The average number of Abomination Cultists continued to slowly increase reaching two hundred and thirty thousand per year. On average it takes twelve days to locate an outer circle cultist and five days for an inner circle cultist, slightly worse then it used to.
Cult Activity
|
Periphery Cultists Found
|
Inner Circle Cultists Found
|
Military Casualties from Cults
|
Avernus Prime
|
20,867
|
2,295
|
2,410
|
Avernus' Spine
|
119,442
|
13,139
|
13,796
|
The Azure Islands
|
144,143
|
15,856
|
16,649
|
Lindon
|
161,212
|
17,733
|
18,620
|
Everglades
|
151,770
|
16,695
|
17,529
|
Elysium
|
193,046
|
21,235
|
22,297
|
Aridia
|
150,237
|
16,526
|
17,352
|
Avernus Total
|
940,717
|
103,479
|
108,653
|
Of the nine hundred and ninety-one major Psykers located over the last five years a hundred and twenty-seven of them were Chaotic.
One hundred and two of the Chaotic Psykers consisting of one Gamma-level, eighteen Delta-levels, twenty-seven Epsilon-levels and fifty-six Zeta-levels were killed without causing any significant levels of damage this year.
Twenty-two of the Chaotic Psykers consisting of nine Gamma-levels, four Delta-levels, six Epsilon-levels and three Zeta-levels were killed without massive damage this year. In total they killed eighty-four thousand militiamen, two thousand five hundred and forty PDF Troopers, two thousand eight hundred and fifty Helltroopers, forty-nine Witch Hunters, seventy-five Psyker Hunters, sixteen Witch Sniffers, seventeen minor Battle Psykers and two major Battle Psykers (Zeta Biomancer, Zeta Telapath).
The most powerful Chaos Psyker to cause massive damage was a Beta-level Telekinetic/Diviner in The Fair Isle three years ago. With a combination of redirected artillery shells and precise, large scale telekinetic attacks he killed two thousand three hundred and sixty PDF Troopers, eighty Witch Hunters, one hundred and twenty-four Psyker Hunters, eight Witch Sniffers, fourteen minor Battle Psykers and two major Battle Psykers (Zeta Biomancer, Zeta Telepath). He was eventual taken down by a lucky shot from a Psyker Hunter.
The second most powerful Chaos Psyker to cause massive damage was a Beta-level Telepath/Telekinetic in The Fens five years ago. By mind controlling the militia and supporting them with telekinetic blasts he killed two hundred and eight-eight thousand militiamen, one thousand nine hundred and twenty PDF Troopers and thirty-four Psyker Hunters in a short and bloody engagement. He was eventually taken down by Primaris Xavier, who killed him within a minute of engaging.
The third most powerful Chaos Psyker to cause massive damage was a Gamma-level Telepath in Dis three years ago. By mind controlling millions of officers and soldiers she killed fourteen million, five hundred and eighty thousand militiamen, two thousand three hundred and twenty PDF Troopers, two thousand six hundred and eighty Helltroopers, eighty-two Witch Hunters, eighty-two Psyker Hunters, sixteen Witch Sniffers and fourteen minor Battle Psykers in a three hour long engagement. You personally killed the Psyker after leading the Governor's Own in a bloody assault on her position. As you hoped Primaris Odysseus, the Black Crystal Jewellery and the wards inscribed on the Governor's Owns armour proved sufficient to prevent any members of the Governors Own from coming under the dominion of the Chaos Psyker.
In total the casualties that rogue Psykers inflicted this year summed up to fifteen million, fifty-two thousand militiamen, ten thousand one hundred and forty PDF Troopers, five thousand five hundred and thirty Helltroopers, two hundred and eleven Witch Hunters, three hundred and fifteen Psyker Hunters, forty Witch Sniffers, forty-five minor Battle Psykers and four major Battle Psykers (2 Zeta Biomancers, 2 Zeta Telapaths).
The untainted major Psykers included one Beta-level, nine Gamma-levels, sixty-nine Delta-levels, three hundred and nineteen Epsilon-levels and four hundred and seventy Zeta-levels.
Twenty-nine thousand, eight hundred and eighteen Psykers were located by the Witch Sniffers over the last half decade, an average of a bit under six thousand per year.
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.
Complete
Three years ago the improved border security on Avernus' space stations was completed. As well as more numerous, better trained and better equipped customs officials and compulsory medical screening Jane has seeded the Space Stations and Merchantmen Crews with her own agents, who will attempt to locate signs of criminal activity. She has also created a foreigners quarter on each Space Station which offworlders can enter and leave without medical screening but Avernites must be screened to enter. This will allow for the officers of starships to easily leave their ship and meet each other without having to go through a medical screen, which can take some time.
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)
Complete
d100=96+14(Combat)+20(teacher)=130: Critical Success
Syr gains +1 Combat
Syr upgrades Trait
Swordsman to
Skilled Swordsman (+2C, +20 to melee rolls)-
Arbitrator Jane Oakheart has taught Syr as much about swordsmanship as she can until Syr develops more experience. This has brought Syr to the level that she can be considered a skilled although not exceptional swordsman, even by Avernite standards.
Two years ago Syr finalised her swordsmanship training with Jane after Jane had taught her all that she can learn at the moment. According to Jane Syr will need a lot more experience before she can reach the level of an expert swordsman, let alone a master. Syr performed far better than expected in her training and Jane is confident that she is able to defend herself, even on Avernus.
Double Down: Deepen Spy Network ( Vanaheim)- 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.
Complete
d100=15+18(Intrigue)+5(traits)+20(Double Down)=58: Success
Three years ago Jane made contact with her spy network on Vanaheim and re-started its expansion. Thanks to the resources you put at her disposal she was able to complete the expansion within two years. She tells you that there are now over three thousand Avernite agents on Vanaheim, including some in sensitive positions such as air traffic control, the local Law Enforcement Agencies and the staff of the All-Thing. This network will be able to easily find out anything unclassified about Vanaheim and find many bits of classified information.
Double Down: Deepen Spy Network ( Midgard)- 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.
Complete
d100=57+18(Intrigue)+5(traits)+20(Double Down)=100: Success
Two years ago Jane made contact with her spy network on Midgard and re-started its expansion. Thanks to the resources you put at her disposal she was able to complete the expansion late last month. She tells you that there are now over sixteen thousand Avernite agents on Midgard, with a least a hundred in every Hive. There are agents in sensitive positions such as air traffic control, the local Law Enforcement Agencies and the military logistics. This network will be able to easily find out anything unclassified about Midgard and find many bits of classified information.
Psyker Hunting- Jane is willing to personally oversee the activities of the Psyker Hunters for a few years. This would greatly 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
Complete
d100=32+18(Intrigue)+5(combat)=55: Success
Over the last year Jane devoted a lot of her time to personally overseeing, and sometimes leading the hunt for unsanctioned psykers on Avernus. Her leadership, and combat abilities proved to be invaluable and reduced the damage that rogue psykers inflicted on Avernus by a notable amount.