am looking for more inspiration

@durin:

1. Options to integrate the Avernite Mechanicus with the rest of the Avernite population further (particularly because I think it would be fun to explore the impact Avernus is having on the Mechanicus - as it is, they are treated more as inert props than a dynamic society running in parallel with the rest of Avernus and that feels wrong - they must have their own struggles with the wildlife.)

2. Options to bring technicians from Muspellheim and artisans from Svartalfheim to help puzzle out the archeotech we have (and to stealthily introduce the Mechanicus on Avernus to alternate ways of looking at technology.

3. Options to pass on Tranth's skills or possibly even to clone him (well away from Avernus mind) because a man who can work out how a machine should look based on a 20,000 year old blueprint that has maybe 10% of its information left uncorrupted is... Well really Tranth is probably an inventor. I find it very unlikely that he is actually restoring some of tech he's "recovered". If that is so, he's doing it without falling to corruption and is doing things that the Collegia Reconstructa is struggling to replicate still.

4. Options to reduce the frankly insane bonuses to completing single tech reconstruction efforts in order to complete more projects in parallel (but with less +s to our chances of success) because we have a huge backlog of tech that isn't hard to complete, but we don't get around to because they are a waste of Tranth's time.

5. Options to re-purpose the genators, because they haven't discovered any new life forms since we got them. I understand your lack of inspiration, but think of the poor unemployed Magos Biologis. We must find them a job!

That is why then a lot of things that become beyond the Techpriests ability to fix or maintain? The parts that fix the machine is indistinguishable from the ritual parts and entry level Techpriest Dunderhead isn't smart enough to diagnose the problem and then come up with a solition that works when his trusty manual filled with the rituals he learned doesn't work.

I am reminded of the ode to the pencil. I imagine IoM tech is fairly complex, and when it was designed during the DAoT, probably designed either to not be repaired (like modern tablet computers or mobile phones, which are essentially made to be disposed of once they break) or to be repaired by cybernetically enhanced humans or robots with high-end AIs.

I am not talking about people like Tranth.

I think by now Tranth has proved himself utterly unique in the history of Mankind.

fasquardon
 
Turn Sixty-Two
Turn Sixty-Two

As you think back over the last year your mind focuses on two issues. The first is that you had to expand the Unseen University to be able to hold a quarter of a million psykers, and that according to your analysts this may prove to be insufficient within a few decades. The sheer number of psykers that Avernus is producing is worrying, well over thirty times as many as most worlds of the same size and increasing. This is leading to unheard of psyker numbers which means that you will eventually have to rethink almost the entire aspect of psyker society, a daunting prospect. The other major issue is as always the ship graveyard, and the sheer number and variety of ships contained within. It will take decades to merely search though the ships for archeotech and far longer to reverse engineer them, despite the number of components they seem to have in common. The main hope of doing this quickly comes as part of a message that Champion Surt sent from Muspelheim which includes all the data that he has been able to find about the ship graveyard, and the ships that make it up. While most of this data is at most mildly useful it does mention that detailed schematics for all of the warship designs, along with many other bits of technology, were kept in the command battleships, which are those ships over ten kilometres long. If this information is correct and the data is reasonably intact then it could be a treasure trove of knowledge exceeding that found under Storm's End.


General Drago is very pleased by the additions of the Leman Russ Vanquishers to his order of battle and tells you that this helps patch over one of the biggest weaknesses of the Avernite military: the lack of a good counter to Titans. He has put two new plans in front of you: one to build a collection of Magni Transporters and the other to double your air force.
Two Locked Choose Two

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


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


Super Heavy Transport- With the discovery of the Magni Transporter General Drago now has access to a massive transport capable of carrying as much supplies as hundreds of ordinary transports and as tough as a Titan. General Drago would like to build a full score of companies, each ten strong. This would double your overall transport capacity while making your supply train far less vulnerable. General Drago does not consider this to be urgent, though he would prefer to do it before the next offworld campaign.

Time: 5 years

Cost: 164,700 Thrones, 82,350 Material, 91,500 Promethium, 6,880 Advanced Material, 48 Exotic Material.
Upkeep per year: 16,470 Thrones, 8,235 Material, 45,750 Promethium, 344 Advanced Material, 1 Exotic Material.
Reward: Recruit 10 Magni Transporter Companies, each including 10 Magni Transporters.


Air Superiority- One of the few weaknesses of the Avernus PDF is the lack of a powerful air force. General Drago would like to change that by doubling the size of your air force, bringing your total fighters up to sixty-thousand. It would take over half a decade to train the pilots but General Drago still considers this to be urgent.

Time: 6 years

Cost: 6,960,000 Thrones, 860,100 Material, 302,500 Promethium.
Upkeep per year: 696,010 Thrones, 86,010 Material, 151,231 Promethium.
Reward: Recruit 300 Lightning Fighter Squadrons, 300 Thunderbolt Fight Squadrons, 300 Avenger Strike Fighter Squadrons, 200 Marauder Bomber Squadrons, 200 Marauder Destroyer Squadrons, 50 Marauder Vigilant Squadrons, 300 Cargo Wings


Pilot Armour: Helguard and Elite Specialists- The Pilot armour found under Storm's end has proven to be very useful and General Drago has suggested that he equip the Helguard Armour Regiments and the more elite specialist armour regiments with it. He tells you that this will provide a small but notable increase in their effectiveness as well as greatly increasing the chance that the crew of destroyed tanks survives, which will have many long term benefits.

Time: 3 years

Cost: 610,300 Thrones, 122,100 Material, 12,210 Promethium, 16,210 Advanced Material.
Upkeep per year: 61,030 Thrones, 12,206 Material, 1,221 Promethium, 1,621 Advanced Material.
Reward: Equip 10 Helguard Armour Regiments, 11 Vanquisher Regiments, 51 Deathstrike Batteries and all Super-Heavies with Pilot Armour


Specialist Grenadiers (Write In): Planning- Now that you have the Elite Training Facilities General Drago would like to create elite, specialist units that take advantage of the unique skills that each region of Avernus instils in its soldiers. General Drago does not consider this to be urgent.

Time: 1 year.
Chance of Success: Variable

Cost: 7,200,000 Thrones, 14,400 Material, 1,440 Promethium, 860 Advanced Material.
Reward: Get Composition of Chosen Elite Unit. Put forward a write-in of a unit type and I will tell you if it it viable and how easy it will be (good omake will make it easier).


More Specialists- Currently the proportion of specialist regiments in the Helltroopers is falling as you expend the Helltroopers numbers. General Drago has put forward a plan to change this by doubling the number of specialist regiments, as well as recruiting extra regiments for the tithe. General Drago does not consider this to be urgent.

Time: 3 years,

Cost: 425,600 Thrones, 96,180 Material, 22,850 Promethium.
Upkeep per year: 42,559 Thrones, 9,618 Material, 11,426 Promethium.
Reward: Recruit 55 Specialist Helltrooper Regiments for Avernus and 16 Specialist Helltrooper Regiments for the Imperial Tithe this consists of 13 Helhound/Devil Dog Regiments, 13 Bane Wolf Regiments, 13 AA Regiments, 25 Artillery Regiments and 7 Sentinel Regiments


Flying Fortress: A Soldiers View- General Drago s interesting in the Large Mobile Research Facility and wishes to work with Fabricator-General Britton and design a variant intended for war. This would require a few years of work for General Drago and far more work from Fabricator-General Britton.

