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
I'm thinking more like enchanted gear equivalent. Could do things like adding a warp effect to a power sword, or maybe something like a strengthening rune on each plate in a piece of power armor.

It might also be possible to do things like using runes to cool parts, or provide some of the energy to help charge something. With enough understanding it might be possible to do things like using runes as capacitors or energy converters too.

Really, at this point we don't really have much of a grasp on what this rune system is capable of. It might only work with other immaterium effects, or it might be active if it's drawn on something with the right material and intent.
 
Really, at this point we don't really have much of a grasp on what this rune system is capable of. It might only work with other immaterium effects, or it might be active if it's drawn on something with the right material and intent.
Well as we are told that they were on the shield which was a psycic effect they can probably be used on the fly.

Whether or not they can be inscribed is another matter, but if we can learn them, then we could get safeish psykers.
 
@durin, our Elite Primaris Psykers Odysseus, Aria, and Zhukov. What are their specializations? Pyromancer, Telekinetics, or something else?
 
Twas a joke I have no idea what his specialization is, just Zhukov was the name of a major Zerg NPC from starcraft and with the star craftican influence in the quest I thought why not :D
Odysseus is a biomancer, Aria is a telepath and Zhukov is a pyromancer.

You don't even need to search the thread, it have been noted in every battle-preparation post by durin.
 
Odysseus is a biomancer, Aria is a telepath and Zhukov is a pyromancer.

You don't even need to search the thread, it have been noted in every battle-preparation post by durin.

That makes sense. Zhukov was (IIRC), the commander of the Russian Red Army that took Berlin at the end of the second world war. He had a pechant for using massed artillery to soften up the enemy for massed infantry charges. ^^ brutish, but effective.
 
Or durin just thought the name sounded cool and used it for a dude without looking up the background.
 
I'd like to put out a request: can anyone write an omake where centuries from now, a Vanaheim-based brewing company gets Frederick Rotbart to be the Most Interesting Man in the Galaxy in their commercial, with third person reactions to go with?
 
Turn Sixty-Seven Results
Turn Sixty-Seven Results
Eighty-nine years after the founding of Avernus

Over the last five years an average of five hundred and ninety thousand thousand troopers a year fell defending their homes from the local wildlife while another two thousand soldiers died a year fighting cults.
On average 250,000 troopers a year fell in Avernus' Spine these past five years, with the majority falling in a Magma Wyrm attack on Dis three years ago.
Only 60,000 men died each year defending the Azure Islands from the wildlife these past five years due to the peace treaty with the Sirens.
Attacks in Lindon continued to plummet with an average of 50,000 soldiers dying each year, with no species causing more casualties then the others.
The number of attacks in the Everglades halved again with an average of 30,000 troopers dying each year.
An average of twelve armour regiments fell to the wildlife in Elysium each year, with the rise in attacks a reflection of the fact that some of the Thundabeast herds passed close to your cities these past five years.
Aridia continued to calm with only 60,000 troopers dying per year.


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.

Complete

Last month General Drago as proud to report that he had finished his major military expansion. This brings the Helguard to two point two million soldiers split between a hundred and five regiments, the Helltroopers to thirty-one million soldiers split between one thousand two hundred and sixty-three regiments and the PDF to one hundred and thirteen million soldiers split between nine thousand eight hundred and fifty-seven regiments. In total this means that three point three percent of your population is a member of your regular military, a percentage only exceeded by Midgard in the Nine Worlds. General Drago warns that the larger number of compatibly green troops that are now being fielded will result in increased casualties to the lowlife for the immediate future.


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

Complete

Four years ago General Drago finished rolling out the more advanced wargear to your PDF. While expensive this provides a significant boost to your already deadly forces and is worth the price. General Drago mentions that his men love their new equipment and are already starting to look down on the Imperial issue equipment of the past, with Imperial-issue become slang for mediocre.


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

Complete

Three years ago the roll-out of the advanced Medical Tools and Medi-Gel to the military, including the militia, was finished. They have been very effective ad have saved several million lives already. I fact they are credited with being one of the reasons that the number of military casulties dropped in most regions over the last few years.


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.

Complete
d100=92+18(martial)=110: Success

General Drago conducted a examination of the new aircraft designs recently discovered in order to determine how to best use them. This project took three years even with the aid of his expert's in aerial combat, and finished a bit over a year ago. He has found that while some designs can simply replace modern versions other designs will require more though on how to best deploy.

The Hercules Dropship can replace the Dropships currently used by military transport and Drop Trooper Regiments, being better in all respects apart from cost in which it is acceptable.
The Peregrine Fighter can replace the Lightning Interceptor and some of the Thunderbolt Fighters, this seems to be the only purely fighter design in the datacores and while a better interceptor then fighter it can preform well in both roles.
The Stormcrow Bomber can replace the Marauder Bomber, being designed to fulfil exactly the same role but better.
The Firehawk Assault Fighter can replace the Avenger Strike Fighter and fulfil some of the duties of the Thunderbolt Fighter, particularly against Orks and Tyranids whose air frees reply on quantity rather then quality.
The Huginn Stealth Reconnaissance Planes can replace the Marauder Vigilant and while they are far more expensive their superior technology means that less will be needed to fill the same role.

