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
Turn Sixty-Five Results
Turn Sixty-Five Results

Over the last five years an average of seven hundred and twenty thousand thousand troopers a year fell defending their homes from the local wildlife while another twenty thousand soldiers died a year fighting cults.
On average 120,000 troopers a year fell in Avernus' Spine these past five years, with the lack of Troll attacks continuing to be critical.
Only 40,000 men died each year defending the Azure Islands from the wildlife this year as attacks halved.
Attacks in Lindon rose with an average of 180,000 soldiers dying each year, mostly to Phase-Tigers which are starting to find their way around the Void Shields with much greater regularity.
The number of attacks in the Everglades fell with a average of 100,000 troopers dying each year.
An average of sixteen armour regiments fell to the wildlife in Elysium each year, mostly due to a rise in Tyrant Lizard attacks.
Aridia remained stable with 160,000 troopers dying per year.


Recon Amour: Phase-Tigers: Planning- Now that you can afford to General Drago 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 Armour: Phase-Tigers: Implantation

Complete

Four years ago the Phase-Tigers finished their retraining as Recon Infantry Battalions. This happened after another year of the Phase-Tigers engaging in training and wargaming with the best troops of Avernus, during which they consistently pulled over victories that should have been impossible. General Drago tells you that as well as acting as a template for future Recon Infantry Battalions the Phase-Tigers are now your most deadly and stealthy force. Given that they have been equipped with a massive variety of weapons including enough Impaler Snipers to outfit their entire number, you can safely deploy them against almost any foe.


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 ten 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.

Complete

Three years ago the Magni Transporter Companies were added to your order of battle. They spent an entire year familiarising themselves with the capabilities and handling of their vehicles before spending another year wargaming. It was found that while tough the Magni Transporter needs at least a platoon of Guardsmen on board in order to defend itself against attack. However with a decent sized garrison it can see off even major attacks and is able to survive a massive amount of firepower. In conclusion the Magni Transporter is a good way of securely carrying supplies but needs escorts in order to fend off heavy attacks.


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 Fighter Squadrons, 300 Avenger Strike Fighter Squadrons, 200 Marauder Bomber Squadrons, 200 Marauder Destroyer Squadrons, 50 Marauder Vigilant Squadrons, 300 Cargo Wings

Complete

Two years ago the new air wings were declared ready for combat, and started joining the patrols over inhabited regions. This happened after the trainees from the Flight Schools first graduated and then spent two years getting accustomed to their new wings and undergoing their final training. General Drago tells you that this doubling of your air force should be sufficient to allow you to match invasion forces in the skies to a far higher degree.


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 to 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

Complete

Four years ago General Drago started a thorough examination of Avernus' Air Combat and Training Doctrine, with assistance from a few experts from Vanaheim and Muspelheim. After spending a few years examining Avernus' air wings and flight schools several medium flaws were discovered in both training methods and combat doctrine. According to General Drago's advisors these flaws were formed from a mix of inexperienced officers, due to your air forces' massive casualties in the initial battles, and reliance on several outdated Imperial doctrines which were based on quantity rather then quality. By the beginning of last year General Drago had gathered a list of flaws and the changes that will need to be made to training and Standard Operating Procedure to fix them. He estimates that it will take around three years to make these changes.


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

Locked – Two out of Three years completed

Over the last two years General Drago has been retraining the Helguard Light Infantry to act as Scout Helguard Regiments. It was difficult for the light infantrymen, used to the lightest possible armour to accustom themselves to fighting in power armour, even power armour as light as Scout Armour. However after two years of training and much assistance from the Phase-Tigers, who had recently gone through a similar change, they learned how to use Scout Power Armour properly. General Drago tells you that he will need them to spend more time working on the new tactics and formations that Scout Armour requires but that it will most likely not be more than a single year.


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

Locked – Two out of Three years completed

Over the last two years General Drago has been equipping your Helguard Armour Regiments and Elite Specialists with Pilot Power Armour. It has been difficult for the tanks crews to adjust to both wearing bulky armour and using the Pilot Armour's capabilities fully but General Drago tells you that they are almost done. Over the next year he will finish getting the crew accustomed to their new armour and determine what new formations and tactics that pilot armour will allow his armour.


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.

Locked – Three out of Thirteen years completed

Three years ago General Drago started to recruit new troops for a major expansion of the military. After a year of recruiting new trainees and testing the current soldiers in order to determine who can be promoted, either in rank or into a new branch. Once this was done General Drago started to train the first wave of new recruits, over seven million strong, and retrain those soldiers who are being promoted. This training is going well and the first wave of recruits is expected to graduate sometime next year.

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.

Complete

Three years ago Admiral Parnell oversaw the completion of another shipyard over Deiphobe. There were several issues due to some of the most experienced workers being pulled away to another project but it finished on schedule regardless. This will provide another increase in your naval production as well as another boost in your void trained workforce.


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

Complete

Two years ago the first dozen Helheim Pattern Defence Cruisers to be repaired finished their shakedown cruises. These ships will provide some of the heavy fire-power that your Defence Monitors will need in order to meet an invasion fleet head on and according to Admiral Parnell are the most deadly cruisers that he has had the pleasure of commanding.


Expedite: 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.

Complete

Five years ago Admiral Parnell started the construction of another shipyard in the orbit of Diophobe, not even waiting for the one under construction to be finished. Despite several issues, mostly as a result of limited experienced workers for the first few years the shipyard was completed a year ago as scheduled. Admiral Parnell tells you that there are now enough small shipyards orbiting Diophobe that he could have four of them combined into a large shipyard, which would significantly boost your void trained workforce and ability to construct new cruisers.


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

Complete
See datasheet for more details

Four years ago Admiral Parnell started a two year long evaluation of his fleet. He discovered that while all of the Defence Monitors are rather green most of your Warp capable Navy is all of at least average skill, with several veteran ships and even a few elites. He is currently making plans to bring your Defence Monitors and other green crews up to at least average skill, and eventually beyond that.


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

Locked – One out of Two years complete

Last year Admiral Parnell began to set up a minefield around his naval base over Deiphobe. He is seeding a small area around the Naval base with enough mines to make approaching through the minefield very dangerous for enemy escorts. It will take another year or so for the minefield to be fully set up, after which he has several plans to expand it.


Expedite: 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

Locked – Two out of Four years complete; Expedited

Two years ago Admiral Parnell had another fourteen Helheim Pattern Defence Cruisers hulks pulled to the shipyards and started having them repaired. So far the exact extent of the damage has been fully mapped out and the most critical sections, such as destroyed reactors and major segments are being repaired.


