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
The Men of Stone are stationary constructs, being built into a large core that can be hooked into a larger system. The history from Muspelheim suggests that one use was to install them to act as the 'minds' of larger star ships. The specifications indicate a frankly absurd amount of processing power, dwarfing that available to even the Machine Spirits of Imperator Titans by multiple orders of magnitude.

Reminds me of that bit from the Bolo quest.

I think of Scrap Code like the Omega Worm...

... which is essentially useless in later marks of Bolo because they can outthink it so fast that it just starves and dies.

Could it be the same for the Men of Stone?
 
just finished First Councilor Aryz's datasheet
Age: 1,527 years

M: 15+24=39
I:15+14=29
A:16+9=25
L: 22+11=33
P:17+11=30
D:15+6=21 (16 when dealing with Imperial Remnants)
C: 15+31=47

Quartok- (+1L, +2C, +10 with ranged weapons, -30 in melee, -3 Diplomacy with Imperial Remnants, Imperial Remnants can't benefit from his martial or morale skills or traits, harder to kill)- First Councilor Aryz is a Quartok and has all of advantages and disadvantages that that implies.
Quartok Elder- (+4I, +4A, +5L, +5C, +3 to all other stats, can carry larger weapons and armour, harder to kill, +2 Quartok Morale)-First Councilor Aryz is a Quartok Elder, with all the expedience and strength that that provides. In his fifteen hundred years of life has has seen and done much, gaining a wealth of experience that no human posses. In war the sheer strength that his four meter tall frame provides is dangerous, made far more deadly when combined with the skills that he he honed over fifteen hundred years of battle.
Red Tribe (+1M, +4C, -1L, -1D, -1I)- First Councilor Aryz was born into the Red Tribe when the tribes were separate nations. As such he grew among the most warlike and savage of the tribes of the Quartok and was shaped by his culture.

From the ranks (+3M, +4C -1D, -1I, -2L)- In his time as a soldier First Councilor Aryz joined rose from warrior, the lowest rank in his tribes military to being one of the most senior Quartok Warleaders, Generals, alive. This experience has left him with a welt of combat experience but lacking the etiquette that more formally trained officers posses.
Even Death Fears Ancient Soldiers
(+6M, +5I, +2A, +2P, +2L, +5C, far less likely to die from anything, +20 to morale for all forces under him)- First Councilor Aryz joined his tribes army shortly after reaching adulthood and has been intimately involved in every major war the Quartok have fought since. Given that this stretches almost fifteen centuries and two wars that almost brought the Quartok to extinction he has proven his ability to survive when countless others die.
First Harbinger of Death (+3M, +5I, +2P, +4C, +1M against Garkill, +20 to all rolls made against Orks, +10 to all rolls made against deamons, +20 to all rolls made when defending, harassing or ambushing, +10 to all morale rolls by forces under his command, +2 Quartok Morale)- First Councillor Aryz led his people in a defensive action against the Orks of Waaagh Garkill and random demonic incursions for over two years on the Hulk "Death's Harbinger". Despite their massive casualties this is one of the most impressive military achievements that you have ever heard of given the sheer numbers of Orks and deamons that his poeple wer facing on their own ground.
Witness to the Apocalypse
(+2M, +1C, -1D, -2P, additional -2 diplomacy when dealing with Imperial Remnants, +50 morale to troops under his direct command)- First Councillor Aryz remembers the fall of his people and the destruction of their homeworld. This memory gves him and undying hatred for the Imperium of Man and a determination to never let such a fate befall his people again.
'Glad he's on our side' (+3C, +15 to morale of all allies on the battlefield when he starts personally fighting this effects humans, -10 morale for all enemies when he personally takes to the field)- First Councillor Aryz is a terrifying figure on the battlefield, standing a full head and shoulders above his men and reaping entire units of enemy troops with well aimed shots. No matter what a soldier usually thinks of him the main thought upon seeing him mid battle is I am 'glad that he's on our side'.
Expert Marksmen
(+3C, +30 to ranged attacks)- First Councillor Aryz is a expert marksman who can hit targets with far greater accuracy then most, even among the Quartok.
Wisdom of the Ages (
+2M, +2A, +2I, +4L, +4D, +2P, +2 Quartok Morale)- First Councillor Aryz has seen and done much in his long life and has developed many skills and much wisdom in this time.
Expert Tactician (+3M, +15 to units under your command) – First Councillor Aryz is a highly skilled tactician whose well crafted plans are usually more then sufficient to defeat any foe.
Memory of Gold
(+1M, +1A, +2L, +4P, +4D, +1C)- First Councillor Aryz is one of the most devoted practitioners of the Rule of Gold, in large part due to his memories of and admiration for the Gold Tribe. Given that he remembers Nektis the Unifier and how he united the Quratok against Waaagh Skarfang and the last stand of the Gold Tribe this is not uprisings.

Jane's agents have not been able to discover a lot about the history of First Councilor Aryz but what they have found is telling. He was a young warrior at the beginning or Waaagh Scarfang and as a member of the Red Tribe was heavily involved in the conflict for the duration. By the time the three decades long war was finished Aryz had risen to the equivalent of Captain despite being under a hundred years old, young for a Quartok. Not much is known about the next six hundred years of his life, though the fact that he invented what is now the basic Quartok rifle during that period tells you that he did not spend the entirety of it as a soldier.

What is known is that at the time of the Imperial Crusade he was a major in command of a battalion that was deployed near the front lines. Over the next few decades Aryz earned a reputation for coming out of the bloodiest of battles alive with some of his men, a trend that continued as he was promoted all of the way to the equivalent of Major-General. There are several tales of heroism and survival despite all odds attribute to him in this period but how accurate they are is unknown. Third Warleader Aryz and his division were recuperating on the Quarok homeworld after a devastating battle when the final colony ship was being sent out and were selected as part of its military contingent.

For the first half of the age of rebuilding Aryz was one of the most visible, and successful Warleaders, constantly commanding his forces against the threats to the survival of his people. Later on once the Quartok were more secure he transferred to the research and development division of the military, a group that you can only compare the the Adeptus Mechanicus. For several hundred years First Warleader Aryz was a one of the most senior members of this organisation until he decided to ion a colonization project as its senior Warleader.

The most recent and well understood part of First Councilor Aryz was his time on Death's Harbinger fighting against Orks and daemons, or Warp Horrors as the Quartok call them. From what you can gather a full third of the half billion Quartok on their colony ship died in the impact with Death's Harbinger and half of the remainder did in the first few hours to the wave of Orks that charged in. Once First Councilor Aryz managed to properly organise the survives deaths started slowing down, though it took another eighty million casualties and three days for the Quartok to properly fortify an area. The next two years were a mix of desperate guerrilla warfare against the Orks and holding out against waves of Orks and daemons. It is a true testament to both First Councilor Aryz and his Quartok that even five million of them survived.
 
Reminds me of that bit from the Bolo quest.

Could it be the same for the Men of Stone?

I would guess the Men of Stone are something like lesser versions of Culture Minds. A single one could likely run most major aspects of a Large Hive on its own, or even a planet with a number of smaller cities like Asgard, provided it was allowed to do so. So yes, most scrap code would likely get squashed like a bug simply because it would be laughably easy for a Man of Stone to detect, isolate, and destroy it.
 
Turn Sixty-Seven
Turn Sixty-Seven
Eighty-five years since the founding of Avernus.

The main event of the last five years is the massive trade that you did with Vanaheim, selling several thousand warships ranging from escorts to command battleships and commissioning others to be repaired. This trade and others like it will be the trigger of the Imperial Trust growth from a minor naval power to having a fleet that could give an entire segmentum fleet pause for thought. In other news Fabricator-General Britton ended up agreeing with your inclination to destroyed the Man of Iron STC and keep the Man of Stone STC. You are not sure how much his decision was influenced by your arguments but you get the impression that he was already inclined to follow that path of action. So far the fact that the Man of Stone STC has been hidden in a vault seems to have been kept secret but you know that there is a possibility that it will get out at some point in the future. Oyu just hope that it is not the spark that sets of a Mechanicus Civil War.

General Drago is interested in the results of your investigation into how to best deploy the new advanced weapons that you have found the schematics to. He tells you that they are expensive enough that he will have to start instituting major differences in the equipment of over a a hundred million PDF troopers with even the most basic of the advanced weapons is expensive, giving them anything more is currently not in the cards. General Drago also mentions that the current PDF expansion should be finished in a few years, bringing the total size of Avernus' PDF over a hundred and fifty million men.

General Drago gains trait Skilled Administrator (+2A) - General Drago has developed into a skilled Administrator during his time as the commander of the Avernite PDF.

Lieutenant-General Richards trait Skilled Marksman has been upgraded into Master Marksman (+1M, +2I, +5C, +50 to ranged combat rolls)- During her time on Avernus Lieutenant-General Richards has develop her skills with ranged weapons until she is one of the best shots on Avernus, a rather elite group.

Lieutenant-General Paulson gains trait Pious (+2P)- Her time on Avernus given Lieutenant-General Paulson a strong belief in the strength of the human spirit and in the Imperial Truth. She is confident that the Emperor is counting on the people of the Imperial Trust and will not disappoint him.

Lieutenant-General Christianson gains trait Skilled Administrator (+2A) - Lieutenant-General Christianson is a skilled Administrator who always ensure that his forces are well supplied and organised.
One Locked Choose Two
One Four years, One Three years

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 – Eight out of Thirteen years completed


Expedite: Refit: PDF- It would take significantly more time and expense to equip everything but your militia with the more advanced wargear found in the datacores. This would provide a notable bonus to their combat effectiveness as many of their vehicles and other older equipment designs are replaced with improved versions. This is the refit that General Drago advises that you undertake and the most comprehensive refit that is affordable.

Time: 6 years.

Cost: 95,590,000 Thrones, 27,180,000 Material, 2,056,000 Promethium, 539,500 Advanced Material.
Upkeep per year: 4,349,646 Thrones, 1,920,975 Material, 663,628 Promethium, 19,267 Advanced Material.
Reward: All Helguard, Helltrooper and PDF Regiments equipped with Advanced Wargear, +35 to skill bonus

Locked – Four out of Five years completed: Expedited


Advanced Medicine: All- In the datacores on The Sword of Surtur there were several breakthroughs in military medicine. General Drago has suggested supplying all of the military with them, including the militia. He tells you that this should reduces casualties, both from day to day events and in battles as well as providing a major boost to military morale.