The Phoenix Gunship could be used to replace some of the Valkyries for the Helguard Drop Troopers but is too expensive to deploy in large numbers.
The Shadowbat Stealth Assault Shuttle could be used to replace all of the Valkyries for some the Helguard Drop Trooper Regiments but is too expensive to deploy in large numbers.
The Phoenix Bomber can be deployed as an expensive Heavy Bomber but its price means that you will never be able to deploy it in large numbers.
The Nightingale Stealth Bomber can be deployed as an expensive Stealth Bomber but its price means that you will never be able to deploy it in large numbers.


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.

Complete
d100=20+18(martial)=38: Success

For the last three years General Drago has been investigating the new military vehicles in an attempt to determine how to best use them. He has found that some of them can be added to existing regiments but others should be used as part of new formations. One comment that Genial Drago does make is that you will have to make some hard decisions on how much you use this technology and which pieces that you sue, especially if you want to also have a powerful navy. He advises against building a too powerful navy saying that there are others in the Imperial Trust who can train as good and better warship crews but there are no armies in the Imperial Trust that match the Avernite Helltroopers in skill.

The Land Speeders can be added as scouts to any existing regiment or can be fielded as rapid reaction forces by themselves or with Diamondbacks. They are some of the cheaper of the new vehicles and can probably be supplied to all forces but the militia.

The Goliath Combat Walkers would function best in Siege, Light and Drop Infantry regiments and could also replace half of the Sentinels in a Sentinel Regiment. They are also one of the cheaper vehicles that can easily be rolled out to all of your PDF.

The Phase Tank can either be added to any existing regiments or fielded in specialist ambush regiments. They are one of the more expensive vehicles and should be restricted to Helltroopers and Helguard, possibly only Helguard.

The Diamondback Medium Hover Tank works best when fielded by themselves or with only other skimmers in order to take full advantage of their speed and skimmer nature. They are one of the more expensive vehicles and should be restricted to Helltroopers and Helguard, possibly only Helguard.

The Beowulf Main Battle Tank and Echidna Mobile AA Tank are best used in a new formation consisting of Beowulfs with Echidnas acting as AA and Land Speeder scouts. This is in a large part because deploying them with any slower vehicles limits their tactical and strategic mobility which is indubitably their greatest asset.

The Land Raiders are expensive but very effective transports, the best way of using them is either equipping a few Mechanised Helguard Regiments entirely with them or equipping all Mechanised Helguard Regiments with a company or twos worth.

The Harvester Heavy Hover Tank works best when fielded by themselves or with only other skimmers in order to take full advantage of their speed and skimmer nature. They are one of the more expensive vehicles and should be restricted to Helltroopers and Helguard, possibly only Helguard.

The various Crabs, Testudo-class Guardian Tank and Superheavy vehicles will require more investigation in order to determine how to best use them. The best way to use Landing Pads will also require dedicated research.


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

Locked – One out of Five years completed

Last year General Drago started to re-arm the PDF with the cheaper advanced weapons found in the datacores. This mostly consists of providing Haywire weapons, melta shell and replacing varies lascanons and multilasers with advanced variants. So far little progress has been made on this front and General Drago estimate that it will take another four years.

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.

Complete

Four years ago Admiral Parnell finished the retraining of his forces. Now every ship and defence is crewed by people of at least regular levels of skill, which while not particularly impressive, Vanaheim having at least veteran levels, is far better then it was. Admiral Parnell mentions that he will have to devote time and energy to retaining once every decade or two to ensure that hos forces do not get rusty.


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

Complete

Three years ago Admiral Parnell informed you that Avernus' second large shipyard had been completed. This represents the first totally Avernus built shipyard of its size and is therefore an important milestone. On a more practicably front this will both allow you to devote a bigger portion of your shipbuilding capacity to the larger warship and frees up a large number of void trained workers, which will allow you to undertake bigger void construction projects.


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

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

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

Complete

Three years ago Admiral Parnell informed you that another small shipyard had been completed. This happened at the same time that your second large shipyard was finished and both shipyards will be able to come online at the same time.


Construct: Repair: Legionnaires- Now that they have been surveyed Admiral Parnell would like to repair some of the Legionnaire Class Destroyers. This would give you a solid base of advanced escorts,which can inflict major damage on enemy forces at short ranges.

Time:3 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: 180 Legionnaire Class Destroyers repaired.

Complete

For the last three years Admiral Parnell has had his shipyards repair Legionnaire Class Destroyers. In this time a full hundred and eighty mostly escorts have been repaired, half of which have been tithed to the Imperial Trust Navy as is required.


Expedite: 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

Locked – Four out of Seven years completed: Expedited

Four years ago Admiral Parnell started the constructive of anther two small shipyards. So far the superstructure has been built and work is well under way with installing the starship construction machinery that will make the shipyards so effective. According to Admiral Parnell these shipyards will be finished in another three years, after which you will be able to combine them into a large shipyard.


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

Locked – Three out of Five years completed

Three years ago Admiral Parnell began to move hulks from the ship graveyard into the secure zone over Deiphobe, or onto the surface for the escorts. He has currently moved all of the surveyed escorts and cruisers into the secure zone and the Command Battleships are being moved. He is also setting up protocols for ships to be moved into the secure zone as soon as the Adeptus Mechanicus declares them safe to move, which will take another year or two.

Over the last five years the population of Avernus has grown by 4.16%, an average of 0.83% per year. This is slightly better then the last five years, mostly likely due to the Medi-Gel being handed out to the militia.