Expedite: 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 – One out of Four years complete; Expedited

At the beginning of last year Admiral Parnell started the construction of yet another small shipyard, starting as soon as the previous shipyard was complete. Currently a massive workforce is working on building the skeleton of the shipyards around Deiphobe while the machinery that makes Avernus' shipyards so efficient is being built in Mag Mell, the nearest Forge-City. Admiral Parnell continues to use the construction of the shipyards as an opportunity to train more void capable workers who will run the shipyards when they are complete.

Over the last five years the population of Avernus has grown by 5.98%, an average of a bit under 2% per year.

Over the last few years Dis has averaged 0.46% population growth per year.
The population growth of Avernus' Spine has averaged 0.8% per year over the last five years, with a brief surge in Blink Spiders being responsible for the slow growth.
The population of The Azure Islands shrunk by an average of 0.79% per year over the last half decade, with a surge in Siren attacks being mostly responsible.
Over the last five years an average of 1.2% of the population of Lindon has been killed each year, mostly by the Phase-Tigers that are starting to find their way around your Void Shield Generators.
The population of the Everglades has averaged a massive 3.96% population growth per year, an increase of almost a hundred million.
Elysium has had an average population growth of 2.87% per year over the last half decade, bringing its population over seven hundred million.
The population growth in Aridia has remained steady over the last five years, averaging at 1.67% per year.


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%

Complete
d100=37+17(Administration)+20(Double Down)=74: Success

Four years ago Henry's watch dog organisations completed their training and become fully active. These organisations will seek out sources of corruption and inefficiency within the Avernite Administratum and ensure that they are dealt with. The fact that there are several different watch dog organisations, some of which are tasked to investigate each other should reduce the risk of them becoming a source of corruption or inefficiency themselves. Henry estimates that these organisations will reduce all core expenditures by around seven percent, which at the scale that Avernus operates in is massive.


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

Complete

Three years ago the expansion of the Phase-Tiger enclosures was completed, increasing the amount of Phase-Tigers that you can keep fivefold. As well as constructing the Void Shield Generators Henry had fake habitats made in the enclosures, to both make the Phase-Tigers more comfortable and ensure that they do not get too domesticated.


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%.

Four years ago Henry started providing Juve-nat treatments to the oldest and best teachers on Avernus. It took three years for him to provide Juve-nat to all of the teachers who were qualified, and set up a system to determine who was qualified. In the couple of years since the treatments began there has been a notable increase in the quality of education on Avernus, and in the quantity of students who wish to be teachers. Henry mentions that currently forty-two percent of Avernus' Juve-nat production is being used, out of which the military is using over eighty percent.


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%)

Complete
d100=78+17(Administration)=95: Success

Three years ago Henry started to implement the education reforms that were gained from a study of Muspelheim's educational system. These reforms took a few years to implement but the new system, with its major emphasis on critical thinking and history has already had an impact. Henry tells you that as far as he can determine the new educational model is even more effective then the old model, though still not nearly as good as Muspelheim, in large part due to Muspelheim's institutional experience and calmer learning environment.


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

Complete

Four weeks ago the upgrades to the defences of The Fair Isle and Garden Grove were completed. This brings their defences up to the same level as Dis' which should be more than sufficient for most foes. Given that Garden Grove and The Fair Isle are the most isolated of your Hives by a significant margin their defences being upgraded helps shore up another weakness in Avernus' defences.


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 forward 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.

Locked – One out of Five years completed

Last year Henry began the expansion of the promethium refineries on Mag Mell, which are already the largest single produce of promethium in the Avernus System. So far he has begun drilling several new promethium wells and training a large number of new workers, with expansions to the refineries scheduled to begin over the next month.

Governor Garp the Resolute of Jotunheim has recently countenanced his betrothal to Lady Sif of Asgard, Lord Marshal Sigurd's younger sister.

Saint Lin's regular visits to Vanaheim are the only thing that stops several protests from turning into riots.

Avernus has started forming peace treaties with Trolls, one of the native Xenos species of their world. Reactions are mixed as Avernus once more demonstrates how completely unorthodox they are.

Work teams from Vanaheim have built a large shipyard and a lot of orbital defences orbiting Midgard, which will form the core of a new Naval base in the coming years.

Svartalfheim has finished upgrading another fifty cities defences, bringing the total number upgraded to three hundred out of five hundred.

Shortly after the High Council Meeting Niflheim was released for the Warp Storm, several decades after being trapped. It was twenty-five more years for Niflheim than it was for the rest of the Imperial Trust. Time which Niflheim took full advantage of to grow enormously, reaching a population of over half a billion and increasing the number of cities eightfold.

The Fourth Meeting of the High Council of Nine Worlds was recently held, during which much delayed business was discussed.


Contact Trolls- Inquisitor Klovis-Ultan has suggested trying to make diplomatic contact with one of the Trollish High Chiefs. If successful this could lead to forming a peace treaty or even alliance with one of the Troll tribes which could prove to be very useful, and lead to some more diplomatic issues in the Imperial Trust.

Time: 2 years
Chance of Success: 50% (Inquisitorial re-roll can not be used)

Cost: 12,200,000 Thrones, 610,000 Material, 12,200 Promethium, 87 Advanced Material.
Reward: Diplomatic Contact with one of the Troll Tribes.

Complete
d100=84+ 15(diplomacy)+20(double Down) =119: Success


Four years ago Inquisitor Klovis-Ultan informed you that he had successfully made contact with the Troll High Chief near Casarrondo Lemnos, High Chief Tiny Shale. Tiny Shale is enthusiastic about the idea of forming a peace treaty with humans and wishes to speak with you about it over the next year. He will most likely be willing to form a treaty with similar terms as the other High Chiefs have.


Trade Talks (Vanaheim)- 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.

Complete
see interlude

Four years ago Inquisitor Klovis-Ultan set up a trade deal with Vanaheim. While this deal only lasted for the three years until the next High Council Meeting it was still profitable.


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.

Complete
d100=99+15(diplomacy)=114: Critical Success
-1 Food per year
peace treaty with the Northern Trolls

Three years ago Inquisitor Klovis-Ultan was able to easily form a peace treaty with High Chief Huge Galena of the Northern Trolls with the usual terms. He also tells you that Huge Galena seems to be open to the idea of forming a closer relationship with humanity, so if you are ever inclined to form a closer relationship with any Trolls his tribe is the best choice.


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.

Complete
d100=64+15(diplomacy)=79: Success
-1 Food per year
peace treaty with the Far Northern Trolls

Three years ago Inquisitor Klovis-Ultan was able to form a peace treaty with High Chief Tiny Shale of the Far Northern Trolls with the usual terms. He mentions being very surprised by the fact that the High Chief Tiny Shale, rather then being one of the biggest Trolls as the other High Chiefs have been is little over six feet tall and therefore one of the smallest trollish adults on record. Given that he also seemed to be one of the smartest Inquisitor Klovis-Ultan wonders whether the Far Northern Tribe selects for intelligence in their leaders rather then size.