Time: 6 years.

Cost: 785,300,000 Thrones, 157,100,000 Material, 7,467,000 Promethium, 606,800 Advanced Material.
Upkeep per year: 157,065,845 Thrones, 31,413,169 Material, 1,493,444 Promethium, 121,369 Advanced Material.
Reward: All Helguard, Helltroopers, PDF and militia equipped with advanced Medical Tools and Medi-gel, +2 Military Morale, reduced casualties, +1% population growth

Locked – Four out of Six years completed


Rearm Helguard: Light- You have determined the best ways of rearming your Helguard with advanced weapons from the datacores now you need to decide which option to take. The first option is to replace all of their weapons with Neutron Lasers and other advanced weapons but not supply them with exotic weaponry. This option is by far the cheapest and will greatly increase their deadliness, especially against other heavy infantry forces. Despite being cheap compared to the other options this is still a sizable investment that will drain a major portion of your advanced material reserves.

Time: 2 years.

Cost: all Neutron Weapons in storage, 71,680,000 Thrones, 12,980,000 Material, 792 Promethium, 1,349,000 Advanced Material.
Upkeep per year: 15,422,251 Thrones, 2,731,418 Material, 398 Promethium, 145,086 Advanced Material.
Reward: All Helguard armed with Neutron Rifles, many with Neutron Pistols and most heavy weapons replaced with Neutron Cannons and Repeaters.


Rearm Helguard: Medium- You have determined the best ways of rearming your Helguard with advanced weapons from the datacores now you need to decide which option to take. The second option is to replace all of their weapons with Neutron Lasers and other advanced weapons and supply them with a moderate amount of exotic weaponry, including a small amount of grav weaponry. This would be significantly more expensive but would allow them to effectively fight enemy super heavy infantry and other very elite forces.

Time: 3 years.

Cost: all Neutron Weapons in storage, all Plasma Weapons in storage except 4,672 Plasma Pistols, 1,787 Grav Pistols, 4,680 Grav Guns, all Grav Cannons, 99,950,000 Thrones, 12,370,000 Material, 1,584 Promethium, 1,607,000 Advanced Material, 59 Exotic Material.
Upkeep per year: 22,706,571 Thrones, 2,641,925 Material, 792 Promethium, 239,191 Advanced Material, 24 Exotic Material
Reward: All Helguard armed with Neutron Rifles, many with Neutron Pistols and most heavy weapons replaced with Neutron Cannons and Repeaters, approximately a tenth of heavy and special weapons replaced with plasma weapons, approximately one percent of all special and heavy weapons replaced with grav weapons


Rearm Helguard: Heavy- You have determined the best ways of rearming your Helguard with advanced weapons from the datacores now you need to decide which option to take. The third option is to replace all of their weapons with a mix of Neutron Lasers and other advanced weapons including plasma weapons and supply them with a significant amount of grav weaponry. This would be very expensive expensive but would make your Helguard capable of easily killing almost any foe. While incredible useful doing this option would almost drain your reserve of advanced and exotic material and the upkeep would be higher then you current income of advanced material.

Time: 4 years.

Cost: all Neutron Weapons in storage, all Plasma Weapons in storage all grav weapons in storage, 99,950,000 Thrones, 12,370,000 Material, 1,584 Promethium, 1,607,000 Advanced Material, 60 Exotic Material.
Upkeep per year: 90,060,691 Thrones, 3,624,364 Material, 792 Promethium, 881,358 Advanced Material, 324 Exotic Material
Reward: All Helguard armed with either Neutron or Plasma Rifles, many with Neutron or Plasma Pistols and most heavy weapons replaced with Plasma Cannons, Neutron Cannons and Repeaters, approximately a tenth of heavy weapons replaced with grav weapons, approximately five percent of rifles replaced with Grav Guns, approximately five percent of pistols replaced with Grav Pistols.


Rearm Helltroopers: Light- Now that you have determined the best ways to rearm your Helltroopers with the new weapons found in the datacore you should begin. There are three ways that you could go about this. The first option is to supply them with some of the cheaper new weapons such as melta shells and Haywire weapons as well as the occasional more advanced weapon. This would provide a mild increase to their combat efficiency with an extra bonus against vehicles and would not increase the cost of equipping a regiment by much.

Time: 3 years.

Cost:8,234,000 Thrones, 1,646,700 Material, 3,294 Promethium, 124,200 Advanced Material.
Upkeep per year: 823,350 Thrones, 164,670 Material, 1,647 Promethium, 6,212 Advanced Material.
Reward: All Helltroopers armed with melta shells and haywire weapons, boost vs armour


Rearm Helltroopers: Medium- Now that you have determined the best ways to rearm your Helltroopers with the new weapons found in the datacore you should begin. There are three ways that you could go about this.''The second option is to replace most of their special and heavy weapons with the more advanced weapons found such as Neutron Cannons and Neutron Repeaters. This will significantly boost their combat efficacy against all targets but will cost a decent amount.

Time: 5 years.

Cost:191,200,000 Thrones, 10,790,000 Material, 1,647 Promethium, 3,575,000 Advanced Material.
Upkeep per year: 19,115,283 Thrones, 1,079,267 Material, 823 Promethium, 178,739 Advanced Material.
Reward: All Helltroopers armed with melta shells and haywire weapons, most Helltrooper heavy weapons replaced with Neutron Cannons and Neutron Repeaters.


Rearm Helltroopers: Heavy- Now that you have determined the best ways to rearm your Helltroopers with the new weapons found in the datacore you should begin. There are three ways that you could go about this. The third option is to provide advanced weapons and plasma weapons as special and heavy weapons as well as the occasional exotic weapon. This would be to expensive to roll out to anything more than the Helltroopers for the moment.

Time: 6 years.

Cost:244,200,000 Thrones, 10,370,000 Material, 2,194 Promethium, 4,140,000 Advanced Material, 1,856 Exotic Material.
Upkeep per year: 24,419,944 Thrones, 1,037,195 Material, 1,647 Promethium, 207,033 Advanced Material, 38 Exotic Material.
Reward: All Helltroopers armed with melta shells and haywire weapons, most Helltrooper heavy weapons replaced with Neutron Cannons and Neutron Repeaters, a tenth of special and heavy weapons replaced with Plasma Weapons, a percent of special and heavy weapons replaced with Grav Weapons.


Rearm PDF: Light- Now that you have determined the best ways to rearm your Helltroopers with the new weapons found in the datacore you should begin. Only one of the options is affordable at the moment, with the other two requiring far more advanced material then you have to spend. This option is to supply them with some of the cheaper new weapons such as melta shells and Haywire weapons as well as the occasional more advanced weapon. This would provide a mild increase to their combat efficiency with an extra bonus against vehicles and would not increase the cost of equipping a regiment by much.

Time: 5 years.

Cost:62,050,000 Thrones, 12,410,000 Material, 24,820 Promethium, 936,500 Advanced Material.
Upkeep per year: 3,102,550 Thrones, 620,510 Material, 12,410 Promethium, 46,821 Advanced Material.
Reward: All PDF Troopers armed with melta shells and haywire weapons, boost vs armour


Gradual Refit: All- The cheapest and slowest way to replace your armies wargear with the advanced version found in the datacores is to simply replace any that need to be replaced with the new version. It would take seventeen years to totally refit the Helguard, thirty-four years to refit the Helltroopers, sixty-eight years to refit the PDF and one hundred and thirty-six years to refit the militia.

Time: 4 years.

Cost: 55,000,000 Thrones, 5,000,000 Material, 1,100,000 Promethium, 41,500 Advanced Material.
Upkeep per year: double most military upkeep, increases AM upkeep more than this.
Reward: Gradually refit all forces with Advanced Wargear, +35 to skill bonus


Investigate: New Armour-A large number of new vehicle designs were found in the datacores, mostly more advanced than what you currently equip your forces with. General Drago would like to spend a few years testing them in order to determine how to best roll them out to his forces.

Time: 3 years.
Chance of Success: 70%

Cost: 11,000,000 Thrones, 2,200,000 Material, 440,000 Promethium, 8,500 Advanced Material.
Reward: Know how to best deploy your new vehicles.


Investigate: New Aircraft-A large number of new aircraft designs were found in the datacores, mostly more advanced than what you currently equip your forces with. General Drago would like to spend a few years testing them in order to determine how to best roll them out to his forces.

Time: 3 years.
Chance of Success: 70%

Cost: 11,000,000 Thrones, 2,200,000 Material, 440,000 Promethium, 8,500 Advanced Material.
Reward: Know how to best deploy your new aircraft.


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

Time: 1 year.
Chance of Success: 60%

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


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

Time: 2 years

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


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

Time: 2 years

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


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

Time: 1 year.
Chance of Success: Variable

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


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

Time: 3 years,

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


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

Time: 1 year.

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

Admiral Parnell is glad that you have sold the first wave of hulks to Vanaheim, he tells you that the pressure of having the defend such a vital, and vulnerable location is starting to get to him. He tells you that Admiral Freyr has put forward a request to have a meeting of all High Council Members who wish to build a navy at the next High Council Meeting so that decisions can be made about the future shape of each of those navy's.
Choose Three
One Four years, Two Three years

Construct: Combine Shipyards- Admiral Parnell tells you one the shipyards finish their current repairs in two years he will be able to begin work on combining four small shipyards to form a single large shipyard. This would provide a major boost to your orbital industry and should be tarted as soon as possible.

Time: 6 years. (must have 4 small shipyards)

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: 4 small shipyards will be combined to form one large shipyard, allows quicker construction of new shipyards

Locked – Three out of Five years completed: Expedited


Retraining- The recent naval evaluation has found that a major portion of your orbital defences and navy are of a rather low level of skill. Admiral Parnell would like to spend the next five years retraining the crews that were rated as green. This would significantly increase the combat potential of both your fleet and system defences without notably effecting upkeep. Admiral Parnell advises that you begin at once.