There was a Magma Wyrm attack on Dis three years ago which is responsible for the fact that Dis has on average shrunk by 1.32% per year over the last five years.
The population growth of Avernus' Spine has averaged 3.25% per year over the last five years, with the new medical tools and Medi-Gel being mostly responsible for the improvement.
The population of the Azure Islands rose by 2.77% per year, almost exactly the same as the previous year.
Over the last five years an average of 1.35% of the population of Lindon has been killed each year, mostly by a mix of Phase-Tigers and a plague.
The population growth of the Everglades has increased to 2.59% population per year, bringing the population to over seven hundred million.
Elysium has had an average population growth of 0.64% per year over the last half decade, which is a little below average for Avernus.
Blink Spider numbers in Aridia are starting to decrease, allowing the population to grow by an average of 0.62% per year over the last five 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

Complete

Two years ago Henry finished upgrading the defences of Dis, Hollin, Garden Grove and The Fair Isle with the newly discovered technology. He tells you that the new fortifications will allow your Hives to shrug off orbital bombardment of the level that Garkill used against you in his invasion with only superficial damage, unless long term sustained bombardment is used anyway. As far as ground combat is concerned troops fighting from your Hives are now around twice as effective as they were before the upgrades, a major improvement.


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%.

Complete

Four years ago Henry finishes rolling out Juve-Nat treatments to the doctors that fit his carefully selected criteria. This should have a major effect on the already exceptional Avernite medical services over the next decade and should have a small but noticeable impact on the death rates in the coming years. Henry tells you that sixty percent of all Juve-Nat produced on Avernus is currently being used by the government and that he has several projects in mind to further increase it.


Personal Attention: Expedite: Knowledge Implantation Chairs: Large Factory: All- Henry suggests enlarging your Knowledge Implantation Chair 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.

Complete

For the last five years you have bee overseeing the enlarging of the Knowledge Implantation Chair Factories until each one can produce several thousand chairs per year. This will allow you to build the millions of chairs that will be needed if you want to use them to educate your population, though it will still take several decades to reach the point where their use can become universal.


Personal Attention: Double Down: Administratum Reorganisation: Part Five- 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%

Locked – Four out of Five years completed

For the last half decade you have been working on finishing the reorganisation of the Avernite Administratum. This consisted of a combination of hunting down the remaining source of inefficiency, reorganising the taxation system and several other simpler tasks. You expect to finish within the next six months and estimate a ten percent increase in efficiency.

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 – Six out of Ten years completed

For the last five years the new internal transit networks for your cities have been being constructed. Work is progressing well and in several sections of Avernus internal transit networks have started to begin operation. Henry estimates that it will take another three years for the final networks to be finished and claims that there will be a massive economic boom as a result.


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

Locked – Four out of Seven years completed

Four years ago Henry started upgrading the defences of Salem and The Fens, Avernus' last two Hives. So far he has started the construction of the new reactors, the new Void Shield Generators, the new Macrocannons and Orbital Defences Lasers as well as the new outer wall. He tells you that work is going well and that the smaller weapons and other detail work will being to be installed next year


Expedite: 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.

Locked – Two out of Eight years completed: Expedited

Two years ago Henry started a large expansion to the Underground Railways of Avernus. The new tunnels will be massive constructions able to fit Battle Titans and Leviathans, or truly massive amounts of goods and men. According to Henry currently the most important routes have been widened and the new railways, designed to fit several different sizes of trains, are beginning to be installed.

The fifth meeting of the High Council occurred recently, during which there was much discussion on the future of the Imperial Trust Navy.

Double Down: 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 peace 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.

Complete
d100=17+ 15(diplomacy)+20(Double Down) =52: Success

Four years ago Inquisitor Klovis-Ultan finalised his peace treaty with Queen Azshara of the Azure Bay Sirens. In general the treaty limits human exploration of the seas and smaller islands, which are claimed by the Sirens and in return all Sirens will be ordered to avoid the areas of human habitation and not attack humans. Any Siren seen around the human cites or that attacks humans is fair game as is any human who is in the Siren territory. There were also several provisions in the treaty for setting up ways to contact each other and Queen Azshara seems interest d in hosting an embassy from humanity.


Sound Out (Navy Construction)- 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.

Complete
Year Three d100=9+15(Diplomacy)+10(Astropathic Choir)=43: Success
Year Four d100=78+15(Diplomacy)+10(Astropathic Choir)=103: Success

Five years ago Inquisitor Klovis-Ultan begun to sound out the other members of the High Council on their view of the upcoming meeting about naval matters. He found that four planets were not planning on building any navy and that one of the other planets does not plan to make a large navy. He was not able to get a good impression o what Niflheim is planning as is often the case but expects them to not attend.

The first person that you sounded out was naturally Admiral Freyr, who plans to request that each of the planetary navies focus on a single speciality. This should ensure that each planetary navy provides a valuable skill set to the Imperial Trust Navy, limiting the degradation in quality that a divided navy often provides.

Next was Governor Olaf of Vanaheim, who tells you that he intends to have the fleet of Vanaheim focus on long range harassment and speed as it has always done. Apart from the system defence component of the fleet the Vanaheim Navy will consists mostly of Light Cruisers, Fast Cruisers, Battlecruisers and Fast Battleships.

Third was Governor-General Aelfric of Midgard who plans to eventually build a large fleet, though he is not sure on what he wants to focus on and will be accepting advice.

Fourth was Champion Surt of Muspelheim who tells you that he is planning to build a small stealth capable fleet. This takes full advantage of the high level of education that Muspelheim has without requiring to many crew members, an major issue for Muspelheim.