Diplomatic Relations (Svartalfheim): Times Three- 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.

Complete
Year Three d100=63+15(Diplomacy)+10(Astropathic Choir)=88: Success +1 relationship
Year Four d100=24+15(Diplomacy)+10(Astropathic Choir)=49: Fail
Year Four re-roll d100=8+15(Diplomacy)+10(Astropathic Choir)=33: Fail
Year Five d100=13+15(Diplomacy)+10(Astropathic Choir)=38: Fail
Year Five re-roll d100=1+15(Diplomacy)+10(Astropathic Choir)=16: Critical Fail -1 relationship
In total no change to relationship

Over the last three years Inquisitor Klovis-Ultan has been attempting to strengthen relations between Avernus and Svartalfheim. He has not had much success, in part due to the unusual government of Svartalfheim and the strange priorities of the Artisan Guildhalls. While he made significant progress in the first year since then he has not achieved anything but accidentally insulting a senior artisan.


Diplomatic Relations (Alfheim) 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.

Complete
d100=69+15(Diplomacy)+10(Astropathic Choir)=94: Success +1 relationship

Three years ago Inquisitor Klovis-Ultan made a concerted effort to ingratiate Avernus with King Zaren of Alfheim. This effort was successful, in part due to Inquisitor Klovis-Ultan providing him with details of several of the administrative reforms that Henry has put Avernus though, which he found very useful.


Sound Out (Contacting Sirens)- 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.

d100=34+15(Diplomacy)+10(Astropathic Choir)=69: Success

Two years ago Inquisitor Klovis-Ultan started to sound out the other Planetary Governors on their views about you making contact with the Sirens. In general the views are similar to those about you contacting Trolls.

High Marshal Sigurd of Asgard believes that as long as the Sirens remain on Avernus they are your problem and how you deal with them is up to you.
King Zaren of Alfheim is a very leery of you contacting psychic xenos for any reason but will not complain unless you start giving them technology, teaching them or learning from them. He is fine if you stop at a peace treaty however.
First Artisan Granalf of Svartalfheim and Governor Garp of Jotunheim do not mind what you do with the Sirens as long as you do not give them any technology or teach them anything. They are also worried about the Sirens influencing humans but trust you to prevent that happening.
Champion Surt of Muspelheim does not mind what you do with Sirens as long as you do not give them Imperial grade or above technology or let them off Avernus.


Double Down: 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.

Locked – One out of Four years completed

Last year Inquisitor Klovis-Ultan began his attempts to make contact with the Sirens of the Azure Islands. So far this has consisted of carefully selecting a team of diplomats, translators and Psykers that will attempt to make contact with the Siren Ladies and then the Queen.

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.

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.

Complete
gained 11,750 Plasma Pistols, 7,250 Plasma Guns, 3,600 Plasma Cannons, 3,375 Plasma Flamers, 1,140 Plasma Foils.
Gained 6,250 Grav Pistols, 4,875 Grav Guns, 2,625 Grav Cannons
gained 380 Conversion Beamers
gained 260 Vortex Grenades
gained 220 Stasis Grenades
gained 19,500 Neutron Lasers
gained 360 Knights Forlorn
gained 8,200 Jetbikes
gained 690 Land Speeders
gained 48 Super-Exitus Rifles
gained 1,056 Adamantine Spikes
gained 360 Hellfire Rounds
gained 216 Shield Breaker Rounds
gained 4,740 Spider Mines

gained 900 suits of Elite Armour
gained 1,075 suits of Destroyer Armour
gained 455 suits of Raider Armour
gained 444 suits of Recon Armour

Archmagos Explorator Tranth and his survey teams completed their examination of the Hyper-Carrier four years ago. Unfortunately they did not find any datacores, which seem to have all been either destroyed or removed. Despite this the datanet is relatively intact and it is likely that there is some useful information on it. One the other hand they found a massive amount of archeotech weapons armour and vehicles. It seems that one of the uses of the Hyper Carrier was as an assault carrier and that it was capable of carrying entire corps of troops at a time. One interesting find that Tranth made was a chamber adjacent to the reactor which seems to have been held in a stasis field until five or six thousand years ago. Given that there are no devices within the area which could have created the stasis field it is obvious that whatever was in the field has been taken. He also mentions that there are a surprisingly low number of human corpses on this ship, like all of the ships that he has surveyed so far which he believes indicates that there were some human survivors of the battle who collected their dead, and conducted funerals.

The Hyper Carrier as expected contained many interesting technologies, including some very advanced engines and the most advanced communications array that Archmagos Tranth has ever seen. Much to his relief both of the Ragnarok Cannons are nearly intact and he should be able to repair them, greatly increasing the firepower of the Hyper Carrier In Dying Light. There are also several onboard factories that seem to be designed to construct parts for the Hyper Carrier's Attack Craft compliment, most likely so that they can be easily repaired.

One of the first pieces of archeotech that Archmagos Explorator Tranth found was a far more advanced variant of Pilot Armour. This armour, called Advanced Power Armour Type V: Ace, provides both more protection and a better connection with the pilots vehicle. Tranth tells you that it is around as tough as Recon Armour and shares its ability to survive orbital drops. Ace armour also has several small jets to allow propulsion in the void, a very powerful comm beacon and a set of systems designed to put the wearer into cyrogenic sleep and wake them. This set of applicabilities seems to have been designed to allow for ejected pilots to survive long periods of time after being shot down and slowly make their way to the nearest planet. Ace Armour also contains a set of devices that seem to be designed to allow the pilot to have a level of immersion and control over their vehicle that was previously limited to the Mechanicus. Eight hundred and twenty-five sets of Ace Armour were found on the Hyper Carrier.

There were four varieties of Void Fighters, four varieties of Void Bombers and a Attack Boat found in the Hyper Carrier as well as several atmospheric craft.

The first form of Void Fighter found was a three person eighty meter long craft armed with a mix of neutron lasers and missiles. It seems to have a pilot, a gunner and a bombardier as well as a large collection of cogitators which handle several other tasks. This ship, called the Guardian Fighter, seems to have been designed to escort bombers rather then hunt down enemy bombers and has impressive shielding and armour. It is very complex but Archmagos Explorator Tranth hopes that with a few years study he will be able to figure out how to build more. There were fifty five Guardian Fighters found in the Hyper Carrier, all in some state of disrepair, an indication that the compliment of the Hyper Carrier was entirely deployed in its final battle.