Time: 5 years.

Cost: 550,000,000 Thrones, 55,000,000 Material, 5,500,000 Promethium, 4,250 Advanced Material, 47 Exotic Material
Reward: Train all ships, defences and attack craft to at least regular level skill.

Locked – Four out of Five years completed


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

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

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

Locked – Two out of Four years complete: Expedited


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

Time: 3 years.

Cost: 33,000,000 Thrones, 4,950,000 Material, 9,900,000 Metal, 1,650,000 Promethium, 12,300 Advanced Material, 662 Exotic Material.
Upkeep per year: 1,650,000 Thrones, 247,500 Material, 495,000 Metal, 825,000 Promethium, 246 Advanced Material, 13 Exotic Material.
Reward: 30 new Merchantmen.


Construct: Repair: Warriors- Currently the only ships that you have surveyed and not repaired are seven mostly destroyed Warrior Class Cruisers. Admiral Parnell estimates that it will take seven years to repair these warships using half of your shipyard capacity.

Time:7 years.

Cost: 173,300,000 Thrones, 54,860,000 Material, 635,300 Promethium, 94,710 Advanced Material, 483 Exotic Material.
Upkeep per year: 3,465,000 Thrones, 1,097,250 Material, 317,625 Promethium, 947 Advanced Material, 10 Exotic Material.
Reward: 7 Warrior Class Cruisers repaired.


Replace Orbital Weapons Platforms- Now that he has the designs Admiral Parnell would like to replace his current orbital weapons platforms with the more advanced version. This would take some time but would both greatly increase the strength of Avernus' orbital defences and free up a large number of trained crew. This would also leave you with several hundred obsolete orbital weapons platforms which Admiral Parnell advises mothballing.

Time: 5 years.

Cost: 747,500,000 Thrones, 186,100,000 Material, 92,860,000 Metal, 24,750,000 Promethium, 118,100 Advanced Material, 2,760 Exotic Material.
Upkeep per year: 30,790,000 Thrones, 7,707,150 Material, 3,856,215 Metal, 908,325 Promethium, 1,422 Advanced Material, 28 Exotic Material.
Reward: replace all 300 Orbital Weapons Platforms with Advanced Orbital Weapons Platforms, mothball old Orbital Weapons Platform.


Build Advanced Orbital Weapons Platforms- Another option for strengthening Avernus'' orbital defences is to rather then replacing your current obsolete Orbital Weapons Platforms to just build some new ones to support them. This would reacquire training new crew and continuing to keep the old Orbital Weapons Platforms maintained but would result in even stronger defences.

Time: 6 years.

Cost: 747,500,000 Thrones, 186,100,000 Material, 92,860,000 Metal, 24,750,000 Promethium, 118,100 Advanced Material, 2,760 Exotic Material.
Upkeep per year: 37,372,500 Thrones, 9,306,000 Material, 2,475,000 Metal, 1,237,500 Promethium, 2,362 Advanced Material, 28 Exotic Material.
Reward: build 300 Advanced Orbital Weapons Platforms


Replace Heavy Orbital Weapons Platforms- Once he has the designs Admiral Parnell would like to replace his current heavy orbital weapons platforms with the more advanced version. This would take some time but would both greatly increase the strength of Avernus' orbital defences and free up a large number of trained crew. This would also leave you with several dozen obsolete heavy orbital weapons platforms which Admiral Parnell advises mothballing.

Time: 6 years. (can't start in year 1)

Cost: 1,224,000,000 Thrones, 449,100,000 Material, 99,360,000 Metal, 17,620,000 Promethium, 125,400 Advanced Material, 2,208 Exotic Material.
Upkeep per year: 48,892,800 Thrones, 18,151,980 Material, 4,004,746 Metal, 329,340 Promethium, 2,507 Advanced Material, 22 Exotic Material.
Reward: replace all 60 Heavy Orbital Weapons Platforms with Advanced Heavy Orbital Weapons Platforms, mothball old Heavy Orbital Weapons Platform.


Build Advanced Heavy Orbital Weapons Platforms- Another option for strengthening Avernus'' orbital defences is to rather then replacing your current obsolete Heavy Orbital Weapons Platforms to just build some new ones to support them. This would reacquire training new crew and continuing to keep the old Heavy Orbital Weapons Platforms maintained but would result in even stronger defences.

Time: 7 years. (can't start in year 1)

Cost: 1,224,000,000 Thrones, 449,100,000 Material, 99,360,000 Metal, 17,620,000 Promethium, 125,400 Advanced Material, 2,208 Exotic Material.
Upkeep per year: 61,182,000 Thrones, 22,453,200 Material, 4,967,820 Metal, 881,100 Promethium, 2,507 Advanced Material, 22 Exotic Material.
Reward: build 60 Advanced Heavy Orbital Weapons Platforms


Expand Shipyards- Now that you have a pair of large shipyards Admiral Parnell has judged that you have enough Void trained workers to build a pair of small shipyards at a time. While this will take a bit longer it is still far more effective then building them one at a time.

Time: 8 years. (can be taken twice)

Cost: 220,000,000 Thrones, 33,000,000 Material, 16,500,000 Metal, 33,000,000 Promethium, 1,992 Advanced Material, 93 Exotic Material.
Upkeep per year: 44,000,000 Thrones, 6,600,000 Material, 3,300,000 Metal, 3,300,000 Promethium
Reward: 2 new small shipyards


Move Graveyard- Currently the most valuable location in the Imperial Trust is the ship graveyard, which has barely any defences. Admiral Parnell has proposed that he begin to have his tugs move the ships that have been survey either into orbit of Deiphobe, for the capital ships, or onto the surface, for the escorts. This would protect those ships that have been moved from destruction or theft by invaders such as Orks.

Time: 5 years.

Cost: 1,210,000,000 Thrones, 121,000,000 Material, 1,210,000 Metal, 24,200,000 Promethium.
Reward: Move all surveyed ships into protected region over Deiphobe, ships will be automatically moved after being surveyed


Expand Minefield: Deiphobe- One option to expand the defences of Deiphobe is to double the depth of the minefield. This would both double the amount of damage that ships would take getting past it and increase its depth to the point where short ranged weapons have trouble shooting past it. Admiral Parnell advises you to both expand and thicken the minefield within the next few decades.

Time: 4 years. (cost is quadruples if thicken minefield has been taken)

Cost: 550,000,000 Thrones, 110,000,000 Material, 5,500,000 Promethium, 85,000 Advanced Material
Upkeep per year: 13,750,000 Thrones, 2,750,000 Material, 137,500 Promethium, 2,125 Advanced Material
Reward: Expand minefield to medium


Thicken Minefield: Deiphobe- One option to expand the defences of Deiphobe is to quadruple the density of the minefield. This would quadruple the damage that the mines inflict, making the minefield likely to cripple most light cruisers that try to advance though it. Admiral Parnell advises you to both expand and thicken the minefield within the next few decades.

Time: 3 years. (cost is increased by an order of magnitude if expand minefield has been taken)

Cost: 220,000,000 Thrones, 44,000,000 Material, 2,200,000 Promethium, 34,000 Advanced Material
Upkeep per year: 5,500,000 Thrones, 1,100,000 Material, 55,000 Promethium, 425 Advanced Material
Reward: Thicken Minefield to moderate


Void Superiority- Recently you have discovered the STCs fro several attack craft classes. Admiral Parnell would like to replace his current Fury Interceptor and Starhawk Bomber wings with the far more advanced Guardian Fighter and Dragon Bomber Wings. This would over double the effectiveness of your attack craft.

Time: 3 years.

Cost: 180,774,000 Thrones, 8,794,500 Material, 9,119,000 Promethium, 385,900 Advanced Material.
Upkeep per year: 3,012,900 Thrones, 24,475 Material, 3,121,250 Promethium, 18,330 Advanced Material.
Reward: Replace Fury Interceptor and Starhawk Bomber wings with Guardian Fighter and Dragon Bomber Wings


Pilot Armour: Attack Craft Wings- Admiral Parnell has put forward a suggestion to equip all attack craft crews with pilot armour. This would provide a significant boost to the life expectancy and deadliness of your attack craft at the cost of a small amount of advanced material.

Time: 3 years.

Cost: 2,323,000 Thrones, 464,600 Material, 92,920 Promethium, 71,808 Advanced Material.
Upkeep per year: 116,160 Thrones, 23,232 Material, 46,460 Promethium, 3,590 Advanced Material.
Reward: Equip Attack Craft crews with Pilot Armour, +15 to all rolls, boost to life expectancy of attack craft crews

Henry had a close brush with death two years ago, a Siren almost brought down the aircraft he was a passenger on as he was visiting The Fair Isle to oversee the construction work. Other then this he is confident that Avernus' economic position is going to stay strong and is working on the best uses for knowledge implantation chairs. He tells you that they can have a massive boost on your educational and medical industries, which are already some of the most advanced that he has ever heard of.
One Locked Choose Two
One Four years, One Two years

Improve Defences: Dis, Hollin, Garden Grove and The Fair Isle- There were several technologies in the datacores that will provide large boosts to your cities' defences. These upgrades range from improved macrocannons, orbital defence lasers and other fixed weapons to more powerful shields, better armoured walls and less volatile power generation. While expensive these upgrades will over double your cities resilience to damage and greatly increase its firepower. Henry considers this to be of high priority.

Time: 8 years

Cost: 1,054,000,000 Thrones, 1,025,000,000 Material, 966,300,000 Metal, 219,400,000 Promethium, 87,640 Advanced Material, 4,560 Exotic Material.
Upkeep per year: 7,027,200 Thrones, 6,832,000 Material, 6,551,600 Metal, 1,449,360 Promethium, 1,755 Advanced Material, 45.6 Exotic Material.
Reward: upgrade the defences of Dis, Hollin, Garden Grove and The Fair Isle using your new technology

Locked – Five out of Eight years completed


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

Time: 3 years.

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

Locked – Two out of Three years completed


Internal Transit Networks: All- One of the technologies in the datacores was an advanced internal transport network designed for use on capital ships that can easily be used as a public transport system for cities. According to Henry this would greatly benefit the cities' economy and allow you to quickly redeploy your forces within your cities. Henry considers this to be of high priority.

