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
What is the MM useful against? Also, how big are Heavy Impaler rounds compared to Heavy Bolter rounds?
Has the Ad Mech come up with a Orthus Heavy Flamer variant?
the multi-melta is useful against armour and fortification at short range, it is usualy mounted on the Leman Russ of the Siege Infantry
Heavy Impaler rounds are longer but thinner then Heavy Boltr rounds, they have a slightly lower mass
 
the multi-melta is useful against armour and fortification at short range, it is usualy mounted on the Leman Russ of the Siege Infantry
Heavy Impaler rounds are longer but thinner then Heavy Boltr rounds, they have a slightly lower mass
Specialist use in siege units, right.
More than half of the Bolter round in casing and propellant, wouldn't that make Impaler rounds much smaller?
 
Guys a some suggestions for the new turn with a new format:

1) We have 5 years worth of Biologis Actions, and since we have only done 2 of regionals surveys, I would suggest to get all the other surveys done ASAP

2) Now that the Vanheim is back we dont have such an urgency to keep building Shipyards, instead of doing 2 shipyards at once, I would take the defence stations, and start bulding another Shipyard once we have finished the current one.

3) We have way too much useful samples of aerotech without investigating, I would use at least 5 of the explorator actions to get the new new tech...
 
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Guys a some suggestions for the new turn with a new format:

1) We have 5 years worth of Biologis Actions, and since we have only done 2 of regionals surveys, I would suggest to get all the other surveys done ASAP

2) Now that the Vanheim is back we dont have such an urgency to keep building Shipyards, instead of doing 2 shipyards at once, I would take the defence stations, and start bulding another Shipyard once we have finished the current one.

3) We have way too much useful samples of aerotech without investigating, I would use at least 5 of the explorator actions to get the new new tech...

1. This is probably something we could do. Three surveys and two initial research actions? That could work.
2. It's not as urgent, but I think our primary focus should still be shipyards until we've gotten a Huge one at the very least so that we can start repairing Battleships. We also need to attend the Naval Academy.
3. This upcoming turn's focus is still ship tech and looking for intact datacores. I'm planning on working in Haywire weapons for my plan, though.
 
1. This is probably something we could do. Three surveys and two initial research actions? That could work.
With the abundance of biologis actions, can we finally for the love of god, can we finally research the damn aphrodisiac properties of Bombard Cactus pollen now? That's stuff is so incredibly useful for population growth and growing Avernus' economy. Ideally, we'd be able to guarantee a relatively stable population growth with it.
 
With the abundance of biologis actions, can we finally for the love of god, can we finally research the damn aphrodisiac properties of Bombard Cactus pollen now? That's stuff is so incredibly useful for population growth and growing Avernus' economy. Ideally, we'd be able to guarantee a relatively stable population growth with it.

It's one of the things I want to research, so sure. I think they'll help with our combat precog too.

What else should we research? Thundabeasts, perhaps?
 
I think it'd be a good idea to research neutron lasers--a lot of our fighters/gunships use laser cannons, so these would really help in their anti-armor role. Especially if we're able to get these scaled up, it'd be great for dealing with titans, which has always been an issue.

We also should probably focus on the stuff with a low percentage chance of getting finished, specifically so that when we upgrade the college they've got plenty of projects to do.

Also, on the naval academy front, I think it might be good to wait a bit before we go there--basically try to get as many improvements to it as we can beg, borrow, or steal (figuratively, not literally) from the rest of the trust while we send Syr to military college, and then we convince her to join us in the naval academy as it's both important as our heir that she have a full understanding of the topic and because Freya found the naval stuff interesting.
 
1. This is probably something we could do. Three surveys and two initial research actions? That could work.
2. It's not as urgent, but I think our primary focus should still be shipyards until we've gotten a Huge one at the very least so that we can start repairing Battleships. We also need to attend the Naval Academy.
3. This upcoming turn's focus is still ship tech and looking for intact datacores. I'm planning on working in Haywire weapons for my plan, though.

Attending the academy are personal actions, and I think that keeping an action for the shipyards would be enough...

And I don´t think we should take Haywire wepons now, our next battle seems to be agains Orks or Tyranids, bo the most useful weapons aginst them...

I would rather try the Building Ships tech, and afterwards plasma weaponry or some vehicles...

It's one of the things I want to research, so sure. I think they'll help with our combat precog too.

What else should we research? Thundabeasts, perhaps?

Yeah imagine the Rough Riders...

Another intersting species: Dragon-Turtles, Illusory Pine, Tyrant Lizard...
 
Attending the academy are personal actions, and I think that keeping an action for the shipyards would be enough...

The Imperial Trust is going to need a large navy when we come out of the Warp Storm, as we're going to have to deal with our neighbors, both xeno and human. Getting the shipyards up to snuff is a major concern of ours as the bigger they are the faster we can repair the ships from the graveyard. That's not to say no actions should be spent on defense, but our primary focus is going to be shipyards for a good, long while.

And I don´t think we should take Haywire wepons now, our next battle seems to be agains Orks or Tyranids, bo the most useful weapons aginst them...

General Drago explicitly requested we do them, and they're easy. We can't guarantee that the Necrons won't be our next opponents, and they could still be useful against Ork vehicles.

I would rather try the Building Ships tech, and afterwards plasma weaponry or some vehicles...

The ship building tech should wait until we get the archeotech expansion for the Collegia - we want to better our chances of success on that before attempting it because each failed attempt will make it harder and we don't have any extra examples of that technology lying around.
 
Chapter Six: Development: Turn Sixty Five
Turn Sixty Five

While you are still grieving, thanks to the support of your family and friends you have recovered enough to think of the big picture properly. The main event of recent years is that the Warp Storm surrounding Vanaheim and Midgard has receded, bringing them back into contact with the rest of the Imperial Trust. This is a great boon both militarily, you now have most of the Nine Worlds Fleet and ground forces available, and diplomatically as you will be able to finally deal with a few issues such as the status of the Quartok. Another issue it makes relevant, though not in the short term, is whether you are willing to send hulks from the ship graveyard to Vanaheim for repairs. This will reduce your level of control over them as well as your profit margins but will greatly speed up the rate of warship production, which is very worthwhile.

General Drago tells you that while the Avernite military remains very strong he would like to further expand it over the next few years. In particular he requests that you give him authorisation to equip the remaining Helguard Regiments with Power Armour and to expand the ranks of his regular forces. This expansion while time consuming would greatly increase the size and therefore power of your military forces.

Lieutenant-General Paulson gains Trait Tactician (+1M, +5 to units under your command) – Lieutenant-General Paulson is a skilled tactician whose plans are often the difference between defeat and victory.
Choose Three
One Four years, One Three years, One Two years

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.

Locked – Three out of Five years completed


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

Locked – Three out of Six years completed


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

Locked – Two out of Three years completed


Readiness Training- General Drago suggests putting his troops though combat readiness training in order to ensure that they are fully prepared if another invasion occurs. While effective this training will not have any long term effects and will need to be redone every decade. General Drago does not consider this to be urgent.

Time: 1 year.
Chance of Success: 60%

Cost: 12,200,000 Thrones, 1,220,000 Material, 122,000 Promethium, 167 Advanced Material
Reward: +5 to all combat rolls for the next decade, can be taken multiple times


Military Expansion- General Drago tells you that the population growth of the last few decades has left the military well behind the two percent of the population in regular units that it once achieved. He would like to change this by starting a mass recruitment. Almost three thousand regiments would be recruited by General Drago in the plan that he has put before you, a process that would take over a decade.

Time: 13 years.

Cost: 23,000,000 Thrones, 7,695,000 Material, 640,200 Promethium, 61,433 Advanced Material.
Upkeep per year: 1,442,756 Thrones, 584,005 Material, 232,764 Promethium, 5,718 Advanced Material.
Reward: Bring military up to full strength by recruiting 23 Helgaurd Regiments, 256 Helltrooper Regiments and 2,667 PDF Regiments.