The second form of Void Fighter found was a advanced variant of the Guardian Fighter, with better shielding and armour as well as far more advanced weapon systems. It had the same crew compliment as the previous variant and a far more advanced cognation bank. This ship, called the Horatius Ace Fighter is incredibly advanced and has several unknown technologies. It is incredibly complex and Archmagos Explorator Tranth does not thinks that he will be able to reverse engineer it without the aid of Headmaster Ridcully. There were seven Horatius Ace Fighters found in the Hyper Carrier, all in some state of disrepair, an indication that they were far from common even in the Dark Age of technology.

The third form of Void Fighter found was a two person fifty meter long craft armed with a mix of neutron lasers and missiles. It seems to have a pilot and gunner as well as an impressive array of cogitators that run its advanced stealth systems as well as several other tasks . This ship, called the Wraith Interceptor, seems to have been designed to as a stealth intercepted,with good enough stealth systems to make targeting it very challenging, especially when combined with its high degree of speed an manoeuvrability. It is very complex but Archmagos Explorator Tranth hopes that with a few years study he will be able to figure out how to build more. There were seventy five Wraith Interceptors found in the Hyper Carrier.

The fourth and final form of Void Fighter found was a advanced version of the Wraith Interceptor. It replaces the weapons with more advanced versions and has a far better stealth system, which is capable of making it near invisible in the right circumstances. This ship, called the Hood Ace Interceptor is incredibly advanced and has several unknown technologies, some shared with the Horatius Ace Fighter It is incredibly complex and Archmagos Explorator Tranth does not thinks that he will be able to reverse engineer it without the aid of Headmaster Ridcully. There were twelve Hood Ace Interceptors found in the Hyper Carrier.

The first form of Void Bomber found was a ten person one hundred and fifty meter long craft armed with a mix of neutron laser turrets and heavy bombs. This ship, called the Dragon Bomber is heavily armoured with layered void shields allowing it to take far more damage then any modern bomber while its payload is able to inflict significant damage on even capital ships. It is very complex but Archmagos Explorator Tranth hopes that with a few years study he will be able to figure out how to build more. There were one hundred and twenty two Dragon Bombers found in the Hyper Carrier, many in the process of having their munitions reloaded.

The second form of Void Bomber found was a advanced variant of the Dragon Bomber, with better shielding and armour as well as far more advanced weapon systems. It had the same crew compliment as the previous variant and a far more advanced cognation bank. This ship, called the Smaug Ace Bomber is incredibly advanced and has several unknown technologies. It is incredibly complex and Archmagos Explorator Tranth does not thinks that he will be able to reverse engineer it without the aid of Headmaster Ridcully. There were nineteen Smaug Ace Bombers found in the Hyper Carrier.

The third form of Void Bomber found was a eight person hundred meter long craft armed advanced stealth technologies. It has a similar payload as a Dargon Bomber but far less of it, being able to quickly exhaust is munitions against an target. This ship, the Assassin Stealth Bomber seems to be designed to get close to enemy capital ships before unleashing its fire-power, and trades the armour and shielding of the Drago Bomber for speed, manoeuvrability and stealth . It is very complex but Archmagos Explorator Tranth hopes that with a few years study he will be able to figure out how to build more. There were a hundred and two Assassin Stealth Bombers found in the Hyper Carrier.

The fourth and final form of Void Bomber found was a advanced version of the Assassin Stealth Bomber. It replaces the weapons with more advanced versions and has a far better stealth system, which is capable of making it near invisible in the right circumstances. This ship, called the Fawkes Ace Stealth Bomber is incredibly advanced and has several unknown technologies, some shared with the Smaug Ace Bombers It is incredibly complex and Archmagos Explorator Tranth does not thinks that he will be able to reverse engineer it without the aid of Headmaster Ridcully. There were sixteen Fawkes Ace Stealth Bomber found in the Hyper Carrier.

As well as the Void Fighters there were several bays containing atmospheric craft and vehicles which Archmagos Explorator Tranth did not have time to fully examine in this time. He tells you that from what he saw there was enough equipment for several Armour Divisions, with the largest vehicles matching the size of a Baneblade.


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.

Complete
gained 600 Plasma Pistols, 365 Plasma Guns, 165 Plasma Cannons, 120 Plasma Flamers, 49 Plasma Foils.
gained 245 Grav Pistols, 121 Grav Guns, 79 Grav Cannons
gained 20 Conversion Beamers
gained 7 Vortex Grenades
gained 21 Stasis Grenades
gained 750 Neutron Lasers
gained 21 Knights Forlorn
gained 273 Jetbikes
gained 30 Land Speeders
gained 10 Super-Exitus Rifles
gained 130 Adamantine Spikes
gained 54 Hellfire Rounds
gained 44 Shield Breaker Rounds
gained 252 Spider Mines


Five years ago Archmagos Explorator Tranth started a two year survey of the Hunter Command Battleship, Gungnir. Unfortunately he did not find any intact datacores in the ship, though he did find the usual large amount of archotech. Much to Tranth's disappointment there were no new forms of archotech on the Gungnir, which he supposes is not surprising given that several other ships of this scale have already been searched.

The Gungnir is in bad condition, with the reactor being gone along with the front half of the ship. Despite this it contains several very interesting components such as the long range high power lances, four super-lances and some very powerful, and massive engines. It will be impossible to repair this ship without first finding the schematics due to the amount of damage that is has sustained.


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.

Complete
gained 1,520 Plasma Pistols, 620 Plasma Guns, 210 Plasma Cannons, 345 Plasma Flamers, 170 Plasma Foils.
gained 510 Grav Pistols, 280 Grav Guns, 105 Grav Cannons
gained 49 Conversion Beamers
gained 16 Vortex Grenades
gained 34 Stasis Grenades
gained 1,650 Neutron Lasers
gained 65 Knights Forlorn
gained 1,050 Jetbikes
gained 42 Land Speeders
gained 5 Super-Exitus Rifles
gained 110 Adamantine Spikes
gained 43 Hellfire Rounds
gained 36 Shield Breaker Rounds
gained 610 Spider Mines

Four years ago Archmagos Explorator Tranth started a two year survey of the Brute Command Battleship. Unfortunately he did not find any intact datacores in the ship, though he did find the usual large amount of archotech. Much to Tranth's disappointment there were no new forms of archotech on the Brute Command Battleship, giving him the impression that examples of all of the archotech to be found has been found.

The Brute Command Battleship is in good condition, having suffered significant damage to the command datanet and several other key locations such as many of the power conduits but being mostly intact. The most interesting bits of technology on the Brute Command Battleship are its melta lances and the incredibly tough armour plating it is covered in.