Time: 1 year.

Cost: 71,000 Thrones.
Reward: Work with Fabricator-General Britton on designing a military variant of the Large Mobile Research Facility, determine approximately what possible military variants there are.


Recon Amour: Phase-Tigers: Planning- Now that you can afford to General Dargo has proposed equipping the Phase-Tigers with Recon Advanced Power Armour. While this sounds simple in principle it means that an entire new standard operating procedure and organisation will need to be invented from the ground up which will take some time.

Time: 3 years
Chance of Success: 60%

Cost: 14,400,000 Thrones, 144,000 Material, 28,800 Promethium, 17,200 Advanced Material.
Reward: Get Composition of Recon Armour Battalions, train the Phase-Tigers to act as 10 Recon Armour Battalions, must be selected with Recon Amour: Phase-Tigers: Implantation

While Freya is currently too busy to start another project she is glad that Defence Cruisers of the known design are in the ship graveyard and hopes that Archmagos Explorator Tranth will clear them for repair within the next two years. She tells you that judging by the cruisers found there will enough ship types and classes in the graveyard to make up a nearly complete order of battle, allowing the Imperial Trust to field Dark Age of Technology fleets.
Three Locked Choose None

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


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: Expedited


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

This year Henry has put forward two new projects for your attention, one to begin upgrading the defences of the next two Hives, The Fair Isle and Garden Grove and one to begin the expansion of the Phase-Tiger enclosures in Lindon. He tells you that while both of these are useful projects he would personally prefer to begin the educational reforms learned from Muspelheim or another Administratum reorganisation.
Two Locked Choose One

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


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


Expand Phase-Tiger Enclosures- The current Phase-Tiger enclosures are beginning to reach full capacity and are expected to get there within six years. Henry would like to greatly expand them, allowing the number of Phase-Tigers to reach the point were an entire regiment can be fielded with them. This will take four years to do meaning that you should begin either this year or next year.

Time: 4 years.

Cost: 96,080,000 Thrones, 19,220,000 Material, 19,220,000 Metal, 4,804,000 Promethium, 270,900 Advanced Material.
Upkeep per year: 9,607,500 Thrones, 1,921,500 Metal, 1,921,500 Promethium, 27,090 Advanced Material.
Reward: enlarges Phase-Tiger enclosures increasing capacity to 45,000


Upgrade Defences: The Fair Isle and Garden Grove- Now that construction is well under way at Dis and Hollin Henry has put forward a plan to further upgrade the defences of both The Fair Isle and Garden Grove. This will be expensive and time consuming but will bring the defence of Avernus one step closer to the next level. Henry would prefer to wait until the current upgrades are finished before starting these upgrades.

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 The Fair Isle and Garden Grove to Super-Heavy


Underground Railways: Expand- While you now have an underground railway between all of the cities of Avernus, barring The Azure Islands anyway, Henry still has plans to improve on it. One of these plans is to enlarge the underground passages so that more cargo can be moved at a time and so that larger vehicles can be shifted.

Time: 9 years.

Cost: 240,000,000 Thrones, 80,000,000 Material, 200,000,000 Metal, 40,000,000 Promethium, 8,000 Advanced Material.
Upkeep per year: 96,000,000 Thrones, 16,000,000 Materiel, 40,000,000 Metal, 8,000,000 Promethium, 800 Advanced Material.
Reward: Much larger rail network, +10% Thrones and +2% Material on the mainland, can transport more men at a time, can transport Reaver Titans.


Food Stores- While your new expanded food stores are capable of holding enough food for Avernus even in the worst case scenario Henry has put forward a suggestion to build some massive food storage areas to hold food for the rest of the Nine Worlds in case something happens to Alfheim, an idea that he has copied from Muspelheim. This would be far more expensive and take longer to set up but would allow for the long term storage of truly massive amount of food. Henry considers this to be of very low priority.

Time: 4 years.

Cost: 77,000,000 Thrones, 17,400,000 Material, 890,000 Metal, 1,740,000 Promethium, 8,600 Advanced Material.
Upkeep per year: 3,850,000 Thrones, 890,000 Material, 44,500 Metal, 8,900 Promethium, 215 Advanced Material.
Reward: Massive food storage area, expand maximum food storage to 159,000 Units.


Expand Promethium Refineries: Mag Mell- While the current promethium extractors provide more then enough promethium for Avernus as well as quite a bit to trade Henry has put forwards a plan to expand the Promethium Refineries at Mag Mell even further. This will around double the amount of excess Promethium that you have to trade allowing you to become one of the main exporters in the Nine Worlds. Henry considers this to be of low priority.

Time: 5 years

Cost: 18,140,000 Thrones, 3,629,000 Material, 3,629,000 Metal, 725,800 Promethium.
Upkeep per year: 1,814,400 Thrones, 362,880 Material, 362,880 Metal.
Reward: Huge Promethium Refinery at Mag Mell, increase base promethium efficiency to +500%, +2,000,000 (apro 125 million after bonuses) bonus promethium production.


Rapid Good Couriers: Mass- While the current number of Rapid Goods Couriers in the Azure Islands in enough to cover the current transport needs Henry has put forward a plan to increase this four-fold. This should allow for near instant transport of goods and people between the Azure Islands and neighbouring regions and drive down the transport price significantly.

Time: 4 years

Cost: 70,400,000 Thrones, 17,600,000 Material, 1,760,000 Metal, 3,520,000 Promethium, 172,000 Advanced Material.
Upkeep per year: 7,040,000 Thrones, 1,760,000 Material, 176,000 Metal, 880,000 Promethium, 8,600 Advanced Material
Reward: Transport lines of Rapid Aerial Goods Courier increased fourfold, can more quickly moved forces, though they will be highly vulnerable to enemy air forces and AA, +10% Thrones and +5% production in The Azure Islands, +5% Thrones and 2.5% production elsewhere.


Educational Reform- A few years ago you were given some more information about the Muspelheim Educational System. Henry has gone over it and has figured out how to improve the Avernite Educational System even further. This will take three of four years but will provide a further increase to the efficiency of your education system.

Time: 3 years.
Chance of Success: 70%.

Cost: 1,012,000 Thrones, 101,200 Material, 101,200 Metal, 10,120 Promethium.
Upkeep per year: 50,588 Thrones, 2,529 Material, 2,529 Metal, 152 Promethium.
Reward: Education system made more effective, +10% to efficiency of educational system (current efficiency 250%)


Administratum Reorganisation: Part Four – Now that the Imperium has collapsed, other things are in the process of doing so as well. Henry wishes to reorganise the Administratum to be more efficient over small areas. This will be a long and difficult process, but Henry will continue now that he has started. This is the fourth out of five planned reorganisation phases and is larger in scope then any of the previous plans.