Examine Air Doctrine- Avernus' air force, while one of the best in the Imperial Trust, is not nearly as deadly as your ground forces. To a large extent this is due to the fact that the skills that Avernus teaches are more easily applied to ground combat than they are air combat but that's probably not the entirety of the problem. General Drago has suggested having a major look at your Air Doctrine and training in order to find ways to improve it.

Time: 2 years.
Chance of Success: 50%

Cost: 6,100,000 Thrones, 305,000 Material, 1,220,000 Promethium.
Reward: Information on Air combat doctrine and how to best improve it


Scout Helguard Regiments- Now that you have finalised the force organisation General Drago would like to equip his Helguard Light Infantry with Scout Power Armour. This would take a few years but would greatly increase the capabilities of your best skirmishers, allowing them to easily wipe out most of thier counterparts.

Time: 3 years

Cost: 829,500 Thrones, 88,740 Material, 28,450 Promethium, 38,790 Advanced Material.
Upkeep per year: 165,905 Thrones, 17,748 Material, 14,225 Promethium, 3,897 Advanced Material.
Reward: Upgrade your ten Helguard Light Infantry Regiments to Scout Helguard Regiments


Prepare for Expedition: Armies- One of the methods of exploring a new region is to send a group of large, powerful armies into the region. Each of these armies will be large enough to easily defend itself while being small enough to be easily supplied. General Drago believes that several brigades to a division per army would be best. Exploring like this risks a larger portion of your army and increases the amount of time an exploration will take but is far less likely to fail.

Time: 2 years

Cost: 30,500,000 Thrones, 3,050,000 Material, 305,000 Promethium, 4,300 Advanced Material.
Reward: Prepare expeditionary force including all the Black Irons and half the Helltroopers.


Prepare for Expedition: Elites- The other method of exploring a new region is to send hundreds of small scouting groups made up of your best soldiers. These groups will range from platoon size to regimental size and should be skilled enough to either defeat or escape from most threats. Exploring like this risks a far smaller proportion of your army and allows you to more quickly explore large regions. However the casualties will be entirely from your best men and there is a greater risk that you will fail to explore the region due to hesitance.

Time: 2 years

Cost: 3,050,000 Thrones, 305,000 Material, 30,500 Promethium, 4,300 Advanced Material.
Reward: Prepare expeditionary force including all the Helguard.


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.

Admiral Parnell tells you that with Vanaheim and Midgard being released from the Warp Storm the urgency of increasing your shipbuilding capacity has decreased. However if you wish to repair a major fraction of the ship graveyard on Avernus you should continue to focus on expanding your shipbuilding capacity as fast as possible. He also strongly advises that you let him conduct an evaluation of his fleet over the next few years, telling you that it is essential if he wants to know the true capabilities of his ships.
Choose Three
One Five years, One Three years, One Two years (construction slot)

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

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

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

Locked – Two out of Four years completed: Expedited


Construct: Repair Defence Cruisers: Part One- Admiral Parnell would like to begin his attempts to repair ships in the ship graveyard by repairing a dozen of the most intact Defence Cruisers. This would massively increase your ability to engage hostile fleets in the Avernus system while being far quicker and cheaper than building new ships. Admiral Parnell strongly recommends that you begin this immediately.

Time: 5 years

Cost: 100,700,000 Thrones, 5,490,000 Material, 366,000 Promethium, 51,600 Advanced Material, 259 Exotic Material.
Upkeep per year: 2,928,000 Thrones, 366,000 Material, 732,000 Promethium, 2,064 Advanced Material, 21 Exotic Material.
Reward: repair 12 mostly intact Helheim Pattern Defence Cruisers

Locked – One out of Four years completed: Expedited


Construct: Repair Defence Cruisers: Part Two- Admiral Parnell would like to continue his attempts to repair ships in the ship graveyard by repairing another fourteen of the most intact Defence Cruisers. This would massively increase your ability to engage hostile fleets in the Avernus system while being far quicker and cheaper than building new ships. Admiral Parnell strongly recommends that you begin this immediately.

Time: 5 years

Cost: 117,400,000 Thrones, 6,405,000 Material, 427,000 Promethium, 60,200 Advanced Material, 302 Exotic Material.
Upkeep per year: 3,416,000 Thrones, 427,000 Material, 854,000 Promethium, 2,408 Advanced Material, 24 Exotic Material.
Reward: repair 14 mostly intact Helheim Pattern Defence Cruisers

Construct: Merchantmen – Henry suggests building even more merchantmen so that you can cut back on the number of navigators that you use even more. This would take several years but would increase the number of Merchantmen based on Avernus by 50%. Henry considers this to be of low priority.

Time: 3 years.

Cost: 18,300,000 Thrones, 2,745,000 Material, 5,490,000 Metal, 915,000 Promethium, 6,450 Advanced Material, 346 Exotic Material.
Upkeep per year: 915,000 Thrones, 137,250 Material, 274,500 Metal, 129 Advanced Material, 7 Exotic Material.
Reward: 15 new Merchantmen.


Construct: Mixed Fleet- In the current circumstances Avernus' fleet is worryingly undersized, Freya has put forward two main ways to deal with this. The first is to construct a mix of Cruisers and Escorts in order to build up your entire line of battle, this will however leave you without enough escorts to properly screen your fleet outside of the Avernus system.

Time: 6 years.

Cost: 201,400,000 Thrones, 22,550,000 Material, 894,800 Promethium, 78,980 Advanced Material, 541 Exotic Material
Upkeep per year: 1,197,552 Thrones, 270,840 Material, 223,699 Promethium, 395 Advanced Material, 7 Exotic Material
Reward: 2 Cruisers and 14 Escorts for both you and the Imperial Trust Navy


Construct: Escorts- In the current circumstances Avernus' fleet is worryingly undersized, Freya has put forward two main ways to deal with this. The second is to construct a large number of Escorts which will allow you to sufficient screen your capital ships in battle.

Time: 3 years.

Cost: 105,400,000 Thrones, 15,372,000 Material, 456,700 Promethium, 43,340 Advanced Material, 369 Exotic Material
Upkeep per year: 812,520 Thrones, 219,600 Material, 114,192 Promethium, 217 Advanced Material, 4 Exotic Material
Reward: 15 Escorts for both you and the Imperial Trust Navy


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

Time: 6 years.

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


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

Time: 2 years.

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


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

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

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


Naval Evaluation- Freya would like to have professional Naval Officers from Vanaheim evaluate your navy so you know exactly what condition each ship's crew is in, both so you know if any ships need retraining and so you know if you have any ships with above regular levels of skill.

Time: 2 years.

Cost: 14,400,000 Thrones, 144,000 Material, 144,000 Promethium.
Reward: Gain Current Navy datasheet

Henry has continued to be a pillar of support for you in these hard times, both emotionally and professionally. Now that you are beginning to make a recovery he will be able to focus more on his own work. He tells you that while Avernus' economy remains strong it would be a good idea to expand your promethium refineries on Mag Mell sooner rather then later. Otherwise he is pushing you to start your educational reforms using the information given to you by Muspelheim or to begin rolling out Juve-Nat to new segments of the population.
One Locked, Choose Two
One Four years, One Three years

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%

Locked – Three out of Four years completed


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

Locked – Two out of Four years completed


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

Locked – One out of Six years completed


Upgrade Defences: Salem and The Fens- Now that construction is well under way at The Fair Isle and Garden Grove Henry has put forward a plan to further upgrade the defences of both Salem and The Fens. 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 near 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 Salem and The Fens to Super-Heavy

Locked – One out of Six years completed


Economic Focus (Thrones, Production, Metal, Promethium or Food) -Henry is capable of notable increasing the efficiency of a portion of your economy by focusing a large portion of his attention, and resources, on it. This will have little long term effects but is a good way of overcoming a resource shortage in the short term.