Time: 10 years.

Cost: 880,000,000 Thrones, 220,000,000 Material, 88,000,000 Metal, 44,000,000 Promethium, 680,000 Advanced Material, 152 Exotic Material.
Upkeep per year: 88,000,000 Thrones, 22,000,000 Materiel, 8,800,000 Metal, 4,400,000 Promethium, 34,000 Advanced Material, 4 Exotic Material.
Reward: Internal transit network in all cities, +50% Thrones income, major boost to moving troops within cities.

Locked – One out of Ten years completed


Knowledge Implantation Chairs: Large Factory: All- Henry suggests enlarging your Knowledge Implantation Factories in order to be able to reach the point where you can start using them for non-military purposes. This will take a few years but is not particularly expensive and could lead to massive educational benefits.

Time: 6 years.

Cost: 66,000,000 Thrones, 13,200,000 Material, 3,300,000 Metal, 1,320,000 Promethium, 9,960 Advanced Materiel.
Upkeep per year:6,600,000 Thrones, 1,320,000 Material, 330,000 Metal, 132,000 Promethium, 996 Advanced Materiel.
Reward: Large Knowledge Implantation Chair Factories in all cities, produces 165,000 per year.


Upgrade Defences: Salem and The Fens- The last Hives that you need to upgrade the defences of are Salem and The Fens. Once you have finished these upgrades there will be a Hive with massive defences in every region of Avernus, providing a strong point for your people to retreat to in case of disaster. Henry advises that you begin this upgrade within a year of the current upgrades finishing.

Time: 7 years

Cost: 1,055,000,000 Thrones, 1,025,000,000 Material, 966,300,000 Metal, 217,400,000 Promethium, 100,100 Advanced Material. 2,976 Exotic Material.
Upkeep per year: 10,550,000 Thrones, 10,250,000 Material, 9,663,000 Metal, 2,174,000 Promethium, 1,001 Advanced Material, 30 Exotic Material.
Reward: upgrade the defences of Salem and The Fens to Super-Heavy


Expand Promethium Refineries: Mag Mell- While the current promethium extractors provide more then enough promethium for Avernus for the moment Henry has put forward a plan to expand the Promethium Refineries at Mag Mell even further. This will allow you to produce enough promethium that you are unlikely to need to import any for the foreseeable future.

Time: 7 years

Cost: 110,900,000 Thrones, 22,180,000 Material, 22,180,000 Metal, 4,435,000 Promethium, 50 Advanced Material.
Upkeep per year: 11,088,000 Thrones, 2,217,600 Material, 2,217,600 Metal, 3 Advanced Material.
Reward: Gargantuan Promethium Refinery at Mag Mell, increase base promethium efficiency to +600%, +8,000,000 (apro 500 million after bonuses) bonus promethium production.


Administratum Reorganisation: Part Five – 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 fifth and final out of five planned reorganisation phases and is larger in scope then any of the previous plans.

Time: 5 years.
Chance of Success: 25%

Cost: 55,000,000 Thrones.
Reward: increase administrative bonus by 5%


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

Time: 1 year.
Chance of Success: 50%

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


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

Time: 8 years.

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


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

Time: 9 years.

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


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

Time: 4 years.

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


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

Time: 4 years

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

Inquisitor Klovis-Ultan advises you to form a peace treaty with the Sirens of the Azure Bay as soon as possible. Otherwise he nuggets sounding out the High Council about the idea about resource colonies and how they should be formed.
Choose Two
Two Five years

Peace Treaty: Sirens- Now that you have made contact with the Azure Bay Sirens it would be a good idea to form a peace treaty with them. Given that their Queen seemed to be very supportive of the idea this s almost certain to succeed and there is even a good chance that you will not have to give anything up. On the other hand the Sirens are a lot more civilised the the Trolls and there will be significantly more formalities and ceremonies to go though, enough hat it will take a few years to form the pece treaty.

Time: 2 years
Chance of Success: 70% (Inquisitorial re-roll can not be used)

Cost: 12,200,000 Thrones, 610,000 Material, 12,200 Promethium, 82 Advanced Material.
Reward: Peace Treaty with the Sirens of the Azure Bay.


Ear to the ground- Inquisitor Klovis-Ultan has offered to attempt to determine if any other High Councillors are planning to put forward any proposal at the next High Council Meeting. This would give you a greater amount of warning and allow you to sound out others about their proposals ahead of time.

Time: 1 year.
Chance of Success: 80%

Cost: 144,000 Thrones.
Reward: determine if one other High Councillor is planning to put forward a proposal per 10% you pass by.


Investigate Quartok (Area)- Now that the Quartok are formally a protectorate it would be a good idea to gain a better understanding of them. Inquisitor Klovis-Ultan wishes to begin conducting investigations of their military, system of governor ect immediately.

Time: 1 year.

Cost: 5,500,000 Thrones.
Reward: Gain information on the selected area of the Quartok such as the military, government, technology or any other.


Trade Talks (Planet)- Now that you have the datacores you can begin to sell the large amounts of warships in the ship graveyard. Currently Vanaheim would be the best customer though Midgard and Asgard may also be interested.

Time: 1 year

Cost: 550,000 Thrones.
Reward: Trade with chosen planet.


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

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

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


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

Time: 2 years.
Chance of Success: 20%

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


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

Time: 1 year.
Chance of Success: 80%

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


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

Time: 1 year.
Chance of Success: Varied

Cost: 144,000 Thrones.

Jane continues to find her official duties to be rather easy and is attempting to determine new projects to keep herself busy. One option would be for her to devote a larger portion of her time to psyker hunting while another would be for her to continue to expand her spy networks.
Choose Two
One Five years, One Four years

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

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

Cost: 3,850,000 Thrones, 38,500 Material, 3,850 Promethium, 41 Advanced Material
Upkeep per year: 770,000 Thrones, 7,700 Material, 770 Promethium, 8.6 Advanced Material,
Reward: Spy network on chosen planet upgraded to basic Spy Network, +40 to all investigate actions on planet, can discover secret information.

Locked – Two out of Three years completed


Quarantine Review- Given the sheer damage that Avernite wildlife could potential cause if it got offworld Jane has suggested that she conducted a though review of her quarantine measures to determine if they can be improved. This would take quite some time but would be the first step in ensuring that Avernus' wildlife never gets offworld.

Time: 5 years.
Chance of Success: 60%

Cost: 55,000,000 Thrones, 550,000 Material, 5,500 Promethium, 82 Advanced Material
Reward: Though review of Avernite Quarantine Measures, opens up option to improve them.


Propaganda about Quartok: (Planet)- Jane has suggested that she use the intelligence network that she commands to push a positive view of the Quartok on the average citizens. This is a type of operation that the Adeptus Arbites are well trained in and she is certain that she could convince almost any population in the Imperial Trust to have a slightly better opinion of the Quartok.

Time: 6 years.
Chance of Success: 20% (fail by more then twenty leads to issues, add spy network bonus to roll)

Cost: 110,000,000 Thrones, 1,100,000 Material, 11,000 Promethium, 34 Advanced Material
Reward: Better attitude towards Quartok in chosen population.


Dedicated Spy Network (Planet, Focus)- While you have a decent spy network on many planets it is a rather general thing not focused on getting any information in particular. Jane has proposed that she build dedicated networks designed to gather information bout a particular facet of the target world. Proposed focuses include military, naval, economic, cult activity and government.

Time: 4 years.
Chance of Success: 40% (major issues if you fail by more then 15, size of diplomatic issue varies with chosen focus)

Cost: 13,750,000 Thrones, 137,500 Material, 13,750 Promethium, 212 Advanced Material
Upkeep per year: 2,750,000 Thrones, 27,500 Material, 2,750 Promethium, 42 Advanced Material,
Reward: Basic Spy network on chosen planet upgraded to Dedicated Spy Network, +60 to all investigate actions on planet chosen field, can discover secret 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


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

Time: 8 years
Chance of Success: 50%

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


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

Time: 4 years.
Chance of Success: 40%

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


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

Time: 1 year

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

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


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

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


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

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


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

Over recent years Fabricator-General Britton has been attempting t slowly change the Adeptus Mechanicus of the Imperial Trust. While he has made several major improvements some of which will greatly reduce the chance that the Mechanicus will be corrupted by the Abomination he has also earned the ire of a notable proportion of the Mechanicus. While this group, generally known as the conservatives, are currently only occasionally speaking against him if he continues to make changes they will get more active. It is entirely likely that the Adeptus Mechanicus of the Imperial Trust will be split by a civil war within the next half century if Fabricator-General Britton continues to make his chances. On a far more positive note Archmagos Explorator Tranth has recently been promoted to Archmagos Veneratus in recognition of the massive discoveries he has made and his unmatched genius at reverse engineering.

Fabricator-General Britton gains trait Father of the Renaissance (+2A, +4P, +6L, +1 Mechanicus Unrest) – Fabricator-General Briton has overseen, and been the driving force behind, several major breaks from the old ways of the Adeptus Mechanicus. He has been slowly moving the Adeptus Mechanicus of the Imperial Trust closer to the scientists of the Dark Age of Technology, much to the dismay of a portion of his people.

Archmagos Explorator Tranth upgrades trait War Machine to Archaeotech War Machine (+1M, +7C, -1D)- Archmagos Tranth has replaced large portions of his body with highly advanced archeotech combat equipment. This allows him to be counted as one of the most deadly warriors on Avernus despite his merely average combat skills.
Archmagos Explorator Tranth upgrades trait Archmagos Explorator to Archmagos Veneratus Explorator (+3D, +3M, +4C, +2P, +4L, -1I,)- After countless discoveries and reverse engineering many technologies Archmagos Explorator Tranth was given the venerated rank of Archmagos Veneratus Explorator. This is the highest rank that a Explorator may hold and is usually only given to the oldest and most successful of Explorators, though few deny that Tranth has earned the rank.
Choose Four
Three Five years, One Four years
Train Surveyors- Archmagos Veneratus Tranth believes that he has surveyed enough ships for archeotech that he will be able to train his subordinates to conduct the surveying without his presence. This would take a few years but would allow for ships to be constantly surveyed for archoetech without taking up Tranth's valuable time.