Time: 4 years.
Chance of Success: 30%

Cost: 66,500,000 Thrones.
Reward: increase administrative bonus by 4%

Inquisitor Klovis-Ultan is glad that he managed to set up a peace treaty with Spiky Basalt and his tribe, despite several major mistakes. He advises you to let him spend the next few years contacting the remaining Troll tribes in order to create peace treaties with them as well. He also mentions that he is getting a bit suspicious of Champion Surt and wonders exactly what he is hiding.
One Locked Choose One

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


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: 60% (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 another one of the Troll Tribes.


Lobby for Quartok (Write in target and argument)- Your proposal to make the Quartok a protectorate species under the Imperial Trust faces major opposition. It might be a good idea to try to convince some of it detractors to either change their minds or at least abstain from the vote. Inquisitor Klovis-Ultan suggests trying to persuade Alfheim and Svartalfheim first.

Time: 1 year
Chance of Success: Varies from 0% to 30%, can not use Inquisitorial re-roll

Cost: 128,000 Thrones
Reward: On success target High Councillor abstains from vote on Quartoks, on critical success target High Councillor supports the Quartoks.


In Depth Investigation (Alfheim, Muspelheim, Svartalfheim, Jotunheim)- Inquisitor Klovis-Ultan is willing to spend the time conducting a far more in-depth investigating of one of the planets that he has already reinvestigate. However it is likely to lead to a minor diplomatic incident if he is caught which is rather likely unless a spy network is in place on the chosen planet.

Time: 2 years.
Chance of Success: 20%

Cost: 2,370,000 Thrones.
Reward: More information on chosen planet.


Sound Out (Write In Proposal)- Inquisitor Klovis-Ultan has suggested that you sound out the other Governor's about any proposal that you make before the next High Council meeting. While it is rather early to start now it would give you time to attempt to convince people to change their minds before the next High Council meeting.

Time: 1 year.
Chance of Success: 80%

Cost: 144,000 Thrones.
Reward: Gain level of support for proposal and reasons for this for one planet per 10% you succeed by.


Request Information (Write In)- Inquisitor Klovis-Ultan has suggested that you try requesting information from one of the other planets before conducting an In-Depth investigation that they may take offence to. He is more then willing to try to convince a planet to to give you specific information such as the exact organisation of Muspelheim's education system or Asgard's mines, which seem to be able to function with surprisingly little trained labour.

Time: 1 year.
Chance of Success: Varied

Cost: 144,000 Thrones.

Jane has been spending the last year splitting her free time between teaching Syr and coming up with some new projects for her security forces. She has not put any before you yet but mentions that she is looking into strengthening the security checks on the Space Stations to prevent smuggling and other inter-system issues.
One Locked Choose One

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

Time: 6 years.

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

Locked – Three out of Six years completed


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

Time: 1 year
Chance of Success: 45% (uses Syrs combat, increases by 5% per year)
Reward: Syr gains Novice Swordsman (+10 to melee rolls)


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

Time: 1 year
Chance of Success: 20%
Reward: Syr gains +1 Intrigue, on critical has a chance of gaining a trait


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

Time: 4 years.
Chance of Success: 40%

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


Spy Network (Planet) – Jane suggests setting up a network of Avernite agents in the Nine Worlds. Initially, this network would simply provide reports on what is happening in the given world, but you will be able to build upon this base for more detailed and focused information.

Time: 2 years.
Chance of Success: 70%.

Cost: 810,000 Thrones, 8,100 Material, 810 Promethium, 8.6 Advanced Material.
Upkeep per year: 162,000 Thrones, 1,620 Material, 162 Promethium, 1.6 Advanced Material.
Reward: Very basic spy network on chosen planet, gain basic information on events on planet, +20 to all investigate actions on planet.


Deepen Spy Network ( Svartalfheim)- While you have a basic spy network in Midgard and Vanaheim it is not particularly comprehensive and does not extend much past local gossip. Jane has plans to change this by both increasing the number of agents that she has deployed and by trying to get some within medium security positions. She warns you that it would be a major diplomatic issue if her attempts to set up this network is detected

Time: 3 years.
Chance of Success: 50% (major issues if you fail by more then 20)

Cost: 3,850,000 Thrones, 38,500 Material, 3,850 Promethium, 43 Advanced Material
Upkeep per year: 770,000 Thrones, 7,700 Material, 770 Promethium, 8.6Advanced Material,
Reward: Spy network on chosen planet upgraded to basic Spy Network, +40 to all investigate actions on planet, can discover secret information.


Social Policy: Police State – Arbitrator Oakheart has prepared a series of plans to increase the amount of surveillance on the citizens of Avernus in an attempt to detect more cultists. This plan, while effective, will not be popular among the citizenry.

Time: 1 year

Cost: Varied see below.
Reward: Varied see below
Social Policy: Decrease Surveillance – This plan involves disabling the surveillance equipment in all public spaces. It would lead to a marked decrease in the number of cultist caught while increasing the general morale of the population.

Cost: Free
Reward: -10% Chance of detecting cultists and an additional -5% to detect inner circle cultists, +1 Civilian Morale.


Social Policy: Greatly Increased Surveillance – This plan involves also putting surveillance equipment in the less personal private locations and using this data to try and catch or track cultists. It would make catching Inner Circle Cultists far easier but would be rather intrusive and moderately expensive.

Cost: 161,000 Thrones, 16,200 Material.
Upkeep per year: 17,400 Thrones, 1,740 Material.
Reward: +5% Chance of detecting cultists and an additional +10% to detect inner circle cultists, -1 Civilian Morale.


Social Policy: Big Brother – This would involve installing surveillance equipment in all private locations including every citizen's home. This would make catching cultists far easier but would be incredibly expensive and intrusive.

Cost: 810,000 Thrones, 81,000 Material.
Upkeep per year: 81,000 Thrones, 8,100 Material.
Reward: +15% Chance of detecting cultists and an additional +20% to detecting inner circle cultists, -2 Civilian Morale.


Note that surveillance costs include the cost of the previous upgrade, so if you go from level one to level three, it is cheaper than going from level zero to level three. Also, it does not cost anything to go to a lower level or to return to a level that you have previously held.

Archmagos Explorator Tranth is slightly overwhelmed by the sheer number of designs that he found last year and the time and effort that it will take to go though them. He hopes that Champion Surt is correct and that there is a complete set of ship schematics in one of the command battleships, which would save a great deal of time. Otherwise the Mechanicus continues to prosper despite several indications of unrest, which Fabricator-General Britton tells you are a result of his efforts to change the Mechanicus for the better.
Two Locked Choose Two

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


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

May Choose one of the following

Detailed Survey (Defence Cruiser)- A collection of the Defence Cruisers of the known design have been found in the ship graveyard. Archmagos Explorator Tranth would like to spend a year searching them for archeotech before they can be repaired. This should either be done this year or next year so that repair work can begin as soon as the shipyards are open.

Time: 1 year.

Cost: 6,100,000 Thrones, 305,000 Material, 122,000 Promethium, 192 Advanced Material
Reward: Search the Defence Cruisers for archeotech.