Expedite: 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

Complete

Three years ago Archmagos Explorator Tranth expanded and upgraded the Collegia Reconstructus. To begin with the number of members that it can have at a time, and how many acolytes it can train at a time. Next he increase the quality of the machinery that it has access to, using every bit of his skill and experience to create the best laboratories that he can. Finally Tranth updated the procedures, texts and lessons to take into account his experiences over the time since he founded the Collegia Reconstructus. Early last year when Archmagos Explorator Tranth had finished reforming the Collegia Reconstructus he told you that it will be an even greater asset for his future studies and will be able to complete even very difficult STCs given enough time.


Detailed Survey (Grav-Accelerator Command Battleship)- The Grav-Accelerator Command Battleship is a 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.

Complete
gained 670 Plasma Pistols, 290 Plasma Guns, 138 Plasma Cannons, 128 Plasma Flamers, 73 Plasma Foils.
gained 320 Grav Pistols, 80 Grav Guns, 55 Grav Cannons
gained 47 Conversion Beamers
gained 3 Vortex Grenades
gained 12 Stasis Grenades
gained 1,065 Neutron Lasers
gained 53 Knights Forlorn
gained 388 Jetbikes
gained 30 Land Speeders
gained 8 Super-Exitus Rifles
gained 129 Adamantine Spikes
gained 36 Hellfire Rounds
gained 34 Shield Breaker Rounds
gained 183 Spider Mines

Two years ago Archmagos Explorator Tranth started a two year survey of the Grav-Accelerator Command Battleship, The Sword of Surtur. Just last month he reported with great joy that he had found a collection of intact datacores. These datacores contain the schematics of pretty much every ship and weapon in the ship graveyard, excluding only a few of the most complex such as the vortex weaponry.

The Sword of Surtur is in bad condition, with several massive sections of the ship being missing including the reactor and engines. However the ten kilometre Grav-Accelerator from which the ship gets its designation is mostly intact and probably repairable, particularly now that you have found the schematics


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.

Complete
d100=99+50(buildings)+15(Cogitators)+10(Rune Priests)+21(learning)+5(traits)=200: Greater Critical Success
Understanding of Haywire Weaponry gained, can design new forms of Haywire Weaponry

Over the last year Archmagos Explorator Tranth made a study of the Haywire weaponry that has been found in massive amount in the ship graveyard. He has made a major breakthrough in these studies and not only reverse engineered the forms of haywire weaponry discovered but has gained a good enough understanding of Haywire Weaponry that he is able to design new forms. He tells you that he is now able to design Haywire version of almost any weapon possible, ranging from Haywire Swords to Haywire lances. Speaking of Haywire Lances with his new understating of Haywire weaponry Archmagos Explorator Tranth is able to inform you that the Unknown Energy Weapons found on two cruiser variants are in fact Haywire Weapons.
Preliminary Examination (Bombardment Cacti) – 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.

Complete
d100 = 13 + 50(building) + 15(Cogitator) + 10(Rune Priests) + 8(learning )+20(Double Down)= 116: Success

Five years ago Magos Biologis Saren conducted basic investigation into the Bombardment Cactus. He proved that his theory of the Bombardment Cactus using Divination to assist in its targeting was correct. On another front after much searching Saren was able to to acquire a sample of the Bombardment Cactus's aphrodisiac pollen, which he will be able to study next year.


Regional Survey (Elysium) – 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.

Complete
d100 = 55 + 50(building) + 8(learning )= 113: Success

Four years ago Magos Biologis Saran spent a year surveying Elysium in an attempt to find any new and interesting plants or animals. After much investigation he found evidence of another member of the Laser Lizard family. This Lizard, currently called the Sniper Lizard is around the size of a tall human and can spit laser as powerful and long ranged as a long-las out of its long mouth. It seems to primarily hunt birds and Raptors, taking full advantage of its range and chameleon abilities.


Regional Survey (Azure Islands) – 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.

Complete
d100 = 21 + 50(building) + 8(learning )= 79: Success

Three years ago Magos Biologis Saran spent a year surveying The Azure Islands in an attempt to find any new and interesting plants or animals. After much investigation he found evidence of another member of the Kraken family. This Kraken, currently called a Micro Kraken is far smaller then an ordinary kraken, having less then ten meter long tentacles and weighing little more then twenty tons. It has been seen several times on the beaches and seems to be capable of telekineticly levitating, allowing it to reach prey further up the beach than should be possible.


Regional Survey (Aridia) – 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.

Complete
d100 = 16 + 50(building) + 8(learning )= 74: Succes

Two years ago Magos Biologis Saran spent a year surveying Aridia in an attempt to find any new and interesting plants or animals. After much investigation he failed to find any particularly interesting or useful creatures, much to his surprise. He is sure that there is one out there and wishes to make another attempt at this at some point.


Preliminary Examination (Thundabeasts) – 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.

Complete
d100 = 21 + 50(building) + 15(Cogitator) + 10(Rune Priests) + 8(learning )= 104: Success

Last year ago Magos Biologis Saren conducted basic investigation into the Thundabeasts of Elysium. After a year of investigating, focusing on their social behaviour, he has discovered more about the migratory behaviour of Thundabeasts and can now reliably predict the paths that their migrations will take, reducing the amount of damage they will inflict. Magos Biologis Saren mentions that the next stage of research that he is planning is into whether it is possible to tame Thundabeasts.
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.

Complete

Four years ago Fabricator-General Britton oversaw the construction of the final three thousand suits of Recon Advanced Power Armour. He tells you that his artisans are starting to get more familiar with this design and he estimates that they will be able to make more without his direct supervision after another ten thousand or so are made.


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

Complete

Four years ago Fabricator-General Britton spent two years overseeing the creation of several hundred suits of Advanced Power Armour for the better Battle Psykers of Avernus. Examples of every type of Advanced Power Armour that he knows how to make were requested, with elite Armour being the most common. Fabricator-General Britton tells you that his artisans have developed enough experience with Recon Advanced Power Armour that they will no longer need his oversight to make it, unless massive amounts are being made.


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.
Chance 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

Locked – Two out of Three years completed

Two years ago Fabricator-General Britton began to investigate how to best use Silversteel and Muspelheim Ceramite to armour your aircraft. After a couple of years of investigation he has found that a thin layer of silversteel armour is best for light aircraft while layered silversteel and Muspelheim Ceramite works best for heavier aircraft. Fabricator-General Britton will send the next year redesigning all of your atmospheric aircraft to take advantage of the new armour.

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

Time: 6 years.

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

Complete

Four years ago the new Witch Hunter Seminaries were completed. This happened after Saint Lin observed them teach their first class for an entire year. He found several minor flaws in their teaching methods which were soon corrected but nothing major. Now that the new Witch Hunter Seminaries are active over a thousand Witch Hunters are being trained a year, which will quickly bring your numbers up to the point where they can safely be sent offworld.