Time: 1 year.
Chance of Success: 50%

Cost: 61,000,000 Thrones.
Reward: total production of chosen resource this turn by 5% per success, can be taken multiple times, critical success has a chance of providing permanent boost.

Juve-Nat: Medical- One of the options to use the large amounts of Juve-Nat produced by your new factories is to extend the lives of your most skilled doctors. This will greatly increase the effect of your medical system as the number of skilled Doctors increases.

Time: 3 years.

Cost: 345,600,000 Thrones, 172,800,000 Material, 206,400 Advanced Material.
Upkeep per year: 17,280,000 Thrones, 864,000 Material, 10,320 Advanced Material. (increases with time)
Reward: 2.5 million Doctors given Juve-nat treatments, number of Doctors with Juve-Nat slowly increases, +0.05% population growth increasing by 0.05% per year until it reaches 0.5%.


Juve-Nat: Educational- The second option that Henry suggests for using the Juve-Nat is to extend the life-spans of your best professors and teachers. This would over time provide a major boost to your educational system as the most skilled educators live for longer.

Time: 3 years.

Cost: 345,600,000 Thrones, 172,800,000 Material, 206,400 Advanced Material.
Upkeep per year: 17,280,000 Thrones, 864,000 Material, 10,320 Advanced Material. (increases with time)
Reward: 2.5 million Professors given Juve-nat treatments, number of Professors with Juve-Nat slowly increases, +1.5% base education increasing by 1.5% per year until it reaches 15%.

Expand Factories: Avernus- While your current factories are more then sufficient for your current needs Henry proposes that you expand them even further. This will double your manufacturing capacity and cover all your needs for material in the foreseeable future, or at least the next few decades given Avernus. Henry considers this project to be of low priority.

Time: 8 years.

Cost: 112,700,000 Thrones, 22,550,000 Material, 22,550,000 Metal, 4,510,000 Promethium, 2,408 Advanced Material.
Upkeep per year: 45,091,200 Thrones, 4,509,120 Metal, 901,824 Promethium, 120 Advanced Material.
Reward: enlarges factories over Avernus, +7,360,000 Production Capacity, +400% base production capacity (increase of +100%).


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 or 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%)

Inquisitor Klovis-Ultan is still in the process of forming peace treaty's with the local Troll Tribes and expects this to continue for another two years or so. Otherwise he has suggested forming a trade deal with Vanaheim, lasting until the High Council Meeting, and attempting to make contact with the Sirens of the Azure Islands.
Choose Two
One Four years, One Five years

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


Peace Treaty (Huge Galena)- 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 Huge Galena is open to the idea and it is likely all you will have to provide is a small amount of food. 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, goes down every turn)

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


Peace Treaty (Far Northern Trolls)- Once you contact the Far Northern Tribe of Trolls it would be a good idea to form a peace treat with them. In Inquisitor Klovis-Ultan's experience their High Chief will be open to the idea and will most likely merely demand a small amount of food as tribute for the treaty.

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 Far Northern Tribe of Trolls.


Contact Sirens- Inquisitor Klovis-Ultan has suggested trying to make diplomatic contact with the Sirens near The Azure Islands. This will be a time consuming and challenging process, even if he uses Telepathic Sanctionites who speak Eldar but if successful it will give you contact with what seems to be one of the more organised and widespread Avernite species.

Time: 4 years
Chance of Success: 30% (Inquisitorial re-roll can not be used)

Cost: 122,000,000 Thrones, 6,100,000 Material, 122,000 Promethium, 870 Advanced Material.
Reward: Diplomatic Contact with the Sirens of the Azure Islands.


Trade Talks (Planet)- Now that you have received the Mass Conveyors from Vanaheim you have the transport capacity to start trading with another planet. Midgard and Vanaheim are the best option to form new trade deals with, given that they have the most needs and have just left the Warp Storm. Inquisitor Klovis-Ultan suggests that you immediately contact one or both of these planets for trade talks.

Time: 1 year

Cost: 6,100,000 Thrones.
Reward: Trade with chosen planet.


Diplomatic Relations (Planet)- A major reason why diplomatic offices exist is to keep relations strong between allies. Inquisitor Klovis-Ultan suggests spending some time and effort trying to improve Avernus' standing with the other leaders of the Nine Worlds.

Time: 1 year
Chance of Success: 30% (-2 for every point of opinion)

Cost: 6,100,000 Thrones.
Reward+1 opinion with chosen planet.

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 is continuing to devote most of her time to helping you and Syr recover from your grief. She has requested to continue Syr's training in the way of the blade for the next few years, which should be enough for Syr to develop some real skill with the blade.
Choose Two
One Three years, One Five years

Border Security- This year Jane has put forward a proposal to greatly strengthen the border security of Avernus. This would greatly impact on smuggling, unauthorised migration and reduce the chance of any Avernite diseases getting off planet. Jane tells you that you have been lucky so far with Avernite diseases staying on Avernus but that current border security is not enough to ensure that this luck continues.

Time: 3 years.

Cost: 18,300,000 Thrones, 915,000 Material, 183,000 Metal, 91,500 Promethium, 860 Advanced Material.
Upkeep per year: 1,830,000 Thrones, 91,500 Material, 18,300 Metal, 9,150 Promethium, 43 Advanced Material.
Reward: Better Border security, reduced chance of illegal migrants, smuggling or Avernite diseases reaching other worlds.

Locked – One out of Three years completed


Way of the Blade (Syr)- Jane would like to continue Syr's training in the way of the blade, hoping to get her to at least skilled over the next three years. This would bring her most of the way to the level of skill expected from the Helltroopers, which while not exceptional is pretty good for someone without formal military training.

Time: 3 years
Chance of Success: 40% (uses Syrs combat)
Reward: Syr upgrades Swordsman (+2C, +10 to melee rolls) to Skilled Swordsman (+2C, +20 to melee rolls)


Psyker Hunting- Jane is willing to personally oversee the activities of the Psyker Hunters for a few years. This would greasy increase their effect and reduce the amount of damage that Chaos Psykers inflict. On the downside it would have few long term effects and would take up some of Jane's valuable time.

Time: 1 year.
Chance of Success: 50%

Cost: 6,100,000 Thrones.
Reward: +5 to rolls to deal with Chaos Psykers for each success, can be taken multiple times

Underworld Agents- One rather risky proposal that Jane put forward this year is to have her infiltrators and agents follow the lead of the Avernite criminals who are taking control of whole swathes of the Imperial Trust's criminal underworld. While this would give you a lot of information of what is going on throughout the Imperial Trust and some deniable agents it has its downsides. In particular Avernus' bad reputation due to Avernite criminals will grow and if anyone realises that this is happening on your orders it will be a major diplomatic incident.

Time: 8 years
Chance of Success: 50%

Cost: 1,220,000,000 Thrones, 12,200,000 Material, 122,000 Promethium, 1,760 Advanced Materiel.
Upkeep per year: 61,000,000 Thrones, 610,000 Material, 6,100 Promethium, 86 Advanced Materiel.
Reward: take over large portions of the Imperial Trusts underworld, bonuses to investigate actions on those worlds affected and gain deniable agents.

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: 10%
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.

Fabricator-General Britton tells you that while he has been able to suppress most of the unrest within the Mechanicus it will start rising up again the moment he does something that the old Mechanicus would not have done. Archmagos Explorator Tranth is continuing his exploration of the ship graveyard and requests that he be allowed to focus on the command ships until either a datacore is found or all of the command ships have been surveyed. Magos Biologis Saren his finished his work on kraken for the moment and is wondering what species to study next, possibly one of the natives of Elysium.
Choose Four
Two Five years, Two Four Years

Recon Amour: Phase-Tigers: Implementation- 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.