Reverse Engineer Component: Any- There are several keep components of the ships that you have examined that will need to be reverse engineered before you can attempt to repair them. This is the next stage of repairing the ships in the Ship Graveyard and is therefore an important step.

Time: 2 years.

Cost: 12,200,000 Thrones, 610,000 Material, 244,000 Promethium, 384 Advanced Material
Reverse Engineer Component: Plasma Reactor- Both the Escort Destroyer and the Hunter Frigate have very advanced plasma reactors, which seem to be a smaller version of the design found on The Well of Urd. You will need to reverse engineer this before you can build either.

Chance of Success: 0%(91% after bonuses)
Reward: Advanced Plasma Reactor for escorts, required to repair Escort Destroyers and Hunter Frigates

Reverse Engineer Component: Hunter Lance- The Hunter Frigate is equipped with a very powerful lance that seems to have traded rate of fire for power. You will need to reverse engineer this before you can build either.

Chance of Success: -20%(71% after bonuses)
Reward: Hunter Lance, required to repair Hunter Frigates

Reverse Engineer Component: Advanced Void Shields- The Hunter Frigate is equipped with a very powerful Void Shields that seem to be able to block around twice as much firepower as the Imperial version. You will need to reverse engineer this before you can build either.

Chance of Success: -40%(51% after bonuses)
Reward: Advanced Void Shields for Escorts, required to repair Hunter Frigates

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

Time: 2 years.

Cost: 12,200,000 Thrones, 610,000 Material, 244,000 Promethium, 384 Advanced Material
Detailed Survey (Hunter Defence Cruiser)- The Hunter Defence Cruiser is a variant of the Defence Cruiser that 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. This ship seems to be designed to be able to focus the fire of all eight of its lances on a single capital ship, causing massive damage to all but the though est warships, on the down side its utter reliance on Lances leaves the Hunter Defence Cruiser more vulnerable to escorts and other light forces. 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.

Reward: Search the all the Hunter Defence Cruisers for archeotech and get more detail on the capabilities of the Hunter Defence Cruiser.

Detailed Survey (Torpedo Defence Cruiser)- The Torpedo Defence Cruiser is a variant of the Defence Cruiser that 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. This ship would function best when kept back from the front line where it can offer fire support from its massed torpedoes and can be best countered by enemy carriers. 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.

Reward: Search the all the Torpedo Defence Cruisers for archeotech and get more detail on the capabilities of the Torpedo Defence Cruiser.

Detailed Survey Defence Carrier)- The Defence Carrier is a variant of the Defence Cruiser that 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. This ship is well armed for a carrier and will be able to defend itself from light attacks, however like all carriers its functions best when kept back from the front lines. 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.

Reward: Search the all the Defence Carriesr for archeotech and get more detail on the capabilities of the Defence Carrier.

Detailed Survey (Brute Defence Cruiser)- The Brute Defence Cruiser is a variant of the Defence Cruiser that 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. This ship is designed for short range combat with escorts and other cruisers and will have trouble against Battleships or fast ships capable of keeping out of range. 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.

Reward: Search the all the Brute Defence Cruisers for archeotech and get more detail on the capabilities of the Brute Defence Cruiser.

Detailed Survey (Unknown Defence Cruiser)- The Unknown Defence Cruiser is a variant of the Defence Cruiser that 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. It is impossible to tell the strengths or weaknesses of this ship until more information about its weapon systems is gathered. 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

Reward: Search the all the Unknown Defence Cruisers for archeotech and get more detail on the capabilities of the Unknown Defence Cruiser.

Detailed Survey (Armoured Cruiser)- The Armoured Cruiser is 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. This ship is a true ship of the line and works best when formed up in formations and thrown into the main battle. Archmagos Explorator Tranth tells you that this ship seems to be a powerful ship of the line and would be worth investigating.

Reward: Search the all the Armoured Cruisers for archeotech and get more detail on the capabilities of the Armoured Cruiser.

Detailed Survey (Armoured Hunter Cruiser)- The Hunter Armoured Cruiser replaces the weapon batteries of an Armoured Cruiser 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. This is a ship of the line meant to bring down the heavy capital ships and works best in a group where its vulnerability to being swarmed by escorts can be covered by other ships. Archmagos Explorator Tranth tells you that this ship seems to be a powerful lance boat and would be worth investigating.

Reward: Search the all the Hunter Armoured Cruisers for archeotech and get more detail on the capabilities of the Hunter Armoured Cruiser.

Detailed Survey (Armoured Brute Cruiser)- The Brute Armoured Cruiser replaces the weapons of an Armoured Cruiser with with powerful short range fire-power. There are no intact ships of this class, sixteen mostly intact, seventeen half destroyed and eighteen mostly destroyed. This ship is best deployed as a linebreaker in major fleet engagements or to counter attack enemy pushes, its slow speed and short range weapons leave it vulnerable to being outmanoeuvred and destroyed when operating solo. Archmagos Explorator Tranth tells you that this ship seems to be a powerful linebreaker and would be worth investigating.

Reward: Search the all the Brute Armoured Cruisers for archeotech and get more detail on the capabilities of the Brute Armoured Cruiser.

Detailed Survey (Armoured Torpedo Cruiser)- The Torpedo Armoured Cruiser replaces the weapon batteries of an Armoured Cruiser with a collection of torpedo tubes. There are no intact ships of this class, ten mostly intact, eleven half destroyed and nineteen mostly destroyed. This ship would be as part of the main line in a major engagement in order to use its torpedoes to best effect. Its powerful torpedoes would be focused on capital ships and the main concentration of the enemy fleet for maximum damage while its lack of firepower leaves it vulnerable to being swarmed by escorts if left alone. Archmagos Explorator Tranth tells you that this ship seems to be a powerful torpedo boat and would be worth investigating.

Reward: Search the all the Torpedo Armoured Cruisers for archeotech and get more detail on the capabilities of the Torpedo Armoured Cruiser.

Detailed Survey (Fast Cruiser)- The Fast 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. These ships are raider and work best in harassing enemy light and medium forces, commerce raiding and scouting as well as engaging enemy raiders. They lack the armour or shields to engaging in sustained combat and should avoid any, as well as avoiding long ranged ships of the line which can counter their speed with fire-power. Archmagos Explorator Tranth tells you that this ship seems to be a powerful raider and would be worth investigating.

Reward: Search the all the Fast Cruisers for archeotech and get more detail on the capabilities of the Fast Cruiser.

Detailed Survey (Fast Hunter Cruiser)- The Fast Hunter Cruiser replaces the weapon batteries of a Fast Cruiser 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. This ship was most likely designed to harass enemy capital ships, fight Battlecruisers and form Hunter Killer Squadrons which keep to the edges of major engagements and snipe capital ships, they are vulnerable to enemy escorts and should always be accompanied by escorts of their own or normal fast cruisers. Archmagos Explorator Tranth tells you that this ship seems to be a powerful hunter killer and would be worth investigating.

Reward: Search the all the Fast Hunter Cruisers for archeotech and get more detail on the capabilities of the Fast Hunter Cruiser.'