Grief Counselling (Syr): Times Two- 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

Complete

Saint Lin spent two more years helping Syr deal with her grief, and was one of the main reasons that she recovered as much as she has. Despite you and Syr being over the immediate grief he tells you that it could flare up in the future and that his door is always open if it does. You think that he has enjoyed the process of helping you and Syr, having missed being able to directly counsel his congregation as he did when he was more junior.

Keeping the Faith (Vanaheim): Times Four- 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

Complete
Year Two d100=19+46(piety)=65: Fail
Divination re-roll d100=87+46(piety)+10(Grandmaster Diviner)=143: Critical Success
Year Three d100=62+46(piety)=108: Success
Year Four d100=3+46(piety)=49: Fail
Divination re-roll d100=71+46(piety)+10(Grandmaster Diviner)=127: Success
Year Five d100=1+46(piety)=47: Critical Fail,
+3 to Vanaheim's morale and -15% cult numbers for next five years

Over the last four years Saint Lin has been spending a lot of time on Vanaheim attempting to both raise the morale of the people and to strengthen the populates faith. Thanks in large part to Headmaster Ridcully's advice he was very successful, raising the morale of the citizens of Vanaheim to the point where public disorder is unlikely and greatly increasing the faith of the people.


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

Locked – Three out of Seven Years completed

Three years ago Saint Lin began the formation of a new Ordo of the Imperial Church. This Ordo, the Ordo Psykana, will be tasked with supporting the Sanctioned Psykers of the Adeptus Astra Telepathica, so that they can continue to resist the whispers of the Warp. So far Saint Lin has carefully chosen some of his most faithful, and tolerant, subordinates to be the initial leaders of the Ordo Psykana and is working with them and Headmaster Ridcully on determine exactly what the Ordo Psykana should do.

Of the three hundred and ninety-nine major Psykers who underwent the trials over the last five years two hundred and seventy passed, including one of the four Gamma-levels, fourteen of the twenty-three Delta-levels, eighty-four of the hundred and thirteen Epsilon-levels and one hundred and seventy-one out of two hundred and fifty-nine Zeta-levels. In total three became Primaris Psykers, twenty-five became Neo-Astropaths, one hundred and thirty-six became Battle Psykers, ninety-four became Sanctionites and twelve have been taken by the Inquisition.
The Gamma-level Daemonologist is training as a Battle Psyker.
Two of the three Delta-level Pyromancers, one of the three Telekinetics and one of the two Daemonologists are training as Battle Psykers. One Pyromancer, two Telekinetics and one Telepath are training as Sanctionites. Three Diviners are training as Neo-Astropaths while one Diviner, one Telepath and one Daemonologist are being trained as Primaris Psykers.
Five of the eight Epsilon-level Biomancers, twelve of the twenty-eight Diviners, eight of the twelve Pyromancers, six of the eight Telekinetics, five of the sixteen Telepaths and eight of the twelve Daemonologists are being trained as Battle Psykers. Three Biomancer, eleven Diviners, four Pyromancers, two Telekinetics, six Telapaths and four Daemonologists are being trained as Sanctionites. Five Diviners and five Telepaths are training as Neo-Astropaths.
Four of the nine Zeta-level Biomancers, six of the eighteen Diviners, twenty-four of the thirty-six Pyromancers, twenty-seven of the fifty-four Telekinetics, eight of the eighteen Telepaths and eighteen of the twenty-four Daemonologists entered training as Battle Psykers this year. Five Biomancers, five Diviners, twelve Pyromancers, twenty-seven Telekinetics, five Telepaths and six Daemonologists are being trained as Sanctionites. The seven Diviners and five Telepaths are training as Neo-Astropaths while twelve Zeta-levels has been taken by the Inquisition for training.
Of the twenty thousand, six hundred and ninety-two minor Psykers to undergo the trials over the last five years three thousand four hundred and sixty failed. Five thousand five hundred and thirty-one of those who passed are training as Battle Psykers, five thousand six hundred and twenty as Witch Sniffers and six thousand, and sixty as Sanctionites while forty-two have been taken by the Inquisition for training.

Twenty-seven major Battle Psykers (2 Epsilon Biomancers, 4 Zeta Biomancers, 1 Epsilon Diviner, 3 Zeta Diviners, 4 Epsilon Pyromancers, 5 Zeta Pyromancers, 1 Gamma Telekinetic, 1 Epsilon Telekinetic, 2 Zeta Telekinetics, 1 Epsilon Telepath, 1 Zeta Telepath, 2 Zeta Daemonologists) and eighty-seven minor psykers have developed their skills enough to graduate from Battle Psyker to Veteran Battle Psyker.

Two Zeta-level Telekinetics have developed their skills enough to become Veteran Sanctionites, these are the first Psykers on Avernus to reach this level.

Three Veteran major Battle Psykers (1 Zeta Biomancer, 1 Epsilon Diviner, 1 Epsilon Pyromancer). thirty-two major Battle Psykers (1 Epsilon Biomancers, 7 Zeta Biomancer, 1 Epsilon Diviner, 1 Zeta Diviner, 3 Epsilon Pyromancer, 5 Zeta Pyromancers, 2 Epsilon Telekinetics, 3 Zeta Telekinetics, 1 Epsilon Telepath, 1 Zeta Telepath, 2 Gamma Daemonologist, 1 Epsilon Daemonologist and 4 Zeta Daemonologists died this year along with seventeen Veteran minor Battle Psykers and four hundred and forty minor Battle Psykers.

Fourteen of the major Sanctionites, (4 Zeta Biomancers, 1 Epsilon Diviner, 3 Zeta Diviners, 1 Epsilon Pyromancer, 1 Zeta Pyromancer, 1 Zeta Telepath, 1 Delta Daemonologist and 2 Zeta Daemonologists) died along with four hundred and fifty minor Sanctionites and six hundred Witch Sniffers. Five Neo-Astropaths (2 Epsilon Telepaths, 2 Epsilon Diviners, 2 Zeta Diviners) were also taken by Avernus this year.

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.

Complete

Four years ago the expansion of the Unseen University was completed on schedule. The Unseen University is now a small city with disproportionate fire-power and shielding as well as the strongest wards that you known how to construct. At full capacity it can hold a quarter of a million Psykers and three times that normal citizens, bringing the total population to a million. At the moment less then a quarter of that number is in residence but Primaris Xavier expects that to change over the next few decades.


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.