Time: 3 years.

Cost: 55,000,000 Thrones, 550,000 Material, 550,000 Promethium, 8,200 Advanced Material
Reward: Surveyors trained, once survey graveyard action done per year as a bonus action.


Very Advanced Reactors: Stable- Archmagos Veneratus Tranth believes that he could redesign the stable reactors designs found in the datacores using the knowledge he gained from reverse engineering The Well of Urd's reactors. While this would allow you to get half again as much output while maintaining the stability it is also an act that is right on the edge of heretical. While Archmagos Explorator Tranth is willing to carry it out and Fabricator-General Britton is willing to allow it carrying out this project will give ammunition to their opponents within the Mechanicus.

Time: 2 years.
Chance of Success: -20% (74% after bonuses)

Cost: 5,500,000 Thrones, 550,000 Material, 275,000 Promethium, 830 Advanced Material, 18 Exotic Material, -1 Mechanicus Morale, +2 Mechanicus instability.
Reward: Gain Very Advanced Stable Plasma Reactor, which is an Stable Plasma Reactor with half against the output.


Very Advanced Reactors: Overcharged- Archmagos Veneratus Tranth believes that he could redesign the overcharged reactors designs found in the datacores using the knowledge he gained from reverse engineering The Well of Urd's reactors. While this would allow you to get half again as much output, a truly massive amount, it is also an act that is right on the edge of heretical. While Archmagos Explorator Tranth is willing to carry it out and Fabricator-General Britton is willing to allow it carrying out this project will give ammunition to their opponents within the Mechanicus.

Time: 2 years.
Chance of Success: -20% (74% after bonuses)

Cost: 5,500,000 Thrones, 550,000 Material, 275,000 Promethium, 820 Advanced Material, 18 Exotic Material, -1 Mechanicus Morale, +2 Mechanicus instability.
Reward: Gain Very Advanced Overcharged Plasma Reactor, which is an Overcharged Plasma Reactor with half against the output.

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

Time: 1 year.

Cost: 5,500,000 Thrones, 275,000 Material, 75,000 Promethium, 214 Advanced Material
Detailed Survey (Bastion Class Defence Cruiser)- The Hunter Defence Cruiser is a variant of the Defence Cruiser that replaces the weapon batteries with an additional four lances but is otherwise identical. There are no intact ships of this class, eleven mostly intact, twenty half destroyed and sixteen mostly destroyed. This ship seems to be designed to be able to focus the fire of all eight of its lances on a single capital ship, causing massive damage to all but the though est warships, on the down side its utter reliance on Lances leaves the Hunter Defence Cruiser more vulnerable to escorts and other light forces. Given that he already knows how to build all of the components, Archmagos Explorator Tranth will need far less time to learn this design then most other ships.

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

Detailed Survey (Fortress Class Defence Cruiser)- The Torpedo Defence Cruiser is a variant of the Defence Cruiser that replaces the lances with eight torpedo tubes but is otherwise identical. There are no intact ships of this class, five mostly intact, fifteen half destroyed and twenty mostly destroyed. This ship would function best when kept back from the front line where it can offer fire support from its massed torpedoes and can be best countered by enemy carriers. Archmagos Explorator Tranth tells you that this would be a good way to discover more about the Helheim Pattern torpedoes which are the one unknown component of the ship.

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

Detailed Survey (Cathedral Class Defence Carrier)- The Defence Carrier is a variant of the Defence Cruiser that replaces the weapon batteries and half the lances with attack craft bays but is otherwise identical. There are no intact ships of this class, ten mostly intact, eleven half destroyed and twenty-one mostly destroyed. This ship is well armed for a carrier and will be able to defend itself from light attacks, however like all carriers its functions best when kept back from the front lines. Archmagos Explorator Tranth tells you that this would be a good way to discover more about the Helheim Pattern attack craft and attack craft bays which are the unknown components of the ship.

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

Detailed Survey (Castra Class Defence Cruiser)- The Brute Defence Cruiser is a variant of the Defence Cruiser that replaces the weapons with short range, overpowered weapons batteries but is otherwise identical. There are no intact ships of this class, eight mostly intact, five half destroyed and fifteen mostly destroyed. This ship is designed for short range combat with escorts and other cruisers and will have trouble against Battleships or fast ships capable of keeping out of range. Archmagos Explorator Tranth tells you that this would be a good way to discover more about the overpowered short range weapons batteries that this variety is equipped with.

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

Detailed Survey (Snare Class Defence Cruiser)- The Unknown Defence Cruiser is a variant of the Defence Cruiser that Defence Cruiser replaces the weapons with an unknown type of energy weapon but is otherwise identical. There are no intact ships of this class, one mostly intact, four half destroyed and nine mostly destroyed. It is impossible to tell the strengths or weaknesses of this ship until more information about its weapon systems is gathered. Archmagos Explorator Tranth tells you that this would be a good way to discover more about the unknown energy weapons that this ship is equipped with

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

Detailed Survey (Knight Class Cruiser)- The Armoured Cruiser is is a heavily armoured, well defended cruiser five kilometres long. These ships have adequate at best speed and manoeuvrability but make up for it with fire-power and defences. The most common ship of this type is primarily armed with several long range weapons batteries and a pair of lances. There are no intact ships of this class, eighteen mostly intact, thirty-seven half destroyed and fifty-four mostly destroyed. This ship is a true ship of the line and works best when formed up in formations and thrown into the main battle. Archmagos Explorator Tranth tells you that this ship seems to be a powerful ship of the line and would be worth investigating.

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

Detailed Survey (Cataphract Class Cruiser)- The Hunter Armoured Cruiser replaces the weapon batteries of an Armoured Cruiser with an additional six lances but is otherwise identical. There are no intact ships of this class, thirteen mostly intact, twenty-five half destroyed and thirty-six mostly destroyed. This is a ship of the line meant to bring down the heavy capital ships and works best in a group where its vulnerability to being swarmed by escorts can be covered by other ships. Archmagos Explorator Tranth tells you that this ship seems to be a powerful lance boat and would be worth investigating.

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

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

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

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

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

Detailed Survey (Corsair Class Cruiser-)- The Fast Cruiser is a fast, well armed ship four point three kilometres long. These ships are very fast and manoeuvrable with good firepower but lack the armour and shielding of the previous class. The first ship of this type is armed with a collection of long range weapons batteries and a single long range lance. There are no intact ships of this class, twenty mostly intact, thirty-one half destroyed and thirty-eight mostly destroyed. These ships are raider and work best in harassing enemy light and medium forces, commerce raiding and scouting as well as engaging enemy raiders. They lack the armour or shields to engaging in sustained combat and should avoid any, as well as avoiding long ranged ships of the line which can counter their speed with fire-power. Archmagos Explorator Tranth tells you that this ship seems to be a powerful raider and would be worth investigating.

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

Detailed Survey (Poacher Class Cruiser)- The Fast Hunter Cruiser replaces the weapon batteries of a Fast Cruiser with an additional five long range lances but is otherwise identical. There are no intact ships of this class, fourteen mostly intact, twenty-nine half destroyed and forty-four mostly destroyed. This ship was most likely designed to harass enemy capital ships, fight Battlecruisers and form Hunter Killer Squadrons which keep to the edges of major engagements and snipe capital ships, they are vulnerable to enemy escorts and should always be accompanied by escorts of their own or normal fast cruisers. Archmagos Explorator Tranth tells you that this ship seems to be a powerful hunter killer and would be worth investigating.

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

Detailed Survey (Cossack Class Cruiser)- The Fast Torpedo Cruiser replaces most of the weapon batteries and the lance with half a dozen torpedo tubes. There are no intact ships of this class, sixteen mostly intact, twenty-nine half destroyed and forty-four mostly destroyed. This ship is designed for unleashing long range torpedo volleys on the enemy fleet and escaping using their superior speed, they are vulnerable to anyone with the speed to catch up with them due to their low firepower. Archmagos Explorator Tranth tells you that this ship seems to be a fast torpedo boat and would be worth investigating.

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

Detailed Survey (Acolyte Class Carrier)- The Fast Carrier replaces the weapon batteries with an additional long range lance and several attack craft bays. There are no intact ships of this class, nine mostly intact, eighteen half destroyed and twenty-one mostly destroyed. They are most likely designed to support the fast cruise variants and for commerce raiding. The Fast Carrier lacks the firepower or armour to engaging with anything heavier then an escort and should avoid combat wherever possible. Archmagos Explorator Tranth tells you that this ship seems to be a raider carrier and would be worth investigating.

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

Detailed Survey (Hoplite Class Cruiser)- The Hunter Cruiser replaces the weapon batteries of a Line Cruiser with six lances but is otherwise identical. There are no intact ships of this class, eight mostly intact, twenty-three half destroyed and thirty-six mostly destroyed. This is a cheap source of high power firepower best used against capital ships and vulnerable to being swarmed by escorts. Archmagos Explorator Tranth tells you that this ship seems to be a cheap lance boat and would be worth investigating.

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

Detailed Survey (Bishop Class Carrier)- The Carrier replaces most of the the weapon batteries several attack craft bays. There are no intact ships of this class, thirteen mostly intact, twenty-nine half destroyed and thirty-nine mostly destroyed. This ship is lightly armed and should be kept well away from the battle where it can deploy its attack craft in saftey. Archmagos Explorator Tranth tells you that this ship seems to be a cheap carrier and would be worth investigating.

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

Detailed Survey (Bolas Class Cruiser)- The Unknown Cruiser replaces the weapons batteries the same unknown energy weapons found on some of the Defence Cruisers. There are no intact ships of this class, two mostly intact, seven half destroyed and eight mostly destroyed. It is impossible to tell the strengths or weaknesses of this ship until more information about its weapon systems is gathered. Archmagos Explorator Tranth tells you that this would be a decent way to discover more about the unknown energy weapons that this ship is equipped with.

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

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

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

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

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

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

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

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

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

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

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


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

Time: 2 years.