Detailed Survey (Fast Torpedo Cruiser)- The Fast Torpedo Cruiser replaces 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. This ship is designed for unleashing long range torpedo volleys on the enemy fleet and escaping using their superior speed, they are vulnerable to anyone with the speed to catch up with them due to their low firepower. Archmagos Explorator Tranth tells you that this ship seems to be a fast torpedo boat and would be worth investigating.

Reward: Search the all the Fast Torpedo Cruisers for archeotech and get more detail on the capabilities of the Fast Torpedo Cruiser.

Detailed Survey (Fast Carrier)- The Fast Carrier 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. They are most likely designed to support the fast cruise variants and for commerce raiding. The Fast Carrier lacks the firepower or armour to engaging with anything heavier then an escort and should avoid combat wherever possible. Archmagos Explorator Tranth tells you that this ship seems to be a raider carrier and would be worth investigating.

Reward: Search the all the Fast Carriers for archeotech and get more detail on the capabilities of the Fast Carrier.

Detailed Survey (Line Cruiser)- The Line Cruiser is a balanced warship 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. This ship has few major strengths or weaknesses, except for its inability to stand against Heavy Cruisers and Battleships. Archmagos Explorator Tranth tells you that this ship seems to be a cheap ship of the line and would be worth investigating.

Reward: Search the all the Line Cruisers for archeotech and get more detail on the capabilities of the Line Cruiser.

Detailed Survey (Hunter Cruiser)- The Hunter Cruiser replaces the weapon batteries of a Line Cruiser 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. This is a cheap source of high power firepower best used against capital ships and vulnerable to being swarmed by escorts. Archmagos Explorator Tranth tells you that this ship seems to be a cheap lance boat and would be worth investigating.

Reward: Search the all the Hunter Cruisers for archeotech and get more detail on the capabilities of the Hunter Cruiser.

Detailed Survey (Carrier)- The Carrier 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. This ship is lightly armed and should be kept well away from the battle where it can deploy its attack craft in saftey. Archmagos Explorator Tranth tells you that this ship seems to be a cheap carrier and would be worth investigating.

Reward: Search the all the Carriers for archeotech and get more detail on the capabilities of the Carrier.

Detailed Survey (Brute Cruiser)- The Brute Cruiser 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. This ship can inflict massive damage on other cruisers and escorts at short and but lacks the defences to take much return fire, meaning that it must either avoid large groups of foes or accept that it will take as much damage as it dishes out. Like other brutes it is vulnerable to fast enemies with long range firepower. Archmagos Explorator Tranth tells you that this ship seems to be a cheap linebreaker and would be worth investigating.

Reward: Search the all the Brute Cruisers for archeotech and get more detail on the capabilities of the Brute Cruiser.

Detailed Survey (Unknown Cruiser)- The Unknown Cruiser replaces the weapons batteries the same unknown 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. It is impossible to tell the strengths or weaknesses of this ship until more information about its weapon systems is gathered. 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.

Reward: Search the all the Unknown Cruisers for archeotech and get more detail on the capabilities of the Unknown Cruiser.
Detailed Survey (Escort Cruiser)- The Escort Cruiser is a large light cruiser that is heavily armoured, heavily gunned warship equipped with a massive point defence grid. There are three intact ships of this class: thirty mostly intact, eighty half destroyed and two hundred and sixty mostly destroyed. From what Tranth can determine these ships are equipped with powerful defences and short range but powerful weapons, but have at best average speed and manoeuvrability.

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

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

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

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

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

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

Reward: Search the intact, mostly intact and half destroyed Light Carriers for archeotech and get more detail on the capabilities of the Light Carriers.
Detailed Survey (Escort Frigate)- The Escort Frigate are heavily armoured gunships with advanced defensive systems and underpowered engines. They are equipped with powerful weapons batteries and were most likely designed to act as escorts to the capital ships. There are eight intact ships of this class: eight hundred and twenty-five mostly intact, one thousand five hundred half destroyed and three thousand four hundred mostly destroyed. From what Tranth can determine these ships are the escort version of the first cruiser and have similar technologies.

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

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

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

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

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

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

Reward: Search the intact and mostly intact Hunter Destroyers for archeotech and get more detail on the capabilities of the Hunter Destroyer.
Survey Ship Graveyard: Any- The ship graveyard orbiting Cocceio contains countless warships from the Dark Age of Technology in conditions ranging from near intact to dust. The first step of finding the secrets hidden here is to survey the graveyard in order.

Time: 1 year.

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

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

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

Reward: Information on the Battleship sized wrecks, more options

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

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

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

Reward: Chance of finding reasonably intact attack craft or torpedoes.
Examine Sub-System: Any – Examine one of the Sub-Systems of The Well of Urd in an attempt to gain a better understanding of it. This will determine whether you can repair the sub-system and whether you are able to copy it.

Time: 2 years.
Examine: Super Lances- The Well of Urd is armed with a broadside of massive super ances. This is a type of weapon unknown to the Imperium and Archmagos Tranth believes that he could learn much from studying it.

Chance of Success: -50% (41% after bonuses)
Reward: Can repair Super Lances, gain information about Super Lances, first step on the path to creating your own Super Lances.

Examine: Macrocannons- The Macrocannons of The Well of Urd are significantly better then any currently in production in the Imperial Trust. Archmagos Tranth would like to spend a few years examining them in an effort to further his understanding allowing him to repair the damaged batteries and hopefully figure out how to improve your current Macrocannons.

Chance of Success: -40% (51% after bonuses)
Reward: Can repair Macrocannon Batteries, gain information about Macrocannon Batteries, first step on the path to improving your current Macrocannon Batteries.

Examine: Laser Batteries- The Laser Batteries on The Well of Urd are one of the simplest of the weapons designs and will be applicable to the largest amount of military forces. This is due in large part to the fact that they provide the smallest advantage over current tech of any of The Well of Urd's systems.

Chance of Success: 20% (99% after bonuses)
Reward: Can repair Laser Batteries, gain information about Laser Batteries, first step on the path to improving your current Macrocannon Laser.

Examine: Kinetic Weapons- The Kinetic Weapons are some of The Well of Urd's most deadly weapons. While Archmagos Tranth does not think that he will be able to copy them he hopes to learn from them. He also believes that several of the Kinetic Weapons are damaged in ways that he can fix.

Chance of Success: -80% (11% after bonuses)
Reward: Can repair Kinetic Weapons, gain information about Kinetic Weapons, first step on the path to creating your own version of Kinetic Weapons.

Examine: Graviton Weapons- The Graviton Weapons of The Well of Urd are its most complex, and possibly its most powerful weapons. While Archmagos Tranth has no chance of discovering anything about them by himself he hope that with Headmaster Ridcully's aid he will be able to learn something.

Chance of Success: -120% (-29% after bonuses)
Reward: Can repair Graviton Weapons, gain information about Graviton Weapons, first step on the path to creating your own version of Graviton Weapons.

Examine: Torpedo Launchers – The torpedo launchers of The Well of Urd are far better then any other version that Archmagos Tranth is familiar with. Unfortunately they are very complex but Archmagos Tranth hopes that he will at least be able to repair the damaged launchers.