Asgard,Alfheim, Svartalfheim and Jotunheim do not intend to build any navy apart from what they need to defend themselves and possibly provide limited anti-pirate capabilities


Investigate Quartok (Education)- 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.

Complete

Three years ago Inquisitor Klovis-Ultan spent a year investigating the Quartok system of education. He found that it is a rather strange mix of home-schooling, apprenticeships and public education that to be honest he does not understand how it can work, particularly the public education which often has classes over over a thousand students. His report pretty much boils down to 'it works for the Quartok, I'm not sure why and there is no way it would work for humans. They are xenos so it should not be surprising that they learn a bit differently.


Sound Out (Resource Colonies)- 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.

Complete
Year One d100=47+15(Diplomacy)+10(Astropathic Choir)=72: Success
Year Two d100=95+15(Diplomacy)+10(Astropathic Choir)=120: Success

Inquisitor Klovis-Ultan spent a pair of years sounding out the members of the High Council about their views on resource colonies. He was able to sound out all of them for their views but found that only five of the other High Councillors have any real views on this issue.

Governor Olaf of Vanaheim suggests making them purely the responsibility of the coloniser, requiring them to have half the defences of full colonies and limiting them to under half a billion men population.

Governor-General Aelfric of Midgard suggests having them start as purely the responsibility of the coloniser but gain more rights as they grow in population, until when they reach four hundred million men they are a full colony.

Champion Surt of Muspelheim suggests given them some basic rights including the ability to seek independence if they fulfil certain requirements, and the High Council agrees.

First Artisan Granalf suggests having the level of defences of a resource colony start off low but increase with the colonies population and productivity.

Admiral Freyr suggests letting a planet have as many resource colonies as it wants as long as each resource colony is within ten light years of a member of the low council. He also suggests that each system be the responsibility of the nearest low council member and that you need their permission to set up a resource colony there.

The remaining members of the High Council are not going into the meeting with set views on what they want resource colonies to look like.


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.

Complete
d100=12+15(Diplomacy)+10(Astropathic Choir)=37: Success

Two years ago Inquisitor Klovis-Ultan spent a year attempting to determine if any of the other High Councillors are planning to put forward in new proposals at the next meeting. He was able to determine that Governor Olaf and Governor-General Aelfric are not planning to but was unable to determine the intentions of the other embers of the High Council.


Request Information (Nilfheim: Education System)- 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.

Complete

Inquisitor Klovis-Ultan requested information about the education system of Niflheim last year, hoping that it would prove interesting as they have the best educated populate in the Nine Worlds. He was supposedly given a copy of the educational system only to find that it was near identical to Muspelheim's, whatever the secret to their incredible education is Niflheim does not seem to want to share it.


Investigate Quartok (Military)- 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.

Last year Inquisitor Klovis-Ultan investigated the Quartok military. He found that at the moment they are a almost entirely infantry force consisting of veterans from the Ork Space Hulk. These regiments, known as 'Death's Harbingers' use a combination of high calibre rifles, heavy weapons and wrist mounted arm blades to fight and despite their far lower quality equipment can match the Avernite Helguard in a fight. The remainder of the Quartok military are similarly equipped militia, most of who also survive the fight on Death's Harbinger and therefore have more combat experience then many armies veterans. Given that the entire Quartok population consisted of experienced combat veterans when they landed on Avernus and they are going out of their way to pass the benefits of their experience on to the next generation, and with their long life spans will be able to for a long time, it is not surprising that the Quartok seem likely to match r even exceed the Average level of skill displayed by Avernites. There are plans to build armour and artillery regiments for the Quartok military but so far they are not concrete.

The average number of Abomination Cultists halved over the last five years averaging a mere twenty thousand per year. On average it takes less then a day locate both outer circle cultists and inner circle cultists, the shortest time yet.

Total Cult Activity Total Periphery Cultists Found Total Inner Circle Cultists Found Total Military Casualties from Cults
Avernus Prime 1,769 195 204
Avernus' Spine 8,685 955 1,003
The Azure Islands 12,595 1,385 1,455
Lindon 10,747 1,182 1,241
Everglades 15,551 1,711 1,796
Elysium 18,704 2,057 2,160
Aridia 11,908 1,310 1,375
Avernus Total 79,960 8,796 9,235
Of the three hundred and ninety-four major Psykers located over the last five years forty-four of them were Chaotic.
All of the Chaotic Psykers consisting of one Gamma-level, six Delta-levels, fifteen Epsilon-levels and twenty-five Zeta-levels were killed without causing any significant levels of damage over the last five years. This unprecedented achievement was a result of the amount of attention that Arbitrator Jane Oakheart devoted to Psyker Hunting over the last half decade

The untainted major Psykers included two Beta-levels, four Gamma-levels, twenty-eight Delta-levels, one hundred and sixteen Epsilon-levels and two hundred and ten Zeta-levels.
Ninety-one thousand, eight hundred and five Psykers were located by the Witch Sniffers over the last half decade, an average of a bit over eighteen thousand per year. This over doubles the total number of psykers in the Seventeen University and will quickly fill it up at current rates.


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

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

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

Complete
d100=66+18(Intrigue)+5(traits)+20(Double Down)=109: Success

Four years ago Jane informed you that she had finished setting up a more in-depth spy network on Svartalfheim. While the Guilds remain immune to all infiltration she has been able to place several agents in every city on Svartalfheim along with some in low level positions in the Administratum and orbital traffic control.