Locked – Two out of Three years completed


Detailed Survey (Hyper-Carrier)- The Hyper-Carrier is a half destroyed twenty-four kilometre long warship. This ship combines massive engines and powerful weapon batteries with the largest, most advanced attack craft bays that Tranth has ever heard of as well as a pair of Ragnarok Cannons. This ship was probably used as a heavy carrier capable of unleashing massive waves of attack craft while providing heavy fire support. Its speed would have allowed it to quickly re-locate so that it could deploy its attack craft in the best possible location. This ship undoubtedly has the remains of many Dark Age attack craft as well as powerful weapons batteries and Ragnarok Cannons.

Reward: Search the all the Hyper-Carrier for archeotech, and intact datacore and get more detail on the capabilities of the Hyper-Carrier.

Locked – One out of Two years completed


Expand Collegia Reconstructus- Archmagos Explorator Tranth has put forward a suggestion to let him expand the Collegia Reconstructus, improving both the quality of equipment and training as well as increasing the number of members. This would make the Collegia Reconstructus an even greater asset for STC completion as well as allowing it to complete all but one of the current partial STCs. As another benefit when Tranth develops enough experience with reverse engineering to teach others how to do it part of this improvement will carry on to that.

Time: 3 years.

Cost: 48,800,000 Thrones, 9,760,000 Material, 2,440,000 Metal, 488,000 Promethium, 8,600 Advanced Material, 115 Exotic Material.
Upkeep per year: 4,880,000 Thrones, 976,000 Material, 244,000 Metal, 48,800 Promethium, 860 Advanced Material, 12 Exotic Material.
Reward: increase Collegia Reconstructus bonus to 15, reduces Collegia Reconstructus penalty on completing STCs to -80


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: Colossal Plasma Reactor- The Gravatic Command Battleship contains a massive, incredibly advanced hyper plasma reactor capable of producing more then enough energy to power a score of Imperial Battleships. This while bearing some similarities to the design found on The Well of Urd seems to have been optimised to produce far more power at the expense of being unstable and having a shorter life-span. Archmagos Explorator Tranth suspects that the reason that the Gravatic Command Battleship has this reactor is that it is required to fully power the Gravatic Array. While he is certain that he will be able to figure out how to repair this reactor with little effort that is purely a result of how little damage it has sustained, actually replicating it would be far harder.

Chance of Success: -20% (71% after bonuses)
Reward: learn how to repair Gravatic Command Battleship's reactor

Reverse Engineer Component: Colossal Engines- The Gravatic Command Battleship primary engines are massive constructions seemly designed more for agility then speed. This is most likely because the Gravatic Array is too big to traverse and she ship needs to turn to target it. They are nearly totally intact and Archmagos Explorator Tranth tells you that it should be relatively simple to get a good enough understanding of them to repair them.

Chance of Success: 0% (91% after bonuses)
Reward: learn how to repair Gravatic Command Battleship's engines

Reverse Engineer Component: Gravatic Array- The Gravatic Command Battleship main weapon, the Gravatic Array is an immensely complex and powerful piece technology. While replicating it currently impossible Archmagos Explorator Tranth hopes that given time and aid from Headmaster Ridcully he will be able to repair the minor damage done to it.

Chance of Success: -150% (59% after bonuses)
Reward: learn how to repair the Gravatic Array

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 (Brute Command Battleship)- The Brute Command Battleship is a mostly intact fifteen kilometre long warship. Even a cursory examination can determine why it is mostly intact, the ship is incredibly heavily armoured even for its size, which is most likely why it was taken by a boarding action. As well as a collection of normal weaponry this ship has several dozen weapons of an unknown make. From what Tranth can determine these weapons are a powerful melta lance which while very short ranged by naval standards are capable causing incredible damage to those targets within range, despite being smaller then the average lance. It was obviously designed to get in close with major concentrations of enemy ships and enemy battleships and would be vunerable to fast ships with long range lances. According to Archmagos Explorator Tranth that as well as many other useful technologies ship has advanced armour and melta lances, both of which would be very useful.

Reward: Search the all the Brute Command Battleship for archeotech, and intact datacore and get more detail on the capabilities of the Brute Command Battleship.

Detailed Survey (Hunter Command Battleship)- The Hunter Command Battleship is a half destroyed thirteen kilometre long warship. This ship has large powerful engines and a massive array of lances, including no less then six-super lances. This ship was obviously designed to provide long range fire support with its lances, taking out enemy battleship and other major assets while using its speed to avoid the main battle. This ship would be vulnerable to large groups of lance armed escorts and fast cruisers, which would be capable of overwhelm its defences with numbers. Archmagos Explorator Tranth hopes that by studying this ship he will be able to gain more information of the super-lances, which are one of the most powerful weapons that he thinks he could copy.

Reward: Search the all the Hunter Command Battleship for archeotech, and intact datacore and get more detail on the capabilities of the Hunter Command Battleship.

Detailed Survey (Grav-Accelerator Command Battleship)- The Grav-Accelerator Command Battleship is aa mostly destroyed fourteen kilometre long warship. This ship combines a heavy but ordinary weapons loadout with a massive gravatic accelerator, larger then those found on The Well of Urd. This ship was most likely either a long range support ship or a ship of the line, depending on the exact capabilities of its gravatic accelerator. Any information of the Gravatic Accelerators would be useful and this is the only source other then The Well of Urd that has so far been discovered.

Reward: Search the all the Grav-Accelerator Command Battleship for archeotech, and intact datacore and get more detail on the capabilities of the Grav-Accelerator Command Battleship.

Detailed Survey (Command Battleship)- The Command Battleship is a mostly destroyed fifteen kilometre long warship. This ship combines a massive array of weapons batteries, no less then four Ragnarok Cannons and several large attack craft bays. This ship seems to be generalist warship designed to be able to act in several different roles, it most likely lacks any overwhelming strengths or weaknesses. It is the most normal of the command ships found with only the launch bays and Ragnarok Cannons early attracting Tranth's attention.

Reward: Search the all the Command Battleship for archeotech, and intact datacore and get more detail on the capabilities of the Command Battleship.
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: 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: Plasma Foil- A Plasma Foil is a very complex brand of melee weapon utilizing a contained stream of superheated plasma. Though lacking in physical mass like a chain or power weapon, it is incredibly powerful and capable of cutting though materials even better then most power weapons. Thirty-six of these weapons were found in the survey.

Chance of Success: -35% (66% after bonuses)
Reward: Gain Blueprints of Plasma Foil, lose d10 Plasma Foils.

Examine: Neutron Laser- The Neutron laser is a far more powerful and energy intensive version of the basic las weapon. These are a bit bigger then a lascannon while being both significantly more powerful and having a significantly smaller ammunition capacity and rate of fire. They are obviously designed as antitank weapons and would function very well in this role. Archmagos Explorator Tranth hopes that this weapon is as scalable as ordinary las weapons, allowing for the creation of larger, more powerful version for superheavies. Three hundred of these weapons were found in the survey. Archmagos Explorator Tranth is reasonably confident that he will be able to quickly determine how to build more of these.

Chance of Success: -20% (71% after bonuses)
Reward: Gain Blueprints of Neutron laser, lose d10 Neutron laser.

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.

Examine: Spider Mines- These mines when dropped will dig themselves into the ground, even in most forms of rock or non-armour grade metal and wait for hostiles to approach. When its sensors spot a hostile of sufficient mass the Spider Mine will rise up, run under or into the tank and explode. This makes the Spider Mine a very power antitank mine that will be deadly against anything from Shocktroopers to Baneblades. A hundred and fifty Spider Mines were found. These devices are relatively complex but not to the level that they will give Archmagos Explorator Tranth any trouble.
Chance of Success: -10% (91% after bonuses)
Reward: Gain Blueprints of Spider Mines, lose 2d6 Spider Mines

Examine: Super-Exitus Rifles- he second new piece of archeotech were incredibly advanced sniper rifles, which use gravatic impulses to shoot a variety of ammunition types, of differing sizes, at anything from hundreds of meters per seconds to hundreds of kilometres per second. This weapon has the most advanced targeting scope that Archmagos Explorator Tranth has ever heard of, making the Exitus Rifle seem simple. These weapons, currently being called Super-Exitus Rifles, have a variable shot selector which currently has three forms of remaining ammunition. This design is incredibly complex and Archmagos Explorator Tranth will need major support from Headmaster Ridcully to revere engineer it and would prefer not to make an attempt until his understanding is better.