Complete
d100=71+23(stats)+20(double down)=114: Success

After a year of testing Headmaster Ridcully has determined several facts about binding psykers to major warp powers. The first is that rather then power being the main requirement for a bonding to have an effect being a representation of a concept is more important. This means that it is possible for psykers who bond with even relatively minor daemons to have their Psychic Frequency change. It also leads to the question of what exactly the concept that Astropaths are bonded with. After a bit of investigation Headmaster Ridcully has foundthat Astropaths are bonded with the concept of Humanity. In conclusion Headmaster Ridcully has determined that bonding with a warp entity would greatly increase the ability of his Neo-Astropaths to communicate over long distances, he estimates doubling range at the very least. Unfortunately there are not available Warp Entities that would be at all safe to bond with, except possibly the Avernite Planetmind if some theories are correct.


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.

Complete
d100=58+23(stats)+20(double down)=101: Success

For the last four years Headmaster Ridcully has been carefully investigating the effect that rituals have on Psychic Frequency. He has found that there are several factors that determine exactly how much of an effect that rituals have. To begin with the more significant the ritual is, both to the participants and in general the greater effect that it has. This means that a ritual created solely to modify a Psyker's Psychic Frequency is unlikely to have much effect. Next Headmaster Ridcully has found that the older and better known the ritual is the greater its effect, this increase is greater than can be explained by significance alone. This means that all newly created rituals will have reduced effect and searching the the archives for old rituals may be worthwhile. The third discovery is that rituals connected to major concepts, such as the Imperium or the Dark Gods, have a far greater effect at the cost of creating a psychic vulnerability to the concept in question. Given that the Imperium and Imperial Truth have been tainted by the Abomination these rituals should be treated with great care.

The fourth discovery that he made was that a change is Psychic Frequency is not the only effect of the rituals. He has also found that a change in psychic frequency directly affects personality and character. Any ritual that affects Psychic Frequency has an effect on the participant's character equal to the effect on the Psychic Frequency. Whether the ritual changes the Psychic Frequency and therefore the character or the reverse is not clear.


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

Complete

Four years ago Primaris Xavier started to train Avernus' Battle Psykers in the use of Power Armour. He is providing each minor Battle Psyker with their choice of Basic Power Armour Types and each Major or Veteran Battle Psyker with their choice of Advanced Power Armour Types. It took three years for his Battle Psykers to get accustomed to fighting in power armour and develop the best ways to combine it with their powers and the training finished two years ago. Now that they are equipped with power armour your Battle Psykers are far less likely to suffer casualties on the battlefield, and are better able to cause damage without using their powers which is essential for some psykers.


Research (Trolls) – 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.

Complete
d100=4+8(learning)+10(traits)=22: Fail
divination re-roll d100=76+8(learning)+10(traits)+10(Grandmaster Diviner)=104: Success

Primaris Xavier spent the last year researching Trolls and the innate Psychic Powers that they utilise. After much investigation he was disappointed to find that the ability to meld with stone that Trolls have is too closely linked with their nature for a human psyker to copy. However their lesser known ability to magnify the effect of kinetic energy on metal is almost certainly copyable. Given how useful this is likely to be against armour and fortifications, particularly if it can be used at a distance, Primaris Xavier would like to study it further.

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 of Freya's death, reduce chance of them blaming you or Avernus

Complete
d100=82+5(Palace)+12(Diplomacy)=99: Success

Shortly after Vanaheim was released from the Warp Storm you visited Vanaheim in order to personally tell Freya's family of her death. While there was a lot of grief as expected both Freyr and Olaf told you that they did not blame you and that it had been decades since Freya was as happy as she has been in the last few years. You left after a few weeks during which Syr got to know her maternal relatives a bit better. Just before you left Freyr offered to take Syr as a protege if she wishes to have a career in the Navy, which Syr seemed interested in.

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

Complete
Year One d100=98+5(Palace))=103: Critical Success
Your Trait Grieving improved to Better to have Loved and Lost... (+1D, +2P)- As you move past the immediate pain of Freya's death you can focus on the good times that you had with her, memories that you will forever treasure and lessons that she taught you.

Four years ago, three years after Freya's death you were able to finally learn to live with the pain of Freya's death, and to remember the good times you had with her. You will always grieve for her and feel the pain her death embedded in your heart but you will not fall into despair Instead, you will live on, for her sake as well as your own. Despite the pain of her death you will never regret loving Freya, and will never love another the way you loved her.


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

Complete
Year One d100=62+30(Saint Lin)+5(Palace)+20(Omake)+12(Diplomacy)=127: Success
Year Two d100=9+30(Saint Lin)+30(twice)+5(Palace)+14(Diplomacy)+10(Spend Time With Family)=98: Success
Trait Grief-Stricken removed.

It took another two years for Syr to come to terms with her her mother's death. While she has recovered and is now almost the same person she was before, the last few years have left an undeniable mark on her. Syr is far more serious and reserved than she once was and does not have the near boundless cheer and optimism that she once had. When you speak to her it is like speaking to a young woman rather than a child. Loathe as you are to admit it is seems that your little girl has grown up and is now a unsettlingly beautiful young woman. You are not looking forward to her becoming romantically active.

Spend Time With Syr: Times Five- 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

Complete
Year One d100=18+5(Palace)+12(Diplomacy)=35: Fail
Year Two d100=58+5(Palace)+14(Diplomacy)=77: Success +10 to Helping Syr Cope
Year Three d100=95+5(Palace)+14(Diplomacy)+30(Twice)=144: Critical Success
Year Four d100=100+5(Palace)+14(Diplomacy)+30(Twice)=149: Greater Critical Success
Year Five d100=64+5(Palace)+14(Diplomacy)+30(Twice)=83: Success
Syrs Trait Of the Line of Rotbart (+3M, +1A, +1C) upgraded to Heir of Rotbart (+5M, +3A, +1P, +1C, +1 morale for military and civilians) – Syr has truly come into her own over recent years and has developed her skills to a high extent. She seems to be every bit as naturally talented as you are and is improving those talents though hard work and dedication. Syr is without a doubt worthy of taking up the reins of Avernus when you pass on and you can trust her to rule well.

You made sure to spend a lot of time with Syr over the last few years, at first to help her deal with her grief and later to help prepare her for life. It was enjoyable as always to spend time with your daughter, who has been taking her position as your heir seriously over the last few years and is preparing for it. You suspect that Freya's death showed her that it is possible that you could die sometime soon and that she cold find herself as the Governor of Avernus, a position she is not yet ready for.


Attend High Council Meeting- At the end of this year the second of the decennial High Council of the Imperial Trust meetings will be held. As the Governor of Avernus you are obligated to attend to represent Avernus. Once the meeting is complete the Planetary Governor's will meet and arrange for the trade deal for the next decade.

Time: 1 year.

Cost: Free
Reward: Attend 2nd High Council Meeting

Complete

You attended the fourth High Council Meeting on Midgard two years ago and attempted to push though several proposals.