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

Time: 1 year.
Chance of Success: 50%

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

Complete
Year Two d100=82+18(Intrigue)+5(combat)=105: Critical Success +10
Year Three d100=96+18(Intrigue)+5(combat)=119: Critical Success +10
Year Four d100=48+18(Intrigue)+5(combat)=71: Success
Year Five d100=34+18(Intrigue)+5(combat)=57: Success

Jane spent half her time over the last four years overseeing the hunt for rogue psykers, or leading hunter herself. She was incredibly successful and was the main reason why the Chaos Psykers failed to cause any damage over the last five years.


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.

Complete
d100=46+18(Intrigue)=64: Success

Jane spent the last five years going over the border security of Avernus with a fine comb. She tells you that she found dozens of ways in which security can be increased, ranging from very minor improvements to almost totally reworking how contraband is kept off passport ships. She estimates that it will take three years for her to implement these changes which should make it near impossible for quarantine to be breached.

Over the last two years Archmagos Tranth's carefully trained survey teams have been surveying the more intact Privateer Class Raiders and all of the Berserker Class Battleships. While they have failed to find any new forms of technology what they have found will save a good deal of resources and provide more irreplaceable weapons.

Complete
gained 42,000 Plasma Pistols, 31,000 Plasma Guns, 15,600 Plasma Cannons, 15,600 Plasma Flamers, 7,200 Plasma Foils.
Gained 9,000 Grav Pistols, 6,000 Grav Guns, 10,000 Grav Cannons
gained 1,000 Conversion Beamers
gained 260 Vortex Grenades
gained 1,800 Stasis Grenades
gained 88,000 Neutron Pistols, 120,000 Neutron Carbines, 1,200,000 Neutron Rifles, 60,000 Neutron Cannons, 76,000 Neutron Repeaters


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.

Complete
d100=15+50(buildings)+39(Tranth)+10(Rune Priests)=114: Success

Five years ago Tranth spent a year reverse engineering the Adamantine Forges that he found under Babylon. He took almost the entire year to complete this project but was successful as expected. He tells you that the new Adamantine Forges will make the production of Adamantine far easier and should increase the amount of advanced material that you can produce by a quarter, which is rather significant.


Double Down: 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.

Complete
d100=30+50(buildings)+39(Tranth)+10(Rune Priests)+20(Double Down)=149: Success

Three years ago Archmagos Tranth spent a year examining the Stealth Shuttles found on The Well of Urd. These shuttles, called the Dark Ray Stealth Shuttles, are significantly larger then the Shadowbat Stealth Assault Shuttles. They are more lightly armed, only having four heavy weapons, but can carry over twice the number of men. A Dark Ray Stealth Shuttle, can carry one heavy vehicle, two medium vehicles, three light vehicles or fifty infantrymen at a time. It seems to be more designed to get down a large number of men rather then deploy a smaller group and provide fire support like a Shadowbat.


Double Down: 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.

Complete
d100=85+50(buildings)+39(Tranth)+10(Rune Priests)+20(Double Down)+11(Cheating)=215: Critical Success

For the last two years Tranth has been examining the torpedo launchers of The Well of Urd. With the help of Headmaster Ridcully he was able to develop a deep enough understanding of them that he can not only reproduce them but can resize them to fit different sizes of ships. These torpedo launchers main advantage over the current design is that the reloading mechanism is more compact and the storing more efficient allowing for an extra 20% more torpedoes to be stored in the same volume while reducing the chance of something going wrong.


Double Down: 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.

Complete
d100=79+50(buildings)+39(Tranth)+10(Rune Priests)+20(Double Down)+1(Cheating)=199: Success

Last Year Archmagos Tranth reverse engineered the starship construction technologies of The Well of Urd. This technology will have to replace most of the current components of a shipyard, doubling the cost, but should increase the shipyards capacity by a third and the rate that it can build new ships by 25%. While this does make shipyards more expensive the decease in construction times in more then worth it.


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.

Complete

Two years ago Tranth finished training a selection of his more gifted assistants to survey ships without his presence. This took a few years mostly because he had to be sure that they would be able to recognise every known technology in different states of repair so that they could identify anything new. As well as allowing for the ship graveyard to be surveyed, and therefore moved, without Tranth's attention this is another step on the road to training up his assistants to the point where his death will not be catastrophic.


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.

Complete

Four years ago Tranth spent a year searching the Legionnaire Class Destroyers for interesting archeotech. He failed to find anything new but found more of the expected types, including the types that he does not have STCs of such as Vortex Grenades.


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.

Complete

Two years ago Tranth spent a year searching the Corsair Class Fast Cruisers for interesting archeotech. He failed to find anything new but found more of the expected types, including the types that he does not have STCs of such as Vortex Grenades.

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
d100 = 25 + 50(building) + 15(Cogitator) + 10(Rune Priests) + 8(learning )= 108: Success

Three years ago Magos Biologis Saren started his final examination of Bombardment Cacti Pollen and how to reproduce it. It took a few years but he was eventually able to figure out how to trick Bombardment Cacti into producing large amount of pollen and to collect the pollen. While dangerous this seems to be the only way to gather any large amounts of Bombardment Cacti Pollen, which is to complex to make artificially in any real amount.


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.

Locked – Two out of Three years completed

For the last two years Magos Biologis Saren has been continuing his investigation into Thundabeasts and attempting to tame them. He will report is progress at the end of next years as usual.