Chance of Success: -70% (21% after bonuses)
Reward: Can repair Torpedo Launchers, gain information about Torpedo Launchers, first step on the path to improving your current Torpedo Launchers.

Examine: Secondary Engines- The secondary engines are one of the most complex devices on The Well of Urd and if they were not labelled Archmagos Tranth would not even be able to determine their purpose. He hopes that with the aid of Headmaster Ridcully he can learn more about them.

Chance of Success: -110% (-19% after bonuses)
Reward: Gain information about Secondary Engines, first step on the path to creating your own version of Secondary Engines.

Examine: Reactors – The reactors of The Well of Urd are at least three times as good as an Imperial Reactor of the same size. Archmagos Tranth would like to study them in the hope that he can learn and improve the current Imperial Reactors.

Chance of Success: -60% (31% after bonuses)
Reward: Gain information about Reactors, first step on the path to improving your current Reactors.

Examine: Any – Examine one of the samples of ancient technology found within the ruins of Avernus and attempt to reverse engineer it.

Time: 1 year

Cost: 8,100 Thrones, 1,640 Material, 41 Metal, 10 Promethium.
Examine: Stealth Assault Shuttle- One of the more interesting finds in The Well of Urd is a group of Stealth Assault Shuttles. Archmagos Tranth believes that with a few years work he should be able to reverse engineer the design .

Chance of Success: -30% (71% after bonuses)
Reward: Gain Blueprints of Stealth Assault Shuttle, lose d3 Stealth Assault Shuttles.

Examine: Knight Forlorn- One of the more interesting finds in The Well of Urd is a new type of Knight Titan that seems to be designed for boarding actions. Archmagos Tranth tell you that if he manages to reverse engineer the Knight Forlorn it would provide a major boost to the Aesir's capabilities in boarding actions.

Chance of Success: -40% (61% after bonuses)
Reward: Gain Blueprints of Knight Forlorn, lose d3 Knight Forlorns

Examine: Land Raider- One of the known finds in The Well of Urd is a hundred Land Raiders of a unknown patten. Archmagos Tranth is confident that he could reverse engineer it with a year or twos work and tells you it would give you access to one of the toughest and most modifiable tanks that the Imperium had access to.

Chance of Success: 10% (99% after bonuses)
Reward: Gain Blueprints of Land Raider, lose d3 Land Raiders

Examine: Land Speeder- One of the known finds in The Well of Urd is a group of Land Speeders. Archmagos Tranth is sure that he will be able to reverse engineer it and you know that having access to Land Speeders would provide a whole new range of options to your forces.

Chance of Success: 0% (99% after bonuses)
Reward: Gain Blueprints of Land Speeder, lose d3 Land Speeders

Examine: Jetbikes- One of the more interesting finds in The Well of Urd is three hundred Jetbikes of an unknown make. According to Archmagos Tranth he should be able to reverse engineer them and you need no explanation for why Jetbikes could be useful.

Chance of Success: 0% (99% after bonuses)
Reward: Gain Blueprints of Jetbike, lose d6 Jetbikes

Examine Ion Shields – Archmagos Explorator Tranth discovered an interesting Ion Shield designed to protect firing slits from incoming fire. He wishes to try to figure out how to reproduce them as they would be a very useful addition to the defenses of your most important facilities.

Chance of Success: 0% (99% after bonuses)
Reward: Gain blueprints of small ion shields designed to protect firing slits; lose d6 of the non-operative examples.

Examine Medical Diagnostic Pod – Archmagos Explorator Tranth discovered a collection of Medical Diagnostic Pods. If reverse engineered, these will be able to quickly diagnose injuries and diseases, allowing for quicker and better treatment.

Chance of Success: 20% (99% after bonuses)
Reward: Gain blueprints of Medical Diagnostic Pods; lose d6 of the non-operative examples.

Examine Adamantine Forges – The Adamantine Forges found under Babylon are notably faster than those currently used by the Adeptus Mechanicus. For this reason, Archmagos Explorator Tranth wishes to reverse engineer them and figure out how to make more. He believes that he should be able to do this within a year at the cost of only a handful of the non-functional Forges.

Chance of Success: 20%. (99% after bonuses)
Reward: Gain blueprints for new Adamantine Forges; lose d6 Adamantine Forges, starting with the non-functional examples.

Examine: Automated Factories- The automated factories of The Well of Urd seem to be a more advanced version of those used by Muspelheim. Archmagos Explorator Tranth tells you that he should have little trouble working out what the differences are and replicating them.

Chance of Success: 30%. (99% after bonuses)
Reward: Gain blueprints for new Automated Factory, on failure suffer penalty to future attempts.

Examine: Starship Construction Technologies- The Well of Urd contains advanced starship construction technologies that should be able to build and maintain starships more efficiently. While complex Archmagos Explorator Tranth is sure that he could reverse engineer them given enough time.

Chance of Success: -70%. (31% after bonuses)
Reward: Gain blueprints for new Starship Construction Technologies, on failure suffer penalty to future attempts.

Examine: Haywire Weaponry- A massive amount of haywire weaponry was found in the ship graveyard. These weapons will prove to be very useful against Necrons or mechanised forces and are likely capable of being mass produced, or nearly so. Archmagos Explorator Tranth would like to reverse engineer them, a process he thing will take a year or two.

Chance of Success: 15% (99% after bonuses)
Reward: Gain Blueprints of Haywire Pistol, Haywire Rifle, Haywire Cannon and Haywire Grenades.

Examine: Stable Plasma Weaponry- A large number of ancient plasma weapons have been found in the ship graveyard. These weapons are slightly more dangerous in most ways but have a significantly better ammunition capacity and are not prone to overheating. Archmagos Explorator Tranth would like to reverse engineer them, a process he thing will take a year or two.

Chance of Success: 10% (99% after bonuses)
Reward: Gain Blueprints of Stable Plasma Weaponry, lose d10 Plasma Pistols, d6 Plasma Guns and d3 Plasma Cannons.

Examine: Plasma Flamer- A interesting new type of plasma weapon have been found in the ship graveyard. This weapon, the plasma flamer seems to be a version of a standard flamer that replaces the normal burning promethium with plasma. The size and backwash of the Plasma Flamer make it impracticable for anything but vehicles and Shocktrooepers. Archmagos Explorator Tranth would like to reverse engineer them, a process he thing will take a year or two.

Chance of Success: -15% (86% after bonuses)
Reward: Gain Blueprints of Plasma Flamer, lose d10 Plasma Flamers.

Examine: Grav Weaponry- A decent sized collection of Grav Weapon shave been found in the ship graveyard. Grav weapons are some of the most powerful small arms in the Imperium and would be very useful for your elite forces. Archmagos Explorator Tranth would like to reverse engineer them in the hopes that this will help improve his knowledge of gravatics and make understanding The Well of Urd's Grav weaponry easier.