Cost: 12,200,000 Thrones, 610,000 Material, 244,000 Promethium, 384 Advanced Material
Reverse Engineer Component: Hyper Plasma Reactor- The Gravatic Command Battleship contains a massive, incredibly advanced hyper plasma reactor capable of producing more then enough energy to power a score of Imperial Battleships. This while bearing some similarities to the design found on The Well of Urd seems to have been optimised to produce far more power at the expense of being unstable and having a shorter life-span. Archmagos Explorator Tranth suspects that the reason that the Gravatic Command Battleship has this reactor is that it is required to fully power the Gravatic Array. While he is certain that he will be able to figure out how to repair this reactor with little effort that is purely a result of how little damage it has sustained, actually replicating it would be far harder.

Chance of Success: 0% (94% after bonuses)
Reward: learn how to repair Gravatic Command Battleship's reactor

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

Chance of Success: -140% (-46% after bonuses)
Reward: learn how to repair the Gravatic Array


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

Time: 2 years.

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

Chance of Success: -10% (84% after bonuses)
Reward: Can repair Macrocannon Batteries, gain information about Macrocannon Batteries, first step on the path to improving your current Macrocannon Batteries.

Examine: Kinetic Weapons- The Kinetic Weapons are some of The Well of Urd's most deadly weapons. While Archmagos Tranth does not think that he will be able to copy them he hopes to learn from them. He also believes that several of the Kinetic Weapons are damaged in ways that he can fix. These designs are significantly more advanced than any in the datacore found on The Sword of Surtur.

Chance of Success: -60% (34% after bonuses)
Reward: Can repair Kinetic Weapons, gain information about Kinetic Weapons, first step on the path to creating your own version of Kinetic Weapons.

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

Chance of Success: -110% (-16% after bonuses)
Reward: Can repair Graviton Weapons, gain information about Graviton Weapons, first step on the path to creating your own version of Graviton Weapons.

Examine: Torpedo Launchers – The torpedo launchers of The Well of Urd are far better then any other version that Archmagos Tranth is familiar with. Unfortunately they are very complex but Archmagos Tranth hopes that he will at least be able to repair the damaged launchers. These designs are slightly more advanced than any in the datacore found on The Sword of Surtur.

Chance of Success: -40% (54% after bonuses)
Reward: Can repair Torpedo Launchers, gain information about Torpedo Launchers, first step on the path to improving your current Torpedo Launchers.

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

Chance of Success: -110% (-16% after bonuses)
Reward: Gain information about Secondary Engines, first step on the path to creating your own version of Secondary Engines.


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

Time: 1 year

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

Chance of Success: -30% (74% after bonuses)
Reward: Gain Blueprints of Stealth Assault Shuttle, lose d3 Stealth Assault Shuttles.

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

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

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

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

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

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

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

Chance of Success: -70%. (34% after bonuses)
Reward: Gain blueprints for new Starship Construction Technologies, on failure suffer penalty to future attempts.

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

Chance of Success: -140% (-26% after bonuses)
Reward: Gain Blueprints of Vortex Grenades, lose d10 Vortex Grenades.

Examine: Spider Mines- These mines when dropped will dig themselves into the ground, even in most forms of rock or non-armour grade metal and wait for hostiles to approach. When its sensors spot a hostile of sufficient mass the Spider Mine will rise up, run under or into the tank and explode. This makes the Spider Mine a very power antitank mine that will be deadly against anything from Shocktroopers to Baneblades. A hundred and fifty Spider Mines were found. These devices are relatively complex but not to the level that they will give Archmagos Explorator Tranth any trouble.
Chance of Success: -10% (94% after bonuses)
Reward: Gain Blueprints of Spider Mines, lose 2d6 Spider Mines

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

Chance of Success: -130% (-26% after bonuses)
Reward: Gain Blueprints of Super-Exitus Rifle, lose d6 Super-Exitus Rifles

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

Chance of Success: -30% (74% after bonuses)
Reward: Gain Blueprints of Hellfire Rounds, lose d10 Hellfire Rounds'

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

Chance of Success: -65% (39% after bonuses)
Reward: Gain Blueprints of Shield Breaker Round, lose d10 Shield Breaker Rounds


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

Time: 1 year
Try to complete STC fragment: Repair Robot- One of the recent discoveries of Archmagos Tranth is a partially complete STC of a large robot that seems to be designed to aid Tech-Priests in conducting repairs. While robotics is not a very well understood art among the Adeptus Mechanicus of Avernus Tranth is confident that given time he could complete this template. This would most likely be helpful for Tech-Priests conducting large scale battlefield repairs in situation such as sieges and Naval battles.

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

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

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

In-depth Examination (Thundabeasts)- Magos Biologis Saren wishes to spend another few years studying Thundabeasts in order to determine if he can successfully tame them using cybernetic implants. He is relatively sure that it it possible and if he can pull it off you could gain access to a new, far more deadly mount for your rough riders.

Time: 3 years.
Chance of Success: Unknown

Cost: 1,200,000 Thrones, 60,000 Material, 60,000 Metal, 24,000 Promethium.
Reward: More information about whether you can tame Thundabeasts.


In-depth Examination (Bombardment Cacti)- Magos Biologis Saren wishes to spend another few years studying Bombardment Cacti and trying to figure out a way to mass produce their pollen. He think that he will be able to after just a couple of years, giving Avernus both a major luxury export good and a boost to population growth.

Time: 3 years.
Chance of Success: Unknown

Cost: 1,200,000 Thrones, 60,000 Material, 60,000 Metal, 24,000 Promethium.
Reward: Learn whether it is possible to mass produce Bombardment Cacti Pollen.

Complete Examination (Species) – There are many different unusual species on Avernus and Magos Biologis Saren wishes to examine all of them. However, he is willing to let you choose what he examines next. In general Magos Biologis Saren has spent half a dozen or more years in a row studying each spices.

Time: 7 years.
Chance of Success: unknown.

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


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

Time: 1 year.
Chance of Success: unknown.

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


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

Time: 4 years
Chance of Success: Unknown.

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


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

Time: 1 year.
Chance of Success: 60%

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

Design Advanced Heavy Orbital Weapons Platform- Archmagos Veneratus Tranth has recently found a treasure trove of Dark Age naval technology. Fabricator-General Britton is wiling to spend a few years designing improved version of your current orbital defences that utilise these technologies. This option would have him design a more advanced heavy orbital weapons platform, which are the medium scale orbital defence.

Time:3 years.
Chaconne of Success: 40% (99% after bonuses)

Cost: 18,300,000 Thrones, 3,660,000 Material, 183,000 Promethium, 25,800 Advanced Material.
Reward: Designs for Advanced Heavy Orbital Weapons Platform

Locked – Two out of Three years completed


Design Advanced Troop Transports- Archmagos Veneratus Tranth has recently found a treasure trove of Dark Age naval technology. Fabricator-General Britton is wiling to spend a few years designing improved versions of your troop transports. This is sensational if you wish to safely deploy your forces offworld.

Time:2 years.
Chaconne of Success: 45% (99% after bonuses)

Cost: 12,200,000 Thrones, 2,440,000 Material, 122,000 Promethium, 16,800 Advanced Material.
Reward: Designs for Advanced Troop Transports.


Lie of the Land- Given the recent changes that he has been making to the Mechanicus Fabricator-General Britton believes that it would be a good idea to spend a few years carefully determining the level of unrest that his actions have caused. This will be essential for determining how hard he can push changes before a revolt is likely.

Time:3 years.

Cost: 55,000,000 Thrones, 550,000 Material, 55,000 Promethium, 820 Advanced Material.
Reward: Get information on current level of Mechanicus Unrest.

Titan Killers- Now that he has the designs Fabricator-General Britton suggests building a full hundred squadrons of Fellswords. These heavy tanks would be your best possible counter to enemy superheavies and titans with their long rang Neutron Obliterators being able to hurt al but the most powerful enemies.

Time: 6 years.

Cost: 11,000,000 Thrones, 1,650,000 Material, 66,000 Promethium, 204,000 Advanced Material, 950 Exotic Material.
Upkeep per year: 1,100,000 Thrones, 165,000 Material, 33,000 Promethium, 20,400 Advanced Material, 48 Exotic Material.
Reward: 100 Squadrons of Fellsword Superheavy Tanks


Adjudicator- One of the STCs found in the datacore was for the Helheim Pattern Adjudicator Mobile Assault Platform a massive command vehicle similar to a Capitol Imperialis, but far better in all respects. Fabricator-General Britton suggests that he build one to act as your command vehicle.

Time: 4 years.

Cost: 1,100,000 Thrones, 110,000 Material, 17,600 Promethium, 21,250 Advanced Material, 190 Exotic Material.
Upkeep per year: 110,000 Thrones, 11,000 Material, 8,800 Promethium, 2,125 Advanced Material, 10 Exotic Material.
Reward: 1 Helheim Pattern Adjudicator Mobile Assault Platform


Design Advanced Defence Station- Archmagos Explorator Tranth has recently found a treasure trove of Dark Age naval technology. Fabricator-General Britton is wiling to spend a few years designing improved version of your current orbital defences that utilise these technologies. This option would have him design a more advanced defence station, which are the large scale orbital defence.

Time:5 years.
Chaconne of Success: 30% (94% after bonuses)

Cost: 35,500,000 Thrones, 6,100,000 Material, 355,000 Promethium, 43,000 Advanced Material.
Reward: Designs for Advanced Defence Station


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

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

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


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

Time: 3 years.
Chance of Success: 20%

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


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

Time: 1 year.
Chance of Success: 50%

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


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

Time: 3 years.

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

Saint Lin is currently working though ever more obscure rituals in an attempt to discover which ones ave been tainted by the Abomination. This research has already born fruit as this research is partially credited with the recent plummet in chaos cults on Avernus. In other news Saint Lin is considering opening up a series of advanced seminaries in which the leaders of the church will be trained and forced to examine their beliefs.
Choose Two
One Five years, One One year

Investigate Rituals for Taint: Part Two - Upon hearing about the results of Headmaster Ridcully's research Saint Lin has offered to start going though the rituals of the Imperial Church in order to discover which rituals are connected with the Abomination, and therefore tainted. Once he has finished investigating the most well known rituals Saint Lin would move on to the more obscure rituals. This will allow Headmaster Ridcully to start researching the exact effects of safe Imperial Church rituals on participants.