Chance of Success: -130% (-29% after bonuses)
Reward: Gain Blueprints of Super-Exitus Rifle, lose d6 Super-Exitus Rifles

Examine: Adamantine Spikes- The most common and most simple form of amunition for the Super-Exitus Rifle is carefully shaped Adamantine spikes, designed to pierce flesh and armour while doing massive damage. This shot is simple to engineer and will be no challenge to replicate with Magos Explorator Tranth tells you that it would be almost too easy.

Chance of Success: 40% (99% after bonuses)
Reward: Gain Blueprints of Adamantine Spikes, lose d10Adamantine Spikes

Examine: Hellfire Rounds- The second most common form of ammunition for the Super-Exitus Rifle discovered were the acid rounds, which have many similarities to Hellfire Rounds except using a far more powerful acid. These deadly rounds will be far harder to craft than the previous version but Archmagos Explorator Tranth thinks that between him and Fabricator-General Britton they will be able to figure out how to make more

Chance of Success: -30% (71% after bonuses)
Reward: Gain Blueprints of Hellfire Rounds, lose d10 Hellfire Rounds'

Examine: Shield Breaker Rounds- The final form of ammunition for the Super-Exitus Rifle found seems to be a more effective, and complex, Shield Breaker Round. This round is incredibly complicated and Archmagos Explorator Tranth tells you that it will be incredibly hard to reverse engineer, or make once you have the engineering capability for it

Chance of Success: -65% (36% after bonuses)
Reward: Gain Blueprints of Shield Breaker Round, lose d10 Shield Breaker Rounds

Examine: Stasis Grenades- These are examples of a powerful weapon the making of which only the greatest of Forge-Worlds preserved. They are incredibly complex but Archmagos Explorator Tranth hopes that with Headmaster Ridcully's aid he will eventually be able to reverse engineer them.

Chance of Success: -120% (-29% after bonuses)
Reward: Gain Blueprints of Stasis Grenades, lose d6 Stasis 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: 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


Complete 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. In general Magos Biologis Saren has spent half a dozen or more years in a row studying each spices.

Time: 7 years.
Chance of Success: unknown.

Cost: 1,221,000 Thrones, 61,000 Material, 61,000 Metal, 30,500 Promethium.
Reward: Discover large amounts about selected species


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


Oversee the Forge (Advanced Material or Exotic Material) -Fabricator-General Britton is capable of notable increasing the efficiency Avernus' Forges by personally overseeing them. This would provide a notable increase in production while he is overseeing them but have little long term effect.

Time: 1 year.
Chance of Success: 50%

Cost: 61,000,000 Thrones.
Reward: total production of chosen resource for the turn by 5% per success, can be taken multiple times, critical success has a chance of providing permanent boost.


Silversteel Aircraft: Design- Silversteel is almost perfect as a light, tough armour for your aircraft. Fabricator General Britton would like to spend a few years working out how to best use it, and possibly Muspelheim Ceramite, to armour the different aircraft you currently have in service. This will take a few years but is likely to allow you to make your aircraft significantly tougher, and therefore useful.

Time: 3 years.
Chaconne of Success: 30% (94% after bonuses)

Cost: 12,200,000 Thrones, 2,440,000 Material, 122,000 Promethium, 17,200 Advanced Material.
Reward: Designs for Silversteel Armour for current aircarft


Another – One of the most useful tools for exploration that you have access to is the Large Mobile Research Facility: Helheim patten. While useful the fact that you only have one means that exploring a region with it alone would be to time consuming. Fabricator-General Britton has offered to over the the construction of some more, which would greatly increase their use in exploration.

Time: 3 years.

Cost: 38,500,000 Thrones, 539,000 Material, 192,500 Metal, 84,700 Promethium, 1,720 Advanced Material, 96 Exotic Material.
Upkeep per year: 3,850,000 Thrones, 53,900 Material, 19,250 Metal, 17,400 Promethium, 172 Advanced Material, 4.8 Exotic Material.
Reward: 1 Large Mobile Research Facility: Helheim patten, can be taken multiple times


Advanced Power Armour for Psykers: Option One- Fabricator-General Britton would have to personally oversee the initial production of the Advanced Power Armour if more then a hundred suits are made. This will change as his people become more familiar with Advanced Power Armour but that will take quite some time.

Time: 1 year.

Cost: 6,100 Thrones.
Reward: Allows you to take Advanced Power Armour: Veteran Battle Psykers or Advanced Power Armour: Major Battle Psykers


Advanced Power Armour for Psykers: Option Two- Fabricator-General Britton would have to personally oversee the initial production of the Advanced Power Armour if more then a hundred suits are made. This will change as his people become more familiar with Advanced Power Armour but that will take quite some time.

Time: 2 years.

Cost: 12,200 Thrones.
Reward: Allows you to take Advanced Power Armour: Major and Veteran Battle Psykers

Saint Lin is continuing to devote a major portion of his time to helping you and Syr recover and expects this to last another few years. Once he has finished he would prefer to set up the Ordo Psykana, which should be prove to be a major asset to the Unseen University.
Choose Two
One Five year, One Four year

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 – Four out of Five years completed: Expedited


Keeping the Faith- Saint Lin has offered to spend some time on the other worlds in the Imperial Trust in order to help raise morale and strengthen their faith. He would prefer to focus on those worlds having troubles such as Vanaheim first and would like to begin sooner rather then later.

Time: 1 year.
Chance of Success: 10%

Cost: 61,000 Thrones.
Reward: +1 morale and -5% cultist numbers for selected world, will not raise morale above 10


Grief Counselling (You, Syr or both)- Both you and Syr have been hit hard by Freya's death last week. Saint Lin has offered to spend some time helping one or both of you deal with your grief over the year.

Time: 1 year

Cost: Free
Reward: Either +30 to Coping, +30 to Helping Syr Cope or +15 to both


Ordo Psykana- Given how effective Saint Lin's assistance was for the psykers of the Unseen University last year he would like to come up with a way to provide constant aid to them. This year he put forward a plan to create a new order of the Imperial Church devoted to helping psykers maintain their faith in the face of temptation. Creating a new order like this is not an easy matter but if done would provide a major boost to the number of psykers who pass the trials.

Time: 7 years.

Cost: 61,000,000 Thrones, 1,220,000 Material, 610,000 Metal, 122,000 Promethium, 860 Advanced Material.
Upkeep per year: 6,1000,000 Thrones, 122,000 Material, 61,000 Metal, 12,200 Promethium, 43 Advanced Material.
Reward: New Order of the Imperial Church created, +5% to the success chance of all psykers who take the trials


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 approaching 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: 15%

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

The Adeptus Astra Telepathica continues to grow at an unheard of rate and it is all the Sanctionites, many of them little more then students themselves, can do to keep up. Despite this, training is remaining at a reasonable level and as time goes by the number of students gets less overwhelming. On a more active note Headmaster Ridcully is continuing his research into the Psychic Frequency of Astropaths and Primaris Xavier has been continuing to train his swordsmanship, having reached the level of an expert.

Primaris Xavier upgrades trait Skilled Swordsman into Expert Swordsman (+3C, +30 to melee rolls)- Primaris Xavier is an expert swordsman who can kill most foes even without using his fell powers.
Choose Two
Two Four years

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 – Four out of Five years completed


Research: Astropaths: Psychic Frequencies- During Headmaster Ridcully's investigation of Psychic Frequencies he wondered exactly what sort of Psychic Frequency that Astropaths have. He has a suspicion that they will have massive similarities which could provide some interesting research opportunities, and is interesting by itself.

Time: 3 years
Chance of Success: 35%(uses average of learning and control).