Chance of Success: -55% (46% after bonuses)
Reward: Gain Blueprints of Grav Weaponry, lose d10 Grav-pistols, d6 Grav Guns and d3 Grav Cannons, chance of increasing success chance for the Well of Urd's Grav weapons.

Examine: Conversion Beamers- A handful of these most powerful and sacred weapons have been found in the ship graveyard. Archmagos Tranth tells you that they are one of the most powerful infantry weapons humanity has ever built and that while it would take a great deal of time to reverse engineer them it would most definitely be worthwhile. He believes that this should b done with the aid of Headmaster Ridcully as it would take decades, and the loss of all examples, otherwise.

Chance of Success: -95% (6% after bonuses)
Reward: Gain Blueprints of Conversion Beamers, lose d10 Conversion Beamers.

Examine: Vortex Grenades- The Vortex Grenade is without a doubt the most powerful hand held weapon that humanity have ever built. Ten of them have been found in the ship graveyard and there are most likely many more undiscovered. While Archmagos Tranth will not be able to figure out how to make them without Headmaster Ridcully's post-cognition with it he may be able to.

Chance of Success: -140% (-29% after bonuses)
Reward: Gain Blueprints of Vortex Grenades, lose d10 Vortex Grenades.

Try to Complete STC Fragment: Any – Examine one of the partial STC fragments found within the ruins of Avernus and attempt to complete it.

Time: 1 year
Try to complete STC fragment: Stealth Planes – In the ruins under Babylon Archmagos Explorator Tranth found fragments of an advanced stealth plane STC. He believes that he can probably complete this given a few years due to several similarities both to known planes and to Monitors. If successful, you will have the design of a Military Stealth Plane of some type (he is not yet sure of the exact speciality).

Chance of Success: -20% (99% after bonuses).
Reward: Gain complete blueprints of Stealth Plane.

Try to complete STC fragment: Repair Robot- One of the recent discoveries of Archmagos Tranth is a partially complete STC of a large robot that seems to be designed to aid Tech-Priests in conducting repairs. While robotics is not a very well understood art among the Adeptus Mechanicus of Avernus Tranth is confident that given time he could complete this template. This would most likely be helpful for Tech-Priests conducting large scale battlefield repairs in situation such as sieges and Naval battles.

Chance of Success: -20% (99% after bonuses).

Try to complete STC fragment: Improved Fighter Sensors-Another recent discovery of Archmagos Tranth's is of far superior sensors designed for aerospace fighters. Tranth is willing to complete this STC and informs you that it would provide a major advantage to the fighters that it is installed on while being cheap and easy to produce.

Chance of Success: 20% (99% after bonuses).

Try to complete STC fragment: Naval Bomber – One of the STCs found on The Well of Urd is of a Naval Bomber. While Archmagos Tranth can't tell exactly what its capabilities are he is sure that they are significantly better the the Starhawk Bombers currently used by the Imperial Trust Navy.

Chance of Success: -40% (86% after bonuses).
Reward: Gain complete blueprints of Naval Bomber

Try to complete STC fragment: Large Mobile Research Facilities Weapons – One of the STCs found on The Well of Urd is of the weapons loadout of a Large Mobile Research Facility. While this is too incomplete for Archmagos Tranth to determine to much about it he has determined that one of the weapons systems is a Laser Defence Grid.

Chance of Success: -20% (99% after bonuses).
Reward: Gain complete blueprints of Naval Bomber


Must choose at least One of the following

Kraken Hunters- Now that he has readied the technology required to take control of a kraken Magos Biologis Saren would like to gather a force to catch one. This force would include several regiments of Skitrii supported by a full division of Tech-Guard and be equipped with the weapon that Magos Biologis Saren has prepared for the hunt. One Trained and equipped this force will remain on standby in the Azure Islands until an opportunity to catch a kraken appears.

Time: 3 years.

Cost: 6,100,000 Thrones, 1,220,00 Material, 61,000 Promethium, 8,600 Advanced Material.
Reward: Force gathered to hunt Kraken, this force will remain intact until it gets an opportunity to catch a kraken which it will take without requiring an action.


Preliminary Examination (Species) – There are many different unusual species on Avernus and Magos Biologis Saren wishes to examine all of them. However, he is willing to let you choose what he examines next.

Time: 1 year.
Chance of Success: unknown.

Cost: 40,500 Thrones, 2,025 Material, 2,025 Metal, 810 Promethium.
Reward: Discover more about selected species, including whether or not it is possible to tame or weaponize it, and how warp-tainted it is.


Detailed Survey (Island Turtle)- Magos Biologis Saren could continue his investigation into the Island Turtle in an attempt to discover more about it. He is particularly interested in the substance that its shell is made of and in how it manages to live despite its massive size, being larger then a Tyranid Hive ship.

Time: 4 years
Chance of Success: Unknown.

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


Regional Survey (Region) – Magos Biologis Saren wishes to give each region a thorough survey to discover if there is any interesting flora or fauna that is so far undiscovered. He is willing to let you choose which region to begin with.

Time: 1 year.
Chance of Success: 60%

Cost: 40,500 Thrones, 2,025 Material, 405 Metal, 810 Promethium.
Reward: Find out more about wildlife in selected region, possibly discover new interesting species.


May choose One of the following

Mega-Vanquisher Macharius: Design- The Mega-Vanquisher Cannon design found under Storm's End is just small enough to be put on a Macharius. Fabricator-General Britton could spend a few years working out how to do this giving you a powerful, mobile weapon that it a major threat to small Titan and a threat to medium Titans.

Time: 3 years.
Chaconne of Success: 20% (84% after bonuses)

Cost: 12,200,000 Thrones, 2,440,000 Material, 122,000 Promethium, 17,200 Advanced Material.
Reward: Designs for Macharius Vanquisher Destroyer


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

Time: 3 years.
Chance of Success: 20%

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


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

Time: 3 years.

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

Now that he has finished reforming the Imperial Church in Asgard Saint Lin has ample free time. He has offered to spend some of this time at the Unseen University in order to better prepare the psykers there for the trials of faith that they will encounter. He is also eager to continue to reform the Imperial Church in the Nine Worlds, wishing to complete this most important task as soon as possible.
One Locked Choose One

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 Jane's 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

Those in the Shadows- With the collapse of the Astronomican the psykers have by far the hardest time maintaining their faith. They are constantly tempted by countless daemons with only their own will and training to keep them at bay. Saint Lin has offered to spend time with those Psykers aproaching the trials in order to fortify their will and prepare them for the challenges to come.

Time: 1 year
Chance of Success: 30%

Cost: Free.
Reward: +5% to the success chance of all psykers who take the trials this year, can be taken multiple times


Missionary Work (Planet)- Many of the Nine Worlds are currently suffering from severe morale problems, mostly due to the death of the Emperor, temporary though Saint Lin assures you it is, and the imminent fall of the Imperium. Saint Lin is willing to lead a mission to one of those worlds in an attempt to raise morale and lower the chance of a Chaos cult forming.

Time: 1 year
Chance of Success: 50%

Cost: 160,000 Thrones, 40,000 Material.
Reward: +1 morale and -5% cultist numbers for the next five years for chosen planet, can not choose planet with morale of 10 or greater (they do not need the help).