Tutor Syr (Combat): Times Four- 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

Complete
Year Two d100=29+5(Palace)+30(Combat)=64: Fail
Year Three d100=48+5(Palace)+30(Combat)+30(Twice)=113: Success
Year Four d100=43+5(Palace)+30(Combat)=78: Fail
Year Five d100=93+5(Palace)+30(Combat)+30(Twice)=158: Success
Syr gains +3 Combat

You have spent the last four years intensively training Syr for combat in order to make sure that she can survive life on Avernus. Between the training that you and the Governor's Own are putting her though, Jane's training in the Way of the Blade and her new found determination Syr has developed amazingly. She is now skilled enough that you can teach her no more, which given that she can beat most of your generals in a fight is not surprising.
Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food
Starting 15,343,781,227 3,188,999,561 24,162,484,216 2,314,608,811 2,925,926 3,914 40,000
Net Income 4,587,566,045 3,953,230,594 5,954,404,129 441,610,648 1,434,400 3,055 9,225
Remaining 19,931,347,272 7,142,230,155 30,116,888,345 2,756,219,459 4,360,326 6,969 40,000
 
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Well that went well.

ALSO WE HAVE DAOT PEOPLE AND THE DATA CORE YAAAAAAAAAAAAAAYYY

ALL that wen't well.

@durin are there anyother hyper capitols ships we have not yet surveyed?
 
Regional Survey (Aridia) – 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.

Chance of Success: 60%
d100 = 16 + 50(building) + 8(learning )= 74: Fail

With the building bonus, this action should be no-fail right?
 
did i skip something
or did you guy press the fast forward button
 
YEAAAAAAAH.

Niflhiems back, we got an alliance troll, Frequencies are going ahead, all that GLORIOUS ARCHEOTECH. It seems we may have gotten the DAoT Humans maybe there is a statis field, there still, and there is ONE LAST SHIP TO LOOK AT :D

Now all we need is its STC which is obviously there :D
 
PRAISE THE OMISSIAH!

I guess our next set of Tranth actions will be deciphering the datacores.

Also there seem to be a lot of typos in the update, in particular Varsuvius shows up instead of what in context should be mount or surmount a few times. Is there some annoying search and replace silliness going on I don't know about?
 
I think I am not the only one who suspects that Trolls, Sirens and such may have human ancestry and are descendants of the Survivors of the fleet we are now restoring. That would be very intersting as they are technically stable abhumans and as such we could get them integrated into Imperial Thrust Society. Hell Trolls and Sitens would be very useful not only in the army and navy personal capacity but also as helpers for industries and services considering their inborn talents.

With that in mind domesticating everything on Avernus and possibly Avernusfying some choice future worlds of Avernus Colonies might ensure that Fortress worlds are probably full of Avernus style lifeforms and Avernite style Warriors.
 
YEAAAAAAAH.

Niflhiems back, we got an alliance troll, Frequencies are going ahead, all that GLORIOUS ARCHEOTECH. It seems we may have gotten the DAoT Humans maybe there is a statis field, there still, and there is ONE LAST SHIP TO LOOK AT :D

Now all we need is its STC which is obviously there :D
no, you don't have the DAoT humans, they were in a stasis field which collapsed thousands of years ago
 
I think I am not the only one who suspects that Trolls, Sirens and such may have human ancestry and are descendants of the Survivors of the fleet we are now restoring. That would be very intersting as they are technically stable abhumans and as such we could get them integrated into Imperial Thrust Society. Hell Trolls and Sitens would be very useful not only in the army and navy personal capacity but also as helpers for industries and services considering their inborn talents.

With that in mind domesticating everything on Avernus and possibly Avernusfying some choice future worlds of Avernus Colonies might ensure that Fortress worlds are probably full of Avernus style lifeforms and Avernite style Warriors.
far easier said then done
also you found traces of Eldar DNA in Sirens and Hrud DND in trolls so they are unlikely to be abhumans
 
With that in mind domesticating everything on Avernus and possibly Avernusfying some choice future worlds of Avernus Colonies might ensure that Fortress worlds are probably full of Avernus style lifeforms and Avernite style Warriors.

I believe the proper term for that would be "Averniforming" (like terraforming, but millions of times deadlier and more horrifying). However, Many of the other high lords of the Imperial Trust have repeatedly stated that they do not want Avernite wildlife being removed from the biosphere. The fact that we have tamed Phase Tigers and weaponized the Life-Eater Fungus came before such admonishments is probably why we can still use them. Not sure if any of the other high lords knows we have weaponized LEF Deathstrikes, so mum's the word.
 
@durin Now that we have almost all the ships blueprints, I suppose that those detailed surveys would be much quicker, since we are only searching for tech, not the ship's designs... Or am I wrong?
 
@durin Now that we have almost all the ships blueprints, I suppose that those detailed surveys would be much quicker, since we are only searching for tech, not the ship's designs... Or am I wrong?
I think the surveys are just us having a poke around on the ship to see whats there, what should be there and isnt and whats there but utterly unusable due to age and damage.
The Blueprints will probably just boost the repair speed and allow us to build our own ones once to do the required research
Edit: Ninja'd by Durin Himself
 
I guess our next set of Tranth actions will be deciphering the datacores.
Deciphering? They are intact. Getting STCs from them amounts to hooking external drive and saying (in binary) "Data plz".

However, Many of the other high lords of the Imperial Trust have repeatedly stated that they do not want Avernite wildlife being removed from the biosphere.
Not quite correct, they don't want Avernite wildlife transplanted to their world's biosphere, which is entirely reasonable position. If we want to Helform our own colonies, this is our business.

I am sure some of them will object still, but anti-chaos and anti-warpstorm properties of Avernus should silence most critics.

@durin: I assume we found STC for most of the things we found, plus majority of ship components and designs. Can you list things we didn't found in datacore?
 
@durin, a few things I noticed.

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
Divination re-roll d100=34+18(Intrigue)+5(traits)+10(Grandmaster Diviner)=67: 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 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.

Why is the divination re-roll being used here? The first one was a success.

Regional Survey (Aridia) – 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.

Complete
d100 = 16 + 50(building) + 8(learning )= 74: Fail

Two years ago Magos Biologis Saran spent a year surveying Aridia in an attempt to find any new and interesting plants or animals. After much investigation he failed to find any particularly interesting or useful creatures, much to his surprise. He is sure that there is one out there and wishes to make another attempt at this at some point.

Why did this fail? It passed the threshold for success.

However with a decent sized garrison it can see off even major attacks an is able to Vesuvius a massive amount of firepower.
You have spent the last four years intensively training Syr for combat in order to make sure that she can Vesuvius life on Avernus.

Your auto-correct likes volcanoes. Should be "survive" I think.
 
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