Cost: 6,100,000 Thrones, 61,000 Material, 610 Promethium, 860 Advanced Material, 96 Exotic Maternal
Reward: More information on the Psychic Frequencies of Astropaths.

Locked – Two out of Three years completed

Power Armour: Battle Psykers- Primaris Xavier has suggested equipping all Avernite Battle Psykers with Power Amour and training them in its use. This would provide a major boost to the life expectancy of a Battle Psyker and a smaller boost to their combat efficiency. He plans to give each Battle Psyker a choice in which form of Power Armour they use, with Advanced Power Armour being restricted. Exactly how restricted Advanced Power Armour should be is not clear, this project is the most restrictive which will only provide Advanced Power Armour to Primaris Psykers.

Time: 3 years.

Cost: 44,710 Thrones, 7,770 Material, 1,672 Promethium, 1,316 Advanced Material, 12 Exotic Material.
Upkeep per year: 4,4701 Thrones, 777 Material, 836 Promethium, 132 Advanced Material, 1 Exotic Material.
Reward: Basic Power Armour for Battle Psykers, Advanced Power Armour for Primaris Psykers


Advanced Power Armour: Major Battle Psykers- Primaris Xavier's second proposal for equipping his Battle Psykers with Power Armour is to give Advanced Power Armour to all major Battle Psykers. This would be significantly more expensive and require that Fabricator-General Britton personally over see the production of Advanced Power Armour but would greatly increase the survivability of your most powerful Psykers.

Time: 3 years.

Cost: 109,900 Thrones, 7,084 Material, 2,906 Promethium, 3,779 Advanced Material, 156 Exotic Material.
Upkeep per year: 10,990 Thrones, 708 Material, 1,453 Promethium, 378 Advanced Material, 16 Exotic Material.
Reward: Basic Power Armour for Battle Psykers, Advanced Power Armour for Major Battle Psykers, Must be taken with Advanced Power Armour for Psykers: Option One in Adeptus Mechanicus


Advanced Power Armour: Veteran Battle Psykers- Primaris Xavier's third proposal for equipping his Battle Psykers with Power Armour is to give Advanced Power Armour to all Veteran Battle Psykers. This would be significantly more expensive and require that Fabricator-General Britton personally over see the production of Advanced Power Armour but would greatly increase the survivability of your most experienced Psykers.

Time: 3 years.

Cost: 77,560 Thrones, 7,424 Material, 2,294 Promethium, 2,567 Advanced Material, 85 Exotic Material.
Upkeep per year: 7,757 Thrones, 742 Material, 1,147 Promethium, 257 Advanced Material, 9 Exotic Material.
Reward: Basic Power Armour for Battle Psykers, Advanced Power Armour for Veteran Battle Psykers, Must be taken with Advanced Power Armour for Psykers: Option One in Adeptus Mechanicus


Advanced Power Armour: Major and Veteran Battle Psykers- Primaris Xavier's fourth proposal for equipping his Battle Psykers with Power Armour is to give Advanced Power Armour to all Veteran or major Battle Psykers. This would be significantly more expensive and require that Fabricator-General Britton personally over see the production of Advanced Power Armour for two years but would greatly increase the survivability of your most experienced and your most powerful Psykers.

Time: 3 years.

Cost: 133,500 Thrones, 6,835 Material, 3,354 Promethium, 4,699 Advanced Material, 209 Exotic Material.
Upkeep per year: 13,354 Thrones, 684 Material, 1,677 Promethium, 470 Advanced Material, 21 Exotic Material.
Reward: Basic Power Armour for Battle Psykers, Advanced Power Armour for Veteran or major Battle Psykers, Must be taken with Advanced Power Armour for Psykers: Option Two in Adeptus Mechanicus

Research: Psychic Frequencies Part Two- Headmaster Ridcully's investigation of Psychic Frequencies has found that Rituals can have a effect on the participants Psychic Frequency. He would like to spend a few years studying this in the hope that he can eventually design a ritual or series of rituals that can bring the Psychic Frequencies of his Neo-Astropaths closer together, increasing how far they can communicate.

Time: 4 years
Chance of Success: 25%(uses average of learning and control).

Cost: 6,100,000 Thrones, 61,000 Material, 610 Promethium, 860 Advanced Material, 96 Exotic Maternal
Reward: More information on Psychic Frequencies and the effect that Rituals can have on them.

Research Siren Shield: Take Two- Primaris Xavier is very close to unravelling the secrets of the Sirens shield. He would like to spend another year or two working on this so that he can get a result.

Time: 1 year
Chance of Success: 30%

Cost: 720,000 Thrones, 72,000 Material, 86 Advanced Material.
Reward: Chance of improving Psychic Shield power.


Minor Talents – Headmaster Ridcully would like to lead his Sanctionites in the hunt for minor psykers. This would greatly increase the number of minor psykers found and allow for a large group of Witch Sniffers to be built up far sooner.

Time: 1 year.
Chance of Success: 80%

Cost: 810,000 Thrones.
Reward: increased number of minor psykers found this year


Research (Trolls or Gnaw Worms) – Many of the more interesting creatures of Avernus use psychic powers in some manner and while Magos Biologis Saren has discovered as much about them as he can, there is still more to learn. Headmaster Ridcully would like to lead a team of Sanctionites to try to discover more about these species, hopefully including how to mimic their innate powers in some manner.

Time: 1 year
Chance of Success: Unknown (uses learning)

Cost: 81,000 thrones, 8,100 Material, 8.6 Advanced Material.
Reward: More information on chosen species, chance of learning new psychic power.


Research: Black Crystal Items (Item)- Last year Headmaster Ridcully determined that each of the items of Black Crystal has its own unique property, though he was not able to determine what they are. He tells you it would most likely take a couple of years of study to determine exactly what the unique properties are but it would most likely be worth the time expended.

Time: 2 year
Chance of Success: Unknown (uses learning)

Cost: 355,000 thrones, 17,750 Material, 43 Advanced Material.
Reward: More information on Black Crystal Item selected


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

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

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

While you and Syr are slowly recovering from Freya's death it will a few years before ether of you can properly focus on anything else. Your personal assistant Caroline has proven to be a great help in the recent years, ensuring that only the most important work reaches your desk. She has either passed on the rest of the work to one of your advisers or dealt with it herself, preparing summaries for you to explain her actions once you recover. It seems that this added responsibility has been what she needed to further increase her administrative skills, which are now on a level almost equal to Henry's and above yours. You seem to have habit of training your assistants until they surpass you, in administration anyway.

Ordinate Caroline Vergil has trait Expert Bureaucrat upgraded to Master of Bureaucracy (+8A, -1M, -1C)- Over her time as your assistant Ordinate Caroline Vergil has developed her bureaucratic skills to a level that you have rarely seen. She is a true master of her environment and leads your personal staff with a level of efficiency that you could not match.
Choose Four
Four Five years

Tell the Family- Now that you can you should personally tell Freya's family about her death. While it is likely that they already know you should still officially inform them. Doing it yourself will hopefully be enough to reduce the chance that they will blame you for her death.

Time: 1 year
Chance of Success: 60% (goes down by 15% per year)

Cost: Free
Reward: Admiral Freyr and Governor Olaf informed fo Freya's death, reduce chance of them blaming you or Avernus


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.


Coping- You are currently devastated by the death of your wife, killed by a Blink Spider while eating with you and Syr. You will have to spend a lot of time over the year trying to cope with your grief and get yourself to functional again.

Time: 1 year
Cost: free.
Reward: Chance of downgrading trait Grief Striken, can be taken multiple times


Helping Syr Cope- Syr has been far more effected by Freya's death in front of her than even you have and will need a lot of support. You should spend as much of your time as possible with her this year trying to help her deal with the grief and loss.

Time: 1 year
Cost: free.
Reward: Chance of downgrading trait Devastated, can be taken multiple times


Spend Time With Syr- Since Freya's death you are Syr's only family member on Avernus, you should make sure to regularly spend time with her. This will become less important as Syr gets older but for the moment it is vital.