Good Deeds (Jotunheim)- 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


Tutoring (Syr)- Saint Lin has offered to personally tutor Syr in the Imperial Faith, a great honour indeed. He mentions that while he is partially offering this out of respect and to ensure that the most likely candidate for your successor is faithful his other reason is that he misses being able to spend time with children which he often did before he got so busy.

Time: 1 year.
Chance of Success: 25%

Cost: Free
Reward: Syr gains +1 Piety, on critical success Syr gains trait as well.

Their current projects are keeping both Headmaster Ridcully and Primaris Xavier rather busy at the moment. Despite this Primaris Xavier has had the time to practice his swordsmanship and is getting pretty good at it, though he is a long way from being a master.

Primaris Xavier gains Trait Skilled Swordsman (+2C, +20 to combat rolls using a sword) – Primaris Xavier is a skilled swordsman who can kill many foes even without using his fell powers.
Two Locked Choose None

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


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

You have continued to enjoy the recent quite period, making sure to spend a lot of time with Freya and Syr while you can, even when it reduces the amount of work that you can do. Both Freya and Syr appreciate this and you think that you have finally overcome your workaholic tendencies.
One Locked Choose Three

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


Personal Attention – 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.


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

Time: 1 year.
Chance of Success: Unknown

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


Whispers of Change (Suggestion)- Fabricator-General Britton has mentioned that he is trying to slowly change the Mechanicus to remove its more problematic laws and traditions. He is willing to listen to any proposals that you make on what should change and how to change it and promises not to get offended.

Time: 1 year
Reward: Fabricator-General Britton listen to your suggestion and may follow though.


Speak to the People – Much to the surprise of both you and your advisors, you are a highly popular figure on Avernus. You can use this popularity to run a series of Tel-casts to raise the morale of both the civilians and the military.

Time: 1 Year.
Chance of Success: 60%

Cost: 3,600 Thrones
Reward: +1 to Civilian and Military Morale.


Attend Naval Academy- Now that the Naval Academy is running it might be a good idea to out yourself though it, or at least that is what Freya tells you. This will be time consuming and take up a lot of time you could be spending with your family but gaining a better understanding of Naval matters is worthwhile. If Freya also attends you could arrange to have Syr moved to the Ramilies and keep your family close by.

Time:3 years.
Chance of success: 30%

Cost:Free (take up 2 action slots per turn)
Reward: Attend Naval Academy, +1 Naval Morale, gain ability to command Navy (at what level depend on you level of success), gain ability to do Helheim Void Command Actions as a personal attention, chance of gaining + Martial.


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

Time: 1 year.
Chance of Success: 30% (10% for Martial)

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


Bonus Action: Double Down – By making use of the financial experts housed in a dedicated wing of your Gubernatorial Palace, you can throw extra resources and effort at a project to increase its chances of success. You can only do this at the beginning of a project and only for actions that have a cost.

Time: 1 year

Cost: as project.
Reward: +20 to the success roll of the selected project.


Bonus Action: Expedite – By making use of the financial experts housed in a dedicated wing of your Gubernatorial Palace, you can expend extra money and resources on a project to hurry up its completion schedule. You can only do this for construction actions, and only when starting the project.

Time: 1 year

Cost: as project.
Reward: Finish selected project one year early. Projects cannot be reduced to less than 1 year.
 
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1. Yes. Chaos forces aren't as affected by warp storms as we are - see how Midgard got attacked.
2. Chaos forces will attack us in the future. This is inevitable. If we have an intact STC constructor? They'll send much more.
I thought the Angels forces were already in the warp and it was time being spazzy that they got there so late.

As for the other, I'd rather face more chaos with the full arsanal of the DAoT the a still huge amount with only a fraction of it.
 
So, get Defense Cruisers cleared up now, or go try and loot the Super Battleships for delicious schematics? Never mind, forgot that just surveying the ships only takes 1 year.

Also doubling the Air Force = Very Yes.
 
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Hmm ok, here's my basic plan

[X] Air Superiority
[X] Super Heavy Transport


Expand our airforce like Drago wants, and build those awesome transports.

[X] Educational Reform
[X] Personal Attention: Administratum Reorganisation: Part Four
-[X] Double Down: Personal Attention: Administratum Reorganisation: Part Four


Let's get that reform going, and personally do the reorganization since it's been sitting there so long.

[X] Contact Trolls

Get rolling on contacting another Troll tribe.

[X] Way of the Blade (Syr)

Take a crack at Syr getting that trait.

[X] Detailed Survey (Defence Cruiser)
[X] Kraken Hunters


Finish up on those defense cruisers, and I want my Robo Krakens dammit! :p

[X] Good Deeds (Jotunheim)

I think this is the last one, so let's finish it up.

[X] Spend Time With Family
[X] Tutor Syr (Combat)


Ok, I think that works. Not sure if I made any mistakes with the Personal stuff.
 
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Ok, here's my plan. Subject to change from discussion as usual.

Munitorum

[X] Air Superiority
[X] Super Heavy Transport

Greater air superiority will be a big deal, especially if we're attacked by Orks.
The transports will help a lot with our supply lines, especially for an offworld campaign.

Administratum

[X] Administratum Reorganisation: Part Four
-[X] Double Down: Administratum Reorganisation: Part Four

Phase-Tiger enclosures can be next year. Let's get the reorg going.

Diplomacy

[X] Contact Trolls

Doing as recommended and continuing to contact trolls.

Arbites

[X] Way of the Blade (Syr)

Let's make our daughter a sword maiden.

AdMech

[X] Survey Ship Graveyard: Above Battleships
[X] Kraken Hunters

Alright, Surt threw off my planned schedule a bit, but if we can get the schematics for the ships it would be major timesaver. So, the plan is now get the Defence Cruiser survey done this turn to be absolutely certain they are cleared for repair on Turn 64, and then next turn we'll do the survey of the command ships, then the detailed survey of the intact one, and then go through it's data net. Also next turn would be research on the Plasma Reactor, and after that maybe reverse engineering the Escort Destroyer just to be absolutely sure we have the design in time when the shipyards open up again. Sometimes you want to hedge your bets. EDIT - Ok, durin confirmed that the survey for the cruisers being done next turn should get them ready for repair, so doing this now so we can get this chain of stuff started sooner rather than later.
Kraken hunters because we want those for when the next Kraken shows up.

Ministorum

[X] Those in the Shadows

I want to do this, but could change it to tutoring Syr if people want.

Personal

[X] Spend Time With Family
[X] Tutor Syr (Combat)
[X] Whispers of Change (Critical Thinking and Xenotechnology)

Time with family, combat training for Syr. I could change the latter to a PA if we do tutoring Syr.
This is a great time for a Whispers of Change action, and I did a writeup for this already so might as well put it to use.
 
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Administratum

[X] Educational Reform
[X] Administratum Reorganisation: Part Four
-[X] Double Down: Administratum Reorganisation: Part Four

Phase-Tiger enclosures can be next year. Let's get both these rolling as they will both increase our resources.
We only have one Administratum action.
 
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