Design Advanced Heavy Orbital Weapons Platform- 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 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

Complete

Four years ago Fabricator-General Britton finished designing the Heavy Orbital Weapons platforms. Each of the platforms is designed to operate at a different range and is equipped with a variety of weaponry. From what you can tell these defences would be able to match an Imperial Heavy Cruiser in a fight, while being far cheaper and having only a fraction of the crew.


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.

Complete
more details will be added to Mechanicus datasheet

One year ago Fabricator-General Britton finished his initial examination of the level of unrest within the Mechanicus. He found that in general only a few percent of the Mechanicus actually oppose his changes though at least half are uneasy about them. Given that around fifteen percent of the Avernite Mechanicus, who are the most liberal, are willing to support the changes that Fabricator-General Britton has made he will have to be very careful in his actions. There is much more to be discovered on this topic, such as which areas and sentiments of the Mechanicus are the most liberal and conservative as well as who the main players on both sides of the debate are.


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.

Locked – One out of Two years completed

For the last year Fabricator-General Britton has been working on designing some Troop Transports making full use of the new technologies. He is currently halfway though the design process and can tell you that these troop transports will both be significantly tougher and be able to carry significantly more troops then the older versions, as always at the cost of being more expensive.

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

Complete
-1% to formation of Chaos Cults for the Imperial Trust

A bit over a year ago Saint Lin finished his examination of the next set of rituals for taint. He tells you that on average these rituals were far less tainted by the Abomination then the previous set, possibly because they were not in heavy use by the higher ranking, and more corrupt sections of the Imperial Church.


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

Complete
Year One d100=58+46(piety)=104: Success
Year Two d100=94+46(piety)=140: Critical Success
Year Three d100=98+46(piety)=144: Critical Success
Year Four d100=64+46(piety)=110: Success
+30 to success chance, min 20%

Saint Lin spent the time that he was investigating rituals at the Unseen University providing guidance to the students. He was very successful and was the reason that the vast majority of even the more powerful psykers passed their trials over the last half decade.


Expedite: 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.

Locked – One out of Six years completed: Expedited

For the last year Saint Lin has bee setting up the Theological Studies Seminaries all over Avernus. He is currently in the process of selecting some of the best debaters, theologians, councillors and most skeptical priests who will eventually be the staff. So far he has been very success, which is not surprising given how well the people of Avernus have taken to his revelations.


Missionary Work (Svartalfheim)- 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).

Complete
d100=20+46(piety)=66: Success

Last year Saint Lin journeyed to Svartalfheim to aid the local Imperial Church in spreading the New Imperial Truth and preaching to the people. His pretence had a notable impact on the people of Svartalfheim who are now more secure in these post Imperial days. One point that Saint Lin raised with you recently was that by now the vast majority of the people of the Imperial Trust were born after the Emperor's death, with only those with access to Juve-Nat and elders remembering the Imperial era.

Of the five hundred and twenty major Psykers who underwent the trials over the last five years four hundred and forty-sive passed, consisting of the Beta-level, five of the eight Gamma-levels, forty-nine of the fifty-nine Delta-levels, one hundred and eighteen of the hundred and thirty-nine Epsilon-levels and two hundred and sixty out of three hundred and thirteen Zeta-levels. In total twenty-four became Primaris Psykers, forty-six became Neo-Astropaths, one hundred and seventy-six became Battle Psykers, one hundred and sixty-two became Sanctionites and ten have been taken by the Inquisition.
The Beta-level Telepath, Afrim Rhee is training as a Sanctionite after only just passing the trials.
Four Gamma-levels, one Pyromancer, one Telekinetic, one Telepath and one Daemonologist are training to be Veteran Primaris while one Telekinetic is training as a Primaris.
Three of the fourteen Delta-level Biomancers, four of the eight Diviners, eight of the sixteen Pyromancers and two of the six Telapaths are training as Battle Psykers. Three Biomancers, two Diviners, four Pyromancers, one Telekinetic and one Daemonologist are training as Sanctionites. One Telepath is training as a Neo-Astropath while eight Biomancers, two Diviners, four Pyromancers, one Telekinetic and four Telepaths are being trained as Primaris Psykers. Two Delta levels have been taken by the Inquisition for training.
Nine of the sixteen Epsilon-level Biomancers, two of the four Diviners, fourteen of the twenty Pyromancers, six of the seventeen Telekinetics, six of the twenty-eight Telepaths and six of the nine Daemonologists are being trained as Battle Psykers. Seven Biomancers, one Diviner, six Pyromancers, eleven Telekinetics, ten Telapaths and three Daemonologists are being trained as Sanctionites. One Diviner and twelve Telepaths are training as Neo-Astropaths while four Epsilon-levels have been taken by the Inquisition.
Twenty-eight of the fifty Zeta-level Biomancers, twelve of the forty Diviners, forty-three of the seventy Pyromancers, sixteen of the forty Telekinetics, fifteen of the fifty Telepaths and two of the six Daemonologists entered training as Battle Psykers this year. Twenty-two Biomancers, fourteen Diviners, twenty-seven Pyromancers, twenty-four Telekinetics, twenty-one Telepaths and four Daemonologists are being trained as Sanctionites. The fourteen Diviners and eighteen Telepaths are training as Neo-Astropaths while four Zeta-levels have been taken by the Inquisition for training.
Of the forty-five thousand, eight hundred and forty-eight minor Psykers to undergo the trials over the last five years eight thousand eight hundred and fifty-seven failed. Twelve thousand three hundred of those who passed are training as Battle Psykers, twelve thousand five hundred as Witch Sniffers and twelve thousand, one hundred as Sanctionites while ninety-one have been taken by the Inquisition for training.