Time: 1 year.
Chance of Success: Unknown

Cost: Free (can be taken multiple times)
Reward: Spend time with Syr, chance of improving your relationship, chance of boosting Syr's stats


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: 20% (0% 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.
Bonus Action: Repeat – You can request that a project be continued until it is successfully completed, no matter how long it takes. This is most often useful for research projects.

Time: 1 year

Cost: as project.
Reward: Repeat action until it is no longer possible or the turn ends.

  Thrones Material Metal Promethium Advanced Material Exotic Material Food
Gross Income 4,610,794,540 4,827,743,945 4,643,673,195 301,959,195 2,309,735 5,615 8,845
Current Reserves 15,386,722,319 3,269,295,772 23,878,132,577 2,400,214,972 2,597,918 3,309 40,000
Project Cost Thrones Cost Materials Cost Metal Cost Promethium Cost Advanced Material Cost Exotic Material
Scout Helguard Regiments 829,500 88,740   28,450 38,790  
Prepare for Expedition: Armies 30,500,000 3,050,000   305,000 4,300  
Prepare for Expedition: Elites 3,050,000 305,000   30,500 4,300  
More Specialists 362,900 69,670   18,580    
Specialist Grenadiers (Write In): Planning 6,650,000 13,300   1,330 860  
Flying Fortress: A Soldiers View 65,580          
Pilot Armour: Helguard and Elite Specialists 610,300 122,100   12,210 16,210  
Readiness Training 12,200,000 1,220,000   122,000 176  
Military Expansion 23,000,000 7,695,000   640,200 61,433  
Examine Air Doctrine 6,100,000 305,000   1,220,000    
Construct: Mixed Fleet 201,400,000 22,550,000   894,800 78,980 541
Construct: Escorts 105,400,000 15,372,000   456,700 43,340 369
Construct: Merchantmen 17,280,000 2,592,000 5,184,000 864,000 5,160 276
Construct: Repair Defence Cruisers: Part Two 117,400,000 6,405,000   427,000 60,200 302
Orbital Defences: Defence Stations 277,800,000 72,580,000 21,590,000 5,824,000 9,752  
Small Minefield: Deiphobe 64,000,000 12,800,000   640,000 8,600  
Expand Shipyards 144,000,000 21,600,000 10,800,000 21,600,000 1,032 48
Naval Evaluation 14,400,000 144,000   144,000    
Economic Focus (All) 61,000,000          
Juve-Nat: All 345,600,000 172,800,000     206,400  
Expand Factories: Avernus 112,700,000 22,550,000 22,550,000 4,510,000 2,408  
Upgrade Defences: Salem and The Fens 702,700,000 683,200,000 644,200,000 144,900,000 29,280  
Underground Railways: Expand 240,000,000 80,000,000 200,000,000 40,000,000 8,000  
Expand Promethium Refineries: Mag Mell 16,750,000 3,352,000 3,352,000 670,400    
Food Stores 71,120,000 16,070,000 822,000 1,607,000 8,600  
Rapid Good Couriers: Mass 65,020,000 16,260,000 1,626,000 3,251,000 172,000  
Educational Reform 934,700 93,470 93,470 9,347    
Peace Treaty (Trolls)- 6,100,000 305,000   6,100 43  
Contact Sirens 122,000,000 6,100,000   122,000 870  
Diplomatic Relations (Planet) 6,100,000          
Sound Out (Write In Proposal)- 133,000          
Investigate (Planet)- 401,800          
In Depth Investigation (All) 2,189,000          
Psyker Hunting 6,100,000          
Underworld Agents 1,220,000,000 12,200,000   122,000 1,760  
Border Security 18,300,000 915,000 183,000 91,500 860  
Spy Network (Planet 665,000 6,650   665 9  
Social Policy: Greatly Increased Surveillance 133,000 13,300        
Social Policy: Big Brother 665,000 66,500        
Police Coverage: Extreme 13,260,000 1,426,000 1,706,000 52,120 490  
Deepen Spy Network (Any) 3,325,000 332,500   33,250 43  
Hidden Watchers 6,500,000 325,000 16,250 65,000 430  
Expand Collegia Reconstructus 48,800,000 9,760,000 2,440,000 488,000 8,600 115
Reverse Engineer Component: Any 12,200,000 610,000   244,000 384  
Detailed Survey (Any)- 12,200,000 610,000   244,000 384  
Examine: Any 6,650 1,330 33 6    
Try to complete STC fragment: Any 6,650 1,330 33 6    
Survey Ship Graveyard: Any 6,100,000 305,000   122,000 192  
Examine Sub-System: Any 665,000 13,300   6,650 860 10
Preliminary Examination (Species) 33,250 1,663 1,663 333    
Detailed Survey 166,250 8,313 8,313 3,325    
Detailed Survey (Island Turtle) 332,500 16,625 16,625 6,650    
In depth examination 997,500 49,875 49,875 19,950    
Complete examination 1,221,000 61,000 61,000 30,500    
Regional Survey (Region) 33,250 3,325 333 666    
Oversee the Forge 61,000,000          
Silversteel Aircraft: Design 12,200,000 2,440,000   122,000 17,200  
Another 38,500,000 539,000 192,500 84,700 1,720 96
Advanced Power Armour for Psykers: Option One 6,100          
Advanced Power Armour for Psykers: Option Two 12,200          
Mega-Vanquisher Macharius: Design 12,200,000 2,440,000   122,000 17,200  
Flying Fortress: Design Part One 28,400,000 2,840,000 710,000 284,000 860  
Keeping the Faith 61,000          
Order Psykana 61,000,000 1,220,000 610,000 122,000 860  
Missionary Work (Planet)- 133,000 33,250        
Good Deeds (All)- 33,250,000 332,500 33,250 3,325    
Power Armour: Battle Psykers 44,710 7,770   1,672 1,316 12
Advanced Power Armour: Major Battle Psykers 109,900 7,084   2,906 3,779 156
Advanced Power Armour: Veteran Battle Psykers 77,560 7,424   2,294 2,567 85
Advanced Power Armour: Major and Veteran Battle Psykers 133,500 6,835   3,354 4,699 209
Minor Talents 665,000          
Research (All) 66,500       9  
Research (Psychic Frequencies) 6,100,000 61,000   610 860 96
Cheating 66,500 666   7 86 10
Research (Black Crystal) 332,500 16,630     43  
Research Siren Shield Take Two 720,000 72,000     86  
Speak to the People 3,325          
 
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@durin: how does the new slot system work?

Naval Evaluation- Freya would like to have professional Naval Officers from Vanaheim evaluate your navy so you know exactly what condition each ship's crew is in, both so you know if any ships need retraining and so you know if you have any ships with above regular levels of skill.
Please change this, it hurts. :(
 
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@durin: how does the new slot system work?
you make a plan for each of the slots over the nex five years
for example slot 1 for military is currently held by the Magni Trasporters and you will choose one or more actions to follow it up
if an action is on repeat or is delayed all of those that follow it will be delayed
you have at one Forge, Biologis and Explorator slot and one free slot

i will change it once you are over your grief
 
you make a plan for each of the slots over the nex five years
for example slot 1 for military is currently held by the Magni Trasporters and you will choose one or more actions to follow it up
if an action is on repeat or is delayed all of those that follow it will be delayed
you have at one Forge, Biologis and Explorator slot and one free slot

i will change it once you are over your grief

So, for example, we can use the slot of the Magni transport to add Readiness Training and Flying Fortress: A Soldiers View? Or only one action per slot and per turn?
 
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I suppose we can break down 5 Years into 4/1, 3/2 years, 3 into 2/1 or 1/1/1, so on and so forth?
 
Ok, I'm getting a plan together and want to get some thoughts - do we want to focus on surveying for datacores, risking that we won't have components ready to start Escort repairs next turn? Or do we want to hedge our bets and go with the component research?