Time: 6 years. (must have finished part one)

Cost: 110,000,000 Thrones.
Reward: Many little known Imperial Church Rituals examined for connections with the Abomination, +20 to success chance for Research Rituals: Part One if it is started after this finishes

Locked – Two out of Six years completed


Investigate Rituals for Taint: Part Three - Upon hearing about the results of Headmaster Ridcully's research Saint Lin has offered to start going though the rituals of the Imperial Church in order to discover which rituals are connected with the Abomination, and therefore tainted. Once he has finished investigating the most well known rituals Saint Lin would move on to the more obscure rituals. This will allow Headmaster Ridcully to start researching the exact effects of safe Imperial Church rituals on participants. Saint Lin is willing to investigate even the most obscure of rituals for signs of taint.

Time: 9 years. (must have finished part two)

Cost: 220,000,000 Thrones.
Reward: Many very obscure Imperial Church Rituals examined for connections with the Abomination, +10 to success chance for Research Rituals: Part One if it is started after this finishes


Theological Studies Seminaries- Saint Lin has proposed that he set up a series of seminaries for advanced training in theological studies and debate. All senior priests must graduate from one of these seminaries which will focus on understanding the New Imperial Truth and educating the declensions that have been made about the Imperial Church. This focus on understanding and critical thinking will hopefully further strengthen these priests resistance to the Abomination, which is always a concern.

Time: 7 years.

Cost: 220,000,000 Thrones, 44,000,000 Material, 2,200,000 Metal, 220,000 Promethium.
Upkeep per year: 22,000,000 Thrones, 4,400,000 Material, 220,000 Metal, 22,000 Promethium.
Reward: Theological Studies Seminaries in all cities, -5% Chaos Cult numbers and Imperial Church more resistant to Abomination corruption on Avernus.

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

Time: 1 year.
Chance of Success: 10%

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


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

Time: 1 year
Chance of Success: 30%

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


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

Time: 1 year
Chance of Success: 50%

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


Good Deeds (Jotunheim)- Saint Lin is currently working on turning the Imperial Church in the Nine Worlds into a charitable organisation. While the changes are happening on the other worlds they would be greatly speed up if Saint Lin personally oversaw the changes and brought his own resources to bear.

Time: 4 years.
Chance of Success: 30%, rolled every year.

Cost: 38,500,000 Thrones, 385,000 Material, 38,500 Metal, 3,850 Promethium.
Reward: Charitable mission to chosen world, +1 civilian morale per success

Headmaster Ridcully is currently continuing his reserve into ritual and psychic frequencies but expects to finish this portion in the next few years. He advises spending some more time researching the Thundabeast and Gnaw Worms powers as they have the attentional to be very useful. IN other news Primaris Xavier has finally developed his Pyromancy to mastery level, being the second psyker on Avernus to have reached that level.

Headmaster Ridcully's trait Veteran Battle Psyker has been upgraded to Elite Battle Psyker (+2M, +4C, +2 Power, +2 Control)- Headmaster Ridcully was a veteran of a shuddered campaigns when he first arrived on Avernus. In the decades since then he has fought almost everliving that the explored regions of Avenus has to offer and come out victories, proving his credentials as a truly elite Battle Psyker.

Primaris Xavier's trait Expert Pyromancer has been upgraded to Master Pyromancer (+5 Power, -2 Control, +50 to all Pyromancy rolls, can use even more powerful Pyromancy)- Gerald Xavier has a natural talent with fire and can almost instinctively control and summon powerful flames. He has worked on these powers for several decades and developed them to the point of mastery.
Choose Two
One Five years, One Two years

Research Rituals: Part One- Headmaster Ridcully would like to spend the next half decade continuing his research into how rituals affect psychic frequencies and hopefully creating or finding some rituals that can be used to bring his psykers' psychic frequencies closer together. This will be a long term project with unknown gains but the potential to expand the number of psykers that can be safely used in a choir and increase the range of the Neo-Astropaths is worth it.

Time: 5 years
Chance of Success: 15%(uses average of learning and control).

Cost: 55,000,000 Thrones, 550,000 Material, 5,500 Promethium, 8,500 Advanced Material, 190 Exotic Maternal
Reward: More information about rituals and psychic frequencies, get rituals that bring participants psychic frequencies together.

Locked – Two out of Five years completed


Research: Thundabeast Kinetic Shield- Primaris Xavier tells you that with a few years study he would be able to figure out how to copy the kinetic shields that Thundabeasts are known for. While not as effective as conventional shields against energy fire they are incredibly useful against solid attacks and provide a major boost to melee attacks.

Time: 3 years
Chance of Success:30% (uses control)

Cost: 1,100,000 Thrones, 110,000 Material, 550 Metal, 166 Advanced Material.
Reward: Chance of gaining Thundabeast Kinetic Shield power


Research: Bombardment Cacti Motion Sensor- Headmaster Ridcully tells you that with a few years study he would be able to figure out how to copy the motion sensing divination that Bombardment Cacti use. This would be very useful for detecting Necron stealth units such as Deathmaskes but otherwise is inferior to other forms of Divination.

Time: 3 years
Chance of Success:40% (uses control)

Cost: 1,100,000 Thrones, 110,000 Material, 550 Metal, 166 Advanced Material.
Reward: Chance of gaining Bombardment Cacti Motion Sensor power


Research: Gnaw Worm Entropic Field- Headmaster Ridcully tells you that with a a lot of study he would be able to figure out how to copy the entropic field that use. This would be very useful for sabotage and tank hunting depending on the level that it can be copied at.

Time: 5 years
Chance of Success:00% (uses control)

Cost: 2,200,000 Thrones, 220,000 Material, 1,100 Metal, 332 Advanced Material.
Reward: Chance of gaining Gnaw Worm Entropic Field power


Mentoring- In the coming years eight Gamma-levels and a beta-level with take the trials. Headmaster Ridcully or Primaris Xavier could spend the final year of each psyker's training giving them personal training. This should increase their chance of passing the trials by a significant amount.

Time: 1 year. (can be taken in turns 1 to 4)
Chance of Success: 40%

Cost: Free
Reward: each point of success increases chance of the Beta-level psyker passing the trails by 1% or the Gamma-levels chance by between 0.25% and 1%, can be taken multiple times.


Research: Troll Metalbreaking- The one Troll power that your psykers have a good chance of copying is their ability to magnify the effect that kinetic force has on metal. If your psykers manage to learn this it could prove to be very useful for magnifying the effect of solid attacks on armour, particularly weapons like Grav-Hammers.

Time: 3 years
Chance of Success:10% (uses control)

Cost: 1,100,000 Thrones, 110,000 Material, 550 Metal, 170 Advanced Material.
Reward: Chance of gaining Troll Metalbreaking power


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

Time: 1 year.
Chance of Success: 80%

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


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

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

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


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

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

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

Over the last five years Syr has been attending the Avernus Officers Academy, where as expected she has been getting the some of the highest marks on record. She greatly enjoyed her time in the Academy, even the fourth year which she spent as a common soldier and wishes to have a career in the military. You have taken advantage of the greater amount of free time that you have had since Syr started her tertiary education to both run several projects and to improve on your own education, which has been raster spotty.

You gain trait Very Well Educated (+4L)- In recent years you have taken steps to improve your education, which was previously rather narrow. Given the quality of Avernus' educational institutes it was not very hard to find a few very good private tutors.

Syr gains trait Avernus Officers Academy Valedictorian (+2M, +3A, +3L, +2P, +2C)- Syr graduated from the Avernus Officers Academy with the second highest marks of on record, losing out only to her legendary father.
Choose Four
Four Five years

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

Time: as project.

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

Further Education: Syr- Now that Syr has graduated from the military Academy it is time to decide what she should do next. The two main options that spring to mind are to send her to another form of tertiary education such as University or for her to begin a career in the military. She would prefer to start a military career but understands that she may have to continue her education.

Time: 1 year.

Cost: Free
Reward: Send Syr to tertiary education or into military carter, will get options list after vote is closed.


Governor's Own: Single Plasma Foils- One of the more advanced weapons found in the datacore, and as archeotech, are the plasma foils. These powerful melee weapons are designed to be integrated into advanced power armour as wrist weapons, giving the wearer a powerful melee weapon that they will always have access to. While Plasma Foils are expensive and difficult to use it would be more then worth the time and cost to train the Governor's Own in their use, particularly if you only equip them with a single blade.

Time: 3 years.

Cost: 1,000 Plasma Foils from archeotech
Upkeep per year: 33,000 Thrones, 246 Advanced Material, 2 Exotic Material.
Reward: Governor's Own equipped with Plasma Foils, major boost to melee attacks.


Governor's Own: Duel Plasma Foils- One of the more advanced weapons found in the datacore, and as archeotech, are the plasma foils. These powerful melee weapons are designed to be integrated into advanced power armour as wrist weapons, giving the wearer a powerful melee weapon that they will always have access to. While Plasma Foils are expensive and difficult to use it would be more then worth the time and cost to train the Governor's Own in their use. Both the cost and difficulty are increased significantly for duel Plasma Foils but so is the deadliness.

Time: 6 years.

Cost: 2,000 Plasma Foils from archeotech
Upkeep per year: 66,000 Thrones, 492 Advanced Material, 3 Exotic Material.
Reward: Governor's Own equipped with Duel Plasma Foils, even larger boost to melee attacks.


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

Time: 1 year.
Chance of Success: Unknown

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


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

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


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

Time: 1 Year.
Chance of Success: 60%

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


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

Time: 1 year

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


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

Time: 1 year

Cost: as project.
Reward: Finish selected project one year early. Projects cannot be reduced to less than 1 year.