Thirty-three major Battle Psykers ( 1 Epsilon Biomancer, 7 Zeta Biomancers, 1 Epsilon Diviner, 3 Zeta Diviners, 3 Epsilon Pyromancers, 1 Zeta Pyromancer, 1 Epsilon Telekinetic, 5 Zeta Telekinetics, 2 Epsilon Telepaths, 1 Zeta Telepath, 2 Epsilon Daemonologists, 6 Zeta Daemonologists) and three hundred and eighty-three minor psykers have developed their skills enough to graduate from Battle Psyker to Veteran Battle Psyker.

Eleven major Sanctionites (3 Zeta Biomancers, 1 Epsilon Diviner, 1 Zeta Diviner, 2 Epsilon Telekinetics, 2 Zeta Telekinetics, 1 Epsilon Telepath, 1 Zeta Telepath) and nineteen minor Sanctionites have developed their skills enough to become Veteran Sanctionites. Fifty-nine Witch Sniffers have developed their skills enough to become Veteran Witch Sniffers.

One Veteran major Battle Psyker (Zeta Diviner), forty-seven major Battle Psykers (1 Delta Biomancer, 3 Epsilon Biomancers, 3 Zeta Biomancers, 1 Delta Diviner, 1 Epsilon Diviner, 5 Zeta Diviners, 1 Delta Pyromancer, 1 Epsilon Pyromancer, 8 Zeta Pyromancers, 6 Epsilon Telekinetics, 5 Zeta Telekinetics, 1 Epsilon Telepath, 4 Zeta Telepaths, 1 Delta Daemonologist, 1 Epsilon Daemonologist and 5 Zeta Daemonologists) died this year along with thirty-one Veteran minor Battle Psykers and nine hundred and fifty-three minor Battle Psykers.

Twenty-two of the major Sanctionites, (2 Epsilon Biomancers, 1 Zeta Biomancer, 4 Epsilon Diviners, 2 Zeta Diviners, 3 Zeta Pyromancers, 3 Epsilon Telekinetic, 2 Zeta Telekinetics, 2 Epsilon Telepaths, 1 Zeta Telepath and 1 Zeta Daemonologists) died along with one thousand one hundred and two minor Sanctionites and two thousand three hundred and forty-three Witch Sniffers. Eight Neo-Astropaths (2 Epsilon Telepaths, 3 Zeta Telepaths, 2 Epsilon Diviners, 1 Zeta Diviner) were also taken by Avernus this year.


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.

Complete
d100=30+23(stats)+10(Investigate Rituals for taint)=63: Fail
Divination re-roll d100=78+23(stats)+10(Investigate Rituals for taint)+10(Grandmaster Diviner)=121: Success

Two years ago Headmaster Ridcully finished his initial research into rituals, though he tells you that there is still a incredibly amount of work that needs to go into the topic before he is confident that he knows all that is safe to know. However he has reached the point where he can design a ritual that will help Neo-Astropaths extend their range by a reasonable fraction, which given the shrinking number of Astropaths is very important.


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.

Complete
Year One d100=48+24(control)=72 +3% to success chance
Year Two d100=41+24(control)=65 +2% to success chance
Year Three d100=57+24(control)=81 +21% to success chance

Primaris Xavier spent three years mentoring the most powerful of the students who were about to take their trails. He had little effect on the first six, all Gamma-levels but had a far greater effect on the beta-level, Afrim Rhee. In fact it was only due to his tutoring that Afrim Rhee passed the trails in the first place, small though her margin of success was.


Cheating: Examine: Torpedo Launchers- 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

Complete
d100=67+36(control)=103: Success, +11 to all attempts to Examine: Torpedo Launchers

Two years ago Headmaster Ridcully spent a year helping Archmagos Explorator Tranth in his study of the Torpedo Launchers of The Well of Urd. He was able to give Tranth several vital clues which while not essential helped Tranth develop the level of understanding that he did.


Cheating: Examine: Starship Construction Technologies- 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

Complete
d100=34+36(control)=70: Success, +1 to all attempts to Examine: Starship Construction Technologies

Last year Headmaster Ridcully spent a year helping Archmagos Explorator Tranth in his study of the Starship Construction Technologies on The Well of Urd. He was not able to give Tranth much help in his efforts, though fortunately none was needed.


Research: Black Crystal Items (Crown)- 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

Complete
d100=87+18(learning and trait)=105: Success
you gain trait Black Crystal Crown (large resistance to Warp based effects on your mind)- The Black Crystal Crown that you wear has been found to provide a large amount of resistance against Warp based effects on your mind.

After spending a few years of study Primaris Xavier has determined that your Black Crystal Crown also provides an effect that seem to be unique to it. This effect can be summed up as providing the wearer with a strong resistance to psychic effects that affect his mind, excluding those that come from the wielder or anyone he is in a psychic choir with. This resistance is strongest against telepathy and certain forms of divination as well as the mental mutations that exposure to Warp energy can cause. Primaris Xavier strongly suspects that each of the other Black Crystal Items has their own unique benefit and would like to study them in order to determine what they are.

Personal Attention: Expedite: Knowledge Implantation Chairs: Large Factory- 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.