@durin - will it take an action to delve through a datacore, or if it's intact will it be automatic?

Also, it appears the Mixed Fleet and Escort construction options in Void Command don't reflect the new amount of shipyards we have - can we presume that the options will be updated if selected later on that you'll update the number of ships to be repaired accordingly?
 
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Ok, I'm getting a plan together and want to get some thoughts - do we want to focus on surveying for datacores, risking that we won't have

@durin - will it take an action to delve through a datacore, or if it's intact will it be automatic?

Also, it appears the Mixed Fleet and Escort construction options in Void Command don't reflect the new amount of shipyards we have - can we presume that the options will be updated if selected later on that you'll update the number of ships to be repaired accordingly?
It depends on the condition, if it is fully intact it will be automatic, Muspelheim still had the access protocols (they seem to be a bit fanatical about retaining information)
if it is damaged it will take an action
I will update the number repaired according tyo how many shipyards you have when the action starts
 
I'm a bit confused on how the slots work.
For the army...
Choose Three
One Three years, One Two years, One One year

Does that mean
Option gets three years put on it.
Another option gets 2 years on it. Etc?

I'm waiting for Enjou or Eldar Haman to make a plan for future refrence before anything.

I guess I'll just say that I would like Syr to get trained in the ways of the sword so she can have that +20 roll in Personal combat.

An we should begin telling Freys familly of the loss. If only because they need to hear it and accept anything they feel is needed to be vented.
 
Ok, so here's a preliminary plan.

[X] Plan Buildup

Adeptus Munitorum Slot 1: Scout Helguard Regiments
Adeptus Munitorum Slot 2: Examine Air Doctrine
Adeptus Munitorum Slot 3: Flying Fortress: A Soldier's View

Helheim Void Command Slot 1: Construct: Repair Defence Cruisers: Part Two
Helheim Void Command Slot 1: Naval Evaluation
Helheim Void Command Slot 1: Small Minefield: Deiphobe

Adeptus Administratum Slot 1: Rapid Good Couriers: Mass
Adeptus Administratum Slot 2: Educational Reform

Diplomacy Slot 1: Peace Treaty (Huge Galena), In Depth Investigation (Alfheim), In Depth Investigation (Muspelheim)
Diplomacy Slot 2: Peace Treaty (Far Northern Trolls), Contact Sirens

Adeptus Arbites Slot 1: Way of the Blade (Syr)
Adeptus Arbites Slot 2: Tutor Syr (Intrigue), Psyker Hunting, Deepen Spy Network ( Svartalfheim)

Adeptus Mechanicus Explorator Slot: Expand Collegia Reconstructus, Try to complete STC fragment: Large Mobile Research Facilities Weapons
Adeptus Mechanicus Biologis Slot: Detailed Survey (Island Turtle)
Adeptus Mechanicus Forge Slot: Another, Advanced Power Armour for Psykers: Option Two
Adeptus Mechanicus General Slot: Examine Medical Diagnostic Pod, Examine Adamantine Forges, Examine: Automated Factories, Examine: Plasma Foil, Examine Ion Shields

Adeptus Ministorum Slot 1: Grief Counselling (both), Grief Counselling (both), Grief Counselling (both), Grief Counselling (Syr)
Adeptus Ministorum Slot 2: Order Psykana

Adeptus Astra Telepathica Slot 1: Research: Psychic Frequencies Part Two
Adeptus Astra Telepathica Slot 2: Advanced Power Armour: Major and Veteran Battle Psykers, Research Siren Shield: Take Two

Personal Slot 1: Tell the Family, Helping Syr Cope, Helping Syr Cope, Helping Syr Cope, Helping Syr Cope
Personal Slot 2: Coping, Coping, Coping, Coping, Coping
Personal Slot 3: Helping Syr Cope, Helping Syr Cope, Helping Syr Cope, Helping Syr Cope, Helping Syr Cope
Personal Slot 4: Spend Time With Syr, Spend Time With Syr, Spend Time With Syr, Spend Time With Syr, Spend Time With Syr
 
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Ok, so here's a preliminary plan.

[X] Plan Buildup
-[X] Admun Slot 1: Scout Helguard Regiments
-[X] Admun Slot 2: Examine Air Doctrine
-[X] Admun Slot 3: Flying Fortress: A Soldier's View
-[X] Void Slot 1: Construct: Repair Defence Cruisers: Part Two
-[X] Void Slot 2: Naval Evaluation
-[X] Void Slot 3: Small Minefield: Deiphobe
-[X] Adepad Slot 1: Rapid Good Couriers: Mass
-[X] Adepad Slot 2: Educational Reform
-[X] Diplomacy Slot 1: Peace Treaty (Huge Galena)
-[X] Diplomacy Slot 1: In Depth Investigation (Alfheim)
-[X] Diplomacy Slot 1: In Depth Investigation (Muspelheim)
-[X] Diplomacy Slot 2: Peace Treaty (Far Northern Trolls)
-[X] Diplomacy Slot 2: Contact Sirens
-[X] Adar Slot 1: Way of the Blade (Syr)
-[X] Adar Slot 2: Tutor Syr (Intrigue)
-[X] Adar Slot 2: Psyker Hunting
-[X] Adar Slot 2: Deepen Spy Network ( Svartalfheim)
-[X] Admech Slot 1: Expand Collegia Reconstructus
-[X] Admech Slot 1: Try to complete STC fragment: Large Mobile Research Facilities Weapons
-[X] Admech Slot 2: Detailed Survey (Island Turtle)
-[X] Admech Slot 3: Another
-[X] Admech Slot 3: Advanced Power Armour for Psykers: Option Two
-[X] Admech Slot 4: Examine Medical Diagnostic Pod
-[X] Admech Slot 4: Examine Adamantine Forges
-[X] Admech Slot 4: Examine: Automated Factories
-[X] Admech Slot 4: Examine: Plasma Foil
-[X] Admech Slot 4: Examine Ion Shields
-[X] Admin Slot 1: Grief Counselling (both)
-[X] Admin Slot 1: Grief Counselling (both)
-[X] Admin Slot 1: Grief Counselling (both)
-[X] Admin Slot 1: Grief Counselling (Syr)
-[X] Admin Slot 2: Order Psykana
-[X] Adaste Slot 1: Research: Psychic Frequencies Part Two
-[X] Adaste Slot 2: Advanced Power Armour: Major and Veteran Battle Psykers
-[X] Adaste Slot 2: Research Siren Shield: Take Two
-[X] Personal Slot 1: Tell the Family
-[X] Personal Slot 1: Helping Syr Cope
-[X] Personal Slot 1:Helping Syr Cope
-[X] Personal Slot 1:Helping Syr Cope
-[X] Personal Slot 2: Coping
-[X] Personal Slot 2: Coping
-[X] Personal Slot 2: Coping
-[X] Personal Slot 2: Coping
-[X] Personal Slot 3: Helping Syr Cope
-[X] Personal Slot 3: Helping Syr Cope
-[X] Personal Slot 3: Helping Syr Cope
-[X] Personal Slot 3: Helping Syr Cope
-[X] Personal Slot 4: Spend Time With Syr
-[X] Personal Slot 4: Spend Time With Syr
-[X] Personal Slot 4: Spend Time With Syr
-[X] Personal Slot 4: Spend Time With Syr

Ok, not going to lie. This plan was thrown together in a relatively short amount of time, and it is focused on actions that take a long time, and helping Rotbart and Syr both cope with Freya's death. Any comments, questions, or complaints?
you do no need to vote for each choice, I am following plans now
also could you give an order to your slots
for example
Diplomacy Slot 1: Peace Treaty (Huge Galena), In Depth Investigation (Alfheim), In Depth Investigation (Muspelheim)
 
...good god, ReaperofInterest, that is ugly and barely readable. I'm working on a system that will hopefully make the whole thing human readable.
 
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