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

Time: 1 year

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

  Thrones Material Metal Promethium Advanced Material Exotic Material Food
Gross Income 18,304,517,159 4,618,656,288 1,746,886,183 1,170,387,521 4,452,264 26,052 2,021
Current Reserves 34,614,906,035 12,721,228,663 30,635,573,632 2,861,673,840 3,606,252 13,231 40,000
Project Cost Thrones Cost Materials Cost Metal Cost Promethium Cost Advanced Material Cost Exotic Material
Rearm Helguard: Light 71,680,000 12,980,000   792 1,349,000  
Rearm Helguard: Medium 99,950,000 12,370,000   1,584 1,607,000 59
Rearm Helguard: Heavy 99,950,000 12,370,000   1,584 1,607,000 60
Rearm Helltroopers: Light 8,234,000 1,646,700   3,294 124,200  
Rearm Helltroopers: Medium 191,200,000 10,790,000   1,647 3,575,000  
Rearm Helltroopers: Heavy 244,200,000 10,370,000   2,194 4,140,000 1,856
Rearm PDF: Light 62,050,000 12,410,000   24,820 936,500  
Gradual Refit: All 55,000,000 5,500,000   1,100,000 41,000  
Investigate: New Armour 11,000,000 2,200,000   440,000 8,500  
Investigate: New Aircraft 11,000,000 2,200,000   440,000 8,500  
Prepare for Expedition: Armies 30,500,000 3,050,000   305,000 4,300  
Prepare for Expedition: Elites 3,050,000 305,000   30,500 4,300  
More Specialists 362,900 69,670   18,580    
Specialist Grenadiers (Write In): Planning 6,650,000 13,300   1,330 860  
Flying Fortress: A Soldiers View 65,580          
Readiness Training 12,200,000 1,220,000   122,000 176  
Construct: Merchantmen 33,000,000 4,950,000 9,900,000 1,650,000 12,300 662
Construct: Repair: Warriors 173,300,000 54,860,000   635,300 94,710 483
Replace or Build Orbital Weapons Platforms 747,500,000 186,100,000 92,860,000 24,750,000 118,100 2,760
Replace or Build Heavy Orbital Weapons Platforms 1,224,000,000 449,100,000 99,360,000 17,620,000 125,400 2,208
Move Graveyard 1,210,000,000 121,000,000 1,210,000 24,200,000    
Expand Shipyards 220,000,000 33,000,000 16,500,000 33,000,000 1,992 93
Expand Minefield: Deiphobe 550,000,000 110,000,000   5,500,000 85,000  
Thicken Minefield: Deiphobe 220,000,000 44,000,000   2,200,000 34,000  
Void Superiority 180,774,000 8,794,500   9,119,000 385,900  
Pilot Armour: Attack Craft Wings 2,323,000 464,600   92,920 71,808  
Knowledge Implantation Chairs: Large Factory: All 66,000,000 13,200,000 3,300,000 1,320,000 9,960  
Upgrade Defences: Salem and The Fens 1,055,000,000 1,025,000,000 966,300,000 217,400,000 100,100 2,976
Administratum Reorganisation: Part Five 55,000,000          
Economic Focus (All) 61,000,000          
Expand Factories: Avernus 112,700,000 22,550,000 22,550,000 4,510,000 2,408  
Underground Railways: Expand 240,000,000 80,000,000 200,000,000 40,000,000 8,000  
Food Stores 71,120,000 16,070,000 822,000 1,607,000 8,600  
Rapid Good Couriers: Mass 65,020,000 16,260,000 1,626,000 3,251,000 172,000  
Peace Treaty: Sirens 12,200,000 610,000   12,200 82  
Ear to the ground 144,000          
Investigate Quartok (Area) 5,500,000          
Trade Talks (Planet)- 550,000          
Diplomatic Relations (Planet) 6,100,000          
Sound Out (Write In Proposal)- 133,000          
Investigate (Planet)- 401,800          
In Depth Investigation (All) 2,189,000          
Quarantine Review 55,000,000 550,000   5,500 82  
Propaganda about Quartok: (Planet)- 1,330,000 13,300   1,330 17  
Dedicated Spy Network (Planet, Focus)- 13,750,000 137,500   13,750 212  
Psyker Hunting 6,100,000          
Underworld Agents 1,220,000,000 12,200,000   122,000 1,760  
Spy Network (Planet 665,000 6,650   665 9  
Social Policy: Greatly Increased Surveillance 133,000 13,300        
Social Policy: Big Brother 665,000 66,500        
Police Coverage: Extreme 13,260,000 1,426,000 1,706,000 52,120 490  
Deepen Spy Network (Any) 3,325,000 332,500   33,250 43  
Hidden Watchers 6,500,000 325,000 16,250 65,000 430  
Train Surveyors 55,000,000 550,000   550,000 8,200  
Very Advanced Reactors: Any 5,500,000 550,000   275,000 830 18
Detailed Survey (Any)- 6,100,000 305,000   122,000 192  
Examine: Any 6,650 1,330 33 6    
Try to complete STC fragment: Any 6,650 1,330 33 6    
Examine Sub-System: Any 665,000 13,300   6,650 860 10
Preliminary Examination (Species) 33,250 1,663 1,663 333    
Detailed Survey 166,250 8,313 8,313 3,325    
Detailed Survey (Island Turtle) 332,500 16,625 16,625 6,650    
In depth examination 997,500 49,875 49,875 19,950    
Complete examination 1,221,000 61,000 61,000 30,500    
Regional Survey (Region) 33,250 3,325 333 666    
Design Advanced Troop Transports 12,200,000 2,440,000   122,000 16,800  
Lie of the Land 55,000,000 550,000   55,000 820  
Design Advanced Defence Station 35,500,000 6,100,000   355,000 43,000  
Titan Killers 11,000,000 1,650,000   66,000 204,000 950
Adjudicator 1,100,000 110,000   17,600 21,250 190
Oversee the Forge 61,000,000          
Another 38,500,000 539,000 192,500 84,700 1,720 96
Mega-Vanquisher Macharius: Design 12,200,000 2,440,000   122,000 17,200  
Flying Fortress: Design Part One 28,400,000 2,840,000 710,000 284,000 860  
Investigate Rituals for Taint: Part Three 220,000,000          
Theological Studies Seminaries 220,000,000 44,000,000 2,200,000 220,000    
Keeping the Faith 61,000          
Missionary Work (Planet)- 133,000 33,250        
Good Deeds (All)- 33,250,000 332,500 33,250 3,325    
Research: Gnaw Worm Entropic Field 2,200,000 220,000 1,100   332  
Research: Power 1,100,000 110,000 550   170  
Minor Talents 665,000          
Research (All) 66,500       9  
Research (Psychic Frequencies) 6,100,000 61,000   610 860 96
Cheating 66,500 666   7 86 10
Research (Black Crystal) 332,500 16,630     43  
Speak to the People 3,325          
 
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So what ideas do people have about the great secret of the Niflheimers?
My own running ideas:

1) They are Homunculi
2) They are Men of Iron, re-designed to remove emotions (tethers for Chaos corruption)
3) They are uploaded Ancients whose minds are given new bodies whenever more population is needed
 
While he has made several major improvements some of which will greatly reduce the chance that the Mechanicus will be corrupted by the Abomination he has also earned the ire of a notable proportion of the Mechanicus. While this group, generally known as the conservatives, are currently only occasionally speaking against him if he continues to make changes they will get more active. It is entirely likely that the Adeptus Mechanicus of the Imperial Trust will be split by a civil war within the next half century if Fabricator-General Britton continues to make his chances.
We're going to have to nip this in the bud.

Admech civil wars are bad.
 
Hmm, replacing our OWP with the advanced designs would be great if we can fit them in alongside moving the Graveyard.

And building a Large Chair factory would let us speed up the spread of their use even further.

Getting those surveyors trained would really help in checking all the wrecks faster, of course, and knowing the level of Mechanicus unrest would be excellent in letting Britton how quickly he can push without making things really bad.

Less chance of Chaos/Abomination corruption is always good.

And equipping the Governor's Own with Dual Foils would be awesome :cool:
 
Didn't we have some Guards we sent off before they got cut off? I imagine they did fairly well, what with their incredible combat ability and downright scary administrative capabilities.
 
I think I'll try my hand at planmaking. Now, my grasp of military matters is sucky, so...

TENTATIVE PLAN

Military (4,3)
Gradual Refit: All (4/4)
Investigate: New Armour (3/3)

Naval (4,3,3)
Move Graveyard (4/5)
Void Superiority (3/3)
Expand Shipyards (3/8)

Admin (4,2)
Knowledge Implantation Chairs: Large Factory: All (4/6)
Upgrade Defences: Salem and The Fens (2/7)

Diplomacy (5,5)
Peace Treaty: Sirens (2/2)
- Repeat once if failure.
Ear to the ground (1/1)
Investigate Quartok (Area) (1/1)
- Repeat this for everything?
- Mechanicus Problems?

Intrigue (5,4)
Quarantine Review (5/5)
Psyker Hunting * 4
-Mechanicus Problems?

Mechanicus (5,5,5,4))
Train Surveyors (5/3)
-Very Advanced Reactors: Stable (2/2) [I think we can safely fit one option at most.]
In-depth Examination (Bombardment Cacti) (5/3)

-Complete Examination (Species) (2/7) [No idea what species to look at yet]

Design Advanced Defence Station (5/5)
Lie of the Land (4/3)
-Oversee the Forge ( Exotic Material) (1/1)


Religion (5,3)
Theological Studies Seminaries (5/7)
Investigate Rituals for Taint: Part Three (3/9)

Psykana (5,2)
Research: Gnaw Worm Entropic Field (5/5)
Research: Black Crystal Items (Item) (2/2)


Personal (5,5,5,5)
Spend Time With Syr * 5 (5/5)
Governor's Own: Duel Plasma Foils (5/6)
Further Education: Syr (5/1)

- Spend Time with Syr * 4 (4/4)

Personal Attention: Administratum Reorganisation: Part Five (5/5)

Can Inquisitor Klovis, as well as Arbitrator Oakheart, do anything with the Mechanicus?
 
I hope we can create some plan that reduce tension of Admech.

The path to scientist is very good but maybe not too fast on change.

I alway think maybe Britton should begin teach younger generation to become scientist first.

Younger people less likely to set in the old way,and maybe just begin with limit number and secure location.
 
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