Complete

For the last five years you have been overseeing the enlarging of the Knowledge Implantation Chair Factories. You finished several weeks ago and can now make over a hundred and fifty thousand Knowledge Implantation Chairs a year.


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.

Five years ago once Syr had graduated from the officers Academy you made the decision on where to send her next. As well as the old options there was the possibility of sending her into the military, to gain experience and prove herself.


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

Time: 1 year.
Chance of Success: Unknown

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

Complete
Year One d100=28+5(Palace)+14(Diplomacy)=47: Fail
Year Two d100=33+5(Palace)+14(Diplomacy)=52: Fail
Year Three d100=75+5(Palace)+14(Diplomacy)=94: Fail
Year Four d100=8+5(Palace)+14(Diplomacy)=27: Fail

You spent what time you could over the last half decade with Syr, not doing anything in particular just spending time with her. It was good for both of you to spend some time relaxing in good company, which given your workaholic nature that Syr has inherited is not something that either of you do much. One of the things you will always be thankful to Freya for was forcing you to learn how to relax and take time off from work.


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

Time: 1 year.

Cost: Free
Reward: Attend 5th High Council Meeting

Complete
see interlude

Last year you attended the fifth High Council Meeting, which focused on the issues of Resource Colonies and the future of the Imperial Trust Navy.


Personal Attention: Double Down: Administratum Reorganisation: Part Five- You are highly capable of military command, administration, diplomacy and intrigue and are capable of managing a project in any of those fields. Can be taken twice.

Time: as project.

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

Locked – Four out of Five years completed

For the last four years you have been conducting a final overview of the Avernite Administratum. You expect to finish sometime in the next year, most likely within six months.


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.

Locked – Five out of Six years completed

Five years ago you issued each member of the Governor's Own with a pair of wrist mounted Plasma Foils. Since then they have been undergoing intensive training and attempting to come up with a combat style that makes full use of both their wrist-blade and their normal weapons. Almost all of the better swordmasters of Avernus have been involved in this effort, yourself included, and between you a new and deadly style has been created. Interestingly enough the greatest help was from the Quartok, who have a pair of wrist-blades as part of their standard equipment. Currently the style, as yet unnamed, is being taught to the members of the Governor's Own and you expect them all to be skilled in it by the end of the coming year.
Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food
Starting 34,614,906,035 12,721,228,663 30,635,573,632 2,861,673,840 3,606,252 13,231 40,000
Net Income 13,912,708,409 2,304,811,148 335,359,458 777,675,319 3,254,741 22,023 2,021
Remaining 48,527,614,443 15,026,039,810 30,970,933,089 3,639,349,159 6,860,993 35,254 40,000
 
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The average number of Abomination Cultists halved over the last five years averaging a mere twenty thousand per year. On average it takes less then a day locate both outer circle cultists and inner circle cultists, the shortest time yet.
How are these guys even still around? Is it just random people going "Oh, let me worship Starfather today!"
 
Well, yeah, but who is doing the controlling? Is the Abomination just reaching out to touch random people?

1. Daemons and angyls can directly contact the minds of people, especially psykers.
2. Chaos is memetic. Involving yourself in a Chaos ritual will affect your mind, tainting you unless you've got a strong will to resist it. This is why we've seen decreases in part due to removing tainted Imperial rituals. No particular entity has to be directly involved, as the taint is in the realm of souls that your soul resides in, aka the Warp.
3. Moments of weakness make someone particularly vulnerable, which is always going to be a problem on Avernus due to the stress that survival puts on our people.
 
also Avernus is a Warp touched world meaning that it is far easier to touch the minds and sous of people on Avernus then it is normally, if Avernus was not Warp-touched you would currently have no Chaos Cults at all and would not have had any for a long time
 
So, once they're through training we'll have boosted our Primaris psyker numbers by about 50%. Kinda a big deal if we need to send a few out in order to establish new schools. I'm really glad we're going to be able to construct a neo-Astropath ritual now. It is nuts that we've already filled up so much of our very expensive psyker city... Beyond that I hope we have some time to research new psyker powers next turn.

I'm happy that the issues with the Mechanicus aren't as bad as I worried. However, I don't like the fact that we've only got 15% in support here at home. This suggests that while we don't have to worry about open revolt unless we do something stupid, we can expect to be treading lightly for a good long time and may even need to get proactive to even establish a majority.

I'm quite glad we got the tech we did. Further improvements to torpedos are great, as is the starship construction tech. Can't say I'm enthralled by the assault shuttle, but I guess it covers a bit of a hole. Hope we get the option to train up a crew for reverse-engineering this turn.

Can't say I'm too happy with our growth rate. Still, with medi-gel and juvenat for doctors online, it should bump up a bit, and if we get desperate we have figured out how to get cacti pollen. I'm glad we finally finished the military expansion even if we now have a lot of green troops the wildlife will eat alive. Sometimes literally. Now we get the expense of outfitting them--who knows, we might end up using some actions to oversee AM or EM production for reasons other than praying for a crit.

Void command did fine, but it is a bit of a reminder that even if we manage numerical parity with other groups, our expertise is lacking. If it's a real issue still when the warp storm drops, we can probably build experience by sending raiding packets out to stomp the orcs/nids in the area--unlike defensive battles or situations like with the Dark Eldar we can mostly pick fights that won't cause massive attrition while solving local problems/building goodwill. This does solidify my desire to send Syr to naval academy this turn though.
 
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